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The Android headless build only did software rendering. Vulkan takes the offscreen path desktop headless already uses, and OpenGL ES renders into an EGL pbuffer, so both run from adb shell with no window. Assets are found next to the executable, like on desktop, instead of in an APK path that no longer exists. frametests.py --adb pushes the binary, assets and dumps to a device, runs each dump there with Vulkan and GLES, and compares the screenshots with the host's Vulkan render using Tools/image_compare.py. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
78 lines
2.2 KiB
C++
78 lines
2.2 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "ppsspp_config.h"
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#if PPSSPP_PLATFORM(ANDROID)
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#include <EGL/egl.h>
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#include "Common/GPU/GraphicsContext.h"
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#include "Common/GPU/OpenGL/GLRenderManager.h"
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// An OpenGL ES context with no window, for running headless from adb shell. It renders into an
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// EGL pbuffer, which stands in for the backbuffer.
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class AndroidHeadlessGLContext : public GraphicsContext {
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public:
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AndroidHeadlessGLContext(int width, int height) : width_(width), height_(height) {}
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~AndroidHeadlessGLContext() { delete draw_; }
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bool InitAPI(void *wnd, std::string *deviceNameSetting, std::string *errorMessage) override;
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bool InitSurface(WindowSystem winsys, void *data1, void *data2, std::string *errorMessage) override {
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return true;
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}
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void ShutdownSurface() override;
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bool NeedsSeparateEmuThread() const override { return true; }
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Draw::DrawContext *GetDrawContext() override {
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return draw_;
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}
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void ThreadStart() override {
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renderManager_->ThreadStart(draw_);
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}
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bool ThreadFrame() override {
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return renderManager_->ThreadFrame();
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}
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void ThreadEnd() override {
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renderManager_->ThreadEnd();
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}
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void Resize() override {}
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// Call from emu thread
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void NotifyEmuThreadExit() override {
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renderManager_->NotifyEmuThreadExit();
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}
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private:
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Draw::DrawContext *draw_ = nullptr;
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GLRenderManager *renderManager_ = nullptr;
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EGLDisplay display_ = EGL_NO_DISPLAY;
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EGLSurface surface_ = EGL_NO_SURFACE;
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EGLContext context_ = EGL_NO_CONTEXT;
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int width_;
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int height_;
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};
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#endif
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