| // 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 <cmath> |
| |
| #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" |
| #include "ui/gl/gl_version_info.h" |
| |
| namespace gpu { |
| namespace gles2 { |
| |
| namespace { |
| |
| 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; |
| } |
| |
| GLuint GetServiceId(const TextureUnit& unit, GLuint target) { |
| switch (target) { |
| case GL_TEXTURE_2D: |
| return Get2dServiceId(unit); |
| case GL_TEXTURE_CUBE_MAP: |
| return GetCubeServiceId(unit); |
| case GL_TEXTURE_RECTANGLE_ARB: |
| return GetArbServiceId(unit); |
| case GL_TEXTURE_EXTERNAL_OES: |
| return GetOesServiceId(unit); |
| default: |
| NOTREACHED(); |
| return 0; |
| } |
| } |
| |
| bool TargetIsSupported(const FeatureInfo* feature_info, GLuint target) { |
| switch (target) { |
| case GL_TEXTURE_2D: |
| return true; |
| case GL_TEXTURE_CUBE_MAP: |
| return true; |
| case GL_TEXTURE_RECTANGLE_ARB: |
| return feature_info->feature_flags().arb_texture_rectangle; |
| case GL_TEXTURE_EXTERNAL_OES: |
| return feature_info->feature_flags().oes_egl_image_external; |
| default: |
| NOTREACHED(); |
| return false; |
| } |
| } |
| |
| GLuint GetBufferId(const Buffer* buffer) { |
| if (buffer) |
| return buffer->service_id(); |
| return 0; |
| } |
| |
| } // anonymous namespace. |
| |
| TextureUnit::TextureUnit() |
| : bind_target(GL_TEXTURE_2D) { |
| } |
| |
| TextureUnit::~TextureUnit() { |
| } |
| |
| bool Vec4::Equal(const Vec4& other) const { |
| if (type_ != other.type_) |
| return false; |
| switch (type_) { |
| case kFloat: |
| for (size_t ii = 0; ii < 4; ++ii) { |
| if (v_[ii].float_value != other.v_[ii].float_value) |
| return false; |
| } |
| break; |
| case kInt: |
| for (size_t ii = 0; ii < 4; ++ii) { |
| if (v_[ii].int_value != other.v_[ii].int_value) |
| return false; |
| } |
| break; |
| case kUInt: |
| for (size_t ii = 0; ii < 4; ++ii) { |
| if (v_[ii].uint_value != other.v_[ii].uint_value) |
| return false; |
| } |
| break; |
| } |
| return true; |
| } |
| |
| template <> |
| void Vec4::GetValues<GLfloat>(GLfloat* values) const { |
| DCHECK(values); |
| switch (type_) { |
| case kFloat: |
| for (size_t ii = 0; ii < 4; ++ii) |
| values[ii] = v_[ii].float_value; |
| break; |
| case kInt: |
| for (size_t ii = 0; ii < 4; ++ii) |
| values[ii] = static_cast<GLfloat>(v_[ii].int_value); |
| break; |
| case kUInt: |
| for (size_t ii = 0; ii < 4; ++ii) |
| values[ii] = static_cast<GLfloat>(v_[ii].uint_value); |
| break; |
| } |
| } |
| |
| template <> |
| void Vec4::GetValues<GLint>(GLint* values) const { |
| DCHECK(values); |
| switch (type_) { |
| case kFloat: |
| for (size_t ii = 0; ii < 4; ++ii) |
| values[ii] = static_cast<GLint>(v_[ii].float_value); |
| break; |
| case kInt: |
| for (size_t ii = 0; ii < 4; ++ii) |
| values[ii] = v_[ii].int_value; |
| break; |
| case kUInt: |
| for (size_t ii = 0; ii < 4; ++ii) |
| values[ii] = static_cast<GLint>(v_[ii].uint_value); |
| break; |
| } |
| } |
| |
| template<> |
| void Vec4::GetValues<GLuint>(GLuint* values) const { |
| DCHECK(values); |
| switch (type_) { |
| case kFloat: |
| for (size_t ii = 0; ii < 4; ++ii) |
| values[ii] = static_cast<GLuint>(v_[ii].float_value); |
| break; |
| case kInt: |
| for (size_t ii = 0; ii < 4; ++ii) |
| values[ii] = static_cast<GLuint>(v_[ii].int_value); |
| break; |
| case kUInt: |
| for (size_t ii = 0; ii < 4; ++ii) |
| values[ii] = v_[ii].uint_value; |
| break; |
| } |
| } |
| |
| template <> |
| void Vec4::SetValues<GLfloat>(const GLfloat* values) { |
| DCHECK(values); |
| for (size_t ii = 0; ii < 4; ++ii) |
