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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
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Add m-esr52 at 52.6.0
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diff --git a/gfx/angle/src/libANGLE/State.h b/gfx/angle/src/libANGLE/State.h
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+//
+// 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_