Files
ppsspp/android/jni/AndroidEGLGraphicsContext.cpp
T
Henrik RydgårdandClaude Opus 5.5 34da53de5a Android GL: Support PresentMode::IMMEDIATE with eglSwapInterval
Now that EGL is ours rather than GLSurfaceView's, the swap interval can be set,
so turning vsync off (and fast-forward without skipping flips) works on Android
GL too. Not in VR, where OpenXR presents, and not with a config whose minimum
swap interval is 1.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-10 15:45:27 +02:00

265 lines
9.9 KiB
C++

// Copyright (c) 2026- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <android/native_window.h>
#include "Common/Log.h"
#include "Common/StringUtils.h"
#include "Common/System/OSD.h"
#include "Common/VR/PPSSPPVR.h"
#include "android/jni/AndroidEGLGraphicsContext.h"
// EGL_OPENGL_ES3_BIT_KHR, from EGL_KHR_create_context. Not in every platform header.
#ifndef EGL_OPENGL_ES3_BIT_KHR
#define EGL_OPENGL_ES3_BIT_KHR 0x0040
#endif
namespace {
const char *EGLErrorToString(EGLint error) {
switch (error) {
case EGL_SUCCESS: return "EGL_SUCCESS";
case EGL_NOT_INITIALIZED: return "EGL_NOT_INITIALIZED";
case EGL_BAD_ACCESS: return "EGL_BAD_ACCESS";
case EGL_BAD_ALLOC: return "EGL_BAD_ALLOC";
case EGL_BAD_ATTRIBUTE: return "EGL_BAD_ATTRIBUTE";
case EGL_BAD_CONTEXT: return "EGL_BAD_CONTEXT";
case EGL_BAD_CONFIG: return "EGL_BAD_CONFIG";
case EGL_BAD_CURRENT_SURFACE: return "EGL_BAD_CURRENT_SURFACE";
case EGL_BAD_DISPLAY: return "EGL_BAD_DISPLAY";
case EGL_BAD_SURFACE: return "EGL_BAD_SURFACE";
case EGL_BAD_MATCH: return "EGL_BAD_MATCH";
case EGL_BAD_PARAMETER: return "EGL_BAD_PARAMETER";
case EGL_BAD_NATIVE_PIXMAP: return "EGL_BAD_NATIVE_PIXMAP";
case EGL_BAD_NATIVE_WINDOW: return "EGL_BAD_NATIVE_WINDOW";
case EGL_CONTEXT_LOST: return "EGL_CONTEXT_LOST";
default: return "(unknown EGL error)";
}
}
std::string EGLFailure(const char *what) {
const EGLint error = eglGetError();
return StringFromFormat("%s failed: %s (%04x)", what, EGLErrorToString(error), error);
}
struct ConfigAttempt {
const char *desc;
EGLint red, green, blue, alpha, depth, stencil;
};
// Most to least desirable. The PSP only needs 16 bits of depth, but ask for 24 first - it is what
// essentially every driver offers anyway, and asking for less does not make a 16-bit buffer appear.
// Stencil is not optional in practice: without it, non-buffered rendering has nothing to work with.
//
// The last entry is the fallback: ask for the bare minimum and take whatever eglChooseConfig puts
// first, which is roughly what GLSurfaceView's default chooser used to do.
