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diff --git a/gfx/angle/checkout/src/libANGLE/GLES1Renderer.cpp b/gfx/angle/checkout/src/libANGLE/GLES1Renderer.cpp
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+++ b/gfx/angle/checkout/src/libANGLE/GLES1Renderer.cpp
@@ -0,0 +1,884 @@
+//
+// Copyright 2018 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.
+//
+
+// GLES1Renderer.cpp: Implements the GLES1Renderer renderer.
+
+#include "libANGLE/GLES1Renderer.h"
+
+#include <string.h>
+#include <iterator>
+#include <sstream>
+#include <vector>
+
+#include "libANGLE/Context.h"
+#include "libANGLE/Context.inl.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/ResourceManager.h"
+#include "libANGLE/Shader.h"
+#include "libANGLE/State.h"
+#include "libANGLE/renderer/ContextImpl.h"
+
+namespace
+{
+#include "libANGLE/GLES1Shaders.inc"
+} // anonymous namespace
+
+namespace gl
+{
+
+GLES1Renderer::GLES1Renderer() : mRendererProgramInitialized(false) {}
+
+void GLES1Renderer::onDestroy(Context *context, State *state)
+{
+ if (mRendererProgramInitialized)
+ {
+ (void)state->setProgram(context, 0);
+
+ mShaderPrograms->deleteProgram(context, mProgramState.program);
+ mShaderPrograms->release(context);
+ mShaderPrograms = nullptr;
+ mRendererProgramInitialized = false;
+ }
+}
+
+GLES1Renderer::~GLES1Renderer() = default;
+
+angle::Result GLES1Renderer::prepareForDraw(PrimitiveMode mode, Context *context, State *glState)
+{
+ ANGLE_TRY(initializeRendererProgram(context, glState));
+
+ GLES1State &gles1State = glState->gles1();
+
+ Program *programObject = getProgram(mProgramState.program);
+
+ GLES1UniformBuffers &uniformBuffers = mUniformBuffers;
+
+ // If anything is dirty in gles1 or the common parts of gles1/2, just redo these parts
+ // completely for now.
+
+ // Feature enables
+ {
+ setUniform1i(context, programObject, mProgramState.enableAlphaTestLoc,
+ glState->getEnableFeature(GL_ALPHA_TEST));
+ setUniform1i(context, programObject, mProgramState.enableLightingLoc,
+ glState->getEnableFeature(GL_LIGHTING));
+ setUniform1i(context, programObject, mProgramState.enableRescaleNormalLoc,
+ glState->getEnableFeature(GL_RESCALE_NORMAL));
+ setUniform1i(context, programObject, mProgramState.enableNormalizeLoc,
+ glState->getEnableFeature(GL_NORMALIZE));
+ setUniform1i(context, programObject, mProgramState.enableColorMaterialLoc,
+ glState->getEnableFeature(GL_COLOR_MATERIAL));
+ setUniform1i(context, programObject, mProgramState.fogEnableLoc,
+ glState->getEnableFeature(GL_FOG));
+
+ bool enableClipPlanes = false;
+ for (int i = 0; i < kClipPlaneCount; i++)
+ {
+ uniformBuffers.clipPlaneEnables[i] = glState->getEnableFeature(GL_CLIP_PLANE0 + i);
+ enableClipPlanes = enableClipPlanes || uniformBuffers.clipPlaneEnables[i];
+ }
+
+ setUniform1i(context, programObject, mProgramState.enableClipPlanesLoc, enableClipPlanes);
+ }
+
+ // Texture unit enables and format info
+ {
+ std::array<GLint, kTexUnitCount> &tex2DEnables = uniformBuffers.tex2DEnables;
+ std::array<GLint, kTexUnitCount> &texCubeEnables = uniformBuffers.texCubeEnables;
+
+ std::vector<int> tex2DFormats = {GL_RGBA, GL_RGBA, GL_RGBA, GL_RGBA};
+
+ Vec4Uniform *cropRectBuffer = uniformBuffers.texCropRects.data();
+
+ for (int i = 0; i < kTexUnitCount; i++)
+ {
+ // GL_OES_cube_map allows only one of TEXTURE_2D / TEXTURE_CUBE_MAP
+ // to be enabled per unit, thankfully. From the extension text:
+ //
+ // -- Section 3.8.10 "Texture Application"
+ //
+ // Replace the beginning sentences of the first paragraph (page 138)
+ // with:
+ //
+ // "Texturing is enabled or disabled using the generic Enable
+ // and Disable commands, respectively, with the symbolic constants
+ // TEXTURE_2D or TEXTURE_CUBE_MAP_OES to enable the two-dimensional or cube
+ // map texturing respectively. If the cube map texture and the two-
+ // dimensional texture are enabled, then cube map texturing is used. If
+ // texturing is disabled, a rasterized fragment is passed on unaltered to the
+ // next stage of the GL (although its texture coordinates may be discarded).
+ // Otherwise, a texture value is found according to the parameter values of
+ // the currently bound texture image of the appropriate dimensionality.
