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#! /usr/bin/env python3
"""Raw xlib based test setup"""
from Xlib import X, display, error
import ctypes
from functools import wraps
from OpenGL import arrays
from OpenGL.EGL import *
DESIRED_ATTRIBUTES = [
EGL_BLUE_SIZE,
8,
EGL_RED_SIZE,
8,
EGL_GREEN_SIZE,
8,
EGL_DEPTH_SIZE,
24,
EGL_COLOR_BUFFER_TYPE,
EGL_RGB_BUFFER,
EGL_CONFIG_CAVEAT,
EGL_NONE, # Don't allow slow/non-conformant
]
API_BITS = {
"opengl": EGL_OPENGL_BIT,
"gl": EGL_OPENGL_BIT,
"gles2": EGL_OPENGL_ES2_BIT,
"gles1": EGL_OPENGL_ES_BIT,
"gles": EGL_OPENGL_ES_BIT,
"es2": EGL_OPENGL_ES2_BIT,
"es1": EGL_OPENGL_ES_BIT,
"es": EGL_OPENGL_ES_BIT,
}
API_NAMES = dict(
[
(
k,
{
EGL_OPENGL_BIT: EGL_OPENGL_API,
EGL_OPENGL_ES2_BIT: EGL_OPENGL_ES_API,
EGL_OPENGL_ES_BIT: EGL_OPENGL_ES_API,
}[v],
)
for k, v in API_BITS.items()
]
)
class EGLWindow(object):
def __init__(
self, display, msg, size=(300, 300), api='es2', attributes=DESIRED_ATTRIBUTES
):
self.display = display
self.msg = msg
self.screen: Xlib.Window = self.display.screen()
event_mask = (
X.ExposureMask
| X.ResizeRedirectMask
| X.StructureNotifyMask
| X.ButtonPressMask
| X.ButtonReleaseMask
| X.Button1MotionMask
)
self.window = self.screen.root.create_window(
50,
50,
size[0],
size[1],
2,
self.screen.root_depth,
X.InputOutput,
X.CopyFromParent,
# special attribute values
background_pixel=self.screen.white_pixel,
event_mask=event_mask,
colormap=X.CopyFromParent,
)
self.gc = self.window.create_gc(
foreground=self.screen.black_pixel,
background=self.screen.white_pixel,
)
self.window.map()
self.api = api
self.attributes = attributes
egl_ctx = None
def eglSetup(self):
"""Setup the EGL rendering context"""
if self.egl_ctx is not None:
return
major, minor = ctypes.c_long(), ctypes.c_long()
self.egl_display = display = eglGetDisplay(EGL_DEFAULT_DISPLAY)
eglInitialize(display, major, minor)
num_configs = ctypes.c_long()
configs = (EGLConfig * 2)()
api_constant = API_NAMES[self.api.lower()]
print('api requested:', self.api, ' api constant', api_constant)
local_attributes = self.attributes[:]
local_attributes.extend(
[
EGL_CONFORMANT,
API_BITS[self.api.lower()],
EGL_NONE,
]
)
print("local_attributes", local_attributes)
local_attributes = arrays.GLintArray.asArray(local_attributes)
eglChooseConfig(display, local_attributes, configs, 2, num_configs)
if num_configs.value < 1:
raise RuntimeError("Unable to find a suitable config")
print("API", api_constant)
eglBindAPI(api_constant)
window = self.window.id
self.egl_surface = eglCreateWindowSurface(display, configs[0], window, None)
self.egl_ctx = eglCreateContext(display, configs[0], EGL_NO_CONTEXT, None)
if self.egl_ctx == EGL_NO_CONTEXT:
raise RuntimeError("Unable to create context")
def loop(self, target, args, named, exit_on_render=False):
do_close = True
try:
while True:
try:
e = self.display.next_event()
except error.ConnectionClosedError as err:
do_close = False
return
if e.type == X.Expose:
self.eglSetup()
eglMakeCurrent(
self.egl_display,
self.egl_surface,
self.egl_surface,
self.egl_ctx,
)
target(*args, **named)
eglSwapBuffers(self.egl_display, self.egl_surface)
if exit_on_render:
return
elif e.type == X.KeyPress:
return
finally:
if do_close:
self.close()
def close(self):
self.window.destroy()
def egltest(size=(300, 300), name=None, api="es2", attributes=DESIRED_ATTRIBUTES):
def gltest(function):
"""Decorator to allow a function to run in a Pygame GLES[1,2,3] context"""
@wraps(function)
def test_function(*args, **named):
window = EGLWindow(
display.Display(),
name or function.__name__,
api=api,
attributes=attributes,
)
window.loop(target=function, args=args, named=named, exit_on_render=True)
return test_function
return gltest
if __name__ == "__main__":
@egltest()
def test_sample(*args, **named):
print("Ran sample")
test_sample()
test_sample()
test_sample()
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