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//
// Copyright 2015 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.
//
// StateManagerGL.h: Defines a class for caching applied OpenGL state
#ifndef LIBANGLE_RENDERER_GL_STATEMANAGERGL_H_
#define LIBANGLE_RENDERER_GL_STATEMANAGERGL_H_
#include "common/debug.h"
#include "libANGLE/Error.h"
#include "libANGLE/State.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/gl/functionsgl_typedefs.h"
#include "platform/FeaturesGL.h"
#include <array>
#include <map>
namespace gl
{
struct Caps;
class FramebufferState;
class State;
} // namespace gl
namespace rx
{
class FramebufferGL;
class FunctionsGL;
class TransformFeedbackGL;
class VertexArrayGL;
class QueryGL;
// TODO(penghuang): use gl::State?
struct ExternalContextState
{
GLint packAlignment;
GLint unpackAlignment;
GLenum vertexArrayBufferBinding;
GLenum elementArrayBufferBinding;
bool depthTest;
bool cullFace;
GLenum cullFaceMode;
std::array<bool, 4> colorMask;
gl::ColorF colorClear;
gl::ColorF blendColor;
GLfloat depthClear;
GLenum currentProgram;
GLenum depthFunc;
bool depthMask;
GLfloat depthRage[2];
GLenum frontFace;
GLfloat lineWidth;
GLfloat polygonOffsetFactor;
GLfloat polygonOffsetUnits;
GLfloat sampleCoverageValue;
bool sampleCoverageInvert;
GLenum blendEquationRgb;
GLenum blendEquationAlpha;
bool enableDither;
bool enablePolygonOffsetFill;
bool enableSampleAlphaToCoverage;
bool enableSampleCoverage;
bool multisampleEnabled;
bool blendEnabled;
GLenum blendSrcRgb;
GLenum blendSrcAlpha;
GLenum blendDestRgb;
GLenum blendDestAlpha;
GLenum activeTexture;
gl::Rectangle viewport;
bool scissorTest;
gl::Rectangle scissorBox;
struct StencilState
{
bool stencilTestEnabled;
GLenum stencilFrontFunc;
GLint stencilFrontRef;
GLenum stencilFrontMask;
GLenum stencilBackFunc;
GLint stencilBackRef;
GLenum stencilBackMask;
GLint stencilClear;
GLenum stencilFrontWritemask;
GLenum stencilBackWritemask;
GLenum stencilFrontFailOp;
GLenum stencilFrontZFailOp;
GLenum stencilFrontZPassOp;
GLenum stencilBackFailOp;
GLenum stencilBackZFailOp;
GLenum stencilBackZPassOp;
};
StencilState stencilState;
GLenum framebufferBinding;
struct TextureBindings
{
GLenum texture2d;
GLenum textureCubeMap;
GLenum textureExternalOES;
// TODO(boliu): TEXTURE_RECTANGLE_ARB
};
std::vector<TextureBindings> textureBindings;
GLenum vertexArrayBinding;
};
struct VertexAttributeGL
{
bool enabled = false;
const angle::Format *format = &angle::Format::Get(angle::FormatID::R32G32B32A32_FLOAT);
const void *pointer = nullptr;
GLuint relativeOffset = 0;
GLuint bindingIndex = 0;
};
struct VertexBindingGL
{
GLuint stride = 16;
GLuint divisor = 0;
GLintptr offset = 0;
GLuint buffer = 0;
};
struct VertexArrayStateGL
{
VertexArrayStateGL(size_t maxAttribs, size_t maxBindings);
GLuint elementArrayBuffer = 0;
angle::FixedVector<VertexAttributeGL, gl::MAX_VERTEX_ATTRIBS> attributes;
angle::FixedVector<VertexBindingGL, gl::MAX_VERTEX_ATTRIBS> bindings;
};
class StateManagerGL final : angle::NonCopyable
{
public:
StateManagerGL(const FunctionsGL *functions,
const gl::Caps &rendererCaps,
const gl::Extensions &extensions,
const angle::FeaturesGL &features);
~StateManagerGL();
void deleteProgram(GLuint program);
void deleteVertexArray(GLuint vao);
void deleteTexture(GLuint texture);
void deleteSampler(GLuint sampler);
void deleteBuffer(GLuint buffer);
void deleteFramebuffer(GLuint fbo);
void deleteRenderbuffer(GLuint rbo);
void deleteTransformFeedback(GLuint transformFeedback);
void useProgram(GLuint program);
void forceUseProgram(GLuint program);
void bindVertexArray(GLuint vao, VertexArrayStateGL *vaoState);
void bindBuffer(gl::BufferBinding target, GLuint buffer);
void bindBufferBase(gl::BufferBinding target, size_t index, GLuint buffer);
void bindBufferRange(gl::BufferBinding target,
size_t index,
GLuint buffer,
size_t offset,
size_t size);
void activeTexture(size_t unit);
void bindTexture(gl::TextureType type, GLuint texture);
void invalidateTexture(gl::TextureType type);
