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Pyodide is a Python distribution for the browser and Node.js based on WebAssembly
https://pyodide.org/en/stable/
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Cannot create a WebGL2 context when using SDL #4724

Open pthom opened 4 months ago

pthom commented 4 months ago

πŸ› Bug

I'm trying to run an application that uses SDL and OpenGL. I can get something to work with WebGL1 but not WebGL2

Javascript

var context = canvasElement.getContext("webgl2", contextAttributes);

C++

    // Require OpenGL ES with major version 3
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
    auto window = SDL_CreateWindow("my window", 0, 0, 600, 400, window_flags);
    auto glContext = SDL_GL_CreateContext((SDL_Window *)window);
    if (glContext == nullptr)
    {
        std::string msg = std::string("Impl_CreateGlContext error: ") + SDL_GetError();
        printf("%s\n", msg.c_str());
    }

will fail with the message: "Could not create EGL context (call to eglCreateContext failed, reporting an error of EGL_BAD_CONFIG)"

However, using Webgl 1 does work (using canvasElement.getContext("webgl")and not setting SDL_GL_CONTEXT_MAJOR_VERSION in C++).

To Reproduce

Use the attached zip file, and unzip it into pyodide/packages.

daft_lib.zip

daft_lib
β”œβ”€β”€ daft_lib_src
β”‚   β”œβ”€β”€ CMakeLists.txt             # uses pybind11, links with -sUSE_SDL=2 sMAX_WEBGL_VERSION=2 sMIN_WEBGL_VERSION=2
β”‚   β”œβ”€β”€ _daft_lib_test.html        # A simple test page, copy it into dist/
β”‚   β”œβ”€β”€ _daft_lib_webgl_test.html  # A simple standalone test that ensures webgl2 is available (outside of pyiodide)
β”‚   β”œβ”€β”€ pyproject.toml
β”‚   └── src
β”‚       β”œβ”€β”€ DaftLib
β”‚       β”‚   β”œβ”€β”€ DaftLib.cpp        # provides `dummy_sdl_call` (will create a window and its opengl context)
β”‚       β”‚   └── DaftLib.h
β”‚       └── python_bindings
β”‚           β”œβ”€β”€ daft_lib
β”‚           β”‚   └── __init__.py
β”‚           └── module.cpp         # provides a binding for `dummy_sdl_call`
└── meta.yaml                      #  repeats the flags -SUSE_SDL=2 -sMAX_WEBGL_VERSION=2 -sMIN_WEBGL_VERSION=2

Build it "in tree" with:

PYODIDE_PACKAGES="daft_lib" make

The HTML and C++ files are heavily commented and will produce lots of logs in order to help the diagnostic.

Note: it is possible to switch to WebGL 1, by setting USE_WEBGL2=false in _daft_lib_test.html, and commenting out the #define USE_WEBGL2 in _daft_lib_test.html

Expected behavior

I hope it would be possible to use WebGL 2.

Environment

Additional context

I'm trying to port a library I created to pyodide: https://pthom.github.io/imgui_bundle/

ο»ΏLive emscripten demo here: https://traineq.org/ImGuiBundle/emscripten/bin/demo_imgui_bundle.html

ryanking13 commented 4 months ago

Thanks for opening the issue! Unfortunately I'm not an SDL expert, so it's not clear to me exactly what's going on.

I did some quick search for the error in the Emscripten repository, and found that Emscripten only allows hard coded default config (code pointer, document). Maybe this can be related somehow, but I am not very sure...

pthom commented 4 months ago

Hello, thank you for your answer!

I think the information you gave me can hopefully point us in a better direction.

As far as I can understand, by reading the emscripten documentation, I think that OpenGL and EGL are two different graphics rendering targets.

Somewhat disappointingly, EGL is not a self-sufficient complete solution for initializing GLES2 graphics rendering (on any platform, not just Emscripten) and overseeing various associated tasks. The specification is limited in its scope and lacks some features.

So the question becomes why does the application try to call eglCreateContext. I'll try to have a look at the call stack, to see if I can gather more information.

pthom commented 4 months ago

I opened a discussion about this subject in the Emscripten repository.