// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Context.h: Defines the 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 "ResourceManager.h"
#include "Buffer.h"
#include "libEGL/Context.hpp"
#include "common/NameSpace.hpp"
#include "common/Object.hpp"
#include "common/Image.hpp"
#include "Renderer/Sampler.hpp"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <GLES3/gl3.h>
#include <EGL/egl.h>
#include <map>
#include <string>
namespace egl
{
class Display;
class Config;
}
namespace es2
{
struct TranslatedAttribute;
struct TranslatedIndexData;
class Device;
class Shader;
class Program;
class Texture;
class Texture2D;
class Texture3D;
class Texture2DArray;
class TextureCubeMap;
class Texture2DRect;
class TextureExternal;
class Framebuffer;
class Renderbuffer;
class RenderbufferStorage;
class Colorbuffer;
class Depthbuffer;
class StreamingIndexBuffer;
class Stencilbuffer;
class DepthStencilbuffer;
class VertexDataManager;
class IndexDataManager;
class Fence;
class FenceSync;
class Query;
class Sampler;
class VertexArray;
class TransformFeedback;
enum
{
MAX_VERTEX_ATTRIBS = sw::MAX_VERTEX_INPUTS,
MAX_UNIFORM_VECTORS = 256, // Device limit
MAX_VERTEX_UNIFORM_VECTORS = sw::VERTEX_UNIFORM_VECTORS - 3, // Reserve space for gl_DepthRange
MAX_VARYING_VECTORS = MIN(sw::MAX_FRAGMENT_INPUTS, sw::MAX_VERTEX_OUTPUTS),
MAX_TEXTURE_IMAGE_UNITS = sw::TEXTURE_IMAGE_UNITS,
MAX_VERTEX_TEXTURE_IMAGE_UNITS = sw::VERTEX_TEXTURE_IMAGE_UNITS,
MAX_COMBINED_TEXTURE_IMAGE_UNITS = MAX_TEXTURE_IMAGE_UNITS + MAX_VERTEX_TEXTURE_IMAGE_UNITS,
MAX_FRAGMENT_UNIFORM_VECTORS = sw::FRAGMENT_UNIFORM_VECTORS - 3, // Reserve space for gl_DepthRange
MAX_ELEMENT_INDEX = 0x7FFFFFFF,
MAX_ELEMENTS_INDICES = 0x7FFFFFFF,
MAX_ELEMENTS_VERTICES = 0x7FFFFFFF,
MAX_VERTEX_OUTPUT_VECTORS = 16,
MAX_FRAGMENT_INPUT_VECTORS = 15,
MIN_PROGRAM_TEXEL_OFFSET = sw::MIN_PROGRAM_TEXEL_OFFSET,
MAX_PROGRAM_TEXEL_OFFSET = sw::MAX_PROGRAM_TEXEL_OFFSET,
MAX_TEXTURE_LOD_BIAS = sw::MAX_TEXTURE_LOD,
MAX_DRAW_BUFFERS = sw::RENDERTARGETS,
MAX_COLOR_ATTACHMENTS = MAX(MAX_DRAW_BUFFERS, 8),
MAX_FRAGMENT_UNIFORM_BLOCKS = sw::MAX_FRAGMENT_UNIFORM_BLOCKS,
MAX_VERTEX_UNIFORM_BLOCKS = sw::MAX_VERTEX_UNIFORM_BLOCKS,
MAX_FRAGMENT_UNIFORM_COMPONENTS = sw::FRAGMENT_UNIFORM_VECTORS * 4,
MAX_VERTEX_UNIFORM_COMPONENTS = sw::VERTEX_UNIFORM_VECTORS * 4,
MAX_UNIFORM_BLOCK_SIZE = sw::MAX_UNIFORM_BLOCK_SIZE,
MAX_FRAGMENT_UNIFORM_BLOCKS_COMPONENTS = sw::MAX_FRAGMENT_UNIFORM_BLOCKS * MAX_UNIFORM_BLOCK_SIZE / 4,
MAX_VERTEX_UNIFORM_BLOCKS_COMPONENTS = MAX_VERTEX_UNIFORM_BLOCKS * MAX_UNIFORM_BLOCK_SIZE / 4,
MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS = MAX_FRAGMENT_UNIFORM_BLOCKS_COMPONENTS + MAX_FRAGMENT_UNIFORM_COMPONENTS,
MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS = MAX_VERTEX_UNIFORM_BLOCKS_COMPONENTS + MAX_VERTEX_UNIFORM_COMPONENTS,
MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS = 4,
MAX_UNIFORM_BUFFER_BINDINGS = sw::MAX_UNIFORM_BUFFER_BINDINGS,
UNIFORM_BUFFER_OFFSET_ALIGNMENT = 4,
NUM_PROGRAM_BINARY_FORMATS = 0,
};
const GLenum compressedTextureFormats[] =
{
GL_ETC1_RGB8_OES,
GL_COMPRESSED_RGB_S3TC_DXT1_EXT,
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT,
GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE,
GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE,
#if (GL_ES_VERSION_3_0)
GL_COMPRESSED_R11_EAC,
GL_COMPRESSED_SIGNED_R11_EAC,
GL_COMPRESSED_RG11_EAC,
GL_COMPRESSED_SIGNED_RG11_EAC,
GL_COMPRESSED_RGB8_ETC2,
GL_COMPRESSED_SRGB8_ETC2,
GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2,
GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2,
GL_COMPRESSED_RGBA8_ETC2_EAC,
GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC,
#if (ASTC_SUPPORT)
GL_COMPRESSED_RGBA_ASTC_4x4_KHR,
GL_COMPRESSED_RGBA_ASTC_5x4_KHR,
GL_COMPRESSED_RGBA_ASTC_5x5_KHR,
GL_COMPRESSED_RGBA_ASTC_6x5_KHR,
GL_COMPRESSED_RGBA_ASTC_6x6_KHR,
GL_COMPRESSED_RGBA_ASTC_8x5_KHR,
GL_COMPRESSED_RGBA_ASTC_8x6_KHR,
GL_COMPRESSED_RGBA_ASTC_8x8_KHR,
GL_COMPRESSED_RGBA_ASTC_10x5_KHR,
GL_COMPRESSED_RGBA_ASTC_10x6_KHR,
GL_COMPRESSED_RGBA_ASTC_10x8_KHR,
GL_COMPRESSED_RGBA_ASTC_10x10_KHR,
GL_COMPRESSED_RGBA_ASTC_12x10_KHR,
GL_COMPRESSED_RGBA_ASTC_12x12_KHR,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR,
GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR,
#endif // ASTC_SUPPORT
#endif // GL_ES_VERSION_3_0
};
const GLenum GL_TEXTURE_FILTERING_HINT_CHROMIUM = 0x8AF0;
const GLint NUM_COMPRESSED_TEXTURE_FORMATS = sizeof(compressedTextureFormats) / sizeof(compressedTextureFormats[0]);
const GLint multisampleCount[] = {4, 2, 1};
const GLint NUM_MULTISAMPLE_COUNTS = sizeof(multisampleCount) / sizeof(multisampleCount[0]);
const GLint IMPLEMENTATION_MAX_SAMPLES = multisampleCount[0];
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 = 0.125f;
const float ALIASED_POINT_SIZE_RANGE_MAX = 8192.0f;
const float MAX_TEXTURE_MAX_ANISOTROPY = 16.0f;
enum QueryType
{
QUERY_ANY_SAMPLES_PASSED,
QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE,
QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN,
QUERY_TYPE_COUNT
};
struct Color
{
float red;
float green;
float blue;
float alpha;
};
// Helper structure describing a single vertex attribute
class VertexAttribute
{
public:
VertexAttribute() : mType(GL_FLOAT), mSize(4), mNormalized(false), mPureInteger(false), mStride(0), mDivisor(0), mPointer(nullptr), mArrayEnabled(false)
{
mCurrentValue[0].f = 0.0f;
mCurrentValue[1].f = 0.0f;
mCurrentValue[2].f = 0.0f;
mCurrentValue[3].f = 1.0f;
mCurrentValueType = GL_FLOAT;
}
int typeSize() const
{
switch(mType)
{