const ConfigAttempt kConfigAttempts[] = {
{ "RGBA8888 D24S8", 8, 8, 8, 8, 24, 8 },
{ "RGBA8888 D16S8", 8, 8, 8, 8, 16, 8 },
{ "RGB565 D16S8", 5, 6, 5, 0, 16, 8 },
{ "anything", 5, 6, 5, 0, 16, 0 },
};
} // namespace
bool AndroidEGLGraphicsContext::ChooseConfig(bool wantGLES3, std::string *errorMessage) {
const EGLint renderableType = wantGLES3 ? EGL_OPENGL_ES3_BIT_KHR : EGL_OPENGL_ES2_BIT;
for (const ConfigAttempt &attempt : kConfigAttempts) {
const EGLint attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, renderableType,
EGL_RED_SIZE, attempt.red,
EGL_GREEN_SIZE, attempt.green,
EGL_BLUE_SIZE, attempt.blue,
EGL_ALPHA_SIZE, attempt.alpha,
EGL_DEPTH_SIZE, attempt.depth,
EGL_STENCIL_SIZE, attempt.stencil,
EGL_NONE
};
EGLConfig config = nullptr;
EGLint numConfigs = 0;
if (eglChooseConfig(display_, attribs, &config, 1, &numConfigs) && numConfigs > 0) {
config_ = config;
EGLint red = 0, green = 0, blue = 0, alpha = 0, depth = 0, stencil = 0, samples = 0;
eglGetConfigAttrib(display_, config_, EGL_RED_SIZE, &red);
eglGetConfigAttrib(display_, config_, EGL_GREEN_SIZE, &green);
eglGetConfigAttrib(display_, config_, EGL_BLUE_SIZE, &blue);
eglGetConfigAttrib(display_, config_, EGL_ALPHA_SIZE, &alpha);
eglGetConfigAttrib(display_, config_, EGL_DEPTH_SIZE, &depth);
eglGetConfigAttrib(display_, config_, EGL_STENCIL_SIZE, &stencil);
eglGetConfigAttrib(display_, config_, EGL_SAMPLES, &samples);
INFO_LOG(Log::G3D, "EGL config (asked for %s): R%dG%dB%dA%d depth=%d stencil=%d samples=%d",
attempt.desc, red, green, blue, alpha, depth, stencil, samples);
if (stencil == 0) {
WARN_LOG(Log::G3D, "EGL config has no stencil buffer - non-buffered rendering will misbehave.");
}
return true;
}
INFO_LOG(Log::G3D, "No EGL config for %s, trying the next one", attempt.desc);
}
*errorMessage = "Found no usable EGL config";
return false;
}
bool AndroidEGLGraphicsContext::InitSurface(WindowSystem winsys, void *data1, void *data2, std::string *errorMessage) {
_dbg_assert_(winsys == WINDOWSYSTEM_ANDROID);
wnd_ = (ANativeWindow *)data1;
if (!wnd_) {
*errorMessage = "AndroidEGLGraphicsContext::InitSurface: no native window";
return false;
}
display_ = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (display_ == EGL_NO_DISPLAY) {
*errorMessage = EGLFailure("eglGetDisplay");
return false;
}
EGLint eglMajor = 0, eglMinor = 0;
if (!eglInitialize(display_, &eglMajor, &eglMinor)) {
*errorMessage = EGLFailure("eglInitialize");
display_ = EGL_NO_DISPLAY;
return false;
}
INFO_LOG(Log::G3D, "EGL %d.%d initialized (vendor: %s)", eglMajor, eglMinor,
eglQueryString(display_, EGL_VENDOR));
// Mirrors what NativeRenderer used to ask for: setEGLContextClientVersion(isVRDevice() ? 3 : 2).
// Asking for 2 is not a cap: GLES3 is detected from GL_VERSION at runtime (see GLFeatures.cpp),
// which is how the Java path always ended up using GLES3 on devices that have it.
const bool wantGLES3 = IsVREnabled();
if (!ChooseConfig(wantGLES3, errorMessage)) {
DestroyEGL();
return false;
}
// Line the window's pixel format up with the config we picked. Skipping this is how you get
// EGL_BAD_MATCH out of eglCreateWindowSurface on drivers that take the window format
// literally - historically the reason the Java path asked for no particular config at all.
// That is also why we can afford to be picky in kConfigAttempts where Java could not.
// Width and height stay 0 so whatever size Java set (see iAndroidHwScale) is left alone.
