in source/SkiaSharp.Views/SkiaSharp.Views.WinUI/GlesInterop/GlesContext.cs [155:244]
private void InitializeDisplay()
{
if (eglDisplay != Egl.EGL_NO_DISPLAY)
return;
int[] defaultDisplayAttributes = new[]
{
// These are the default display attributes, used to request ANGLE's D3D11 renderer.
// eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
Egl.EGL_PLATFORM_ANGLE_TYPE_ANGLE, Egl.EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
// EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
// Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
Egl.EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE, Egl.EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE,
// EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call
// the IDXGIDevice3::Trim method on behalf of the application when it gets suspended.
// Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement.
Egl.EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, Egl.EGL_TRUE,
Egl.EGL_NONE,
};
int[] fl9_3DisplayAttributes = new[]
{
// These can be used to request ANGLE's D3D11 renderer, with D3D11 Feature Level 9_3.
// These attributes are used if the call to eglInitialize fails with the default display attributes.
Egl.EGL_PLATFORM_ANGLE_TYPE_ANGLE, Egl.EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
Egl.EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
Egl.EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
Egl.EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE, Egl.EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE,
Egl.EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, Egl.EGL_TRUE,
Egl.EGL_NONE,
};
int[] warpDisplayAttributes = new[]
{
// These attributes can be used to request D3D11 WARP.
// They are used if eglInitialize fails with both the default display attributes and the 9_3 display attributes.
Egl.EGL_PLATFORM_ANGLE_TYPE_ANGLE, Egl.EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
Egl.EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, Egl.EGL_PLATFORM_ANGLE_DEVICE_TYPE_D3D_WARP_ANGLE,
Egl.EGL_EXPERIMENTAL_PRESENT_PATH_ANGLE, Egl.EGL_EXPERIMENTAL_PRESENT_PATH_FAST_ANGLE,
Egl.EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, Egl.EGL_TRUE,
Egl.EGL_NONE,
};
EGLConfig config = IntPtr.Zero;
//
// To initialize the display, we make three sets of calls to eglGetPlatformDisplayEXT and eglInitialize, with varying
// parameters passed to eglGetPlatformDisplayEXT:
// 1) The first calls uses "defaultDisplayAttributes" as a parameter. This corresponds to D3D11 Feature Level 10_0+.
// 2) If eglInitialize fails for step 1 (e.g. because 10_0+ isn't supported by the default GPU), then we try again
// using "fl9_3DisplayAttributes". This corresponds to D3D11 Feature Level 9_3.
// 3) If eglInitialize fails for step 2 (e.g. because 9_3+ isn't supported by the default GPU), then we try again
// using "warpDisplayAttributes". This corresponds to D3D11 Feature Level 11_0 on WARP, a D3D11 software rasterizer.
//
// This tries to initialize EGL to D3D11 Feature Level 10_0+. See above comment for details.
eglDisplay = Egl.eglGetPlatformDisplayEXT(Egl.EGL_PLATFORM_ANGLE_ANGLE, Egl.EGL_DEFAULT_DISPLAY, defaultDisplayAttributes);
if (eglDisplay == Egl.EGL_NO_DISPLAY)
{
throw new Exception("Failed to get EGL display");
}
if (Egl.eglInitialize(eglDisplay, out int major, out int minor) == Egl.EGL_FALSE)
{
// This tries to initialize EGL to D3D11 Feature Level 9_3, if 10_0+ is unavailable (e.g. on some mobile devices).
eglDisplay = Egl.eglGetPlatformDisplayEXT(Egl.EGL_PLATFORM_ANGLE_ANGLE, Egl.EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes);
if (eglDisplay == Egl.EGL_NO_DISPLAY)
{
throw new Exception("Failed to get EGL display");
}
if (Egl.eglInitialize(eglDisplay, out major, out minor) == Egl.EGL_FALSE)
{
// This initializes EGL to D3D11 Feature Level 11_0 on WARP, if 9_3+ is unavailable on the default GPU.
eglDisplay = Egl.eglGetPlatformDisplayEXT(Egl.EGL_PLATFORM_ANGLE_ANGLE, Egl.EGL_DEFAULT_DISPLAY, warpDisplayAttributes);
if (eglDisplay == Egl.EGL_NO_DISPLAY)
{
throw new Exception("Failed to get EGL display");
}
if (Egl.eglInitialize(eglDisplay, out major, out minor) == Egl.EGL_FALSE)
{
// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
throw new Exception("Failed to initialize EGL");
}
}
}
}