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diff --git a/gfx/angle/checkout/src/libANGLE/State.h b/gfx/angle/checkout/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/Color.h"
+#include "common/angleutils.h"
+#include "common/bitset_utils.h"
+#include "libANGLE/Debug.h"
+#include "libANGLE/GLES1State.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/ProgramPipeline.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/VertexArray.h"
+#include "libANGLE/angletypes.h"
+
+namespace gl
+{
+class BufferManager;
+struct Caps;
+class Context;
+class FramebufferManager;
+class MemoryObjectManager;
+class PathManager;
+class ProgramPipelineManager;
+class Query;
+class RenderbufferManager;
+class SamplerManager;
+class SemaphoreManager;
+class ShaderProgramManager;
+class SyncManager;
+class TextureManager;
+class VertexArray;
+
+static constexpr Version ES_2_0 = Version(2, 0);
+static constexpr Version ES_3_0 = Version(3, 0);
+static constexpr Version ES_3_1 = Version(3, 1);
+
+using ContextID = uintptr_t;
+
+class State : angle::NonCopyable
+{
+ public:
+ State(ContextID contextIn,
+ const State *shareContextState,
+ TextureManager *shareTextures,
+ const EGLenum clientType,
+ const Version &clientVersion,
+ bool debug,
+ bool bindGeneratesResource,
+ bool clientArraysEnabled,
+ bool robustResourceInit,
+ bool programBinaryCacheEnabled);
+ ~State();
+
+ void initialize(Context *context);
+ void reset(const Context *context);
+
+ // Getters
+ ContextID getContextID() const { return mContext; }
+ EGLenum getClientType() const { return mClientType; }
+ GLint getClientMajorVersion() const { return mClientVersion.major; }
+ GLint getClientMinorVersion() const { return mClientVersion.minor; }
+ const Version &getClientVersion() const { return mClientVersion; }
+ const Caps &getCaps() const { return mCaps; }
+ const TextureCapsMap &getTextureCaps() const { return mTextureCaps; }
+ const Extensions &getExtensions() const { return mExtensions; }
+ const Limitations &getLimitations() const { return mLimitations; }
+
+ bool isWebGL() const { return mExtensions.webglCompatibility; }
+
+ bool isWebGL1() const { return (isWebGL() && mClientVersion.major == 2); }
+
+ const TextureCaps &getTextureCap(GLenum internalFormat) const
+ {
+ return mTextureCaps.get(internalFormat);
+ }
+
+ // State chunk getters
+ const RasterizerState &getRasterizerState() const;
+ const BlendState &getBlendState() const { return mBlend; }
+ 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 { return mRasterizer.rasterizerDiscard; }
+ void setRasterizerDiscard(bool enabled);
+
+ // Primitive restart
+ bool isPrimitiveRestartEnabled() const { return mPrimitiveRestart; }
+ void setPrimitiveRestart(bool enabled);
+
+ // Face culling state manipulation
+ bool isCullFaceEnabled() const { return mRasterizer.cullFace; }
+ void setCullFace(bool enabled);
+ void setCullMode(CullFaceMode mode);
+ void setFrontFace(GLenum front);
+
+ // Depth test state manipulation
+ bool isDepthTestEnabled() const { return mDepthStencil.depthTest; }
+ void setDepthTest(bool enabled);
+ void setDepthFunc(GLenum depthFunc);
+ void setDepthRange(float zNear, float zFar);
+ float getNearPlane() const { return mNearZ; }
+ float getFarPlane() const { return mFarZ; }
+
+ // Blend state manipulation
+ bool isBlendEnabled() const { return mBlend.blend; }
+ 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 { return mBlendColor; }
+
+ // Stencil state maniupulation
+ bool isStencilTestEnabled() const { return mDepthStencil.stencilTest; }
+ 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 { return mStencilRef; }
+ GLint getStencilBackRef() const { return mStencilBackRef; }
+
+ // Depth bias/polygon offset state manipulation
+ bool isPolygonOffsetFillEnabled() const { return mRasterizer.polygonOffsetFill; }
+ void setPolygonOffsetFill(bool enabled);
+ void setPolygonOffsetParams(GLfloat factor, GLfloat units);
+
+ // Multisample coverage state manipulation
+ bool isSampleAlphaToCoverageEnabled() const { return mBlend.sampleAlphaToCoverage; }
+ void setSampleAlphaToCoverage(bool enabled);
+ bool isSampleCoverageEnabled() const { return mSampleCoverage; }
+ void setSampleCoverage(bool enabled);
+ void setSampleCoverageParams(GLclampf value, bool invert);
+ GLclampf getSampleCoverageValue() const { return mSampleCoverageValue; }
+ bool getSampleCoverageInvert() const { return mSampleCoverageInvert; }
+
+ // Multisample mask state manipulation.
