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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>
116 lines
3.8 KiB
C++
116 lines
3.8 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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#include "ppsspp_config.h"
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#if PPSSPP_PLATFORM(ANDROID)
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#include "headless/AndroidHeadlessGLContext.h"
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#include "Common/GPU/OpenGL/GLCommon.h"
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#include "Common/GPU/OpenGL/GLFeatures.h"
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#include "Common/GPU/thin3d_create.h"
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#include "Common/StringUtils.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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// EGL_OPENGL_ES3_BIT_KHR, from EGL_KHR_create_context. Not in every platform header.
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#ifndef EGL_OPENGL_ES3_BIT_KHR
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#define EGL_OPENGL_ES3_BIT_KHR 0x0040
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#endif
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bool AndroidHeadlessGLContext::InitAPI(void *wnd, std::string *deviceName, std::string *errorMessage) {
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display_ = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if (display_ == EGL_NO_DISPLAY || !eglInitialize(display_, nullptr, nullptr)) {
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*errorMessage = StringFromFormat("eglInitialize failed: %04x", eglGetError());
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return false;
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}
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// ES 3 first, like the app. ES 2 only if the driver has nothing else.
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for (int version = 3; version >= 2; version--) {
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const EGLint configAttribs[] = {
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EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
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EGL_RENDERABLE_TYPE, version == 3 ? EGL_OPENGL_ES3_BIT_KHR : EGL_OPENGL_ES2_BIT,
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EGL_RED_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_BLUE_SIZE, 8,
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EGL_ALPHA_SIZE, 8,
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EGL_DEPTH_SIZE, 24,
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EGL_STENCIL_SIZE, 8,
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EGL_NONE,
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};
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EGLConfig config;
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EGLint numConfigs = 0;
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if (!eglChooseConfig(display_, configAttribs, &config, 1, &numConfigs) || numConfigs == 0) {
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continue;
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}
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const EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, version, EGL_NONE };
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context_ = eglCreateContext(display_, config, EGL_NO_CONTEXT, contextAttribs);
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if (context_ == EGL_NO_CONTEXT) {
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continue;
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}
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const EGLint surfaceAttribs[] = { EGL_WIDTH, width_, EGL_HEIGHT, height_, EGL_NONE };
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surface_ = eglCreatePbufferSurface(display_, config, surfaceAttribs);
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if (surface_ == EGL_NO_SURFACE) {
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eglDestroyContext(display_, context_);
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context_ = EGL_NO_CONTEXT;
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continue;
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}
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break;
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}
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if (context_ == EGL_NO_CONTEXT) {
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*errorMessage = StringFromFormat("No usable EGL pbuffer config: %04x", eglGetError());
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return false;
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}
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if (!eglMakeCurrent(display_, surface_, surface_, context_)) {
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*errorMessage = StringFromFormat("eglMakeCurrent failed: %04x", eglGetError());
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return false;
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}
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CheckGLExtensions();
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SetGPUBackend(GPUBackend::OPENGL);
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draw_ = Draw::T3DCreateGLContext(false);
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renderManager_ = (GLRenderManager *)draw_->GetNativeObject(Draw::NativeObject::RENDER_MANAGER);
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renderManager_->SetInflightFrames(g_Config.iInflightFrames);
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bool success = draw_->CreatePresets();
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_assert_(success);
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renderManager_->SetSwapFunction([this]() {
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eglSwapBuffers(display_, surface_);
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});
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return success;
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}
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void AndroidHeadlessGLContext::ShutdownSurface() {
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delete draw_;
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draw_ = nullptr;
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if (display_ != EGL_NO_DISPLAY) {
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eglMakeCurrent(display_, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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if (surface_ != EGL_NO_SURFACE) {
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eglDestroySurface(display_, surface_);
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}
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if (context_ != EGL_NO_CONTEXT) {
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eglDestroyContext(display_, context_);
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}
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eglTerminate(display_);
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}
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surface_ = EGL_NO_SURFACE;
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context_ = EGL_NO_CONTEXT;
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display_ = EGL_NO_DISPLAY;
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}
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#endif
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