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# -*- coding: utf-8 -*-
# Copyright (c) Vispy Development Team. All Rights Reserved.
# Distributed under the (new) BSD License. See LICENSE.txt for more info.
"""
vispy headless backend for egl.
"""
from __future__ import division
import atexit
from time import sleep
from ..base import (BaseApplicationBackend, BaseCanvasBackend,
BaseTimerBackend)
from ...util.ptime import time
from ... import config
# -------------------------------------------------------------------- init ---
try:
import os
# XXX TODO: Add use_gl('es2') and somehow incorporate here.
# Also would be good to have us_gl('es3'), since libGLESv2.so on linux
# seems to support both.
# If running remote X11 (for example via ssh), eglInitialize() below will
# fail (with NVIDIA EGL drivers) if the DISPLAY environment variable is
# set. Temporarily unset the DISPLAY environment variable while calling
# eglGetDisplay() in order to work around this. This should be OK since
# only headless rendering is currently supported by this backend anyway.
x11_dpy = os.getenv('DISPLAY')
if x11_dpy is not None:
os.unsetenv('DISPLAY')
from ...ext import egl
_EGL_DISPLAY = egl.eglGetDisplay()
if x11_dpy is not None:
os.environ['DISPLAY'] = x11_dpy
egl.eglInitialize(_EGL_DISPLAY)
version = [egl.eglQueryString(_EGL_DISPLAY, x) for x in
[egl.EGL_VERSION, egl.EGL_VENDOR, egl.EGL_CLIENT_APIS]]
version = [v.decode('utf-8') for v in version]
version = version[0] + ' ' + version[1] + ': ' + version[2].strip()
atexit.register(egl.eglTerminate, _EGL_DISPLAY)
except Exception as exp:
available, testable, why_not, which = False, False, str(exp), None
else:
# XXX restore "testable" once it works properly, and
# remove from ignore list in .coveragerc
available, testable, why_not = True, False, ''
which = 'EGL ' + str(version)
_VP_EGL_ALL_WINDOWS = []
def _get_egl_windows():
wins = list()
for win in _VP_EGL_ALL_WINDOWS:
if isinstance(win, CanvasBackend):
wins.append(win)
return wins
# -------------------------------------------------------------- capability ---
capability = dict( # things that can be set by the backend
title=True,
size=True,
position=True,
show=True,
vsync=False,
resizable=True,
decorate=False,
fullscreen=False,
context=False,
multi_window=True,
scroll=False,
parent=False,
always_on_top=False,
)
# ------------------------------------------------------------- application ---
class ApplicationBackend(BaseApplicationBackend):
def __init__(self):
BaseApplicationBackend.__init__(self)
self._timers = list()
def _add_timer(self, timer):
if timer not in self._timers:
self._timers.append(timer)
def _vispy_get_backend_name(self):
return 'egl'
def _vispy_process_events(self):
for timer in self._timers:
timer._tick()
wins = _get_egl_windows()
for win in wins:
if win._needs_draw:
win._needs_draw = False
win._on_draw()
def _vispy_run(self):
wins = _get_egl_windows()
while all(w._surface is not None for w in wins):
self._vispy_process_events()
self._vispy_quit() # to clean up
def _vispy_quit(self):
# Close windows
wins = _get_egl_windows()
for win in wins:
win._vispy_close()
# tear down timers
for timer in self._timers:
timer._vispy_stop()
self._timers = []
def _vispy_get_native_app(self):
return egl
# ------------------------------------------------------------------ canvas ---
class CanvasBackend(BaseCanvasBackend):
""" EGL backend for Canvas abstract class."""
# args are for BaseCanvasBackend, kwargs are for us.
def __init__(self, *args, **kwargs):
BaseCanvasBackend.__init__(self, *args)
p = self._process_backend_kwargs(kwargs)
self._initialized = False
# Deal with context
p.context.shared.add_ref('egl', self)
if p.context.shared.ref is self:
# Store context information
attribs = [egl.EGL_RED_SIZE, 8,
egl.EGL_BLUE_SIZE, 8,
egl.EGL_GREEN_SIZE, 8,
egl.EGL_ALPHA_SIZE, 8,
egl.EGL_COLOR_BUFFER_TYPE, egl.EGL_RGB_BUFFER,
egl.EGL_SURFACE_TYPE, egl.EGL_PBUFFER_BIT]
api = None
if 'es' in config['gl_backend']:
attribs.extend([egl.EGL_RENDERABLE_TYPE,
egl.EGL_OPENGL_ES2_BIT])
api = egl.EGL_OPENGL_ES_API
else:
attribs.extend([egl.EGL_RENDERABLE_TYPE, egl.EGL_OPENGL_BIT])
api = egl.EGL_OPENGL_API
self._native_config = egl.eglChooseConfig(_EGL_DISPLAY, attribs)[0]
egl.eglBindAPI(api)
self._native_context = egl.eglCreateContext(_EGL_DISPLAY,
self._native_config,
None)
else:
# Reuse information from other context
self._native_config = p.context.shared.ref._native_config
self._native_context = p.context.shared.ref._native_context
self._surface = None
self._vispy_set_size(*p.size)
_VP_EGL_ALL_WINDOWS.append(self)
# Init
self._initialized = True
self._vispy_canvas.set_current()
self._vispy_canvas.events.initialize()
def _destroy_surface(self):
if self._surface is not None:
egl.eglDestroySurface(_EGL_DISPLAY, self._surface)
self._surface = None
def _vispy_set_size(self, w, h):
if self._surface is not None:
self._destroy_surface()
attrib_list = (egl.EGL_WIDTH, w, egl.EGL_HEIGHT, h)
self._surface = egl.eglCreatePbufferSurface(_EGL_DISPLAY,
self._native_config,
attrib_list)
if self._surface == egl.EGL_NO_SURFACE:
raise RuntimeError('Could not create rendering surface')
self._size = (w, h)
self._vispy_update()
def _vispy_warmup(self):
etime = time() + 0.25
while time() < etime:
sleep(0.01)
self._vispy_canvas.set_current()
self._vispy_canvas.app.process_events()
def _vispy_set_current(self):
if self._surface is None:
return
# Make this the current context
egl.eglMakeCurrent(_EGL_DISPLAY, self._surface, self._surface,
self._native_context)
def _vispy_swap_buffers(self):
if self._surface is None:
return
# Swap front and back buffer
egl.eglSwapBuffers(_EGL_DISPLAY, self._surface)
def _vispy_set_title(self, title):
pass
def _vispy_set_position(self, x, y):
pass
def _vispy_set_visible(self, visible):
pass
def _vispy_update(self):
# Mark that this window wants to be drawn on the next loop iter
self._needs_draw = True
def _vispy_close(self):
self._destroy_surface()
def _vispy_get_size(self):
if self._surface is None:
return
return self._size
def _vispy_get_position(self):
return 0, 0
def _on_draw(self, _id=None):
# This is called by the processing app
if self._vispy_canvas is None or self._surface is None:
return
self._vispy_canvas.set_current()
self._vispy_canvas.events.draw(region=None) # (0, 0, w, h))
# ------------------------------------------------------------------- timer ---
class TimerBackend(BaseTimerBackend):
def __init__(self, vispy_timer):
BaseTimerBackend.__init__(self, vispy_timer)
vispy_timer._app._backend._add_timer(self)
self._vispy_stop()
def _vispy_start(self, interval):
self._interval = interval
self._next_time = time() + self._interval
def _vispy_stop(self):
self._next_time = float('inf')
def _tick(self):
if time() >= self._next_time:
self._vispy_timer._timeout()
self._next_time = time() + self._interval
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