+ bool isSampleMaskEnabled() const { return mSampleMask; }
+ void setSampleMaskEnabled(bool enabled);
+ void setSampleMaskParams(GLuint maskNumber, GLbitfield mask);
+ GLbitfield getSampleMaskWord(GLuint maskNumber) const
+ {
+ ASSERT(maskNumber < mMaxSampleMaskWords);
+ return mSampleMaskValues[maskNumber];
+ }
+ GLuint getMaxSampleMaskWords() const { return mMaxSampleMaskWords; }
+
+ // Multisampling/alpha to one manipulation.
+ void setSampleAlphaToOne(bool enabled);
+ bool isSampleAlphaToOneEnabled() const { return mSampleAlphaToOne; }
+ void setMultisampling(bool enabled);
+ bool isMultisamplingEnabled() const { return mMultiSampling; }
+
+ // Scissor test state toggle & query
+ bool isScissorTestEnabled() const { return mScissorTest; }
+ void setScissorTest(bool enabled);
+ void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height);
+ const Rectangle &getScissor() const { return mScissor; }
+
+ // Dither state toggle & query
+ bool isDitherEnabled() const { return mBlend.dither; }
+ 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 { return mLineWidth; }
+
+ // Hint setters
+ void setGenerateMipmapHint(GLenum hint);
+ void setFragmentShaderDerivativeHint(GLenum hint);
+
+ // GL_CHROMIUM_bind_generates_resource
+ bool isBindGeneratesResourceEnabled() const { return mBindGeneratesResource; }
+
+ // GL_ANGLE_client_arrays
+ bool areClientArraysEnabled() const { return mClientArraysEnabled; }
+
+ // Viewport state setter/getter
+ void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height);
+ const Rectangle &getViewport() const { return mViewport; }
+
+ // Texture binding & active texture unit manipulation
+ void setActiveSampler(unsigned int active);
+ unsigned int getActiveSampler() const { return static_cast<unsigned int>(mActiveSampler); }
+
+ void setSamplerTexture(const Context *context, TextureType type, Texture *texture);
+ Texture *getTargetTexture(TextureType type) const;
+
+ Texture *getSamplerTexture(unsigned int sampler, TextureType type) const
+ {
+ ASSERT(sampler < mSamplerTextures[type].size());
+ return mSamplerTextures[type][sampler].get();
+ }
+
+ GLuint getSamplerTextureId(unsigned int sampler, TextureType type) const;
+ void detachTexture(const Context *context, const TextureMap &zeroTextures, GLuint texture);
+ void initializeZeroTextures(const Context *context, const TextureMap &zeroTextures);
+
+ void invalidateTexture(TextureType type);
+
+ // Sampler object binding manipulation
+ void setSamplerBinding(const Context *context, GLuint textureUnit, Sampler *sampler);
+ GLuint getSamplerId(GLuint textureUnit) const
+ {
+ ASSERT(textureUnit < mSamplers.size());
+ return mSamplers[textureUnit].id();
+ }
+
+ Sampler *getSampler(GLuint textureUnit) const { return mSamplers[textureUnit].get(); }
+
+ using SamplerBindingVector = std::vector<BindingPointer<Sampler>>;
+ const SamplerBindingVector &getSamplers() const { return mSamplers; }
+
+ void detachSampler(const Context *context, GLuint sampler);
+
+ // Renderbuffer binding manipulation
+ void setRenderbufferBinding(const Context *context, Renderbuffer *renderbuffer);
+ GLuint getRenderbufferId() const { return mRenderbuffer.id(); }
+ Renderbuffer *getCurrentRenderbuffer() const { return mRenderbuffer.get(); }
+ void detachRenderbuffer(const Context *context, GLuint renderbuffer);
+
+ // Framebuffer binding manipulation
+ void setReadFramebufferBinding(Framebuffer *framebuffer);
+ void setDrawFramebufferBinding(Framebuffer *framebuffer);
+ Framebuffer *getTargetFramebuffer(GLenum target) const;
+ Framebuffer *getReadFramebuffer() const { return mReadFramebuffer; }
+ Framebuffer *getDrawFramebuffer() const { return mDrawFramebuffer; }
+
+ bool removeReadFramebufferBinding(GLuint framebuffer);
+ bool removeDrawFramebufferBinding(GLuint framebuffer);
+
+ // Vertex array object binding manipulation
+ void setVertexArrayBinding(const Context *context, VertexArray *vertexArray);
+ bool removeVertexArrayBinding(const Context *context, GLuint vertexArray);
+ GLuint getVertexArrayId() const;
+
+ VertexArray *getVertexArray() const