| v_[ii].float_value = values[ii]; |
| type_ = kFloat; |
| } |
| |
| template <> |
| void Vec4::SetValues<GLint>(const GLint* values) { |
| DCHECK(values); |
| for (size_t ii = 0; ii < 4; ++ii) |
| v_[ii].int_value = values[ii]; |
| type_ = kInt; |
| } |
| |
| template <> |
| void Vec4::SetValues<GLuint>(const GLuint* values) { |
| DCHECK(values); |
| for (size_t ii = 0; ii < 4; ++ii) |
| v_[ii].uint_value = values[ii]; |
| type_ = kUInt; |
| } |
| |
| ContextState::ContextState(FeatureInfo* feature_info, |
| ErrorStateClient* error_state_client, |
| Logger* logger) |
| : active_texture_unit(0), |
| bound_renderbuffer_valid(false), |
| pack_reverse_row_order(false), |
| ignore_cached_state(false), |
| fbo_binding_for_scissor_workaround_dirty(false), |
| feature_info_(feature_info), |
| error_state_(ErrorState::Create(error_state_client, 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, GetBufferId(element_array_buffer)); |
| } |
| glBindBuffer(GL_ARRAY_BUFFER, GetBufferId(bound_array_buffer.get())); |
| if (feature_info_->IsES3Capable()) { |
| glBindBuffer(GL_COPY_READ_BUFFER, |
| GetBufferId(bound_copy_read_buffer.get())); |
| glBindBuffer(GL_COPY_WRITE_BUFFER, |
| GetBufferId(bound_copy_write_buffer.get())); |
| glBindBuffer(GL_PIXEL_PACK_BUFFER, |
| GetBufferId(bound_pixel_pack_buffer.get())); |
| UpdatePackParameters(); |
| glBindBuffer(GL_PIXEL_UNPACK_BUFFER, |
| GetBufferId(bound_pixel_unpack_buffer.get())); |
| UpdateUnpackParameters(); |
| glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, |
| GetBufferId(bound_transform_feedback_buffer.get())); |
| glBindBuffer(GL_UNIFORM_BUFFER, GetBufferId(bound_uniform_buffer.get())); |
| } |
| } |
| |
| void ContextState::RestoreRenderbufferBindings() { |
| // Require Renderbuffer rebind. |
| bound_renderbuffer_valid = false; |
| } |
| |
| 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::RestoreActiveTextureUnitBinding(unsigned int target) const { |
| DCHECK_LT(active_texture_unit, texture_units.size()); |
| const TextureUnit& texture_unit = texture_units[active_texture_unit]; |
| if (TargetIsSupported(feature_info_, target)) |
| glBindTexture(target, GetServiceId(texture_unit, target)); |
| } |
| |
| void ContextState::RestoreVertexAttribValues() const { |
| for (size_t attrib = 0; attrib < vertex_attrib_manager->num_attribs(); |
| ++attrib) { |
| switch (attrib_values[attrib].type()) { |
| case Vec4::kFloat: |
| { |
| GLfloat v[4]; |
| attrib_values[attrib].GetValues(v); |
| glVertexAttrib4fv(attrib, v); |
| } |
| break; |
| case Vec4::kInt: |
| { |
| GLint v[4]; |
| attrib_values[attrib].GetValues(v); |
| glVertexAttribI4iv(attrib, v); |
| } |
| break; |
| case Vec4::kUInt: |
| { |
| GLuint v[4]; |
| attrib_values[attrib].GetValues(v); |
| glVertexAttribI4uiv(attrib, v); |
| } |
| break; |
| } |
| } |
| } |
| |
| void ContextState::RestoreVertexAttribArrays( |
| const scoped_refptr<VertexAttribManager> attrib_manager) const { |
| // This is expected to be called only for VAO with service_id 0, |
| // either to restore the default VAO or a virtual VAO with service_id 0. |
| GLuint vao_service_id = attrib_manager->service_id(); |
| DCHECK(vao_service_id == 0); |
| |
| // Bind VAO if supported. |
| if (feature_info_->feature_flags().native_vertex_array_object) |
| glBindVertexArrayOES(vao_service_id); |
| |
| // Restore vertex attrib arrays. |
| for (size_t attrib_index = 0; attrib_index < attrib_manager->num_attribs(); |
| ++attrib_index) { |
| const VertexAttrib* attrib = attrib_manager->GetVertexAttrib(attrib_index); |
| |
| // Restore vertex array. |
| Buffer* buffer = attrib->buffer(); |