+
+ texCubeEnables[i] = gles1State.isTextureTargetEnabled(i, TextureType::CubeMap);
+ tex2DEnables[i] =
+ !texCubeEnables[i] && (gles1State.isTextureTargetEnabled(i, TextureType::_2D));
+
+ Texture *curr2DTexture = glState->getSamplerTexture(i, TextureType::_2D);
+ if (curr2DTexture)
+ {
+ tex2DFormats[i] = gl::GetUnsizedFormat(
+ curr2DTexture->getFormat(TextureTarget::_2D, 0).info->internalFormat);
+
+ const gl::Rectangle &cropRect = curr2DTexture->getCrop();
+
+ GLfloat textureWidth =
+ static_cast<GLfloat>(curr2DTexture->getWidth(TextureTarget::_2D, 0));
+ GLfloat textureHeight =
+ static_cast<GLfloat>(curr2DTexture->getHeight(TextureTarget::_2D, 0));
+
+ if (textureWidth > 0.0f && textureHeight > 0.0f)
+ {
+ cropRectBuffer[i][0] = cropRect.x / textureWidth;
+ cropRectBuffer[i][1] = cropRect.y / textureHeight;
+ cropRectBuffer[i][2] = cropRect.width / textureWidth;
+ cropRectBuffer[i][3] = cropRect.height / textureHeight;
+ }
+ }
+ }
+
+ setUniform1iv(context, programObject, mProgramState.enableTexture2DLoc, kTexUnitCount,
+ tex2DEnables.data());
+ setUniform1iv(context, programObject, mProgramState.enableTextureCubeMapLoc, kTexUnitCount,
+ texCubeEnables.data());
+
+ setUniform1iv(context, programObject, mProgramState.textureFormatLoc, kTexUnitCount,
+ tex2DFormats.data());
+
+ setUniform4fv(programObject, mProgramState.drawTextureNormalizedCropRectLoc, kTexUnitCount,
+ reinterpret_cast<GLfloat *>(cropRectBuffer));
+ }
+
+ // Client state / current vector enables
+ if (gles1State.isDirty(GLES1State::DIRTY_GLES1_CLIENT_STATE_ENABLE) ||
+ gles1State.isDirty(GLES1State::DIRTY_GLES1_CURRENT_VECTOR))
+ {
+ if (!gles1State.isClientStateEnabled(ClientVertexArrayType::Normal))
+ {
+ const angle::Vector3 normal = gles1State.getCurrentNormal();
+ context->vertexAttrib3f(kNormalAttribIndex, normal.x(), normal.y(), normal.z());
+ }
+
+ if (!gles1State.isClientStateEnabled(ClientVertexArrayType::Color))
+ {
+ const ColorF color = gles1State.getCurrentColor();
+ context->vertexAttrib4f(kColorAttribIndex, color.red, color.green, color.blue,
+ color.alpha);
+ }
+
+ if (!gles1State.isClientStateEnabled(ClientVertexArrayType::PointSize))
+ {
+ GLfloat pointSize = gles1State.mPointParameters.pointSize;
+ context->vertexAttrib1f(kPointSizeAttribIndex, pointSize);
+ }
+
+ for (int i = 0; i < kTexUnitCount; i++)
+ {
+ if (!gles1State.mTexCoordArrayEnabled[i])
+ {
+ const TextureCoordF texcoord = gles1State.getCurrentTextureCoords(i);
+ context->vertexAttrib4f(kTextureCoordAttribIndexBase + i, texcoord.s, texcoord.t,
+ texcoord.r, texcoord.q);
+ }
+ }
+ }
+
+ // Matrices
+ if (gles1State.isDirty(GLES1State::DIRTY_GLES1_MATRICES))
+ {
+ angle::Mat4 proj = gles1State.mProjectionMatrices.back();
+ setUniformMatrix4fv(programObject, mProgramState.projMatrixLoc, 1, GL_FALSE, proj.data());
+
+ angle::Mat4 modelview = gles1State.mModelviewMatrices.back();
+ setUniformMatrix4fv(programObject, mProgramState.modelviewMatrixLoc, 1, GL_FALSE,
+ modelview.data());
+
+ angle::Mat4 modelviewInvTr = modelview.transpose().inverse();
+ setUniformMatrix4fv(programObject, mProgramState.modelviewInvTrLoc, 1, GL_FALSE,
+ modelviewInvTr.data());
+
+ Mat4Uniform *textureMatrixBuffer = uniformBuffers.textureMatrices.data();
+
+ for (int i = 0; i < kTexUnitCount; i++)
+ {
+ angle::Mat4 textureMatrix = gles1State.mTextureMatrices[i].back();
+ memcpy(textureMatrixBuffer + i, textureMatrix.data(), sizeof(Mat4Uniform));
+ }
+
+ setUniformMatrix4fv(programObject, mProgramState.textureMatrixLoc, kTexUnitCount, GL_FALSE,
+ reinterpret_cast<float *>(uniformBuffers.textureMatrices.data()));
+ }
+
+ if (gles1State.isDirty(GLES1State::DIRTY_GLES1_TEXTURE_ENVIRONMENT))
+ {
+ for (int i = 0; i < kTexUnitCount; i++)
+ {
+ const auto &env = gles1State.textureEnvironment(i);
+
+ uniformBuffers.texEnvModes[i] = ToGLenum(env.mode);
+ uniformBuffers.texCombineRgbs[i] = ToGLenum(env.combineRgb);
+ uniformBuffers.texCombineAlphas[i] = ToGLenum(env.combineAlpha);
+
+ uniformBuffers.texCombineSrc0Rgbs[i] = ToGLenum(env.src0Rgb);
+ uniformBuffers.texCombineSrc0Alphas[i] = ToGLenum(env.src0Alpha);
+ uniformBuffers.texCombineSrc1Rgbs[i] = ToGLenum(env.src1Rgb);
+ uniformBuffers.texCombineSrc1Alphas[i] = ToGLenum(env.src1Alpha);
+ uniformBuffers.texCombineSrc2Rgbs[i] = ToGLenum(env.src2Rgb);