EGLint nativeVisualID = 0;
if (eglGetConfigAttrib(display_, config_, EGL_NATIVE_VISUAL_ID, &nativeVisualID)) {
ANativeWindow_setBuffersGeometry(wnd_, 0, 0, nativeVisualID);
} else {
WARN_LOG(Log::G3D, "Couldn't get EGL_NATIVE_VISUAL_ID, leaving the window format alone");
}
const EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, wantGLES3 ? 3 : 2, EGL_NONE };
context_ = eglCreateContext(display_, config_, EGL_NO_CONTEXT, contextAttribs);
if (context_ == EGL_NO_CONTEXT) {
*errorMessage = EGLFailure("eglCreateContext");
DestroyEGL();
return false;
}
surface_ = eglCreateWindowSurface(display_, config_, wnd_, nullptr);
if (surface_ == EGL_NO_SURFACE) {
*errorMessage = EGLFailure("eglCreateWindowSurface");
DestroyEGL();
return false;
}
if (!eglMakeCurrent(display_, surface_, surface_, context_)) {
*errorMessage = EGLFailure("eglMakeCurrent");
DestroyEGL();
return false;
}
EGLint surfaceWidth = 0, surfaceHeight = 0;
eglQuerySurface(display_, surface_, EGL_WIDTH, &surfaceWidth);
eglQuerySurface(display_, surface_, EGL_HEIGHT, &surfaceHeight);
INFO_LOG(Log::G3D, "EGL context current, surface is %dx%d", surfaceWidth, surfaceHeight);
// GL is current on this thread now, so the shared setup (extension check, thin3d context,
// render manager) can run.
if (!OpenGLGraphicsContext::InitSurface(winsys, data1, data2, errorMessage)) {
DestroyEGL();
return false;
}
// As on Windows (see WindowsGLContext), surface GL errors to the user. The Java path did this
// from displayInit; now that the context owns its own init, it belongs here.
draw_->SetErrorCallback([](const char *shortDesc, const char *details, void *userdata) {
g_OSD.Show(OSDType::MESSAGE_ERROR, details, 5.0);
}, nullptr);
renderManager_->SetSwapFunction([this]() {
if (!eglSwapBuffers(display_, surface_)) {
// Most likely the surface went away under us. The render loop is about to be asked to
// exit anyway, so just complain rather than trying to recover from here.
WARN_LOG(Log::G3D, "%s", EGLFailure("eglSwapBuffers").c_str());
}
});
// For PresentMode::IMMEDIATE (vsync off, and fast-forward without skipping flips).
if (CanChangeSwapInterval()) {
renderManager_->SetSwapIntervalFunction([this](int interval) {
if (!eglSwapInterval(display_, interval)) {
WARN_LOG(Log::G3D, "%s", EGLFailure("eglSwapInterval").c_str());
}
});
}
return true;
}
bool AndroidEGLGraphicsContext::CanChangeSwapInterval() const {
// In VR, OpenXR presents, not eglSwapBuffers.
if (IsVREnabled() || display_ == EGL_NO_DISPLAY) {
return false;
}
// eglSwapInterval silently clamps to the config's minimum, which some configs have at 1.
EGLint minInterval = 1;
if (!eglGetConfigAttrib(display_, config_, EGL_MIN_SWAP_INTERVAL, &minInterval)) {
return false;
}
return minInterval == 0;
}
void AndroidEGLGraphicsContext::ShutdownSurface() {
// Order matters: the render manager's teardown still issues GL calls, so the context has to
// stay current until it's done.
OpenGLGraphicsContext::ShutdownSurface();
DestroyEGL();
}
void AndroidEGLGraphicsContext::DestroyEGL() {
if (display_ == EGL_NO_DISPLAY) {
return;
}
INFO_LOG(Log::G3D, "AndroidEGLGraphicsContext::DestroyEGL");
eglMakeCurrent(display_, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (surface_ != EGL_NO_SURFACE) {
eglDestroySurface(display_, surface_);
surface_ = EGL_NO_SURFACE;
}
if (context_ != EGL_NO_CONTEXT) {
eglDestroyContext(display_, context_);
context_ = EGL_NO_CONTEXT;
}
// eglTerminate only tears down this thread's binding of the display, which is refcounted per
// process - so this is safe even though the display is shared.
eglTerminate(display_);
eglReleaseThread();
display_ = EGL_NO_DISPLAY;
config_ = nullptr;
wnd_ = nullptr;
}