case GL_BYTE: return mSize * sizeof(GLbyte);
case GL_UNSIGNED_BYTE: return mSize * sizeof(GLubyte);
case GL_SHORT: return mSize * sizeof(GLshort);
case GL_UNSIGNED_SHORT: return mSize * sizeof(GLushort);
case GL_INT: return mSize * sizeof(GLint);
case GL_UNSIGNED_INT: return mSize * sizeof(GLuint);
case GL_FIXED: return mSize * sizeof(GLfixed);
case GL_FLOAT: return mSize * sizeof(GLfloat);
case GL_HALF_FLOAT_OES:
case GL_HALF_FLOAT: return mSize * sizeof(GLhalf);
case GL_INT_2_10_10_10_REV: return sizeof(GLint);
case GL_UNSIGNED_INT_2_10_10_10_REV: return sizeof(GLuint);
default: UNREACHABLE(mType); return mSize * sizeof(GLfloat);
}
}
GLenum currentValueType() const
{
return mCurrentValueType;
}
GLsizei stride() const
{
return mStride ? mStride : typeSize();
}
inline float getCurrentValueBitsAsFloat(int i) const
{
return mCurrentValue[i].f;
}
inline float getCurrentValueF(int i) const
{
switch(mCurrentValueType)
{
case GL_FLOAT: return mCurrentValue[i].f;
case GL_INT: return static_cast<float>(mCurrentValue[i].i);
case GL_UNSIGNED_INT: return static_cast<float>(mCurrentValue[i].ui);
default: UNREACHABLE(mCurrentValueType); return mCurrentValue[i].f;
}
}
inline GLint getCurrentValueI(int i) const
{
switch(mCurrentValueType)
{
case GL_FLOAT: return static_cast<GLint>(mCurrentValue[i].f);
case GL_INT: return mCurrentValue[i].i;
case GL_UNSIGNED_INT: return static_cast<GLint>(mCurrentValue[i].ui);
default: UNREACHABLE(mCurrentValueType); return mCurrentValue[i].i;
}
}
inline GLuint getCurrentValueUI(int i) const
{
switch(mCurrentValueType)
{
case GL_FLOAT: return static_cast<GLuint>(mCurrentValue[i].f);
case GL_INT: return static_cast<GLuint>(mCurrentValue[i].i);
case GL_UNSIGNED_INT: return mCurrentValue[i].ui;
default: UNREACHABLE(mCurrentValueType); return mCurrentValue[i].ui;
}
}
inline void setCurrentValue(const GLfloat *values)
{
mCurrentValue[0].f = values[0];
mCurrentValue[1].f = values[1];
mCurrentValue[2].f = values[2];
mCurrentValue[3].f = values[3];
mCurrentValueType = GL_FLOAT;
}
inline void setCurrentValue(const GLint *values)
{
mCurrentValue[0].i = values[0];
mCurrentValue[1].i = values[1];
mCurrentValue[2].i = values[2];
mCurrentValue[3].i = values[3];
mCurrentValueType = GL_INT;
}
inline void setCurrentValue(const GLuint *values)
{
mCurrentValue[0].ui = values[0];
mCurrentValue[1].ui = values[1];
mCurrentValue[2].ui = values[2];
mCurrentValue[3].ui = values[3];
mCurrentValueType = GL_UNSIGNED_INT;
}
// From glVertexAttribPointer
GLenum mType;
GLint mSize;
bool mNormalized;
bool mPureInteger;
GLsizei mStride; // 0 means natural stride
GLuint mDivisor; // From glVertexAttribDivisor
union
{
const void *mPointer;
intptr_t mOffset;
};
gl::BindingPointer<Buffer> mBoundBuffer; // Captured when glVertexAttribPointer is called.