+ uniformBuffers.texCombineSrc2Alphas[i] = ToGLenum(env.src2Alpha);
+
+ uniformBuffers.texCombineOp0Rgbs[i] = ToGLenum(env.op0Rgb);
+ uniformBuffers.texCombineOp0Alphas[i] = ToGLenum(env.op0Alpha);
+ uniformBuffers.texCombineOp1Rgbs[i] = ToGLenum(env.op1Rgb);
+ uniformBuffers.texCombineOp1Alphas[i] = ToGLenum(env.op1Alpha);
+ uniformBuffers.texCombineOp2Rgbs[i] = ToGLenum(env.op2Rgb);
+ uniformBuffers.texCombineOp2Alphas[i] = ToGLenum(env.op2Alpha);
+
+ uniformBuffers.texEnvColors[i][0] = env.color.red;
+ uniformBuffers.texEnvColors[i][1] = env.color.green;
+ uniformBuffers.texEnvColors[i][2] = env.color.blue;
+ uniformBuffers.texEnvColors[i][3] = env.color.alpha;
+
+ uniformBuffers.texEnvRgbScales[i] = env.rgbScale;
+ uniformBuffers.texEnvAlphaScales[i] = env.alphaScale;
+
+ uniformBuffers.pointSpriteCoordReplaces[i] = env.pointSpriteCoordReplace;
+ }
+
+ setUniform1iv(context, programObject, mProgramState.textureEnvModeLoc, kTexUnitCount,
+ uniformBuffers.texEnvModes.data());
+ setUniform1iv(context, programObject, mProgramState.combineRgbLoc, kTexUnitCount,
+ uniformBuffers.texCombineRgbs.data());
+ setUniform1iv(context, programObject, mProgramState.combineAlphaLoc, kTexUnitCount,
+ uniformBuffers.texCombineAlphas.data());
+
+ setUniform1iv(context, programObject, mProgramState.src0rgbLoc, kTexUnitCount,
+ uniformBuffers.texCombineSrc0Rgbs.data());
+ setUniform1iv(context, programObject, mProgramState.src0alphaLoc, kTexUnitCount,
+ uniformBuffers.texCombineSrc0Alphas.data());
+ setUniform1iv(context, programObject, mProgramState.src1rgbLoc, kTexUnitCount,
+ uniformBuffers.texCombineSrc1Rgbs.data());
+ setUniform1iv(context, programObject, mProgramState.src1alphaLoc, kTexUnitCount,
+ uniformBuffers.texCombineSrc1Alphas.data());
+ setUniform1iv(context, programObject, mProgramState.src2rgbLoc, kTexUnitCount,
+ uniformBuffers.texCombineSrc2Rgbs.data());
+ setUniform1iv(context, programObject, mProgramState.src2alphaLoc, kTexUnitCount,
+ uniformBuffers.texCombineSrc2Alphas.data());
+
+ setUniform1iv(context, programObject, mProgramState.op0rgbLoc, kTexUnitCount,
+ uniformBuffers.texCombineOp0Rgbs.data());
+ setUniform1iv(context, programObject, mProgramState.op0alphaLoc, kTexUnitCount,
+ uniformBuffers.texCombineOp0Alphas.data());
+ setUniform1iv(context, programObject, mProgramState.op1rgbLoc, kTexUnitCount,
+ uniformBuffers.texCombineOp1Rgbs.data());
+ setUniform1iv(context, programObject, mProgramState.op1alphaLoc, kTexUnitCount,
+ uniformBuffers.texCombineOp1Alphas.data());
+ setUniform1iv(context, programObject, mProgramState.op2rgbLoc, kTexUnitCount,
+ uniformBuffers.texCombineOp2Rgbs.data());
+ setUniform1iv(context, programObject, mProgramState.op2alphaLoc, kTexUnitCount,
+ uniformBuffers.texCombineOp2Alphas.data());
+
+ setUniform4fv(programObject, mProgramState.textureEnvColorLoc, kTexUnitCount,
+ reinterpret_cast<float *>(uniformBuffers.texEnvColors.data()));
+ setUniform1fv(programObject, mProgramState.rgbScaleLoc, kTexUnitCount,
+ uniformBuffers.texEnvRgbScales.data());
+ setUniform1fv(programObject, mProgramState.alphaScaleLoc, kTexUnitCount,
+ uniformBuffers.texEnvAlphaScales.data());
+
+ setUniform1iv(context, programObject, mProgramState.pointSpriteCoordReplaceLoc,
+ kTexUnitCount, uniformBuffers.pointSpriteCoordReplaces.data());
+ }
+
+ // Alpha test
+ if (gles1State.isDirty(GLES1State::DIRTY_GLES1_ALPHA_TEST))
+ {
+ setUniform1i(context, programObject, mProgramState.alphaFuncLoc,
+ ToGLenum(gles1State.mAlphaTestFunc));
+ setUniform1f(programObject, mProgramState.alphaTestRefLoc, gles1State.mAlphaTestRef);
+ }
+
+ // Shading, materials, and lighting
+ if (gles1State.isDirty(GLES1State::DIRTY_GLES1_SHADE_MODEL))
+ {
+ setUniform1i(context, programObject, mProgramState.shadeModelFlatLoc,
+ gles1State.mShadeModel == ShadingModel::Flat);
+ }
+
+ if (gles1State.isDirty(GLES1State::DIRTY_GLES1_MATERIAL))
+ {
+ const auto &material = gles1State.mMaterial;
+
+ setUniform4fv(programObject, mProgramState.materialAmbientLoc, 1, material.ambient.data());
+ setUniform4fv(programObject, mProgramState.materialDiffuseLoc, 1, material.diffuse.data());
+ setUniform4fv(programObject, mProgramState.materialSpecularLoc, 1,
+ material.specular.data());
+ setUniform4fv(programObject, mProgramState.materialEmissiveLoc, 1,
+ material.emissive.data());