+ {
+ ASSERT(mVertexArray != nullptr);
+ return mVertexArray;
+ }
+
+ // Program binding manipulation
+ angle::Result setProgram(const Context *context, Program *newProgram);
+
+ Program *getProgram() const
+ {
+ ASSERT(!mProgram || !mProgram->isLinking());
+ return mProgram;
+ }
+
+ Program *getLinkedProgram(const Context *context) const
+ {
+ if (mProgram)
+ {
+ mProgram->resolveLink(context);
+ }
+ return mProgram;
+ }
+
+ // Transform feedback object (not buffer) binding manipulation
+ void setTransformFeedbackBinding(const Context *context, TransformFeedback *transformFeedback);
+ TransformFeedback *getCurrentTransformFeedback() const { return mTransformFeedback.get(); }
+
+ ANGLE_INLINE bool isTransformFeedbackActive() const
+ {
+ TransformFeedback *curTransformFeedback = mTransformFeedback.get();
+ return curTransformFeedback && curTransformFeedback->isActive();
+ }
+ ANGLE_INLINE bool isTransformFeedbackActiveUnpaused() const
+ {
+ TransformFeedback *curTransformFeedback = mTransformFeedback.get();
+ return curTransformFeedback && curTransformFeedback->isActive() &&
+ !curTransformFeedback->isPaused();
+ }
+
+ bool removeTransformFeedbackBinding(const Context *context, GLuint transformFeedback);
+
+ // Query binding manipulation
+ bool isQueryActive(QueryType type) const;
+ bool isQueryActive(Query *query) const;
+ void setActiveQuery(const Context *context, QueryType type, Query *query);
+ GLuint getActiveQueryId(QueryType type) const;
+ Query *getActiveQuery(QueryType type) const;
+
+ // Program Pipeline binding manipulation
+ void setProgramPipelineBinding(const Context *context, ProgramPipeline *pipeline);
+ void detachProgramPipeline(const Context *context, GLuint pipeline);
+
+ //// Typed buffer binding point manipulation ////
+ ANGLE_INLINE void setBufferBinding(const Context *context, BufferBinding target, Buffer *buffer)
+ {
+ (this->*(kBufferSetters[target]))(context, buffer);
+ }
+
+ ANGLE_INLINE Buffer *getTargetBuffer(BufferBinding target) const
+ {
+ switch (target)
+ {
+ case BufferBinding::ElementArray:
+ return getVertexArray()->getElementArrayBuffer();
+ default:
+ return mBoundBuffers[target].get();
+ }
+ }
+
+ angle::Result setIndexedBufferBinding(const Context *context,
+ BufferBinding target,
+ GLuint index,
+ Buffer *buffer,
+ GLintptr offset,
+ GLsizeiptr size);
+
+ const OffsetBindingPointer<Buffer> &getIndexedUniformBuffer(size_t index) const;
+ const OffsetBindingPointer<Buffer> &getIndexedAtomicCounterBuffer(size_t index) const;
+ const OffsetBindingPointer<Buffer> &getIndexedShaderStorageBuffer(size_t index) const;
+
+ // Detach a buffer from all bindings
+ angle::Result detachBuffer(Context *context, const Buffer *buffer);
+
+ // 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]);
+
+ ANGLE_INLINE void setVertexAttribPointer(const Context *context,
+ unsigned int attribNum,
+ Buffer *boundBuffer,
+ GLint size,
+ VertexAttribType type,
+ bool normalized,
+ GLsizei stride,
+ const void *pointer)
+ {
+ mVertexArray->setVertexAttribPointer(context, attribNum, boundBuffer, size, type,
+ normalized, stride, pointer);
+ mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
+ }
+
+ ANGLE_INLINE void setVertexAttribIPointer(const Context *context,
+ unsigned int attribNum,
+ Buffer *boundBuffer,
+ GLint size,
+ VertexAttribType type,
+ GLsizei stride,
+ const void *pointer)
+ {
+ mVertexArray->setVertexAttribIPointer(context, attribNum, boundBuffer, size, type, stride,
+ pointer);
+ mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
+ }
+
+ void setVertexAttribDivisor(const Context *context, GLuint index, GLuint divisor);
+ const VertexAttribCurrentValueData &getVertexAttribCurrentValue(size_t attribNum) const
+ {
+ ASSERT(attribNum < mVertexAttribCurrentValues.size());
+ return mVertexAttribCurrentValues[attribNum];
+ }
+
+ const std::vector<VertexAttribCurrentValueData> &getVertexAttribCurrentValues() const
+ {
+ return mVertexAttribCurrentValues;
+ }
+
+ const void *getVertexAttribPointer(unsigned int attribNum) const;
+
+ void bindVertexBuffer(const Context *context,
