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https://github.com/emilk/egui.git
synced 2026-09-01 06:10:06 -04:00
polish glutin upgrade with glutin-winit crate (#2526)
* use glutin-winit for glow context creation * added some tracing for easier debugging of glutin problems * fmt * add more debug logs * more tracing * fallback egl instead of prefer egl * update pure glow example to use glutin_winit * add more logging. ignore vsync option if not supported * cranky lint * add some logging for easier debugging * drop window after glutin surface * small changes based on pr review * build fix --------- Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
This commit is contained in:
@@ -17,66 +17,91 @@ impl GlutinWindowContext {
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// refactor this function to use `glutin-winit` crate eventually.
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// preferably add android support at the same time.
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#[allow(unsafe_code)]
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unsafe fn new(winit_window: winit::window::Window) -> Self {
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use glutin::prelude::*;
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use raw_window_handle::*;
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unsafe fn new(event_loop: &winit::event_loop::EventLoopWindowTarget<()>) -> Self {
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use egui::NumExt;
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use glutin::context::NotCurrentGlContextSurfaceAccessor;
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use glutin::display::GetGlDisplay;
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use glutin::display::GlDisplay;
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use glutin::prelude::GlSurface;
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use raw_window_handle::HasRawWindowHandle;
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let winit_window_builder = winit::window::WindowBuilder::new()
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.with_resizable(true)
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.with_inner_size(winit::dpi::LogicalSize {
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width: 800.0,
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height: 600.0,
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})
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.with_title("egui_glow example") // Keep hidden until we've painted something. See https://github.com/emilk/egui/pull/2279
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.with_visible(false);
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let raw_display_handle = winit_window.raw_display_handle();
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let raw_window_handle = winit_window.raw_window_handle();
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// EGL is crossplatform and the official khronos way
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// but sometimes platforms/drivers may not have it, so we use back up options where possible.
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// try egl and fallback to windows wgl. Windows is the only platform that *requires* window handle to create display.
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#[cfg(target_os = "windows")]
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let preference = glutin::display::DisplayApiPreference::EglThenWgl(Some(raw_window_handle));
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// try egl and fallback to x11 glx
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#[cfg(target_os = "linux")]
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let preference = glutin::display::DisplayApiPreference::EglThenGlx(Box::new(
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winit::platform::x11::register_xlib_error_hook,
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));
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#[cfg(target_os = "macos")]
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let preference = glutin::display::DisplayApiPreference::Cgl;
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#[cfg(target_os = "android")]
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let preference = glutin::display::DisplayApiPreference::Egl;
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let gl_display = glutin::display::Display::new(raw_display_handle, preference).unwrap();
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let config_template = glutin::config::ConfigTemplateBuilder::new()
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let config_template_builder = glutin::config::ConfigTemplateBuilder::new()
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.prefer_hardware_accelerated(None)
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.with_depth_size(0)
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.with_stencil_size(0)
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.with_transparency(false)
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.compatible_with_native_window(raw_window_handle)
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.build();
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.with_transparency(false);
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let config = gl_display
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.find_configs(config_template)
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.unwrap()
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.next()
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.unwrap();
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tracing::debug!("trying to get gl_config");
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let (mut window, gl_config) =
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glutin_winit::DisplayBuilder::new() // let glutin-winit helper crate handle the complex parts of opengl context creation
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.with_preference(glutin_winit::ApiPrefence::FallbackEgl) // https://github.com/emilk/egui/issues/2520#issuecomment-1367841150
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.with_window_builder(Some(winit_window_builder.clone()))
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.build(
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event_loop,
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config_template_builder,
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|mut config_iterator| {
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config_iterator.next().expect(
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"failed to find a matching configuration for creating glutin config",
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)
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},
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)
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.expect("failed to create gl_config");
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let gl_display = gl_config.display();
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tracing::debug!("found gl_config: {:?}", &gl_config);
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let raw_window_handle = window.as_ref().map(|w| w.raw_window_handle());
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tracing::debug!("raw window handle: {:?}", raw_window_handle);
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let context_attributes =
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glutin::context::ContextAttributesBuilder::new().build(Some(raw_window_handle));
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// for surface creation.