void bindSampler(size_t unit, GLuint sampler);
void bindImageTexture(size_t unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format);
void bindFramebuffer(GLenum type, GLuint framebuffer);
void bindRenderbuffer(GLenum type, GLuint renderbuffer);
void bindTransformFeedback(GLenum type, GLuint transformFeedback);
void onTransformFeedbackStateChange();
void beginQuery(gl::QueryType type, QueryGL *queryObject, GLuint queryId);
void endQuery(gl::QueryType type, QueryGL *queryObject, GLuint queryId);
void setAttributeCurrentData(size_t index, const gl::VertexAttribCurrentValueData &data);
void setScissorTestEnabled(bool enabled);
void setScissor(const gl::Rectangle &scissor);
void setViewport(const gl::Rectangle &viewport);
void setDepthRange(float near, float far);
void setBlendEnabled(bool enabled);
void setBlendEnabledIndexed(const gl::DrawBufferMask blendEnabledMask);
void setBlendColor(const gl::ColorF &blendColor);
void setBlendFuncs(const gl::BlendStateExt &blendStateExt);
void setBlendEquations(const gl::BlendStateExt &blendStateExt);
void setColorMask(bool red, bool green, bool blue, bool alpha);
void setSampleAlphaToCoverageEnabled(bool enabled);
void setSampleCoverageEnabled(bool enabled);
void setSampleCoverage(float value, bool invert);
void setSampleMaskEnabled(bool enabled);
void setSampleMaski(GLuint maskNumber, GLbitfield mask);
void setDepthTestEnabled(bool enabled);
void setDepthFunc(GLenum depthFunc);
void setDepthMask(bool mask);
void setStencilTestEnabled(bool enabled);
void setStencilFrontWritemask(GLuint mask);
void setStencilBackWritemask(GLuint mask);
void setStencilFrontFuncs(GLenum func, GLint ref, GLuint mask);
void setStencilBackFuncs(GLenum func, GLint ref, GLuint mask);
void setStencilFrontOps(GLenum sfail, GLenum dpfail, GLenum dppass);
void setStencilBackOps(GLenum sfail, GLenum dpfail, GLenum dppass);
void setCullFaceEnabled(bool enabled);
void setCullFace(gl::CullFaceMode cullFace);
void setFrontFace(GLenum frontFace);
void setPolygonOffsetFillEnabled(bool enabled);
void setPolygonOffset(float factor, float units);
void setRasterizerDiscardEnabled(bool enabled);
void setLineWidth(float width);
angle::Result setPrimitiveRestartEnabled(const gl::Context *context, bool enabled);
angle::Result setPrimitiveRestartIndex(const gl::Context *context, GLuint index);
void setClearColor(const gl::ColorF &clearColor);
void setClearDepth(float clearDepth);
void setClearStencil(GLint clearStencil);
angle::Result setPixelUnpackState(const gl::Context *context,
const gl::PixelUnpackState &unpack);
angle::Result setPixelUnpackBuffer(const gl::Context *context, const gl::Buffer *pixelBuffer);
angle::Result setPixelPackState(const gl::Context *context, const gl::PixelPackState &pack);
angle::Result setPixelPackBuffer(const gl::Context *context, const gl::Buffer *pixelBuffer);
void setFramebufferSRGBEnabled(const gl::Context *context, bool enabled);
void setFramebufferSRGBEnabledForFramebuffer(const gl::Context *context,
bool enabled,
const FramebufferGL *framebuffer);
void setColorMaskForFramebuffer(const gl::BlendStateExt &blendStateExt,
const bool disableAlpha);
void setDitherEnabled(bool enabled);
void setMultisamplingStateEnabled(bool enabled);
void setSampleAlphaToOneStateEnabled(bool enabled);
void setCoverageModulation(GLenum components);
void setProvokingVertex(GLenum mode);
void setClipDistancesEnable(const gl::State::ClipDistanceEnableBits &enables);
void pauseTransformFeedback();
angle::Result pauseAllQueries(const gl::Context *context);
angle::Result pauseQuery(const gl::Context *context, gl::QueryType type);
angle::Result resumeAllQueries(const gl::Context *context);
angle::Result resumeQuery(const gl::Context *context, gl::QueryType type);
angle::Result onMakeCurrent(const gl::Context *context);
angle::Result syncState(const gl::Context *context,
const gl::State::DirtyBits &glDirtyBits,
const gl::State::DirtyBits &bitMask);
