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//
// Copyright (c) 2002-2014 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_
#include "angle_gl.h"
#include <EGL/egl.h>
#include <string>
#include <set>
#include <map>
#include <unordered_map>
#include <array>
#include "common/angleutils.h"
#include "common/RefCountObject.h"
#include "libGLESv2/Caps.h"
#include "libGLESv2/Error.h"
#include "libGLESv2/HandleAllocator.h"
#include "libGLESv2/angletypes.h"
#include "libGLESv2/Constants.h"
#include "libGLESv2/VertexAttribute.h"
#include "libGLESv2/State.h"
namespace rx
{
class Renderer;
}
namespace egl
{
class Surface;
}
namespace gl
{
class Shader;
class Program;
class ProgramBinary;
class Texture;
class Texture2D;
class TextureCubeMap;
class Texture3D;
class Texture2DArray;
class Framebuffer;
class Renderbuffer;
class RenderbufferStorage;
class Colorbuffer;
class Depthbuffer;
class Stencilbuffer;
class DepthStencilbuffer;
class FenceNV;
class FenceSync;
class Query;
class ResourceManager;
class Buffer;
struct VertexAttribute;
class VertexArray;
class Sampler;
class TransformFeedback;
class Context
{
public:
Context(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess);
virtual ~Context();
void makeCurrent(egl::Surface *surface);
virtual void markContextLost();
bool isContextLost();
// 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();
GLuint createSampler();
GLuint createTransformFeedback();
GLsync createFenceSync(GLenum condition);
void deleteBuffer(GLuint buffer);
void deleteShader(GLuint shader);
void deleteProgram(GLuint program);
void deleteTexture(GLuint texture);
void deleteRenderbuffer(GLuint renderbuffer);
void deleteSampler(GLuint sampler);
void deleteTransformFeedback(GLuint transformFeedback);
void deleteFenceSync(GLsync fenceSync);
// Framebuffers are owned by the Context, so these methods do not pass through
GLuint createFramebuffer();
void deleteFramebuffer(GLuint framebuffer);
// NV Fences are owned by the Context.
GLuint createFenceNV();
void deleteFenceNV(GLuint fence);
// Queries are owned by the Context;
GLuint createQuery();
void deleteQuery(GLuint query);
// Vertex arrays are owned by the Context
GLuint createVertexArray();
void deleteVertexArray(GLuint vertexArray);
void bindArrayBuffer(GLuint buffer);
void bindElementArrayBuffer(GLuint buffer);
void bindTexture2D(GLuint texture);
void bindTextureCubeMap(GLuint texture);
void bindTexture3D(GLuint texture);
void bindTexture2DArray(GLuint texture);
void bindReadFramebuffer(GLuint framebuffer);
void bindDrawFramebuffer(GLuint framebuffer);
void bindRenderbuffer(GLuint renderbuffer);
void bindVertexArray(GLuint vertexArray);
void bindSampler(GLuint textureUnit, GLuint sampler);
void bindGenericUniformBuffer(GLuint buffer);
void bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size);
void bindGenericTransformFeedbackBuffer(GLuint buffer);
void bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size);
void bindCopyReadBuffer(GLuint buffer);
void bindCopyWriteBuffer(GLuint buffer);
void bindPixelPackBuffer(GLuint buffer);
void bindPixelUnpackBuffer(GLuint buffer);
void useProgram(GLuint program);
void linkProgram(GLuint program);
void setProgramBinary(GLuint program, GLenum binaryFormat, const void *binary, GLint length);
void bindTransformFeedback(GLuint transformFeedback);
void beginQuery(GLenum target, GLuint query);
void endQuery(GLenum target);
void setFramebufferZero(Framebuffer *framebuffer);
void setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples);
void setVertexAttribDivisor(GLuint index, GLuint divisor);
void samplerParameteri(GLuint sampler, GLenum pname, GLint param);
void samplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
GLint getSamplerParameteri(GLuint sampler, GLenum pname);
GLfloat getSamplerParameterf(GLuint sampler, GLenum pname);
Buffer *getBuffer(GLuint handle);
FenceNV *getFenceNV(GLuint handle);
FenceSync *getFenceSync(GLsync handle) const;
Shader *getShader(GLuint handle) const;
Program *getProgram(GLuint handle) const;
Texture *getTexture(GLuint handle) const;
Framebuffer *getFramebuffer(GLuint handle) const;
Renderbuffer *getRenderbuffer(GLuint handle);
VertexArray *getVertexArray(GLuint handle) const;
Sampler *getSampler(GLuint handle) const;
Query *getQuery(GLuint handle, bool create, GLenum type);
TransformFeedback *getTransformFeedback(GLuint handle) const;
Texture *getTargetTexture(GLenum target) const;
Texture2D *getTexture2D() const;
TextureCubeMap *getTextureCubeMap() const;
Texture3D *getTexture3D() const;
Texture2DArray *getTexture2DArray() const;
Texture *getSamplerTexture(unsigned int sampler, TextureType type) const;
bool isSampler(GLuint samplerName) const;
void getBooleanv(GLenum pname, GLboolean *params);
void getFloatv(GLenum pname, GLfloat *params);
void getIntegerv(GLenum pname, GLint *params);
void getInteger64v(GLenum pname, GLint64 *params);
bool getIndexedIntegerv(GLenum target, GLuint index, GLint *data);