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let (width, height): (u32, u32) = winit_window.inner_size().into();
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glutin::context::ContextAttributesBuilder::new().build(raw_window_handle);
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// by default, glutin will try to create a core opengl context. but, if it is not available, try to create a gl-es context using this fallback attributes
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let fallback_context_attributes = glutin::context::ContextAttributesBuilder::new()
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.with_context_api(glutin::context::ContextApi::Gles(None))
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.build(raw_window_handle);
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let not_current_gl_context = unsafe {
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gl_display
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.create_context(&gl_config, &context_attributes)
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.unwrap_or_else(|_| {
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tracing::debug!("failed to create gl_context with attributes: {:?}. retrying with fallback context attributes: {:?}",
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&context_attributes,
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&fallback_context_attributes);
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gl_config
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.display()
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.create_context(&gl_config, &fallback_context_attributes)
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.expect("failed to create context even with fallback attributes")
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})
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};
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// this is where the window is created, if it has not been created while searching for suitable gl_config
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let window = window.take().unwrap_or_else(|| {
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tracing::debug!("window doesn't exist yet. creating one now with finalize_window");
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glutin_winit::finalize_window(event_loop, winit_window_builder.clone(), &gl_config)
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.expect("failed to finalize glutin window")
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});
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let (width, height): (u32, u32) = window.inner_size().into();
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let width = std::num::NonZeroU32::new(width.at_least(1)).unwrap();
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let height = std::num::NonZeroU32::new(height.at_least(1)).unwrap();
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let surface_attributes =
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glutin::surface::SurfaceAttributesBuilder::<glutin::surface::WindowSurface>::new()
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.build(
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raw_window_handle,
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std::num::NonZeroU32::new(width).unwrap(),
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std::num::NonZeroU32::new(height).unwrap(),
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);
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// start creating the gl objects
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let gl_context = gl_display
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.create_context(&config, &context_attributes)
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.unwrap();
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let gl_surface = gl_display
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.create_window_surface(&config, &surface_attributes)
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.unwrap();
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let gl_context = gl_context.make_current(&gl_surface).unwrap();
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.build(window.raw_window_handle(), width, height);
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tracing::debug!(
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"creating surface with attributes: {:?}",
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&surface_attributes
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);
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let gl_surface = unsafe {
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gl_display
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.create_window_surface(&gl_config, &surface_attributes)
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.unwrap()
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};
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tracing::debug!("surface created successfully: {gl_surface:?}.making context current");
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let gl_context = not_current_gl_context.make_current(&gl_surface).unwrap();
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gl_surface
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.set_swap_interval(
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@@ -86,7 +111,7 @@ impl GlutinWindowContext {
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.unwrap();
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GlutinWindowContext {
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window: winit_window,
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window,
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gl_context,
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gl_display,
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gl_surface,
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@@ -216,19 +241,7 @@ fn main() {
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fn create_display(
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event_loop: &winit::event_loop::EventLoopWindowTarget<()>,
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) -> (GlutinWindowContext, glow::Context) {
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let winit_window = winit::window::WindowBuilder::new()
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.with_resizable(true)
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.with_inner_size(winit::dpi::LogicalSize {
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width: 800.0,
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height: 600.0,
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})
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.with_title("egui_glow example")
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.with_visible(false) // Keep hidden until we've painted something. See https://github.com/emilk/egui/pull/2279
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.build(event_loop)
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.unwrap();
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// a lot of the code below has been lifted from glutin example in their repo.
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let glutin_window_context = unsafe { GlutinWindowContext::new(winit_window) };
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let glutin_window_context = unsafe { GlutinWindowContext::new(event_loop) };
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let gl = unsafe {
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glow::Context::from_loader_function(|s| {
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let s = std::ffi::CString::new(s)
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