// // Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Context.h: Defines the gl::Context class, managing all GL state and performing // rendering operations. It is the GLES2 specific implementation of EGLContext. #ifndef INCLUDE_CONTEXT_H_ #define INCLUDE_CONTEXT_H_ #define GL_APICALL #include #define EGLAPI #include #include #include #include "common/angleutils.h" namespace egl { class Display; class Surface; class Config; } namespace gl { struct TranslatedAttribute; struct TranslatedIndexData; class Buffer; class Shader; class Program; class Texture; class Texture2D; class TextureCubeMap; class Framebuffer; class Renderbuffer; class Colorbuffer; class Depthbuffer; class Stencilbuffer; class VertexDataManager; class IndexDataManager; class BufferBackEnd; class Blit; enum { MAX_VERTEX_ATTRIBS = 12, MAX_VERTEX_UNIFORM_VECTORS = 128, MAX_VARYING_VECTORS = 8, MAX_COMBINED_TEXTURE_IMAGE_UNITS = 16, MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0, MAX_TEXTURE_IMAGE_UNITS = 16, MAX_FRAGMENT_UNIFORM_VECTORS = 16, MAX_RENDERBUFFER_SIZE = 4096, // FIXME: Verify MAX_DRAW_BUFFERS = 1, IMPLEMENTATION_COLOR_READ_FORMAT = GL_RGB, IMPLEMENTATION_COLOR_READ_TYPE = GL_UNSIGNED_SHORT_5_6_5 }; const float ALIASED_LINE_WIDTH_RANGE_MIN = 1.0f; const float ALIASED_LINE_WIDTH_RANGE_MAX = 1.0f; const float ALIASED_POINT_SIZE_RANGE_MIN = 1.0f; const float ALIASED_POINT_SIZE_RANGE_MAX = 1.0f; enum SamplerType { SAMPLER_2D, SAMPLER_CUBE, SAMPLER_TYPE_COUNT }; struct Color { float red; float green; float blue; float alpha; }; // Helper structure describing a single vertex attribute class AttributeState { public: AttributeState() : mType(GL_FLOAT), mSize(0), mNormalized(false), mStride(0), mPointer(NULL), mBoundBuffer(0), mEnabled(false) { mCurrentValue[0] = 0; mCurrentValue[1] = 0; mCurrentValue[2] = 0; mCurrentValue[3] = 1; } // From VertexArrayPointer GLenum mType; GLint mSize; bool mNormalized; GLsizei mStride; // 0 means natural stride const void *mPointer; GLuint mBoundBuffer; // Captured when VertexArrayPointer is called. bool mEnabled; // From Enable/DisableVertexAttribArray float mCurrentValue[4]; // From VertexAttrib4f }; // Helper structure to store all raw state struct State { Color colorClearValue; GLclampf depthClearValue; int stencilClearValue; bool cullFace; GLenum cullMode; GLenum frontFace; bool depthTest; GLenum depthFunc; bool blend; GLenum sourceBlendRGB; GLenum destBlendRGB; GLenum sourceBlendAlpha; GLenum destBlendAlpha; GLenum blendEquationRGB; GLenum blendEquationAlpha; Color blendColor; bool stencilTest; GLenum stencilFunc; GLint stencilRef; GLuint stencilMask; GLenum stencilFail; GLenum stencilPassDepthFail; GLenum stencilPassDepthPass; GLuint stencilWritemask; GLenum stencilBackFunc; GLint stencilBackRef; GLuint stencilBackMask; GLenum stencilBackFail; GLenum stencilBackPassDepthFail; GLenum stencilBackPassDepthPass; GLuint stencilBackWritemask; bool polygonOffsetFill; GLfloat polygonOffsetFactor; GLfloat polygonOffsetUnits; bool sampleAlphaToCoverage; bool sampleCoverage; GLclampf sampleCoverageValue; bool sampleCoverageInvert; bool scissorTest; bool dither; GLfloat lineWidth; GLenum generateMipmapHint; GLint viewportX; GLint viewportY; GLsizei viewportWidth; GLsizei viewportHeight; float zNear; float zFar; GLint scissorX; GLint scissorY; GLsizei scissorWidth; GLsizei scissorHeight; bool colorMaskRed; bool colorMaskGreen; bool colorMaskBlue; bool colorMaskAlpha; bool depthMask; int activeSampler; // Active texture unit selector - GL_TEXTURE0 GLuint arrayBuffer; GLuint elementArrayBuffer; GLuint texture2D; GLuint textureCubeMap; GLuint framebuffer; GLuint renderbuffer; GLuint currentProgram; AttributeState vertexAttribute[MAX_VERTEX_ATTRIBS]; GLuint samplerTexture[SAMPLER_TYPE_COUNT][MAX_TEXTURE_IMAGE_UNITS]; GLint unpackAlignment; GLint packAlignment; }; class Context { public: Context(const egl::Config *config); ~Context(); void makeCurrent(egl::Display *display, egl::Surface *surface); void markAllStateDirty(); // State manipulation void setClearColor(float red, float green, float blue, float alpha); void setClearDepth(float depth); void setClearStencil(int stencil); void setCullFace(bool enabled); bool isCullFaceEnabled() const; void setCullMode(GLenum mode); void setFrontFace(GLenum front); void setDepthTest(bool enabled); bool isDepthTestEnabled() const; void setDepthFunc(GLenum depthFunc); void setDepthRange(float zNear, float zFar); void setBlend(bool enabled); bool isBlendEnabled() const; void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha); void setBlendColor(float red, float green, float blue, float alpha); void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation); void setStencilTest(bool enabled); bool isStencilTestEnabled() const; void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask); void setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask); void setStencilWritemask(GLuint stencilWritemask); void setStencilBackWritemask(GLuint stencilBackWritemask); void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass); void setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass); void setPolygonOffsetFill(bool enabled); bool isPolygonOffsetFillEnabled() const; void setPolygonOffsetParams(GLfloat factor, GLfloat units); void setSampleAlphaToCoverage(bool enabled); bool isSampleAlphaToCoverageEnabled() const; void setSampleCoverage(bool enabled); bool isSampleCoverageEnabled() const; void setSampleCoverageParams(GLclampf value, bool invert); void setScissorTest(bool enabled); bool isScissorTestEnabled() const; void setDither(bool enabled); bool isDitherEnabled() const; void setLineWidth(GLfloat width); void setGenerateMipmapHint(GLenum hint); void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height); void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height); void setColorMask(bool red, bool green, bool blue, bool alpha); void setDepthMask(bool mask); void setActiveSampler(int active); GLuint getFramebufferHandle() const; GLuint getRenderbufferHandle() const; GLuint getArrayBufferHandle() const; void setVertexAttribEnabled(unsigned int attribNum, bool enabled); const AttributeState &getVertexAttribState(unsigned int attribNum); void setVertexAttribState(unsigned int attribNum, GLuint boundBuffer, GLint size, GLenum type, bool normalized, GLsizei stride, const void *pointer); const void *getVertexAttribPointer(unsigned int attribNum) const; const AttributeState *getVertexAttribBlock(); void setUnpackAlignment(GLint alignment); GLint getUnpackAlignment() const; void setPackAlignment(GLint alignment); GLint getPackAlignment() const; GLuint createBuffer(); GLuint createShader(GLenum type); GLuint createProgram(); GLuint createTexture(); GLuint createFramebuffer(); GLuint createRenderbuffer(); void deleteBuffer(GLuint buffer); void deleteShader(GLuint shader); void deleteProgram(GLuint program); void deleteTexture(GLuint texture); void deleteFramebuffer(GLuint framebuffer); void deleteRenderbuffer(GLuint renderbuffer); void bindArrayBuffer(GLuint buffer); void bindElementArrayBuffer(GLuint buffer); void bindTexture2D(GLuint texture); void bindTextureCubeMap(GLuint texture); void bindFramebuffer(GLuint framebuffer); void bindRenderbuffer(GLuint renderbuffer); void useProgram(GLuint program); void setFramebufferZero(Framebuffer *framebuffer); void setColorbufferZero(Colorbuffer *renderbuffer); void setDepthbufferZero(Depthbuffer *depthBuffer); void setStencilbufferZero(Stencilbuffer *stencilBuffer); void setRenderbuffer(Renderbuffer *renderbuffer); void setVertexAttrib(GLuint index, const GLfloat *values); Buffer *getBuffer(GLuint handle); Shader *getShader(GLuint handle); Program *getProgram(GLuint handle); Texture *getTexture(GLuint handle); Framebuffer *getFramebuffer(GLuint handle); Renderbuffer *getRenderbuffer(GLuint handle); Colorbuffer *getColorbuffer(GLuint