// // Copyright (c) 2015 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. // // StateManagerGL.h: Defines a class for caching applied OpenGL state #ifndef LIBANGLE_RENDERER_GL_STATEMANAGERGL_H_ #define LIBANGLE_RENDERER_GL_STATEMANAGERGL_H_ #include "common/debug.h" #include "libANGLE/Error.h" #include "libANGLE/State.h" #include "libANGLE/angletypes.h" #include "libANGLE/renderer/gl/functionsgl_typedefs.h" #include namespace gl { struct Caps; class ContextState; class State; } namespace rx { class FramebufferGL; class FunctionsGL; class TransformFeedbackGL; class QueryGL; class StateManagerGL final : angle::NonCopyable { public: StateManagerGL(const FunctionsGL *functions, const gl::Caps &rendererCaps); void deleteProgram(GLuint program); void deleteVertexArray(GLuint vao); void deleteTexture(GLuint texture); void deleteSampler(GLuint sampler); void deleteBuffer(GLuint buffer); void deleteFramebuffer(GLuint fbo); void deleteRenderbuffer(GLuint rbo); void deleteTransformFeedback(GLuint transformFeedback); void deleteQuery(GLuint query); void useProgram(GLuint program); void forceUseProgram(GLuint program); void bindVertexArray(GLuint vao, GLuint elementArrayBuffer); void bindBuffer(GLenum type, GLuint buffer); void bindBufferBase(GLenum type, size_t index, GLuint buffer); void bindBufferRange(GLenum type, size_t index, GLuint buffer, size_t offset, size_t size); void activeTexture(size_t unit); void bindTexture(GLenum type, GLuint texture); void bindSampler(size_t unit, GLuint sampler); void bindFramebuffer(GLenum type, GLuint framebuffer); void bindRenderbuffer(GLenum type, GLuint renderbuffer); void bindTransformFeedback(GLenum type, GLuint transformFeedback); void beginQuery(GLenum type, GLuint query); void endQuery(GLenum type, GLuint query); void onBeginQuery(QueryGL *query); void setAttributeCurrentData(size_t index, const gl::VertexAttribCurrentValueData &data); void setScissorTestEnabled(bool enabled); void setScissor(const gl::Rectangle &scissor); void setViewport(const gl::Rectangle &viewport); void setDepthRange(float near, float far); void setBlendEnabled(bool enabled); void setBlendColor(const gl::ColorF &blendColor); void setBlendFuncs(GLenum sourceBlendRGB, GLenum destBlendRGB, GLenum sourceBlendAlpha, GLenum destBlendAlpha); void setBlendEquations(GLenum blendEquationRGB, GLenum blendEquationAlpha); void setColorMask(bool red, bool green, bool blue, bool alpha); void setSampleAlphaToCoverageEnabled(bool enabled); void setSampleCoverageEnabled(bool enabled); void setSampleCoverage(float value, bool invert); void setDepthTestEnabled(bool enabled); void setDepthFunc(GLenum depthFunc); void setDepthMask(bool mask); void setStencilTestEnabled(bool enabled); void setStencilFrontWritemask(GLuint mask); void setStencilBackWritemask(GLuint mask); void setStencilFrontFuncs(GLenum func, GLint ref, GLuint mask); void setStencilBackFuncs(GLenum func, GLint ref, GLuint mask); void setStencilFrontOps(GLenum sfail, GLenum dpfail, GLenum dppass); void setStencilBackOps(GLenum sfail, GLenum dpfail, GLenum dppass); void setCullFaceEnabled(bool enabled); void setCullFace(GLenum cullFace); void setFrontFace(GLenum frontFace); void setPolygonOffsetFillEnabled(bool enabled); void setPolygonOffset(float factor, float units); void setRasterizerDiscardEnabled(bool enabled); void setLineWidth(float width); void setPrimitiveRestartEnabled(bool enabled); void setClearColor(const gl::ColorF &clearColor); void setClearDepth(float clearDepth); void setClearStencil(GLint clearStencil); void setPixelUnpackState(const gl::PixelUnpackState &unpack); void setPixelUnpackState(GLint alignment, GLint rowLength, GLint skipRows, GLint skipPixels, GLint imageHeight, GLint skipImages, GLuint unpackBuffer); void setPixelPackState(const gl::PixelPackState &pack); void