+ setUniform1f(programObject, mProgramState.materialSpecularExponentLoc,
+ material.specularExponent);
+ }
+
+ if (gles1State.isDirty(GLES1State::DIRTY_GLES1_LIGHTS))
+ {
+ const auto &lightModel = gles1State.mLightModel;
+
+ setUniform4fv(programObject, mProgramState.lightModelSceneAmbientLoc, 1,
+ lightModel.color.data());
+
+ // TODO (lfy@google.com): Implement two-sided lighting model
+ // gl->uniform1i(mProgramState.lightModelTwoSidedLoc, lightModel.twoSided);
+
+ for (int i = 0; i < kLightCount; i++)
+ {
+ const auto &light = gles1State.mLights[i];
+ uniformBuffers.lightEnables[i] = light.enabled;
+ memcpy(uniformBuffers.lightAmbients.data() + i, light.ambient.data(),
+ sizeof(Vec4Uniform));
+ memcpy(uniformBuffers.lightDiffuses.data() + i, light.diffuse.data(),
+ sizeof(Vec4Uniform));
+ memcpy(uniformBuffers.lightSpeculars.data() + i, light.specular.data(),
+ sizeof(Vec4Uniform));
+ memcpy(uniformBuffers.lightPositions.data() + i, light.position.data(),
+ sizeof(Vec4Uniform));
+ memcpy(uniformBuffers.lightDirections.data() + i, light.direction.data(),
+ sizeof(Vec3Uniform));
+ uniformBuffers.spotlightExponents[i] = light.spotlightExponent;
+ uniformBuffers.spotlightCutoffAngles[i] = light.spotlightCutoffAngle;
+ uniformBuffers.attenuationConsts[i] = light.attenuationConst;
+ uniformBuffers.attenuationLinears[i] = light.attenuationLinear;
+ uniformBuffers.attenuationQuadratics[i] = light.attenuationQuadratic;
+ }
+
+ setUniform1iv(context, programObject, mProgramState.lightEnablesLoc, kLightCount,
+ uniformBuffers.lightEnables.data());
+ setUniform4fv(programObject, mProgramState.lightAmbientsLoc, kLightCount,
+ reinterpret_cast<float *>(uniformBuffers.lightAmbients.data()));
+ setUniform4fv(programObject, mProgramState.lightDiffusesLoc, kLightCount,
+ reinterpret_cast<float *>(uniformBuffers.lightDiffuses.data()));
+ setUniform4fv(programObject, mProgramState.lightSpecularsLoc, kLightCount,
+ reinterpret_cast<float *>(uniformBuffers.lightSpeculars.data()));
+ setUniform4fv(programObject, mProgramState.lightPositionsLoc, kLightCount,
+ reinterpret_cast<float *>(uniformBuffers.lightPositions.data()));
+ setUniform3fv(programObject, mProgramState.lightDirectionsLoc, kLightCount,
+ reinterpret_cast<float *>(uniformBuffers.lightDirections.data()));
+ setUniform1fv(programObject, mProgramState.lightSpotlightExponentsLoc, kLightCount,
+ reinterpret_cast<float *>(uniformBuffers.spotlightExponents.data()));
+ setUniform1fv(programObject, mProgramState.lightSpotlightCutoffAnglesLoc, kLightCount,
+ reinterpret_cast<float *>(uniformBuffers.spotlightCutoffAngles.data()));
+ setUniform1fv(programObject, mProgramState.lightAttenuationConstsLoc, kLightCount,
+ reinterpret_cast<float *>(uniformBuffers.attenuationConsts.data()));
+ setUniform1fv(programObject, mProgramState.lightAttenuationLinearsLoc, kLightCount,
+ reinterpret_cast<float *>(uniformBuffers.attenuationLinears.data()));
+ setUniform1fv(programObject, mProgramState.lightAttenuationQuadraticsLoc, kLightCount,
+ reinterpret_cast<float *>(uniformBuffers.attenuationQuadratics.data()));
+ }
+
+ if (gles1State.isDirty(GLES1State::DIRTY_GLES1_FOG))
+ {
+ const FogParameters &fog = gles1State.fogParameters();
+ setUniform1i(context, programObject, mProgramState.fogModeLoc, ToGLenum(fog.mode));
+ setUniform1f(programObject, mProgramState.fogDensityLoc, fog.density);
+ setUniform1f(programObject, mProgramState.fogStartLoc, fog.start);
+ setUniform1f(programObject, mProgramState.fogEndLoc, fog.end);
+ setUniform4fv(programObject, mProgramState.fogColorLoc, 1, fog.color.data());
+ }
+
+ // Clip planes
+ if (gles1State.isDirty(GLES1State::DIRTY_GLES1_CLIP_PLANES))
+ {
+ bool enableClipPlanes = false;
+ for (int i = 0; i < kClipPlaneCount; i++)
+ {
+ uniformBuffers.clipPlaneEnables[i] = glState->getEnableFeature(GL_CLIP_PLANE0 + i);
+ enableClipPlanes = enableClipPlanes || uniformBuffers.clipPlaneEnables[i];
+ gles1State.getClipPlane(
+ i, reinterpret_cast<float *>(uniformBuffers.clipPlanes.data() + i));
+ }
+
+ setUniform1i(context, programObject, mProgramState.enableClipPlanesLoc, enableClipPlanes);
+ setUniform1iv(context, programObject, mProgramState.clipPlaneEnablesLoc, kClipPlaneCount,
+ uniformBuffers.clipPlaneEnables.data());
+ setUniform4fv(programObject, mProgramState.clipPlanesLoc, kClipPlaneCount,