ANGLE_INLINE void updateMultiviewBaseViewLayerIndexUniform(
const gl::Program *program,
const gl::FramebufferState &drawFramebufferState) const
{
if (mIsMultiviewEnabled && program && program->usesMultiview())
{
updateMultiviewBaseViewLayerIndexUniformImpl(program, drawFramebufferState);
}
}
GLuint getProgramID() const { return mProgram; }
GLuint getVertexArrayID() const { return mVAO; }
GLuint getFramebufferID(angle::FramebufferBinding binding) const
{
return mFramebuffers[binding];
}
GLuint getBufferID(gl::BufferBinding binding) const { return mBuffers[binding]; }
bool getHasSeparateFramebufferBindings() const { return mHasSeparateFramebufferBindings; }
GLuint getDefaultVAO() const;
VertexArrayStateGL *getDefaultVAOState();
void setDefaultVAOStateDirty();
void validateState() const;
void syncFromNativeContext(const gl::Extensions &extensions, ExternalContextState *state);
void restoreNativeContext(const gl::Extensions &extensions, const ExternalContextState *state);
private:
void setTextureCubemapSeamlessEnabled(bool enabled);
angle::Result propagateProgramToVAO(const gl::Context *context,
const gl::Program *program,
VertexArrayGL *vao);
void updateProgramTextureBindings(const gl::Context *context);
void updateProgramStorageBufferBindings(const gl::Context *context);
void updateProgramUniformBufferBindings(const gl::Context *context);
void updateProgramAtomicCounterBufferBindings(const gl::Context *context);
void updateProgramImageBindings(const gl::Context *context);
void updateDispatchIndirectBufferBinding(const gl::Context *context);
void updateDrawIndirectBufferBinding(const gl::Context *context);
template <typename T>
void get(GLenum name, T *value);
template <size_t n, typename T>
void get(GLenum name, std::array<T, n> *values);
void syncSamplersState(const gl::Context *context);
void syncTransformFeedbackState(const gl::Context *context);
void updateMultiviewBaseViewLayerIndexUniformImpl(
const gl::Program *program,
const gl::FramebufferState &drawFramebufferState) const;
void syncBlendFromNativeContext(const gl::Extensions &extensions, ExternalContextState *state);
void restoreBlendNativeContext(const gl::Extensions &extensions,
const ExternalContextState *state);
void syncFramebufferFromNativeContext(const gl::Extensions &extensions,
ExternalContextState *state);
void restoreFramebufferNativeContext(const gl::Extensions &extensions,
const ExternalContextState *state);
void syncPixelPackUnpackFromNativeContext(const gl::Extensions &extensions,
ExternalContextState *state);
void restorePixelPackUnpackNativeContext(const gl::Extensions &extensions,
const ExternalContextState *state);
void syncStencilFromNativeContext(const gl::Extensions &extensions,
ExternalContextState *state);
void restoreStencilNativeContext(const gl::Extensions &extensions,
const ExternalContextState *state);
void syncBufferBindingsFromNativeContext(const gl::Extensions &extensions,
ExternalContextState *state);
void restoreBufferBindingsNativeContext(const gl::Extensions &extensions,
const ExternalContextState *state);
void syncTextureUnitsFromNativeContext(const gl::Extensions &extensions,
ExternalContextState *state);
void restoreTextureUnitsNativeContext(const gl::Extensions &extensions,
const ExternalContextState *state);
void syncVertexArraysFromNativeContext(const gl::Extensions &extensions,
ExternalContextState *state);
void restoreVertexArraysNativeContext(const gl::Extensions &extensions,
const ExternalContextState *state);
const FunctionsGL *mFunctions;
const angle::FeaturesGL &mFeatures;
GLuint mProgram;
GLuint mVAO;
std::vector<gl::VertexAttribCurrentValueData> mVertexAttribCurrentValues;
GLuint mDefaultVAO = 0;
// The current state of the default VAO is owned by StateManagerGL. It may be shared between
// multiple VertexArrayGL objects if the native driver does not support vertex array objects.
// When this object is shared, StateManagerGL forces VertexArrayGL to resynchronize itself every
// time a new vertex array is bound.