bool getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data);
bool getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams);
bool getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams);
void clear(GLbitfield mask);
void clearBufferfv(GLenum buffer, int drawbuffer, const float *values);
void clearBufferuiv(GLenum buffer, int drawbuffer, const unsigned int *values);
void clearBufferiv(GLenum buffer, int drawbuffer, const int *values);
void clearBufferfi(GLenum buffer, int drawbuffer, float depth, int stencil);
void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels);
void drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances);
void drawElements(GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices, GLsizei instances,
const rx::RangeUI &indexRange);
void sync(bool block); // flush/finish
void recordError(const Error &error);
GLenum getError();
GLenum getResetStatus();
virtual bool isResetNotificationEnabled();
virtual int getClientVersion() const;
const Caps &getCaps() const;
const TextureCapsMap &getTextureCaps() const;
const Extensions &getExtensions() const;
unsigned int getMaximumCombinedTextureImageUnits() const;
unsigned int getMaximumCombinedUniformBufferBindings() const;
unsigned int getMaxTransformFeedbackBufferBindings() const;
GLintptr getUniformBufferOffsetAlignment() const;
const std::string &getRendererString() const;
const std::string &getExtensionString() const;
const std::string &getExtensionString(size_t idx) const;
size_t getExtensionStringCount() const;
void getCurrentReadFormatType(GLenum *internalFormat, GLenum *format, GLenum *type);
void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
void invalidateFrameBuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments,
GLint x, GLint y, GLsizei width, GLsizei height);
rx::Renderer *getRenderer() { return mRenderer; }
State &getState() { return mState; }
const State &getState() const { return mState; }
private:
DISALLOW_COPY_AND_ASSIGN(Context);
// TODO: std::array may become unavailable using older versions of GCC
typedef std::array<unsigned int, IMPLEMENTATION_MAX_FRAMEBUFFER_ATTACHMENTS> FramebufferTextureSerialArray;
bool applyRenderTarget(GLenum drawMode, bool ignoreViewport);
void applyState(GLenum drawMode);
void applyShaders(ProgramBinary *programBinary, bool transformFeedbackActive);
void applyTextures(SamplerType shaderType, Texture *textures[], TextureType *textureTypes, SamplerState *samplers,
size_t textureCount, const FramebufferTextureSerialArray& framebufferSerials,
size_t framebufferSerialCount);
bool applyUniformBuffers();
bool applyTransformFeedbackBuffers();
void markTransformFeedbackUsage();
void detachBuffer(GLuint buffer);
void detachTexture(GLuint texture);
void detachFramebuffer(GLuint framebuffer);
void detachRenderbuffer(GLuint renderbuffer);
void detachVertexArray(GLuint vertexArray);
void detachTransformFeedback(GLuint transformFeedback);
void detachSampler(GLuint sampler);
void generateSwizzles(Texture *textures[], size_t count);
size_t getCurrentTexturesAndSamplerStates(ProgramBinary *programBinary, SamplerType type, Texture **outTextures,
TextureType *outTextureTypes, SamplerState *outSamplers);
Texture *getIncompleteTexture(TextureType type);
bool skipDraw(GLenum drawMode);
void initRendererString();
void initExtensionStrings();
size_t getBoundFramebufferTextureSerials(FramebufferTextureSerialArray *outSerialArray);
void initCaps(GLuint clientVersion);
// Caps to use for validation
Caps mCaps;
TextureCapsMap mTextureCaps;
Extensions mExtensions;
rx::Renderer *const mRenderer;
State mState;
int mClientVersion;
BindingPointer<Texture2D> mTexture2DZero;
BindingPointer<TextureCubeMap> mTextureCubeMapZero;
BindingPointer<Texture3D> mTexture3DZero;
BindingPointer<Texture2DArray> mTexture2DArrayZero;
typedef std::unordered_map<GLuint, Framebuffer*> FramebufferMap;
FramebufferMap mFramebufferMap;
HandleAllocator mFramebufferHandleAllocator;
typedef std::unordered_map<GLuint, FenceNV*> FenceNVMap;
FenceNVMap mFenceNVMap;
HandleAllocator mFenceNVHandleAllocator;
typedef std::unordered_map<GLuint, Query*> QueryMap;
QueryMap mQueryMap;
HandleAllocator mQueryHandleAllocator;
typedef std::unordered_map<GLuint, VertexArray*> VertexArrayMap;
VertexArrayMap mVertexArrayMap;
HandleAllocator mVertexArrayHandleAllocator;
BindingPointer<TransformFeedback> mTransformFeedbackZero;
typedef std::unordered_map<GLuint, TransformFeedback*> TransformFeedbackMap;
TransformFeedbackMap mTransformFeedbackMap;
HandleAllocator mTransformFeedbackAllocator;
std::string mRendererString;
std::string mExtensionString;
std::vector<std::string> mExtensionStrings;
BindingPointer<Texture> mIncompleteTextures[TEXTURE_TYPE_COUNT];
// Recorded errors
typedef std::set<GLenum> ErrorSet;
ErrorSet mErrors;
// Current/lost context flags
bool mHasBeenCurrent;
bool mContextLost;
GLenum mResetStatus;
GLenum mResetStrategy;
bool mRobustAccess;
ResourceManager *mResourceManager;
};
}
#endif // INCLUDE_CONTEXT_H_