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//
// 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 LIBGLESV2_CONTEXT_H_
#define LIBGLESV2_CONTEXT_H_
#define GL_APICALL
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#define EGLAPI
#include <EGL/egl.h>
#include <d3d9.h>
#include <map>
#include "common/angleutils.h"
#include "libGLESv2/ResourceManager.h"
#include "libGLESv2/RefCountObject.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 RenderbufferStorage;
class Colorbuffer;
class Depthbuffer;
class Stencilbuffer;
class DepthStencilbuffer;
class VertexDataManager;
class IndexDataManager;
class BufferBackEnd;
class Blit;
class Fence;
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_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_SM2 = 1.0f;
const float ALIASED_POINT_SIZE_RANGE_MAX_SM3 = 64.0f;
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), 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;
BindingPointer<Buffer> 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;
GLenum fragmentShaderDerivativeHint;
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
BindingPointer<Buffer> arrayBuffer;
BindingPointer<Buffer> elementArrayBuffer;
BindingPointer<Texture> texture2D;
BindingPointer<Texture> textureCubeMap;
GLuint readFramebuffer;
GLuint drawFramebuffer;
BindingPointer<Renderbuffer> renderbuffer;
GLuint currentProgram;
AttributeState vertexAttribute[MAX_VERTEX_ATTRIBS];
BindingPointer<Texture> samplerTexture[SAMPLER_TYPE_COUNT][MAX_TEXTURE_IMAGE_UNITS];
GLint unpackAlignment;
GLint packAlignment;
};
class Context
{
public:
Context(const egl::Config *config, const gl::Context *shareContext);
~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 setFragmentShaderDerivativeHint(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 getReadFramebufferHandle() const;
GLuint getDrawFramebufferHandle() 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, Buffer *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;
// These create and destroy methods are merely pass-throughs to
// ResourceManager, which owns these object types
GLuint createBuffer();
GLuint createShader(GLenum type);
GLuint createProgram();
GLuint createTexture();
GLuint createRenderbuffer();
void deleteBuffer(GLuint buffer);
void deleteShader(GLuint shader);
void deleteProgram(GLuint program);
void deleteTexture(GLuint texture);
void deleteRenderbuffer(GLuint renderbuffer);
// Framebuffers are owned by the Context, so these methods do not pass through
GLuint createFramebuffer();
void deleteFramebuffer(GLuint framebuffer);
// Fences are owned by the Context.
GLuint createFence();
void deleteFence(GLuint fence);
void bindArrayBuffer(GLuint buffer);
void bindElementArrayBuffer(GLuint buffer);
void bindTexture2D(GLuint texture);
void bindTextureCubeMap(GLuint texture);
void bindReadFramebuffer(GLuint framebuffer);
void bindDrawFramebuffer(GLuint framebuffer);
void bindRenderbuffer(GLuint renderbuffer);
void useProgram(GLuint program);
void setFramebufferZero(Framebuffer *framebuffer);
void setRenderbufferStorage(RenderbufferStorage *renderbuffer);
void setVertexAttrib(GLuint index, const GLfloat *values);
Buffer *getBuffer(GLuint handle);
Fence *getFence(GLuint handle);
Shader *getShader(GLuint handle);
Program *getProgram(GLuint handle);
Texture *getTexture(GLuint handle);
Framebuffer *getFramebuffer(GLuint handle);
Renderbuffer *getRenderbuffer(GLuint handle);
Buffer *getArrayBuffer();
Buffer *getElementArrayBuffer();
Program *getCurrentProgram();
Texture2D *getTexture2D();
TextureCubeMap *getTextureCubeMap();
Texture *getSamplerTexture(unsigned int sampler, SamplerType type);
Framebuffer *getReadFramebuffer();
Framebuffer *getDrawFramebuffer();
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();
bool supportsShaderModel3() const;
int getMaximumRenderbufferDimension() const;
int getMaximumTextureDimension() const;
int getMaximumCubeTextureDimension() const;
int getMaximumTextureLevel() const;
GLsizei getMaxSupportedSamples() const;
int getNearestSupportedSamples(D3DFORMAT format, int requested) const;
const char *getExtensionString() const;
bool supportsEventQueries() const;
bool supportsCompressedTextures() const;
bool supportsFloatTextures() const;
bool supportsFloatLinearFilter() const;
bool supportsFloatRenderableTextures() const;
bool supportsHalfFloatTextures() const;
bool supportsHalfFloatLinearFilter() const;
bool supportsHalfFloatRenderableTextures() const;
bool supportsLuminanceTextures() const;
bool supportsLuminanceAlphaTextures() const;
void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask);
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);
const egl::Config *const mConfig;
State mState;
BindingPointer<Texture2D> mTexture2DZero;
BindingPointer<TextureCubeMap> mTextureCubeMapZero;
typedef std::map<GLuint, Framebuffer*> FramebufferMap;
FramebufferMap mFramebufferMap;
typedef std::map<GLuint, Fence*> FenceMap;
FenceMap mFenceMap;
void initExtensionString();
std::string mExtensionString;
BufferBackEnd *mBufferBackEnd;
VertexDataManager *mVertexDataManager;
IndexDataManager *mIndexDataManager;
Blit *mBlit;
BindingPointer<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;
unsigned int mAppliedStencilbufferSerial;
bool mDepthStencilInitialized;
bool mSupportsShaderModel3;
int mMaxRenderbufferDimension;
int mMaxTextureDimension;
int mMaxCubeTextureDimension;
int mMaxTextureLevel;
std::map<D3DFORMAT, bool *> mMultiSampleSupport;
GLsizei mMaxSupportedSamples;
bool mSupportsEventQueries;
bool mSupportsCompressedTextures;
bool mSupportsFloatTextures;
bool mSupportsFloatLinearFilter;
bool mSupportsFloatRenderableTextures;
bool mSupportsHalfFloatTextures;
bool mSupportsHalfFloatLinearFilter;
bool mSupportsHalfFloatRenderableTextures;
bool mSupportsLuminanceTextures;
bool mSupportsLuminanceAlphaTextures;
// 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;
ResourceManager *mResourceManager;
};
}
extern "C"
{
// Exported functions for use by EGL
gl::Context *glCreateContext(const egl::Config *config, const gl::Context *shareContext);
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_