setPixelPackState(GLint alignment, GLint rowLength, GLint skipRows, GLint skipPixels, GLuint packBuffer); void setFramebufferSRGBEnabled(bool enabled); void setFramebufferSRGBEnabledForFramebuffer(bool enabled, const FramebufferGL *framebuffer); void setDitherEnabled(bool enabled); void setMultisamplingStateEnabled(bool enabled); void setSampleAlphaToOneStateEnabled(bool enabled); void setCoverageModulation(GLenum components); void setPathRenderingModelViewMatrix(const GLfloat *m); void setPathRenderingProjectionMatrix(const GLfloat *m); void setPathRenderingStencilState(GLenum func, GLint ref, GLuint mask); void onDeleteQueryObject(QueryGL *query); gl::Error setDrawArraysState(const gl::ContextState &data, GLint first, GLsizei count, GLsizei instanceCount); gl::Error setDrawElementsState(const gl::ContextState &data, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instanceCount, const GLvoid **outIndices); gl::Error pauseTransformFeedback(const gl::ContextState &data); gl::Error onMakeCurrent(const gl::ContextState &data); void syncState(const gl::State &state, const gl::State::DirtyBits &glDirtyBits); GLuint getBoundBuffer(GLenum type); private: gl::Error setGenericDrawState(const gl::ContextState &data); void setTextureCubemapSeamlessEnabled(bool enabled); const FunctionsGL *mFunctions; GLuint mProgram; GLuint mVAO; std::vector mVertexAttribCurrentValues; std::map mBuffers; struct IndexedBufferBinding { IndexedBufferBinding(); size_t offset; size_t size; GLuint buffer; }; std::map> mIndexedBuffers; size_t mTextureUnitIndex; std::map> mTextures; std::vector mSamplers; GLuint mTransformFeedback; std::map mQueries; TransformFeedbackGL *mPrevDrawTransformFeedback; std::set mCurrentQueries; uintptr_t mPrevDrawContext; GLint mUnpackAlignment; GLint mUnpackRowLength; GLint mUnpackSkipRows; GLint mUnpackSkipPixels; GLint mUnpackImageHeight; GLint mUnpackSkipImages; GLint mPackAlignment; GLint mPackRowLength; GLint mPackSkipRows; GLint mPackSkipPixels; // TODO(jmadill): Convert to std::array when available std::vector mFramebuffers; GLuint mRenderbuffer; bool mScissorTestEnabled; gl::Rectangle mScissor; gl::Rectangle mViewport; float mNear; float mFar; bool mBlendEnabled; gl::ColorF mBlendColor; GLenum mSourceBlendRGB; GLenum mDestBlendRGB; GLenum mSourceBlendAlpha; GLenum mDestBlendAlpha; GLenum mBlendEquationRGB; GLenum mBlendEquationAlpha; bool mColorMaskRed; bool mColorMaskGreen; bool mColorMaskBlue; bool mColorMaskAlpha; bool mSampleAlphaToCoverageEnabled; bool mSampleCoverageEnabled; float mSampleCoverageValue; bool mSampleCoverageInvert; bool mDepthTestEnabled; GLenum mDepthFunc; bool mDepthMask; bool mStencilTestEnabled; GLenum mStencilFrontFunc; GLint mStencilFrontRef; GLuint mStencilFrontValueMask; GLenum mStencilFrontStencilFailOp; GLenum mStencilFrontStencilPassDepthFailOp; GLenum mStencilFrontStencilPassDepthPassOp; GLuint mStencilFrontWritemask; GLenum mStencilBackFunc; GLint mStencilBackRef; GLuint mStencilBackValueMask; GLenum mStencilBackStencilFailOp; GLenum mStencilBackStencilPassDepthFailOp; GLenum mStencilBackStencilPassDepthPassOp; GLuint mStencilBackWritemask; bool mCullFaceEnabled; GLenum mCullFace; GLenum mFrontFace; bool mPolygonOffsetFillEnabled; GLfloat mPolygonOffsetFactor; GLfloat mPolygonOffsetUnits; bool mRasterizerDiscardEnabled; float mLineWidth; bool mPrimitiveRestartEnabled; gl::ColorF mClearColor; float mClearDepth; GLint mClearStencil; bool mFramebufferSRGBEnabled; bool mDitherEnabled; bool mTextureCubemapSeamlessEnabled; bool mMultisamplingEnabled; bool mSampleAlphaToOneEnabled; GLenum mCoverageModulation; GLfloat mPathMatrixMV[16]; GLfloat mPathMatrixProj[16]; GLenum mPathStencilFunc; GLint mPathStencilRef; GLuint mPathStencilMask; gl::State::DirtyBits mLocalDirtyBits; }; } #endif // LIBANGLE_RENDERER_GL_STATEMANAGERGL_H_