blob: 88358ef80f9ba7bcd34bba26b3758251cee36391 [file] [log] [blame]
// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "gpu/command_buffer/service/context_state.h"
#include "gpu/command_buffer/common/gles2_cmd_utils.h"
#include "gpu/command_buffer/service/buffer_manager.h"
#include "gpu/command_buffer/service/error_state.h"
#include "gpu/command_buffer/service/framebuffer_manager.h"
#include "gpu/command_buffer/service/program_manager.h"
#include "gpu/command_buffer/service/renderbuffer_manager.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_implementation.h"
namespace gpu {
namespace gles2 {
namespace {
void EnableDisable(GLenum pname, bool enable) {
if (enable) {
glEnable(pname);
} else {
glDisable(pname);
}
}
GLuint Get2dServiceId(const TextureUnit& unit) {
return unit.bound_texture_2d.get()
? unit.bound_texture_2d->service_id() : 0;
}
GLuint GetCubeServiceId(const TextureUnit& unit) {
return unit.bound_texture_cube_map.get()
? unit.bound_texture_cube_map->service_id() : 0;
}
GLuint GetOesServiceId(const TextureUnit& unit) {
return unit.bound_texture_external_oes.get()
? unit.bound_texture_external_oes->service_id() : 0;
}
GLuint GetArbServiceId(const TextureUnit& unit) {
return unit.bound_texture_rectangle_arb.get()
? unit.bound_texture_rectangle_arb->service_id() : 0;
}
} // anonymous namespace.
TextureUnit::TextureUnit()
: bind_target(GL_TEXTURE_2D) {
}
TextureUnit::~TextureUnit() {
}
ContextState::ContextState(FeatureInfo* feature_info, Logger* logger)
: active_texture_unit(0),
pack_reverse_row_order(false),
fbo_binding_for_scissor_workaround_dirty_(false),
feature_info_(feature_info),
error_state_(ErrorState::Create(logger)) {
Initialize();
}
ContextState::~ContextState() {
}
void ContextState::RestoreTextureUnitBindings(
GLuint unit, const ContextState* prev_state) const {
DCHECK_LT(unit, texture_units.size());
const TextureUnit& texture_unit = texture_units[unit];
GLuint service_id_2d = Get2dServiceId(texture_unit);
GLuint service_id_cube = GetCubeServiceId(texture_unit);
GLuint service_id_oes = GetOesServiceId(texture_unit);
GLuint service_id_arb = GetArbServiceId(texture_unit);
bool bind_texture_2d = true;
bool bind_texture_cube = true;
bool bind_texture_oes = feature_info_->feature_flags().oes_egl_image_external;
bool bind_texture_arb = feature_info_->feature_flags().arb_texture_rectangle;
if (prev_state) {
const TextureUnit& prev_unit = prev_state->texture_units[unit];
bind_texture_2d = service_id_2d != Get2dServiceId(prev_unit);
bind_texture_cube = service_id_cube != GetCubeServiceId(prev_unit);
bind_texture_oes =
bind_texture_oes && service_id_oes != GetOesServiceId(prev_unit);
bind_texture_arb =
bind_texture_arb && service_id_arb != GetArbServiceId(prev_unit);
}
// Early-out if nothing has changed from the previous state.
if (!bind_texture_2d && !bind_texture_cube
&& !bind_texture_oes && !bind_texture_arb) {
return;
}
glActiveTexture(GL_TEXTURE0 + unit);
if (bind_texture_2d) {
glBindTexture(GL_TEXTURE_2D, service_id_2d);
}
if (bind_texture_cube) {
glBindTexture(GL_TEXTURE_CUBE_MAP, service_id_cube);
}
if (bind_texture_oes) {
glBindTexture(GL_TEXTURE_EXTERNAL_OES, service_id_oes);
}
if (bind_texture_arb) {
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, service_id_arb);
}
}
void ContextState::RestoreBufferBindings() const {
if (vertex_attrib_manager.get()) {
Buffer* element_array_buffer =
vertex_attrib_manager->element_array_buffer();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
element_array_buffer ? element_array_buffer->service_id() : 0);
}
glBindBuffer(GL_ARRAY_BUFFER,
bound_array_buffer.get() ? bound_array_buffer->service_id() : 0);
}
void ContextState::RestoreRenderbufferBindings() const {
// Restore Bindings
glBindRenderbufferEXT(
GL_RENDERBUFFER,
bound_renderbuffer.get() ? bound_renderbuffer->service_id() : 0);
}
void ContextState::RestoreProgramBindings() const {
glUseProgram(current_program.get() ? current_program->service_id() : 0);
}
void ContextState::RestoreActiveTexture() const {
glActiveTexture(GL_TEXTURE0 + active_texture_unit);
}
void ContextState::RestoreAllTextureUnitBindings(
const ContextState* prev_state) const {
// Restore Texture state.
for (size_t ii = 0; ii < texture_units.size(); ++ii) {
RestoreTextureUnitBindings(ii, prev_state);
}
RestoreActiveTexture();
}
void ContextState::RestoreAttribute(GLuint attrib_index) const {
const VertexAttrib* attrib =
vertex_attrib_manager->GetVertexAttrib(attrib_index);
const void* ptr = reinterpret_cast<const void*>(attrib->offset());
Buffer* buffer = attrib->buffer();
glBindBuffer(GL_ARRAY_BUFFER, buffer ? buffer->service_id() : 0);
glVertexAttribPointer(
attrib_index, attrib->size(), attrib->type(), attrib->normalized(),
attrib->gl_stride(), ptr);
if (attrib->divisor())
glVertexAttribDivisorANGLE(attrib_index, attrib->divisor());
// Never touch vertex attribute 0's state (in particular, never
// disable it) when running on desktop GL because it will never be
// re-enabled.
if (attrib_index != 0 ||
gfx::GetGLImplementation() == gfx::kGLImplementationEGLGLES2) {
if (attrib->enabled()) {
glEnableVertexAttribArray(attrib_index);
} else {
glDisableVertexAttribArray(attrib_index);
}
}
glVertexAttrib4fv(attrib_index, attrib_values[attrib_index].v);
}
void ContextState::RestoreGlobalState() const {
InitCapabilities();
InitState();
}
void ContextState::RestoreState(const ContextState* prev_state) const {
RestoreAllTextureUnitBindings(prev_state);
// Restore Attrib State
// TODO: This if should not be needed. RestoreState is getting called
// before GLES2Decoder::Initialize which is a bug.
if (vertex_attrib_manager.get()) {
// TODO(gman): Move this restoration to VertexAttribManager.
for (size_t attrib = 0; attrib < vertex_attrib_manager->num_attribs();
++attrib) {
RestoreAttribute(attrib);
}
}
RestoreBufferBindings();
RestoreRenderbufferBindings();
RestoreProgramBindings();
RestoreGlobalState();
}
ErrorState* ContextState::GetErrorState() {
return error_state_.get();
}
// Include the auto-generated part of this file. We split this because it means
// we can easily edit the non-auto generated parts right here in this file
// instead of having to edit some template or the code generator.
#include "gpu/command_buffer/service/context_state_impl_autogen.h"
} // namespace gles2
} // namespace gpu