handle); Depthbuffer *getDepthbuffer(GLuint handle); Stencilbuffer *getStencilbuffer(GLuint handle); Buffer *getArrayBuffer(); Buffer *getElementArrayBuffer(); Program *getCurrentProgram(); Texture2D *getTexture2D(); TextureCubeMap *getTextureCubeMap(); Texture *getSamplerTexture(unsigned int sampler, SamplerType type); Framebuffer *getFramebuffer(); bool getFloatv(GLenum pname, GLfloat *params); bool getIntegerv(GLenum pname, GLint *params); bool getBooleanv(GLenum pname, GLboolean *params); bool getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams); bool applyRenderTarget(bool ignoreViewport); void applyState(GLenum drawMode); GLenum applyVertexBuffer(GLenum mode, GLint first, GLsizei count, bool *useIndexing, TranslatedIndexData *indexInfo); GLenum applyVertexBuffer(const TranslatedIndexData &indexInfo); GLenum applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo); GLenum applyCountingIndexBuffer(GLenum mode, GLenum count, TranslatedIndexData *indexInfo); void applyShaders(); void applyTextures(); void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels); void clear(GLbitfield mask); void drawArrays(GLenum mode, GLint first, GLsizei count); void drawElements(GLenum mode, GLsizei count, GLenum type, const void* indices); void finish(); void flush(); void recordInvalidEnum(); void recordInvalidValue(); void recordInvalidOperation(); void recordOutOfMemory(); void recordInvalidFramebufferOperation(); GLenum getError(); const char *getPixelShaderProfile(); const char *getVertexShaderProfile(); const char *getExtensionString() const; Blit *getBlitter() { return mBlit; } const D3DCAPS9 &getDeviceCaps() { return mDeviceCaps; } private: DISALLOW_COPY_AND_ASSIGN(Context); void lookupAttributeMapping(TranslatedAttribute *attributes); void detachBuffer(GLuint buffer); void detachTexture(GLuint texture); void detachFramebuffer(GLuint framebuffer); void detachRenderbuffer(GLuint renderbuffer); Texture *getIncompleteTexture(SamplerType type); bool cullSkipsDraw(GLenum drawMode); bool isTriangleMode(GLenum drawMode); bool hasStencil(); const egl::Config *const mConfig; State mState; Texture2D *mTexture2DZero; TextureCubeMap *mTextureCubeMapZero; Colorbuffer *mColorbufferZero; Depthbuffer *mDepthbufferZero; Stencilbuffer *mStencilbufferZero; typedef std::map BufferMap; BufferMap mBufferMap; typedef std::map ShaderMap; ShaderMap mShaderMap; typedef std::map ProgramMap; ProgramMap mProgramMap; typedef std::map TextureMap; TextureMap mTextureMap; typedef std::map FramebufferMap; FramebufferMap mFramebufferMap; typedef std::map RenderbufferMap; RenderbufferMap mRenderbufferMap; void initExtensionString(); std::string mExtensionString; BufferBackEnd *mBufferBackEnd; VertexDataManager *mVertexDataManager; IndexDataManager *mIndexDataManager; Blit *mBlit; Texture *mIncompleteTextures[SAMPLER_TYPE_COUNT]; // Recorded errors bool mInvalidEnum; bool mInvalidValue; bool mInvalidOperation; bool mOutOfMemory; bool mInvalidFramebufferOperation; bool mHasBeenCurrent; unsigned int mAppliedProgram; unsigned int mAppliedRenderTargetSerial; unsigned int mAppliedDepthbufferSerial; const char *mPsProfile; const char *mVsProfile; // state caching flags bool mClearStateDirty; bool mCullStateDirty; bool mDepthStateDirty; bool mMaskStateDirty; bool mPixelPackingStateDirty; bool mBlendStateDirty; bool mStencilStateDirty; bool mPolygonOffsetStateDirty; bool mScissorStateDirty; bool mSampleStateDirty; bool mFrontFaceDirty; bool mDitherStateDirty; IDirect3DStateBlock9 *mMaskedClearSavedState; D3DCAPS9 mDeviceCaps; }; } extern "C" { // Exported functions for use by EGL gl::Context *glCreateContext(const egl::Config *config); void glDestroyContext(gl::Context *context); void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface); gl::Context *glGetCurrentContext(); __eglMustCastToProperFunctionPointerType __stdcall glGetProcAddress(const char *procname); } #endif // INCLUDE_CONTEXT_H_