bool mArrayEnabled; // From glEnable/DisableVertexAttribArray
private:
union ValueUnion
{
float f;
GLint i;
GLuint ui;
};
ValueUnion mCurrentValue[4]; // From glVertexAttrib
GLenum mCurrentValueType;
};
typedef VertexAttribute VertexAttributeArray[MAX_VERTEX_ATTRIBS];
// Helper structure to store all raw state
struct State
{
Color colorClearValue;
GLclampf depthClearValue;
int stencilClearValue;
bool cullFaceEnabled;
GLenum cullMode;
GLenum frontFace;
bool depthTestEnabled;
GLenum depthFunc;
bool blendEnabled;
GLenum sourceBlendRGB;
GLenum destBlendRGB;
GLenum sourceBlendAlpha;
GLenum destBlendAlpha;
GLenum blendEquationRGB;
GLenum blendEquationAlpha;
Color blendColor;
bool stencilTestEnabled;
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 polygonOffsetFillEnabled;
GLfloat polygonOffsetFactor;
GLfloat polygonOffsetUnits;
bool sampleAlphaToCoverageEnabled;
bool sampleCoverageEnabled;
GLclampf sampleCoverageValue;
bool sampleCoverageInvert;
bool scissorTestEnabled;
bool ditherEnabled;
bool primitiveRestartFixedIndexEnabled;
bool rasterizerDiscardEnabled;
bool colorLogicOpEnabled;
GLenum logicalOperation;
GLfloat lineWidth;
GLenum generateMipmapHint;
GLenum fragmentShaderDerivativeHint;
GLenum textureFilteringHint;
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;
unsigned int activeSampler; // Active texture unit selector - GL_TEXTURE0
gl::BindingPointer<Buffer> arrayBuffer;
gl::BindingPointer<Buffer> copyReadBuffer;
gl::BindingPointer<Buffer> copyWriteBuffer;
gl::BindingPointer<Buffer> pixelPackBuffer;
gl::BindingPointer<Buffer> pixelUnpackBuffer;
gl::BindingPointer<Buffer> genericUniformBuffer;
BufferBinding uniformBuffers[MAX_UNIFORM_BUFFER_BINDINGS];
GLuint readFramebuffer;
GLuint drawFramebuffer;
gl::BindingPointer<Renderbuffer> renderbuffer;
GLuint currentProgram;
GLuint vertexArray;
GLuint transformFeedback;
gl::BindingPointer<Sampler> sampler[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
VertexAttribute vertexAttribute[MAX_VERTEX_ATTRIBS];
gl::BindingPointer<Texture> samplerTexture[TEXTURE_TYPE_COUNT][MAX_COMBINED_TEXTURE_IMAGE_UNITS];
gl::BindingPointer<Query> activeQuery[QUERY_TYPE_COUNT];
gl::PixelStorageModes unpackParameters;
gl::PixelStorageModes packParameters;
};
class [[clang::lto_visibility_public]] Context : public egl::Context
{
public:
Context(egl::Display *display, const Context *shareContext, const egl::Config *config);
void makeCurrent(gl::Surface *surface) override;
EGLint getClientVersion() const override;
EGLint getConfigID() const override;
void markAllStateDirty();
// State manipulation
void setClearColor(float red, float green, float blue, float alpha);
void setClearDepth(float depth);
void setClearStencil(int stencil);
void setCullFaceEnabled(bool enabled);
bool isCullFaceEnabled() const;
void setCullMode(GLenum mode);
void setFrontFace(GLenum front);
void setDepthTestEnabled(bool enabled);
bool isDepthTestEnabled() const;
void setDepthFunc(GLenum depthFunc);
void setDepthRange(float zNear, float zFar);
void setBlendEnabled(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 setStencilTestEnabled(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 setPolygonOffsetFillEnabled(bool enabled);
bool isPolygonOffsetFillEnabled() const;
void setPolygonOffsetParams(GLfloat factor, GLfloat units);
void setSampleAlphaToCoverageEnabled(bool enabled);
bool isSampleAlphaToCoverageEnabled() const;
void setSampleCoverageEnabled(bool enabled);
bool isSampleCoverageEnabled() const;
void setSampleCoverageParams(GLclampf value, bool invert);
void setDitherEnabled(bool enabled);
bool isDitherEnabled() const;
void setPrimitiveRestartFixedIndexEnabled(bool enabled);
bool isPrimitiveRestartFixedIndexEnabled() const;
void setRasterizerDiscardEnabled(bool enabled);
bool isRasterizerDiscardEnabled() const;
void setLineWidth(GLfloat width);
void setGenerateMipmapHint(GLenum hint);
void setFragmentShaderDerivativeHint(GLenum hint);
void setTextureFilteringHint(GLenum hint);
void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height);
void setScissorTestEnabled(bool enabled);
bool isScissorTestEnabled() const;
void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height);
void setColorMask(bool red, bool green, bool blue, bool alpha);
unsigned int getColorMask() const;
void setDepthMask(bool mask);
void setActiveSampler(unsigned int active);
GLuint getReadFramebufferName() const;
GLuint getDrawFramebufferName() const;
GLuint getRenderbufferName() const;