VertexArrayStateGL mDefaultVAOState;
// The state of the currently bound vertex array object so StateManagerGL can know about the
// current element array buffer.
VertexArrayStateGL *mVAOState = nullptr;
angle::PackedEnumMap<gl::BufferBinding, GLuint> mBuffers;
struct IndexedBufferBinding
{
IndexedBufferBinding();
size_t offset;
size_t size;
GLuint buffer;
};
angle::PackedEnumMap<gl::BufferBinding, std::vector<IndexedBufferBinding>> mIndexedBuffers;
size_t mTextureUnitIndex;
angle::PackedEnumMap<gl::TextureType, gl::ActiveTextureArray<GLuint>> mTextures;
gl::ActiveTextureArray<GLuint> mSamplers;
struct ImageUnitBinding
{
ImageUnitBinding()
: texture(0), level(0), layered(false), layer(0), access(GL_READ_ONLY), format(GL_R32UI)
{}
GLuint texture;
GLint level;
GLboolean layered;
GLint layer;
GLenum access;
GLenum format;
};
std::vector<ImageUnitBinding> mImages;
GLuint mTransformFeedback;
TransformFeedbackGL *mCurrentTransformFeedback;
// Queries that are currently running on the driver
angle::PackedEnumMap<gl::QueryType, QueryGL *> mQueries;
// Queries that are temporarily in the paused state so that their results will not be affected
// by other operations
angle::PackedEnumMap<gl::QueryType, QueryGL *> mTemporaryPausedQueries;
gl::ContextID mPrevDrawContext;
GLint mUnpackAlignment;
GLint mUnpackRowLength;
GLint mUnpackSkipRows;
GLint mUnpackSkipPixels;
GLint mUnpackImageHeight;
GLint mUnpackSkipImages;
GLint mPackAlignment;
GLint mPackRowLength;
GLint mPackSkipRows;
GLint mPackSkipPixels;
// TODO(jmadill): Convert to std::array when available
std::vector<GLenum> mFramebuffers;
GLuint mRenderbuffer;
bool mScissorTestEnabled;
gl::Rectangle mScissor;
gl::Rectangle mViewport;
float mNear;
float mFar;
gl::ColorF mBlendColor;
gl::BlendStateExt mBlendStateExt;
const bool mIndependentBlendStates;
bool mSampleAlphaToCoverageEnabled;
bool mSampleCoverageEnabled;
float mSampleCoverageValue;
bool mSampleCoverageInvert;
bool mSampleMaskEnabled;
std::array<GLbitfield, gl::MAX_SAMPLE_MASK_WORDS> mSampleMaskValues;
bool mDepthTestEnabled;
GLenum mDepthFunc;
bool mDepthMask;
bool mStencilTestEnabled;
GLenum mStencilFrontFunc;
GLint mStencilFrontRef;
GLuint mStencilFrontValueMask;
GLenum mStencilFrontStencilFailOp;
GLenum mStencilFrontStencilPassDepthFailOp;
GLenum mStencilFrontStencilPassDepthPassOp;
GLuint mStencilFrontWritemask;
GLenum mStencilBackFunc;
GLint mStencilBackRef;
GLuint mStencilBackValueMask;
GLenum mStencilBackStencilFailOp;
GLenum mStencilBackStencilPassDepthFailOp;
GLenum mStencilBackStencilPassDepthPassOp;
GLuint mStencilBackWritemask;
bool mCullFaceEnabled;
gl::CullFaceMode mCullFace;
GLenum mFrontFace;
bool mPolygonOffsetFillEnabled;
GLfloat mPolygonOffsetFactor;
GLfloat mPolygonOffsetUnits;
bool mRasterizerDiscardEnabled;
float mLineWidth;
bool mPrimitiveRestartEnabled;
GLuint mPrimitiveRestartIndex;
gl::ColorF mClearColor;
float mClearDepth;
GLint mClearStencil;
bool mFramebufferSRGBAvailable;
bool mFramebufferSRGBEnabled;
const bool mHasSeparateFramebufferBindings;
bool mDitherEnabled;
bool mTextureCubemapSeamlessEnabled;
bool mMultisamplingEnabled;
bool mSampleAlphaToOneEnabled;
GLenum mCoverageModulation;
const bool mIsMultiviewEnabled;
GLenum mProvokingVertex;
gl::State::ClipDistanceEnableBits mEnabledClipDistances;
const size_t mMaxClipDistances;
gl::State::DirtyBits mLocalDirtyBits;
gl::AttributesMask mLocalDirtyCurrentValues;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_GL_STATEMANAGERGL_H_