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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/State.h | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/State.h')
-rwxr-xr-x | gfx/angle/src/libANGLE/State.h | 497 |
1 files changed, 497 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/State.h b/gfx/angle/src/libANGLE/State.h new file mode 100755 index 000000000..160a7abd8 --- /dev/null +++ b/gfx/angle/src/libANGLE/State.h @@ -0,0 +1,497 @@ +// +// Copyright (c) 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. +// + +// State.h: Defines the State class, encapsulating raw GL state + +#ifndef LIBANGLE_STATE_H_ +#define LIBANGLE_STATE_H_ + +#include <bitset> +#include <memory> + +#include "common/angleutils.h" +#include "common/Color.h" +#include "libANGLE/Debug.h" +#include "libANGLE/Program.h" +#include "libANGLE/RefCountObject.h" +#include "libANGLE/Renderbuffer.h" +#include "libANGLE/Sampler.h" +#include "libANGLE/Texture.h" +#include "libANGLE/TransformFeedback.h" +#include "libANGLE/Version.h" +#include "libANGLE/VertexAttribute.h" +#include "libANGLE/angletypes.h" + +namespace gl +{ +class Query; +class VertexArray; +class Context; +struct Caps; + +typedef std::map<GLenum, BindingPointer<Texture>> TextureMap; + +class State : angle::NonCopyable +{ + public: + State(); + ~State(); + + void initialize(const Caps &caps, + const Extensions &extensions, + const Version &clientVersion, + bool debug, + bool bindGeneratesResource); + void reset(); + + // State chunk getters + const RasterizerState &getRasterizerState() const; + const BlendState &getBlendState() const; + const DepthStencilState &getDepthStencilState() const; + + // Clear behavior setters & state parameter block generation function + void setColorClearValue(float red, float green, float blue, float alpha); + void setDepthClearValue(float depth); + void setStencilClearValue(int stencil); + + const ColorF &getColorClearValue() const { return mColorClearValue; } + float getDepthClearValue() const { return mDepthClearValue; } + int getStencilClearValue() const { return mStencilClearValue; } + + // Write mask manipulation + void setColorMask(bool red, bool green, bool blue, bool alpha); + void setDepthMask(bool mask); + + // Discard toggle & query + bool isRasterizerDiscardEnabled() const; + void setRasterizerDiscard(bool enabled); + + // Primitive restart + bool isPrimitiveRestartEnabled() const; + void setPrimitiveRestart(bool enabled); + + // Face culling state manipulation + bool isCullFaceEnabled() const; + void setCullFace(bool enabled); + void setCullMode(GLenum mode); + void setFrontFace(GLenum front); + + // Depth test state manipulation + bool isDepthTestEnabled() const; + void setDepthTest(bool enabled); + void setDepthFunc(GLenum depthFunc); + void setDepthRange(float zNear, float zFar); + float getNearPlane() const; + float getFarPlane() const; + + // Blend state manipulation + bool isBlendEnabled() const; + void setBlend(bool enabled); + 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); + const ColorF &getBlendColor() const; + + // Stencil state maniupulation + bool isStencilTestEnabled() const; + void setStencilTest(bool enabled); + 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); + GLint getStencilRef() const; + GLint getStencilBackRef() const; + + // Depth bias/polygon offset state manipulation + bool isPolygonOffsetFillEnabled() const; + void setPolygonOffsetFill(bool enabled); + void setPolygonOffsetParams(GLfloat factor, GLfloat units); + + // Multisample coverage state manipulation + bool isSampleAlphaToCoverageEnabled() const; + void setSampleAlphaToCoverage(bool enabled); + bool isSampleCoverageEnabled() const; + void setSampleCoverage(bool enabled); + void setSampleCoverageParams(GLclampf value, bool invert); + GLclampf getSampleCoverageValue() const; + bool getSampleCoverageInvert() const; + + // Multisampling/alpha to one manipulation. + void setSampleAlphaToOne(bool enabled); + bool isSampleAlphaToOneEnabled() const; + void setMultisampling(bool enabled); + bool isMultisamplingEnabled() const; + + // Scissor test state toggle & query + bool isScissorTestEnabled() const; + void setScissorTest(bool enabled); + void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height); + const Rectangle &getScissor() const; + + // Dither state toggle & query + bool isDitherEnabled() const; + void setDither(bool enabled); + + // Generic state toggle & query + void setEnableFeature(GLenum feature, bool enabled); + bool getEnableFeature(GLenum feature) const; + + // Line width state setter + void setLineWidth(GLfloat width); + float getLineWidth() const; + + // Hint setters + void setGenerateMipmapHint(GLenum hint); + void setFragmentShaderDerivativeHint(GLenum hint); + + // GL_CHROMIUM_bind_generates_resource + bool isBindGeneratesResourceEnabled() const; + + // Viewport state setter/getter + void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height); + const Rectangle &getViewport() const; + + // Texture binding & active texture unit manipulation + void setActiveSampler(unsigned int active); + unsigned int getActiveSampler() const; + void setSamplerTexture(GLenum type, Texture *texture); + Texture *getTargetTexture(GLenum target) const; + Texture *getSamplerTexture(unsigned int sampler, GLenum type) const; + GLuint getSamplerTextureId(unsigned int sampler, GLenum type) const; + void detachTexture(const TextureMap &zeroTextures, GLuint texture); + void initializeZeroTextures(const TextureMap &zeroTextures); + + // Sampler object binding manipulation + void setSamplerBinding(GLuint textureUnit, Sampler *sampler); + GLuint getSamplerId(GLuint textureUnit) const; + Sampler *getSampler(GLuint textureUnit) const; + void detachSampler(GLuint sampler); + + // Renderbuffer binding manipulation + void setRenderbufferBinding(Renderbuffer *renderbuffer); + GLuint getRenderbufferId() const; + Renderbuffer *getCurrentRenderbuffer() const; + void detachRenderbuffer(GLuint renderbuffer); + + // Framebuffer binding manipulation + void setReadFramebufferBinding(Framebuffer *framebuffer); + void setDrawFramebufferBinding(Framebuffer *framebuffer); + Framebuffer *getTargetFramebuffer(GLenum target) const; + Framebuffer *getReadFramebuffer() const; + Framebuffer *getDrawFramebuffer() const; + bool removeReadFramebufferBinding(GLuint framebuffer); + bool removeDrawFramebufferBinding(GLuint framebuffer); + + // Vertex array object binding manipulation + void setVertexArrayBinding(VertexArray *vertexArray); + GLuint getVertexArrayId() const; + VertexArray *getVertexArray() const; + bool removeVertexArrayBinding(GLuint vertexArray); + + // Program binding manipulation + void setProgram(Program *newProgram); + Program *getProgram() const; + + // Transform feedback object (not buffer) binding manipulation + void setTransformFeedbackBinding(TransformFeedback *transformFeedback); + TransformFeedback *getCurrentTransformFeedback() const; + bool isTransformFeedbackActiveUnpaused() const; + bool removeTransformFeedbackBinding(GLuint transformFeedback); + + // Query binding manipulation + bool isQueryActive(const GLenum type) const; + bool isQueryActive(Query *query) const; + void setActiveQuery(GLenum target, Query *query); + GLuint getActiveQueryId(GLenum target) const; + Query *getActiveQuery(GLenum target) const; + + //// Typed buffer binding point manipulation //// + // GL_ARRAY_BUFFER + void setArrayBufferBinding(Buffer *buffer); + GLuint getArrayBufferId() const; + + // GL_UNIFORM_BUFFER - Both indexed and generic targets + void setGenericUniformBufferBinding(Buffer *buffer); + void setIndexedUniformBufferBinding(GLuint index, Buffer *buffer, GLintptr offset, GLsizeiptr size); + const OffsetBindingPointer<Buffer> &getIndexedUniformBuffer(size_t index) const; + + // GL_COPY_[READ/WRITE]_BUFFER + void setCopyReadBufferBinding(Buffer *buffer); + void setCopyWriteBufferBinding(Buffer *buffer); + + // GL_PIXEL[PACK/UNPACK]_BUFFER + void setPixelPackBufferBinding(Buffer *buffer); + void setPixelUnpackBufferBinding(Buffer *buffer); + + // Retrieve typed buffer by target (non-indexed) + Buffer *getTargetBuffer(GLenum target) const; + // Detach a buffer from all bindings + void detachBuffer(GLuint bufferName); + + // Vertex attrib manipulation + void setEnableVertexAttribArray(unsigned int attribNum, bool enabled); + void setVertexAttribf(GLuint index, const GLfloat values[4]); + void setVertexAttribu(GLuint index, const GLuint values[4]); + void setVertexAttribi(GLuint index, const GLint values[4]); + void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, + bool normalized, bool pureInteger, GLsizei stride, const void *pointer); + void setVertexAttribDivisor(GLuint index, GLuint divisor); + const VertexAttribCurrentValueData &getVertexAttribCurrentValue(unsigned int attribNum) const; + const void *getVertexAttribPointer(unsigned int attribNum) const; + + // Pixel pack state manipulation + void setPackAlignment(GLint alignment); + GLint getPackAlignment() const; + void setPackReverseRowOrder(bool reverseRowOrder); + bool getPackReverseRowOrder() const; + void setPackRowLength(GLint rowLength); + GLint getPackRowLength() const; + void setPackSkipRows(GLint skipRows); + GLint getPackSkipRows() const; + void setPackSkipPixels(GLint skipPixels); + GLint getPackSkipPixels() const; + const PixelPackState &getPackState() const; + PixelPackState &getPackState(); + + // Pixel unpack state manipulation + void setUnpackAlignment(GLint alignment); + GLint getUnpackAlignment() const; + void setUnpackRowLength(GLint rowLength); + GLint getUnpackRowLength() const; + void setUnpackImageHeight(GLint imageHeight); + GLint getUnpackImageHeight() const; + void setUnpackSkipImages(GLint skipImages); + GLint getUnpackSkipImages() const; + void setUnpackSkipRows(GLint skipRows); + GLint getUnpackSkipRows() const; + void setUnpackSkipPixels(GLint skipPixels); + GLint getUnpackSkipPixels() const; + const PixelUnpackState &getUnpackState() const; + PixelUnpackState &getUnpackState(); + + // Debug state + const Debug &getDebug() const; + Debug &getDebug(); + + // CHROMIUM_framebuffer_mixed_samples coverage modulation + void setCoverageModulation(GLenum components); + GLenum getCoverageModulation() const; + + // CHROMIUM_path_rendering + void loadPathRenderingMatrix(GLenum matrixMode, const GLfloat *matrix); + const GLfloat *getPathRenderingMatrix(GLenum which) const; + void setPathStencilFunc(GLenum func, GLint ref, GLuint mask); + + GLenum getPathStencilFunc() const; + GLint getPathStencilRef() const; + GLuint getPathStencilMask() const; + + // GL_EXT_sRGB_write_control + void setFramebufferSRGB(bool sRGB); + bool getFramebufferSRGB() const; + + // State query functions + void getBooleanv(GLenum pname, GLboolean *params); + void getFloatv(GLenum pname, GLfloat *params); + void getIntegerv(const ContextState &data, GLenum pname, GLint *params); + void getPointerv(GLenum pname, void **params) const; + void getIntegeri_v(GLenum target, GLuint index, GLint *data); + void getInteger64i_v(GLenum target, GLuint index, GLint64 *data); + void getBooleani_v(GLenum target, GLuint index, GLboolean *data); + + bool hasMappedBuffer(GLenum target) const; + + enum DirtyBitType + { + DIRTY_BIT_SCISSOR_TEST_ENABLED, + DIRTY_BIT_SCISSOR, + DIRTY_BIT_VIEWPORT, + DIRTY_BIT_DEPTH_RANGE, + DIRTY_BIT_BLEND_ENABLED, + DIRTY_BIT_BLEND_COLOR, + DIRTY_BIT_BLEND_FUNCS, + DIRTY_BIT_BLEND_EQUATIONS, + DIRTY_BIT_COLOR_MASK, + DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED, + DIRTY_BIT_SAMPLE_COVERAGE_ENABLED, + DIRTY_BIT_SAMPLE_COVERAGE, + DIRTY_BIT_DEPTH_TEST_ENABLED, + DIRTY_BIT_DEPTH_FUNC, + DIRTY_BIT_DEPTH_MASK, + DIRTY_BIT_STENCIL_TEST_ENABLED, + DIRTY_BIT_STENCIL_FUNCS_FRONT, + DIRTY_BIT_STENCIL_FUNCS_BACK, + DIRTY_BIT_STENCIL_OPS_FRONT, + DIRTY_BIT_STENCIL_OPS_BACK, + DIRTY_BIT_STENCIL_WRITEMASK_FRONT, + DIRTY_BIT_STENCIL_WRITEMASK_BACK, + DIRTY_BIT_CULL_FACE_ENABLED, + DIRTY_BIT_CULL_FACE, + DIRTY_BIT_FRONT_FACE, + DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED, + DIRTY_BIT_POLYGON_OFFSET, + DIRTY_BIT_RASTERIZER_DISCARD_ENABLED, + DIRTY_BIT_LINE_WIDTH, + DIRTY_BIT_PRIMITIVE_RESTART_ENABLED, + DIRTY_BIT_CLEAR_COLOR, + DIRTY_BIT_CLEAR_DEPTH, + DIRTY_BIT_CLEAR_STENCIL, + DIRTY_BIT_UNPACK_ALIGNMENT, + DIRTY_BIT_UNPACK_ROW_LENGTH, + DIRTY_BIT_UNPACK_IMAGE_HEIGHT, + DIRTY_BIT_UNPACK_SKIP_IMAGES, + DIRTY_BIT_UNPACK_SKIP_ROWS, + DIRTY_BIT_UNPACK_SKIP_PIXELS, + DIRTY_BIT_UNPACK_BUFFER_BINDING, + DIRTY_BIT_PACK_ALIGNMENT, + DIRTY_BIT_PACK_REVERSE_ROW_ORDER, + DIRTY_BIT_PACK_ROW_LENGTH, + DIRTY_BIT_PACK_SKIP_ROWS, + DIRTY_BIT_PACK_SKIP_PIXELS, + DIRTY_BIT_PACK_BUFFER_BINDING, + DIRTY_BIT_DITHER_ENABLED, + DIRTY_BIT_GENERATE_MIPMAP_HINT, + DIRTY_BIT_SHADER_DERIVATIVE_HINT, + DIRTY_BIT_READ_FRAMEBUFFER_BINDING, + DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING, + DIRTY_BIT_RENDERBUFFER_BINDING, + DIRTY_BIT_VERTEX_ARRAY_BINDING, + DIRTY_BIT_PROGRAM_BINDING, + DIRTY_BIT_MULTISAMPLING, + DIRTY_BIT_SAMPLE_ALPHA_TO_ONE, + DIRTY_BIT_COVERAGE_MODULATION, // CHROMIUM_framebuffer_mixed_samples + DIRTY_BIT_PATH_RENDERING_MATRIX_MV, // CHROMIUM_path_rendering path model view matrix + DIRTY_BIT_PATH_RENDERING_MATRIX_PROJ, // CHROMIUM_path_rendering path projection matrix + DIRTY_BIT_PATH_RENDERING_STENCIL_STATE, + DIRTY_BIT_FRAMEBUFFER_SRGB, // GL_EXT_sRGB_write_control + DIRTY_BIT_CURRENT_VALUE_0, + DIRTY_BIT_CURRENT_VALUE_MAX = DIRTY_BIT_CURRENT_VALUE_0 + MAX_VERTEX_ATTRIBS, + DIRTY_BIT_INVALID = DIRTY_BIT_CURRENT_VALUE_MAX, + DIRTY_BIT_MAX = DIRTY_BIT_INVALID, + }; + + // TODO(jmadill): Consider storing dirty objects in a list instead of by binding. + enum DirtyObjectType + { + DIRTY_OBJECT_READ_FRAMEBUFFER, + DIRTY_OBJECT_DRAW_FRAMEBUFFER, + DIRTY_OBJECT_VERTEX_ARRAY, + DIRTY_OBJECT_PROGRAM, + DIRTY_OBJECT_UNKNOWN, + DIRTY_OBJECT_MAX = DIRTY_OBJECT_UNKNOWN, + }; + + typedef std::bitset<DIRTY_BIT_MAX> DirtyBits; + const DirtyBits &getDirtyBits() const { return mDirtyBits; } + void clearDirtyBits() { mDirtyBits.reset(); } + void clearDirtyBits(const DirtyBits &bitset) { mDirtyBits &= ~bitset; } + void setAllDirtyBits() { mDirtyBits.set(); } + + typedef std::bitset<DIRTY_OBJECT_MAX> DirtyObjects; + void clearDirtyObjects() { mDirtyObjects.reset(); } + void setAllDirtyObjects() { mDirtyObjects.set(); } + void syncDirtyObjects(); + void syncDirtyObjects(const DirtyObjects &bitset); + void syncDirtyObject(GLenum target); + void setObjectDirty(GLenum target); + + private: + // Cached values from Context's caps + GLuint mMaxDrawBuffers; + GLuint mMaxCombinedTextureImageUnits; + + ColorF mColorClearValue; + GLclampf mDepthClearValue; + int mStencilClearValue; + + RasterizerState mRasterizer; + bool mScissorTest; + Rectangle mScissor; + + BlendState mBlend; + ColorF mBlendColor; + bool mSampleCoverage; + GLclampf mSampleCoverageValue; + bool mSampleCoverageInvert; + + DepthStencilState mDepthStencil; + GLint mStencilRef; + GLint mStencilBackRef; + + GLfloat mLineWidth; + + GLenum mGenerateMipmapHint; + GLenum mFragmentShaderDerivativeHint; + + bool mBindGeneratesResource; + + Rectangle mViewport; + float mNearZ; + float mFarZ; + + BindingPointer<Buffer> mArrayBuffer; + Framebuffer *mReadFramebuffer; + Framebuffer *mDrawFramebuffer; + BindingPointer<Renderbuffer> mRenderbuffer; + Program *mProgram; + + typedef std::vector<VertexAttribCurrentValueData> VertexAttribVector; + VertexAttribVector mVertexAttribCurrentValues; // From glVertexAttrib + VertexArray *mVertexArray; + + // Texture and sampler bindings + size_t mActiveSampler; // Active texture unit selector - GL_TEXTURE0 + + typedef std::vector<BindingPointer<Texture>> TextureBindingVector; + typedef std::map<GLenum, TextureBindingVector> TextureBindingMap; + TextureBindingMap mSamplerTextures; + + typedef std::vector<BindingPointer<Sampler>> SamplerBindingVector; + SamplerBindingVector mSamplers; + + typedef std::map<GLenum, BindingPointer<Query>> ActiveQueryMap; + ActiveQueryMap mActiveQueries; + + BindingPointer<Buffer> mGenericUniformBuffer; + typedef std::vector<OffsetBindingPointer<Buffer>> BufferVector; + BufferVector mUniformBuffers; + + BindingPointer<TransformFeedback> mTransformFeedback; + + BindingPointer<Buffer> mCopyReadBuffer; + BindingPointer<Buffer> mCopyWriteBuffer; + + PixelUnpackState mUnpack; + PixelPackState mPack; + + bool mPrimitiveRestart; + + Debug mDebug; + + bool mMultiSampling; + bool mSampleAlphaToOne; + + GLenum mCoverageModulation; + + // CHROMIUM_path_rendering + GLfloat mPathMatrixMV[16]; + GLfloat mPathMatrixProj[16]; + GLenum mPathStencilFunc; + GLint mPathStencilRef; + GLuint mPathStencilMask; + + // GL_EXT_sRGB_write_control + bool mFramebufferSRGB; + + DirtyBits mDirtyBits; + DirtyObjects mDirtyObjects; +}; + +} // namespace gl + +#endif // LIBANGLE_STATE_H_ |