void setFramebufferReadBuffer(GLenum buf);
void setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs);
GLuint getActiveQuery(GLenum target) const;
GLuint getArrayBufferName() const;
GLuint getElementArrayBufferName() const;
void setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled);
void setVertexAttribDivisor(unsigned int attribNum, GLuint divisor);
const VertexAttribute &getVertexAttribState(unsigned int attribNum) const;
void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type,
bool normalized, bool pureInteger, GLsizei stride, const void *pointer);
const void *getVertexAttribPointer(unsigned int attribNum) const;
const VertexAttributeArray &getVertexArrayAttributes();
// Context attribute current values can be queried independently from VAO current values
const VertexAttributeArray &getCurrentVertexAttributes();
void setUnpackAlignment(GLint alignment);
void setUnpackRowLength(GLint rowLength);
void setUnpackImageHeight(GLint imageHeight);
void setUnpackSkipPixels(GLint skipPixels);
void setUnpackSkipRows(GLint skipRows);
void setUnpackSkipImages(GLint skipImages);
const gl::PixelStorageModes &getUnpackParameters() const;
void setPackAlignment(GLint alignment);
void setPackRowLength(GLint rowLength);
void setPackSkipPixels(GLint skipPixels);
void setPackSkipRows(GLint skipRows);
// 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();
GLsync createFenceSync(GLenum condition, GLbitfield flags);
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 deleteFenceSync(GLsync fenceSync);
// 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);
// Queries are owned by the Context
GLuint createQuery();
void deleteQuery(GLuint query);
// Vertex arrays are owned by the Context
GLuint createVertexArray();
void deleteVertexArray(GLuint array);
// Transform feedbacks are owned by the Context
GLuint createTransformFeedback();
void deleteTransformFeedback(GLuint transformFeedback);
void bindArrayBuffer(GLuint buffer);
void bindElementArrayBuffer(GLuint buffer);
void bindCopyReadBuffer(GLuint buffer);
void bindCopyWriteBuffer(GLuint buffer);
void bindPixelPackBuffer(GLuint buffer);
void bindPixelUnpackBuffer(GLuint buffer);
void bindTransformFeedbackBuffer(GLuint buffer);
void bindTexture(TextureType type, GLuint texture);
void bindReadFramebuffer(GLuint framebuffer);
void bindDrawFramebuffer(GLuint framebuffer);
void bindRenderbuffer(GLuint renderbuffer);
void bindVertexArray(GLuint array);
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 bindTransformFeedback(GLuint transformFeedback);
bool bindSampler(GLuint unit, GLuint sampler);
void useProgram(GLuint program);
void beginQuery(GLenum target, GLuint query);
void endQuery(GLenum target);
void setFramebufferZero(Framebuffer *framebuffer);
void setRenderbufferStorage(RenderbufferStorage *renderbuffer);
void setVertexAttrib(GLuint index, const GLfloat *values);
void setVertexAttrib(GLuint index, const GLint *values);
void setVertexAttrib(GLuint index, const GLuint *values);
Buffer *getBuffer(GLuint handle) const;
Fence *getFence(GLuint handle) const;
FenceSync *getFenceSync(GLsync handle) const;
Shader *getShader(GLuint handle) const;
Program *getProgram(GLuint handle) const;
virtual Texture *getTexture(GLuint handle) const;
Framebuffer *getFramebuffer(GLuint handle) const;
virtual Renderbuffer *getRenderbuffer(GLuint handle) const;
Query *getQuery(GLuint handle) const;
VertexArray *getVertexArray(GLuint array) const;
VertexArray *getCurrentVertexArray() const;
bool isVertexArray(GLuint array) const;
TransformFeedback *getTransformFeedback(GLuint transformFeedback) const;
bool isTransformFeedback(GLuint transformFeedback) const;
TransformFeedback *getTransformFeedback() const;
Sampler *getSampler(GLuint sampler) const;
bool isSampler(GLuint sampler) const;
Buffer *getArrayBuffer() const;
Buffer *getElementArrayBuffer() const;
Buffer *getCopyReadBuffer() const;
Buffer *getCopyWriteBuffer() const;
Buffer *getPixelPackBuffer() const;
Buffer *getPixelUnpackBuffer() const;
Buffer *getGenericUniformBuffer() const;
GLsizei getRequiredBufferSize(GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type) const;
GLenum getPixels(const GLvoid **data, GLenum type, GLsizei imageSize) const;
bool getBuffer(GLenum target, es2::Buffer **buffer) const;
Program *getCurrentProgram() const;
Texture2D *getTexture2D() const;
Texture2D *getTexture2D(GLenum target) const;
Texture3D *getTexture3D() const;
Texture2DArray *getTexture2DArray() const;
TextureCubeMap *getTextureCubeMap() const;