+ reinterpret_cast<float *>(uniformBuffers.clipPlanes.data()));
+ }
+
+ // Point rasterization
+ {
+ const PointParameters &pointParams = gles1State.mPointParameters;
+
+ setUniform1i(context, programObject, mProgramState.pointRasterizationLoc,
+ mode == PrimitiveMode::Points);
+ setUniform1i(context, programObject, mProgramState.pointSpriteEnabledLoc,
+ glState->getEnableFeature(GL_POINT_SPRITE_OES));
+ setUniform1f(programObject, mProgramState.pointSizeMinLoc, pointParams.pointSizeMin);
+ setUniform1f(programObject, mProgramState.pointSizeMaxLoc, pointParams.pointSizeMax);
+ setUniform3fv(programObject, mProgramState.pointDistanceAttenuationLoc, 1,
+ pointParams.pointDistanceAttenuation.data());
+ }
+
+ // Draw texture
+ {
+ setUniform1i(context, programObject, mProgramState.enableDrawTextureLoc,
+ mDrawTextureEnabled ? 1 : 0);
+ setUniform4fv(programObject, mProgramState.drawTextureCoordsLoc, 1, mDrawTextureCoords);
+ setUniform2fv(programObject, mProgramState.drawTextureDimsLoc, 1, mDrawTextureDims);
+ }
+
+ gles1State.clearDirty();
+ // None of those are changes in sampler, so there is no need to set the GL_PROGRAM dirty.
+ // Otherwise, put the dirtying here.
+
+ return angle::Result::Continue;
+}
+
+// static
+int GLES1Renderer::VertexArrayIndex(ClientVertexArrayType type, const GLES1State &gles1)
+{
+ switch (type)
+ {
+ case ClientVertexArrayType::Vertex:
+ return kVertexAttribIndex;
+ case ClientVertexArrayType::Normal:
+ return kNormalAttribIndex;
+ case ClientVertexArrayType::Color:
+ return kColorAttribIndex;
+ case ClientVertexArrayType::PointSize:
+ return kPointSizeAttribIndex;
+ case ClientVertexArrayType::TextureCoord:
+ return kTextureCoordAttribIndexBase + gles1.getClientTextureUnit();
+ default:
+ UNREACHABLE();
+ return 0;
+ }
+}
+
+// static
+int GLES1Renderer::TexCoordArrayIndex(unsigned int unit)
+{
+ return kTextureCoordAttribIndexBase + unit;
+}
+
+void GLES1Renderer::drawTexture(Context *context,
+ State *glState,
+ float x,
+ float y,
+ float z,
+ float width,
+ float height)
+{
+
+ // get viewport
+ const gl::Rectangle &viewport = glState->getViewport();
+
+ // Translate from viewport to NDC for feeding the shader.
+ // Recenter, rescale. (e.g., [0, 0, 1080, 1920] -> [-1, -1, 1, 1])
+ float xNdc = scaleScreenCoordinateToNdc(x, static_cast<GLfloat>(viewport.width));
+ float yNdc = scaleScreenCoordinateToNdc(y, static_cast<GLfloat>(viewport.height));
+ float wNdc = scaleScreenDimensionToNdc(width, static_cast<GLfloat>(viewport.width));
+ float hNdc = scaleScreenDimensionToNdc(height, static_cast<GLfloat>(viewport.height));
+
+ float zNdc = 2.0f * clamp(z, 0.0f, 1.0f) - 1.0f;
+
+ mDrawTextureCoords[0] = xNdc;
+ mDrawTextureCoords[1] = yNdc;
+ mDrawTextureCoords[2] = zNdc;
+
+ mDrawTextureDims[0] = wNdc;
+ mDrawTextureDims[1] = hNdc;
+
+ mDrawTextureEnabled = true;
+
+ AttributesMask prevAttributesMask = glState->gles1().getVertexArraysAttributeMask();
+
+ setAttributesEnabled(context, glState, AttributesMask());
+
+ glState->gles1().setAllDirty();
+
+ context->drawArrays(PrimitiveMode::Triangles, 0, 6);
+
+ setAttributesEnabled(context, glState, prevAttributesMask);
+
+ mDrawTextureEnabled = false;
+}
+
+Shader *GLES1Renderer::getShader(GLuint handle) const
+{
+ return mShaderPrograms->getShader(handle);
+}
+
+Program *GLES1Renderer::getProgram(GLuint handle) const
+{
+ return mShaderPrograms->getProgram(handle);
+}
+
+angle::Result GLES1Renderer::compileShader(Context *context,
+ ShaderType shaderType,
+ const char *src,
+ GLuint *shaderOut)
+{
+ rx::ContextImpl *implementation = context->getImplementation();
+ const Limitations &limitations = implementation->getNativeLimitations();
+
+ GLuint shader = mShaderPrograms->createShader(implementation, limitations, shaderType);
+
+ Shader *shaderObject = getShader(shader);
+ ANGLE_CHECK(context, shaderObject, "Missing shader object", GL_INVALID_OPERATION);
+
+ shaderObject->setSource(1, &src, nullptr);
+ shaderObject->compile(context);
+
+ *shaderOut = shader;
+
+ if (!shaderObject->isCompiled())
+ {
+ GLint infoLogLength = shaderObject->getInfoLogLength();
+ std::vector<char> infoLog(infoLogLength, 0);
+ shaderObject->getInfoLog(infoLogLength - 1, nullptr, infoLog.data());
+
+ ERR() << "Internal GLES 1 shader compile failed. Info log: " << infoLog.data();
