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	This avoids any assumption from the driver, which would otherwise select a specific platform and potentially mess up everything, resulting usually in a display server failure.
		
			
				
	
	
		
			233 lines
		
	
	
	
		
			6.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			233 lines
		
	
	
	
		
			6.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  detect_prime_egl.cpp                                                  */
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/**************************************************************************/
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/*                         This file is part of:                          */
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/*                             GODOT ENGINE                               */
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/*                        https://godotengine.org                         */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/*                                                                        */
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/* Permission is hereby granted, free of charge, to any person obtaining  */
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/* a copy of this software and associated documentation files (the        */
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/* "Software"), to deal in the Software without restriction, including    */
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/* without limitation the rights to use, copy, modify, merge, publish,    */
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/* distribute, sublicense, and/or sell copies of the Software, and to     */
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/* permit persons to whom the Software is furnished to do so, subject to  */
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/* the following conditions:                                              */
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/*                                                                        */
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/* The above copyright notice and this permission notice shall be         */
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/* included in all copies or substantial portions of the Software.        */
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/*                                                                        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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/**************************************************************************/
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#ifdef GLES3_ENABLED
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#ifdef EGL_ENABLED
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#include "detect_prime_egl.h"
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#include "core/string/print_string.h"
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#include "core/string/ustring.h"
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#include <stdlib.h>
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#include <cstring>
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#include <sys/types.h>
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#include <sys/wait.h>
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#include <unistd.h>
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// To prevent shadowing warnings.
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#undef glGetString
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// Runs inside a child. Exiting will not quit the engine.
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void DetectPrimeEGL::create_context(EGLenum p_platform_enum) {
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#if defined(GLAD_ENABLED)
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	if (!gladLoaderLoadEGL(nullptr)) {
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		print_verbose("Unable to load EGL, GPU detection skipped.");
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		quick_exit(1);
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	}
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#endif
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	EGLDisplay egl_display = EGL_NO_DISPLAY;
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	if (GLAD_EGL_VERSION_1_5) {
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		egl_display = eglGetPlatformDisplay(p_platform_enum, nullptr, nullptr);
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	} else if (GLAD_EGL_EXT_platform_base) {
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#ifdef EGL_EXT_platform_base
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		egl_display = eglGetPlatformDisplayEXT(p_platform_enum, nullptr, nullptr);
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#endif
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	} else {
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		egl_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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	}
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	EGLConfig egl_config;
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	EGLContext egl_context = EGL_NO_CONTEXT;
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	eglInitialize(egl_display, nullptr, nullptr);
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#if defined(GLAD_ENABLED)
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	if (!gladLoaderLoadEGL(egl_display)) {
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		print_verbose("Unable to load EGL, GPU detection skipped.");
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		quick_exit(1);
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	}
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#endif
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	eglBindAPI(EGL_OPENGL_API);
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	EGLint attribs[] = {
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		EGL_RED_SIZE,
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		1,
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		EGL_BLUE_SIZE,
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		1,
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		EGL_GREEN_SIZE,
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		1,
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		EGL_DEPTH_SIZE,
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		24,
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		EGL_NONE,
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	};
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	EGLint config_count = 0;
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	eglChooseConfig(egl_display, attribs, &egl_config, 1, &config_count);
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	EGLint context_attribs[] = {
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		EGL_CONTEXT_MAJOR_VERSION, 3,
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		EGL_CONTEXT_MINOR_VERSION, 3,
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		EGL_NONE
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	};
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	egl_context = eglCreateContext(egl_display, egl_config, EGL_NO_CONTEXT, context_attribs);
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	if (egl_context == EGL_NO_CONTEXT) {
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		print_verbose("Unable to create an EGL context, GPU detection skipped.");
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		quick_exit(1);
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	}
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	eglMakeCurrent(egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, egl_context);
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}
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int DetectPrimeEGL::detect_prime(EGLenum p_platform_enum) {
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	pid_t p;
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	int priorities[4] = {};
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	String vendors[4];
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	String renderers[4];
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	for (int i = 0; i < 4; ++i) {
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		vendors[i] = "Unknown";
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		renderers[i] = "Unknown";
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	}
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	for (int i = 0; i < 4; ++i) {
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		int fdset[2];
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		if (pipe(fdset) == -1) {
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			print_verbose("Failed to pipe(), using default GPU");
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			return 0;
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		}
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		// Fork so the driver initialization can crash without taking down the engine.
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		p = fork();
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		if (p > 0) {
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			// Main thread
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			int stat_loc = 0;
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			char string[201];
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			string[200] = '\0';
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			close(fdset[1]);
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			waitpid(p, &stat_loc, 0);
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			if (!stat_loc) {
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				// No need to do anything complicated here. Anything less than
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				// PIPE_BUF will be delivered in one read() call.
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				// Leave it 'Unknown' otherwise.
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				if (read(fdset[0], string, sizeof(string) - 1) > 0) {
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					vendors[i] = string;
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					renderers[i] = string + strlen(string) + 1;
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				}
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			}
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			close(fdset[0]);
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		} else {
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			// In child, exit() here will not quit the engine.
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			// Prevent false leak reports as we will not be properly
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			// cleaning up these processes, and fork() makes a copy
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			// of all globals.
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			CoreGlobals::leak_reporting_enabled = false;
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			char string[201];
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			close(fdset[0]);
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			setenv("DRI_PRIME", itos(i).utf8().ptr(), 1);
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			create_context(p_platform_enum);
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			PFNGLGETSTRINGPROC glGetString = (PFNGLGETSTRINGPROC)eglGetProcAddress("glGetString");
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			const char *vendor = (const char *)glGetString(GL_VENDOR);
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			const char *renderer = (const char *)glGetString(GL_RENDERER);
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			unsigned int vendor_len = strlen(vendor) + 1;
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			unsigned int renderer_len = strlen(renderer) + 1;
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			if (vendor_len + renderer_len >= sizeof(string)) {
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				renderer_len = 200 - vendor_len;
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			}
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			memcpy(&string, vendor, vendor_len);
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			memcpy(&string[vendor_len], renderer, renderer_len);
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			if (write(fdset[1], string, vendor_len + renderer_len) == -1) {
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				print_verbose("Couldn't write vendor/renderer string.");
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			}
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			close(fdset[1]);
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			// The function quick_exit() is used because exit() will call destructors on static objects copied by fork().
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			// These objects will be freed anyway when the process finishes execution.
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			quick_exit(0);
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		}
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	}
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	int preferred = 0;
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	int priority = 0;
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	if (vendors[0] == vendors[1]) {
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		print_verbose("Only one GPU found, using default.");
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		return 0;
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	}
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	for (int i = 3; i >= 0; --i) {
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		const Vendor *v = vendor_map;
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		while (v->glxvendor) {
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			if (v->glxvendor == vendors[i]) {
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				priorities[i] = v->priority;
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				if (v->priority >= priority) {
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					priority = v->priority;
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					preferred = i;
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				}
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			}
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			++v;
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		}
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	}
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	print_verbose("Found renderers:");
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	for (int i = 0; i < 4; ++i) {
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		print_verbose("Renderer " + itos(i) + ": " + renderers[i] + " with priority: " + itos(priorities[i]));
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	}
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	print_verbose("Using renderer: " + renderers[preferred]);
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	return preferred;
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}
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#endif // EGL_ENABLED
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#endif // GLES3_ENABLED
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