Texture2DRect *getTexture2DRect() const;
TextureExternal *getTextureExternal() const;
Texture *getSamplerTexture(unsigned int sampler, TextureType type) const;
Framebuffer *getReadFramebuffer() const;
Framebuffer *getDrawFramebuffer() const;
bool getFloatv(GLenum pname, GLfloat *params) const;
template<typename T> bool getIntegerv(GLenum pname, T *params) const;
bool getBooleanv(GLenum pname, GLboolean *params) const;
template<typename T> bool getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const;
template<typename T> bool getUniformBufferiv(GLuint index, GLenum pname, T *param) const;
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);
bool getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const;
bool hasZeroDivisor() const;
void drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount = 1);
void drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount = 1);
void blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect) override;
void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels);
void clear(GLbitfield mask);
void clearColorBuffer(GLint drawbuffer, const GLint *value);
void clearColorBuffer(GLint drawbuffer, const GLuint *value);
void clearColorBuffer(GLint drawbuffer, const GLfloat *value);
void clearDepthBuffer(const GLfloat value);
void clearStencilBuffer(const GLint value);
void finish() override;
void flush();
void recordInvalidEnum();
void recordInvalidValue();
void recordInvalidOperation();
void recordOutOfMemory();
void recordInvalidFramebufferOperation();
GLenum getError();
static int getSupportedMultisampleCount(int requested);
void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit);
void bindTexImage(gl::Surface *surface) override;
EGLenum validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) override;
egl::Image *createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) override;
egl::Image *getSharedImage(GLeglImageOES image);
Device *getDevice();
const GLubyte *getExtensions(GLuint index, GLuint *numExt = nullptr) const;
sw::MutexLock *getResourceLock() { return mResourceManager->getLock(); }
private:
~Context() override;
void applyScissor(int width, int height);
bool applyRenderTarget();
void applyState(GLenum drawMode);
GLenum applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId);
GLenum applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
void applyShaders();
void applyTextures();
void applyTextures(sw::SamplerType type);
void applyTexture(sw::SamplerType type, int sampler, Texture *texture);
void clearColorBuffer(GLint drawbuffer, void *value, sw::Format format);
void detachBuffer(GLuint buffer);
void detachTexture(GLuint texture);
void detachFramebuffer(GLuint framebuffer);
void detachRenderbuffer(GLuint renderbuffer);
void detachSampler(GLuint sampler);
bool cullSkipsDraw(GLenum drawMode);
bool isTriangleMode(GLenum drawMode);
Query *createQuery(GLuint handle, GLenum type);
const egl::Config *const config;
State mState;
gl::BindingPointer<Texture2D> mTexture2DZero;
gl::BindingPointer<Texture3D> mTexture3DZero;
gl::BindingPointer<Texture2DArray> mTexture2DArrayZero;
gl::BindingPointer<TextureCubeMap> mTextureCubeMapZero;
gl::BindingPointer<Texture2DRect> mTexture2DRectZero;
gl::BindingPointer<TextureExternal> mTextureExternalZero;
gl::NameSpace<Framebuffer> mFramebufferNameSpace;
gl::NameSpace<Fence, 0> mFenceNameSpace;
gl::NameSpace<Query> mQueryNameSpace;
gl::NameSpace<VertexArray> mVertexArrayNameSpace;
gl::NameSpace<TransformFeedback> mTransformFeedbackNameSpace;
VertexDataManager *mVertexDataManager;
IndexDataManager *mIndexDataManager;
// Recorded errors
bool mInvalidEnum;
bool mInvalidValue;
bool mInvalidOperation;
bool mOutOfMemory;
bool mInvalidFramebufferOperation;
bool mHasBeenCurrent;
unsigned int mAppliedProgramSerial;
// state caching flags
bool mDepthStateDirty;
bool mMaskStateDirty;
bool mBlendStateDirty;
bool mStencilStateDirty;
bool mPolygonOffsetStateDirty;
bool mSampleStateDirty;
bool mFrontFaceDirty;
bool mDitherStateDirty;
Device *device;
ResourceManager *mResourceManager;
};
// ptr to a context, which also holds the context's resource manager's lock.
class ContextPtr {
public:
explicit ContextPtr(Context *context) : ptr(context)
{
if (ptr) ptr->getResourceLock()->lock();
}
~ContextPtr() {
if (ptr) ptr->getResourceLock()->unlock();
}
Context *operator ->() { return ptr; }
operator bool() const { return ptr != nullptr; }
private:
Context *ptr;
};
}
#endif // INCLUDE_CONTEXT_H_