+ ANGLE_CHECK(context, false, "GLES1Renderer shader compile failed.", GL_INVALID_OPERATION);
+ return angle::Result::Stop;
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result GLES1Renderer::linkProgram(Context *context,
+ State *glState,
+ GLuint vertexShader,
+ GLuint fragmentShader,
+ const std::unordered_map<GLint, std::string> &attribLocs,
+ GLuint *programOut)
+{
+ GLuint program = mShaderPrograms->createProgram(context->getImplementation());
+
+ Program *programObject = getProgram(program);
+ ANGLE_CHECK(context, programObject, "Missing program object", GL_INVALID_OPERATION);
+
+ *programOut = program;
+
+ programObject->attachShader(getShader(vertexShader));
+ programObject->attachShader(getShader(fragmentShader));
+
+ for (auto it : attribLocs)
+ {
+ GLint index = it.first;
+ const std::string &name = it.second;
+ programObject->bindAttributeLocation(index, name.c_str());
+ }
+
+ ANGLE_TRY(programObject->link(context));
+ programObject->resolveLink(context);
+
+ ANGLE_TRY(glState->onProgramExecutableChange(context, programObject));
+
+ if (!programObject->isLinked())
+ {
+ GLint infoLogLength = programObject->getInfoLogLength();
+ std::vector<char> infoLog(infoLogLength, 0);
+ programObject->getInfoLog(infoLogLength - 1, nullptr, infoLog.data());
+
+ ERR() << "Internal GLES 1 shader link failed. Info log: " << infoLog.data();
+ ANGLE_CHECK(context, false, "GLES1Renderer program link failed.", GL_INVALID_OPERATION);
+ return angle::Result::Stop;
+ }
+
+ programObject->detachShader(context, getShader(vertexShader));
+ programObject->detachShader(context, getShader(fragmentShader));
+
+ return angle::Result::Continue;
+}
+
+angle::Result GLES1Renderer::initializeRendererProgram(Context *context, State *glState)
+{
+ if (mRendererProgramInitialized)
+ {
+ return angle::Result::Continue;
+ }
+
+ mShaderPrograms = new ShaderProgramManager();
+
+ GLuint vertexShader;
+ GLuint fragmentShader;
+
+ ANGLE_TRY(compileShader(context, ShaderType::Vertex, kGLES1DrawVShader, &vertexShader));
+
+ std::stringstream fragmentStream;
+ fragmentStream << kGLES1DrawFShaderHeader;
+ fragmentStream << kGLES1DrawFShaderUniformDefs;
+ fragmentStream << kGLES1DrawFShaderFunctions;
+ fragmentStream << kGLES1DrawFShaderMultitexturing;
+ fragmentStream << kGLES1DrawFShaderMain;
+
+ ANGLE_TRY(compileShader(context, ShaderType::Fragment, fragmentStream.str().c_str(),
+ &fragmentShader));
+
+ std::unordered_map<GLint, std::string> attribLocs;
+
+ attribLocs[(GLint)kVertexAttribIndex] = "pos";
+ attribLocs[(GLint)kNormalAttribIndex] = "normal";
+ attribLocs[(GLint)kColorAttribIndex] = "color";
+ attribLocs[(GLint)kPointSizeAttribIndex] = "pointsize";
+
+ for (int i = 0; i < kTexUnitCount; i++)
+ {
+ std::stringstream ss;
+ ss << "texcoord" << i;
+ attribLocs[kTextureCoordAttribIndexBase + i] = ss.str();
+ }
+
+ ANGLE_TRY(linkProgram(context, glState, vertexShader, fragmentShader, attribLocs,
+ &mProgramState.program));
+
+ mShaderPrograms->deleteShader(context, vertexShader);
+ mShaderPrograms->deleteShader(context, fragmentShader);
+
+ Program *programObject = getProgram(mProgramState.program);
+
+ mProgramState.projMatrixLoc = programObject->getUniformLocation("projection");
+ mProgramState.modelviewMatrixLoc = programObject->getUniformLocation("modelview");
+ mProgramState.textureMatrixLoc = programObject->getUniformLocation("texture_matrix");
+ mProgramState.modelviewInvTrLoc = programObject->getUniformLocation("modelview_invtr");
+
+ for (int i = 0; i < kTexUnitCount; i++)
+ {
+ std::stringstream ss2d;
+ std::stringstream sscube;
+
+ ss2d << "tex_sampler" << i;
+ sscube << "tex_cube_sampler" << i;
+
+ mProgramState.tex2DSamplerLocs[i] = programObject->getUniformLocation(ss2d.str().c_str());
+ mProgramState.texCubeSamplerLocs[i] =
+ programObject->getUniformLocation(sscube.str().c_str());
+ }
+
+ mProgramState.enableTexture2DLoc = programObject->getUniformLocation("enable_texture_2d");
+ mProgramState.enableTextureCubeMapLoc =
+ programObject->getUniformLocation("enable_texture_cube_map");
+
+ mProgramState.textureFormatLoc = programObject->getUniformLocation("texture_format");
+ mProgramState.textureEnvModeLoc = programObject->getUniformLocation("texture_env_mode");
+ mProgramState.combineRgbLoc = programObject->getUniformLocation("combine_rgb");