| GLuint buffer_service_id = buffer ? buffer->service_id() : 0; |
| glBindBuffer(GL_ARRAY_BUFFER, buffer_service_id); |
| const void* ptr = reinterpret_cast<const void*>(attrib->offset()); |
| glVertexAttribPointer(attrib_index, |
| attrib->size(), |
| attrib->type(), |
| attrib->normalized(), |
| attrib->gl_stride(), |
| ptr); |
| |
| // Restore attrib divisor if supported. |
| if (feature_info_->feature_flags().angle_instanced_arrays) |
| 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); |
| } |
| } |
| } |
| } |
| |
| void ContextState::RestoreVertexAttribs() const { |
| // Restore Vertex Attrib Arrays |
| // TODO: This if should not be needed. RestoreState is getting called |
| // before GLES2Decoder::Initialize which is a bug. |
| if (vertex_attrib_manager.get()) { |
| // Restore VAOs. |
| if (feature_info_->feature_flags().native_vertex_array_object) { |
| // If default VAO is still using shared id 0 instead of unique ids |
| // per-context, default VAO state must be restored. |
| GLuint default_vao_service_id = |
| default_vertex_attrib_manager->service_id(); |
| if (default_vao_service_id == 0) |
| RestoreVertexAttribArrays(default_vertex_attrib_manager); |
| |
| // Restore the current VAO binding, unless it's the same as the |
| // default above. |
| GLuint curr_vao_service_id = vertex_attrib_manager->service_id(); |
| if (curr_vao_service_id != 0) |
| glBindVertexArrayOES(curr_vao_service_id); |
| } else { |
| // If native VAO isn't supported, emulated VAOs are used. |
| // Restore to the currently bound VAO. |
| RestoreVertexAttribArrays(vertex_attrib_manager); |
| } |
| } |
| |
| // glVertexAttrib4fv aren't part of VAO state and must be restored. |
| RestoreVertexAttribValues(); |
| } |
| |
| void ContextState::RestoreGlobalState(const ContextState* prev_state) const { |
| InitCapabilities(prev_state); |
| InitState(prev_state); |
| } |
| |
| void ContextState::RestoreState(const ContextState* prev_state) { |
| RestoreAllTextureUnitBindings(prev_state); |
| RestoreVertexAttribs(); |
| RestoreBufferBindings(); |
| RestoreRenderbufferBindings(); |
| RestoreProgramBindings(); |
| RestoreGlobalState(prev_state); |
| } |
| |
| ErrorState* ContextState::GetErrorState() { |
| return error_state_.get(); |
| } |
| |
| void ContextState::EnableDisable(GLenum pname, bool enable) const { |
| if (pname == GL_PRIMITIVE_RESTART_FIXED_INDEX) { |
| if (feature_info_->feature_flags().emulate_primitive_restart_fixed_index) |
| pname = GL_PRIMITIVE_RESTART; |
| } |
| if (enable) { |
| glEnable(pname); |
| } else { |
| glDisable(pname); |
| } |
| } |
| |
| void ContextState::UpdatePackParameters() const { |
| if (!feature_info_->IsES3Capable()) |
| return; |
| if (bound_pixel_pack_buffer.get()) { |
| glPixelStorei(GL_PACK_ROW_LENGTH, pack_row_length); |
| glPixelStorei(GL_PACK_SKIP_PIXELS, pack_skip_pixels); |
| glPixelStorei(GL_PACK_SKIP_ROWS, pack_skip_rows); |
| } else { |
| glPixelStorei(GL_PACK_ROW_LENGTH, 0); |
| glPixelStorei(GL_PACK_SKIP_PIXELS, 0); |
| glPixelStorei(GL_PACK_SKIP_ROWS, 0); |
| } |
| } |
| |
| void ContextState::UpdateUnpackParameters() const { |
| if (!feature_info_->IsES3Capable()) |
| return; |
| if (bound_pixel_unpack_buffer.get()) { |
| glPixelStorei(GL_UNPACK_ROW_LENGTH, unpack_row_length); |
| glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, unpack_image_height); |
| glPixelStorei(GL_UNPACK_SKIP_PIXELS, unpack_skip_pixels); |
| glPixelStorei(GL_UNPACK_SKIP_ROWS, unpack_skip_rows); |
| glPixelStorei(GL_UNPACK_SKIP_IMAGES, unpack_skip_images); |
| } else { |
| glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); |
| glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0); |
| glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0); |
| glPixelStorei(GL_UNPACK_SKIP_ROWS, 0); |
| glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0); |
| } |
| } |
| |
| void ContextState::SetBoundBuffer(GLenum target, Buffer* buffer) { |
| switch (target) { |
| case GL_ARRAY_BUFFER: |
| bound_array_buffer = buffer; |
| break; |
| case GL_ELEMENT_ARRAY_BUFFER: |
| vertex_attrib_manager->SetElementArrayBuffer(buffer); |
| break; |
| case GL_COPY_READ_BUFFER: |
| bound_copy_read_buffer = buffer; |
| break; |
| case GL_COPY_WRITE_BUFFER: |
| bound_copy_write_buffer = buffer; |
| break; |
| case GL_PIXEL_PACK_BUFFER: |
| bound_pixel_pack_buffer = buffer; |
| UpdatePackParameters(); |
| break; |
| case GL_PIXEL_UNPACK_BUFFER: |
| bound_pixel_unpack_buffer = buffer; |
| UpdateUnpackParameters(); |
| break; |
| case GL_TRANSFORM_FEEDBACK_BUFFER: |
| bound_transform_feedback_buffer = buffer; |
| break; |
| case GL_UNIFORM_BUFFER: |
| bound_uniform_buffer = buffer; |
| break; |
| default: |
| NOTREACHED(); |
| break; |
| } |
| } |
| |
| void ContextState::RemoveBoundBuffer(Buffer* buffer) { |
| DCHECK(buffer); |
| vertex_attrib_manager->Unbind(buffer); |
| if (bound_array_buffer.get() == buffer) { |
| bound_array_buffer = nullptr; |
| } |
| if (bound_copy_read_buffer.get() == buffer) { |
| bound_copy_read_buffer = nullptr; |
| } |
| if (bound_copy_write_buffer.get() == buffer) { |
| bound_copy_write_buffer = nullptr; |
| } |
| if (bound_pixel_pack_buffer.get() == buffer) { |
| bound_pixel_pack_buffer = nullptr; |
| UpdatePackParameters(); |
| } |
| if (bound_pixel_unpack_buffer.get() == buffer) { |
| bound_pixel_unpack_buffer = nullptr; |
| UpdateUnpackParameters(); |
| } |
| if (bound_transform_feedback_buffer.get() == buffer) { |
| bound_transform_feedback_buffer = nullptr; |
| } |
| if (bound_uniform_buffer.get() == buffer) { |
| bound_uniform_buffer = nullptr; |
| } |
| } |
| |
| void ContextState::UnbindTexture(TextureRef* texture) { |
| GLuint active_unit = active_texture_unit; |
| for (size_t jj = 0; jj < texture_units.size(); ++jj) { |
| TextureUnit& unit = texture_units[jj]; |
| if (unit.bound_texture_2d.get() == texture) { |
| unit.bound_texture_2d = NULL; |
| if (active_unit != jj) { |
| glActiveTexture(GL_TEXTURE0 + jj); |
| active_unit = jj; |
| } |
| glBindTexture(GL_TEXTURE_2D, 0); |
| } else if (unit.bound_texture_cube_map.get() == texture) { |
| unit.bound_texture_cube_map = NULL; |
| if (active_unit != jj) { |
| glActiveTexture(GL_TEXTURE0 + jj); |
| active_unit = jj; |
| } |
| glBindTexture(GL_TEXTURE_CUBE_MAP, 0); |
| } else if (unit.bound_texture_external_oes.get() == texture) { |
| unit.bound_texture_external_oes = NULL; |
| if (active_unit != jj) { |
| glActiveTexture(GL_TEXTURE0 + jj); |
| active_unit = jj; |
| } |
| glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0); |
| } else if (unit.bound_texture_3d.get() == texture) { |
| unit.bound_texture_3d = NULL; |
| if (active_unit != jj) { |
| glActiveTexture(GL_TEXTURE0 + jj); |
| active_unit = jj; |
| } |
| glBindTexture(GL_TEXTURE_3D, 0); |
| } else if (unit.bound_texture_2d_array.get() == texture) { |
| unit.bound_texture_2d_array = NULL; |
| if (active_unit != jj) { |
| glActiveTexture(GL_TEXTURE0 + jj); |
| active_unit = jj; |
| } |
| glBindTexture(GL_TEXTURE_2D_ARRAY, 0); |
| } |
| } |
| |
| if (active_unit != active_texture_unit) { |
| glActiveTexture(GL_TEXTURE0 + active_texture_unit); |
| } |
| } |
| |
| // 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 |