class
WindowlessEglApplicationWindowless EGL application.
Application for offscreen rendering using WindowlessEglContext. This application library is in theory available for all platforms for which EGL works (Linux desktop or ES, iOS, Android and also Emscripten). See other Windowless*Application
classes for an alternative.
Bootstrap application
Fully contained windowless application using WindowlessEglApplication along with CMake setup is available in windowless
branch of Magnum Bootstrap repository, download it as tar.gz or zip file. After extracting the downloaded archive you can build and run the application with these four commands:
mkdir build && cd build cmake .. cmake --build . ./src/MyApplication # or ./src/Debug/MyApplication
See Usage with CMake for more information.
Bootstrap application for Emscripten
Fully contained windowless application together with Emscripten support along with full HTML markup and CMake setup is available in windowless-emscripten
branch of Magnum Bootstrap repository, download it as tar.gz or zip file. After extracting the downloaded archive, you can do the desktop build in the same way as above. For the Emscripten build you also need to put the contents of toolchains repository from https:/toolchains/
subdirectory. There are two toolchain files. The generic/Emscripten.cmake
is for the classical (asm.js) build, the generic/Emscripten-wasm.cmake
is for WebAssembly build. Don't forget to adapt EMSCRIPTEN_PREFIX
variable in toolchains/generic/Emscripten*.cmake
to path where Emscripten is installed; you can also pass it explicitly on command-line using -DEMSCRIPTEN_PREFIX
. Default is /usr/emscripten
.
Then create build directory and run cmake
and build/install commands in it. Set CMAKE_PREFIX_PATH
to where you have all the dependencies installed, set CMAKE_INSTALL_PREFIX
to have the files installed in proper location (a webserver, e.g. /srv/http/emscripten
).
mkdir build-emscripten && cd build-emscripten cmake .. \ -DCMAKE_TOOLCHAIN_FILE="../toolchains/generic/Emscripten.cmake" \ -DCMAKE_PREFIX_PATH=/usr/lib/emscripten/system \ -DCMAKE_INSTALL_PREFIX=/srv/http/emscripten cmake --build . cmake --build . --target install
You can then open MyApplication.html
in your browser (through a webserver, e.g. http:/
Detailed information about deployment for Emscripten and all needed boilerplate together with a troubleshooting guide is available in JavaScript, HTML5 and WebGL.
General usage
This application library is built if MAGNUM_WITH_WINDOWLESSEGLAPPLICATION
is enabled when building Magnum. To use this library from CMake, request the WindowlessEglApplication
component of the Magnum
package and link to the Magnum::WindowlessEglApplication
target:
find_package(Magnum REQUIRED WindowlessEglApplication) # ... target_link_libraries(your-app PRIVATE Magnum::WindowlessEglApplication)
Additionally, if you're using Magnum as a CMake subproject, do the following before calling find_package()
to ensure it's enabled, as the library is not built by default:
set(MAGNUM_WITH_WINDOWLESSEGLAPPLICATION ON CACHE BOOL "" FORCE) add_subdirectory(magnum EXCLUDE_FROM_ALL)
If no other application is requested, you can also use the generic Magnum::WindowlessApplication
alias to simplify porting. Again, see Downloading and building and Usage with CMake for more information.
Place your code into exec(). The subclass can be then used in main function using MAGNUM_
class MyApplication: public Platform::WindowlessEglApplication { // implement required methods... }; MAGNUM_WINDOWLESSEGLAPPLICATION_MAIN(MyApplication)
If no other application header is included, this class is also aliased to Platform::WindowlessApplication
and the macro is aliased to MAGNUM_WINDOWLESSAPPLICATION_MAIN()
to simplify porting.
GPU device selection
The application prefers to use the EGL_EGL_DEFAULT_DISPLAY
to work better on headless setups. The application chooses the first found device by default, you can override that either with Configuration::--magnum-device
command-line option (and the MAGNUM_DEVICE
environment variable). Unfortunately EGL doesn't provide any reasonable way to enumerate or filter named devices, so the best you can do is checking reported device count printed by the --magnum-log verbose
command-line option, and then going from 0
up to figure out the desired device ID.
On systems with NVIDIA GPUs and CUDA, it's possible to directly select a particular CUDA device, allowing for EGL and CUDA to both target the same physical device for a given ID. This can be chosen via the --magnum-cuda-device
command-line option (and the MAGNUM_CUDA_DEVICE
environment variable), which then takes precedence over --magnum-device
. The same can be also specified via via Configuration::
Public types
- struct Arguments
- Application arguments.
-
using Configuration = WindowlessEglContext::
Configuration - Configuration.
Constructors, destructors, conversion operators
- WindowlessEglApplication(const Arguments& arguments, const Configuration& configuration = Configuration{}) explicit
- Default constructor.
- WindowlessEglApplication(const Arguments& arguments, NoCreateT) explicit
- Constructor.
- WindowlessEglApplication(const WindowlessEglApplication&) deleted
- Copying is not allowed.
- WindowlessEglApplication(WindowlessEglApplication&&) deleted
- Moving is not allowed.
Public functions
- auto operator=(const WindowlessEglApplication&) -> WindowlessEglApplication& deleted
- Copying is not allowed.
- auto operator=(WindowlessEglApplication&&) -> WindowlessEglApplication& deleted
- Moving is not allowed.
- auto exec() -> int pure virtual
- Execute application.
- auto glContext() -> EGLContext new in 2020.06
- Underlying OpenGL context.
Protected functions
- void createContext(const Configuration& configuration = Configuration())
- Create context with given configuration.
- auto tryCreateContext(const Configuration& configuration) -> bool
- Try to create context with given configuration.
Typedef documentation
typedef WindowlessEglContext:: Configuration Magnum:: Platform:: WindowlessEglApplication:: Configuration
Configuration.
Function documentation
Magnum:: Platform:: WindowlessEglApplication:: WindowlessEglApplication(const Arguments& arguments,
const Configuration& configuration = Configuration{}) explicit
Default constructor.
Parameters | |
---|---|
arguments | Application arguments |
configuration | Configuration |
Creates application with default or user-specified configuration. See Configuration for more information. The program exits if the context cannot be created, see tryCreateContext() for an alternative.
Magnum:: Platform:: WindowlessEglApplication:: WindowlessEglApplication(const Arguments& arguments,
NoCreateT) explicit
Constructor.
Parameters | |
---|---|
arguments | Application arguments |
Unlike above, the context is not created and must be created later with createContext() or tryCreateContext().
int Magnum:: Platform:: WindowlessEglApplication:: exec() pure virtual
Execute application.
Returns | Value for returning from main() |
---|
See MAGNUM_
EGLContext Magnum:: Platform:: WindowlessEglApplication:: glContext() new in 2020.06
Underlying OpenGL context.
Use in case you need to call EGL functionality directly or in order to create a shared context. Returns nullptr
in case the context was not created yet.
void Magnum:: Platform:: WindowlessEglApplication:: createContext(const Configuration& configuration = Configuration()) protected
Create context with given configuration.
Must be called if and only if the context wasn't created by the constructor itself. Error message is printed and the program exits if the context cannot be created, see tryCreateContext() for an alternative.
bool Magnum:: Platform:: WindowlessEglApplication:: tryCreateContext(const Configuration& configuration) protected
Try to create context with given configuration.
Unlike createContext() returns false
if the context cannot be created, true
otherwise.