+ mProgramState.combineAlphaLoc = programObject->getUniformLocation("combine_alpha");
+ mProgramState.src0rgbLoc = programObject->getUniformLocation("src0_rgb");
+ mProgramState.src0alphaLoc = programObject->getUniformLocation("src0_alpha");
+ mProgramState.src1rgbLoc = programObject->getUniformLocation("src1_rgb");
+ mProgramState.src1alphaLoc = programObject->getUniformLocation("src1_alpha");
+ mProgramState.src2rgbLoc = programObject->getUniformLocation("src2_rgb");
+ mProgramState.src2alphaLoc = programObject->getUniformLocation("src2_alpha");
+ mProgramState.op0rgbLoc = programObject->getUniformLocation("op0_rgb");
+ mProgramState.op0alphaLoc = programObject->getUniformLocation("op0_alpha");
+ mProgramState.op1rgbLoc = programObject->getUniformLocation("op1_rgb");
+ mProgramState.op1alphaLoc = programObject->getUniformLocation("op1_alpha");
+ mProgramState.op2rgbLoc = programObject->getUniformLocation("op2_rgb");
+ mProgramState.op2alphaLoc = programObject->getUniformLocation("op2_alpha");
+ mProgramState.textureEnvColorLoc = programObject->getUniformLocation("texture_env_color");
+ mProgramState.rgbScaleLoc = programObject->getUniformLocation("texture_env_rgb_scale");
+ mProgramState.alphaScaleLoc = programObject->getUniformLocation("texture_env_alpha_scale");
+ mProgramState.pointSpriteCoordReplaceLoc =
+ programObject->getUniformLocation("point_sprite_coord_replace");
+
+ mProgramState.enableAlphaTestLoc = programObject->getUniformLocation("enable_alpha_test");
+ mProgramState.alphaFuncLoc = programObject->getUniformLocation("alpha_func");
+ mProgramState.alphaTestRefLoc = programObject->getUniformLocation("alpha_test_ref");
+
+ mProgramState.shadeModelFlatLoc = programObject->getUniformLocation("shade_model_flat");
+ mProgramState.enableLightingLoc = programObject->getUniformLocation("enable_lighting");
+ mProgramState.enableRescaleNormalLoc =
+ programObject->getUniformLocation("enable_rescale_normal");
+ mProgramState.enableNormalizeLoc = programObject->getUniformLocation("enable_normalize");
+ mProgramState.enableColorMaterialLoc =
+ programObject->getUniformLocation("enable_color_material");
+
+ mProgramState.materialAmbientLoc = programObject->getUniformLocation("material_ambient");
+ mProgramState.materialDiffuseLoc = programObject->getUniformLocation("material_diffuse");
+ mProgramState.materialSpecularLoc = programObject->getUniformLocation("material_specular");
+ mProgramState.materialEmissiveLoc = programObject->getUniformLocation("material_emissive");
+ mProgramState.materialSpecularExponentLoc =
+ programObject->getUniformLocation("material_specular_exponent");
+
+ mProgramState.lightModelSceneAmbientLoc =
+ programObject->getUniformLocation("light_model_scene_ambient");
+ mProgramState.lightModelTwoSidedLoc =
+ programObject->getUniformLocation("light_model_two_sided");
+
+ mProgramState.lightEnablesLoc = programObject->getUniformLocation("light_enables");
+ mProgramState.lightAmbientsLoc = programObject->getUniformLocation("light_ambients");
+ mProgramState.lightDiffusesLoc = programObject->getUniformLocation("light_diffuses");
+ mProgramState.lightSpecularsLoc = programObject->getUniformLocation("light_speculars");
+ mProgramState.lightPositionsLoc = programObject->getUniformLocation("light_positions");
+ mProgramState.lightDirectionsLoc = programObject->getUniformLocation("light_directions");
+ mProgramState.lightSpotlightExponentsLoc =
+ programObject->getUniformLocation("light_spotlight_exponents");
+ mProgramState.lightSpotlightCutoffAnglesLoc =
+ programObject->getUniformLocation("light_spotlight_cutoff_angles");
+ mProgramState.lightAttenuationConstsLoc =
+ programObject->getUniformLocation("light_attenuation_consts");
+ mProgramState.lightAttenuationLinearsLoc =
+ programObject->getUniformLocation("light_attenuation_linears");
+ mProgramState.lightAttenuationQuadraticsLoc =
+ programObject->getUniformLocation("light_attenuation_quadratics");
+
+ mProgramState.fogEnableLoc = programObject->getUniformLocation("enable_fog");
+ mProgramState.fogModeLoc = programObject->getUniformLocation("fog_mode");
+ mProgramState.fogDensityLoc = programObject->getUniformLocation("fog_density");
+ mProgramState.fogStartLoc = programObject->getUniformLocation("fog_start");
+ mProgramState.fogEndLoc = programObject->getUniformLocation("fog_end");
+ mProgramState.fogColorLoc = programObject->getUniformLocation("fog_color");
+
+ mProgramState.enableClipPlanesLoc = programObject->getUniformLocation("enable_clip_planes");
+ mProgramState.clipPlaneEnablesLoc = programObject->getUniformLocation("clip_plane_enables");
+ mProgramState.clipPlanesLoc = programObject->getUniformLocation("clip_planes");
+
+ mProgramState.pointRasterizationLoc = programObject->getUniformLocation("point_rasterization");
+ mProgramState.pointSizeMinLoc = programObject->getUniformLocation("point_size_min");
+ mProgramState.pointSizeMaxLoc = programObject->getUniformLocation("point_size_max");
+ mProgramState.pointDistanceAttenuationLoc =
+ programObject->getUniformLocation("point_distance_attenuation");
+ mProgramState.pointSpriteEnabledLoc = programObject->getUniformLocation("point_sprite_enabled");
+
+ mProgramState.enableDrawTextureLoc = programObject->getUniformLocation("enable_draw_texture");
+ mProgramState.drawTextureCoordsLoc = programObject->getUniformLocation("draw_texture_coords");
+ mProgramState.drawTextureDimsLoc = programObject->getUniformLocation("draw_texture_dims");
+ mProgramState.drawTextureNormalizedCropRectLoc =
+ programObject->getUniformLocation("draw_texture_normalized_crop_rect");
+
+ ANGLE_TRY(glState->setProgram(context, programObject));
+
+ for (int i = 0; i < kTexUnitCount; i++)
+ {
+ setUniform1i(context, programObject, mProgramState.tex2DSamplerLocs[i], i);
+ setUniform1i(context, programObject, mProgramState.texCubeSamplerLocs[i],
+ i + kTexUnitCount);
+ }
+
+ glState->setObjectDirty(GL_PROGRAM);
+
+ mRendererProgramInitialized = true;
+ return angle::Result::Continue;
+}
+
+void GLES1Renderer::setUniform1i(Context *context, Program *programObject, GLint loc, GLint value)
+{
+ if (loc == -1)
+ return;
+ programObject->setUniform1iv(context, loc, 1, &value);
+}
+
+void GLES1Renderer::setUniform1iv(Context *context,
+ Program *programObject,
+ GLint loc,
+ GLint count,
+ const GLint *value)
+{
+ if (loc == -1)
+ return;
+ programObject->setUniform1iv(context, loc, count, value);
+}
+
+void GLES1Renderer::setUniformMatrix4fv(Program *programObject,
+ GLint loc,
+ GLint count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ if (loc == -1)
+ return;
+ programObject->setUniformMatrix4fv(loc, count, transpose, value);
+}
+
+void GLES1Renderer::setUniform4fv(Program *programObject,
+ GLint loc,
+ GLint count,
+ const GLfloat *value)
+{
+ if (loc == -1)
+ return;
+ programObject->setUniform4fv(loc, count, value);
+}
+
+void GLES1Renderer::setUniform3fv(Program *programObject,
+ GLint loc,
+ GLint count,
+ const GLfloat *value)
+{
+ if (loc == -1)
+ return;
+ programObject->setUniform3fv(loc, count, value);
+}
+
+void GLES1Renderer::setUniform2fv(Program *programObject,
+ GLint loc,
+ GLint count,
+ const GLfloat *value)
+{
+ if (loc == -1)
+ return;
+ programObject->setUniform2fv(loc, count, value);
+}
+
+void GLES1Renderer::setUniform1f(Program *programObject, GLint loc, GLfloat value)
+{
+ if (loc == -1)
+ return;
+ programObject->setUniform1fv(loc, 1, &value);
+}
+
+void GLES1Renderer::setUniform1fv(Program *programObject,
+ GLint loc,
+ GLint count,
+ const GLfloat *value)
+{
+ if (loc == -1)
+ return;
+ programObject->setUniform1fv(loc, count, value);
+}
+
+void GLES1Renderer::setAttributesEnabled(Context *context, State *glState, AttributesMask mask)
+{
+ GLES1State &gles1 = glState->gles1();
+
+ ClientVertexArrayType nonTexcoordArrays[] = {
+ ClientVertexArrayType::Vertex,
+ ClientVertexArrayType::Normal,
+ ClientVertexArrayType::Color,
+ ClientVertexArrayType::PointSize,
+ };
+
+ for (const ClientVertexArrayType attrib : nonTexcoordArrays)
+ {
+ int index = VertexArrayIndex(attrib, glState->gles1());
+
+ if (mask.test(index))
+ {
+ gles1.setClientStateEnabled(attrib, true);
+ context->enableVertexAttribArray(index);
+ }
+ else
+ {
+ gles1.setClientStateEnabled(attrib, false);
+ context->disableVertexAttribArray(index);
+ }
+ }
+
+ for (unsigned int i = 0; i < kTexUnitCount; i++)
+ {
+ int index = TexCoordArrayIndex(i);
+
+ if (mask.test(index))
+ {
+ gles1.setTexCoordArrayEnabled(i, true);
+ context->enableVertexAttribArray(index);
+ }
+ else
+ {
+ gles1.setTexCoordArrayEnabled(i, false);
+ context->disableVertexAttribArray(index);
+ }
+ }
+}
+
+} // namespace gl