+ GLuint bindingIndex,
+ Buffer *boundBuffer,
+ GLintptr offset,
+ GLsizei stride);
+ void setVertexAttribFormat(GLuint attribIndex,
+ GLint size,
+ VertexAttribType type,
+ bool normalized,
+ bool pureInteger,
+ GLuint relativeOffset);
+
+ void setVertexAttribBinding(const Context *context, GLuint attribIndex, GLuint bindingIndex)
+ {
+ mVertexArray->setVertexAttribBinding(context, attribIndex, bindingIndex);
+ mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY);
+ }
+
+ void setVertexBindingDivisor(GLuint bindingIndex, GLuint divisor);
+
+ // Pixel pack state manipulation
+ void setPackAlignment(GLint alignment);
+ GLint getPackAlignment() const { return mPack.alignment; }
+ void setPackReverseRowOrder(bool reverseRowOrder);
+ bool getPackReverseRowOrder() const { return mPack.reverseRowOrder; }
+ void setPackRowLength(GLint rowLength);
+ GLint getPackRowLength() const { return mPack.rowLength; }
+ void setPackSkipRows(GLint skipRows);
+ GLint getPackSkipRows() const { return mPack.skipRows; }
+ void setPackSkipPixels(GLint skipPixels);
+ GLint getPackSkipPixels() const { return mPack.skipPixels; }
+ const PixelPackState &getPackState() const { return mPack; }
+ PixelPackState &getPackState() { return mPack; }
+
+ // Pixel unpack state manipulation
+ void setUnpackAlignment(GLint alignment);
+ GLint getUnpackAlignment() const { return mUnpack.alignment; }
+ void setUnpackRowLength(GLint rowLength);
+ GLint getUnpackRowLength() const { return mUnpack.rowLength; }
+ void setUnpackImageHeight(GLint imageHeight);
+ GLint getUnpackImageHeight() const { return mUnpack.imageHeight; }
+ void setUnpackSkipImages(GLint skipImages);
+ GLint getUnpackSkipImages() const { return mUnpack.skipImages; }
+ void setUnpackSkipRows(GLint skipRows);
+ GLint getUnpackSkipRows() const { return mUnpack.skipRows; }
+ void setUnpackSkipPixels(GLint skipPixels);
+ GLint getUnpackSkipPixels() const { return mUnpack.skipPixels; }
+ const PixelUnpackState &getUnpackState() const { return mUnpack; }
+ PixelUnpackState &getUnpackState() { return mUnpack; }
+
+ // Debug state
+ const Debug &getDebug() const { return mDebug; }
+ Debug &getDebug() { return mDebug; }
+
+ // CHROMIUM_framebuffer_mixed_samples coverage modulation
+ void setCoverageModulation(GLenum components);
+ GLenum getCoverageModulation() const { return mCoverageModulation; }
+
+ // 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 { return mPathStencilFunc; }
+ GLint getPathStencilRef() const { return mPathStencilRef; }
+ GLuint getPathStencilMask() const { return mPathStencilMask; }
+
+ // GL_EXT_sRGB_write_control
+ void setFramebufferSRGB(bool sRGB);
+ bool getFramebufferSRGB() const { return mFramebufferSRGB; }
+
+ // GL_KHR_parallel_shader_compile
+ void setMaxShaderCompilerThreads(GLuint count);
+ GLuint getMaxShaderCompilerThreads() const { return mMaxShaderCompilerThreads; }
+
+ // State query functions
+ void getBooleanv(GLenum pname, GLboolean *params);
+ void getFloatv(GLenum pname, GLfloat *params);
+ angle::Result getIntegerv(const Context *context, GLenum pname, GLint *params);
+ void getPointerv(const Context *context, 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 isRobustResourceInitEnabled() const { return mRobustResourceInit; }
+
+ // Sets the dirty bit for the program executable.
+ angle::Result onProgramExecutableChange(const Context *context, Program *program);
+
+ enum DirtyBitType
+ {
+ // Note: process draw framebuffer binding first, so that other dirty bits whose effect
+ // depend on the current draw framebuffer are not processed while the old framebuffer is
+ // still bound.
+ DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING,
+ DIRTY_BIT_READ_FRAMEBUFFER_BINDING,
+ 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_SAMPLE_MASK_ENABLED,
+ DIRTY_BIT_SAMPLE_MASK,
+ 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_STATE,
+ DIRTY_BIT_UNPACK_BUFFER_BINDING,
+ DIRTY_BIT_PACK_STATE,
+ DIRTY_BIT_PACK_BUFFER_BINDING,
+ DIRTY_BIT_DITHER_ENABLED,
+ DIRTY_BIT_GENERATE_MIPMAP_HINT,
+ DIRTY_BIT_SHADER_DERIVATIVE_HINT,
+ DIRTY_BIT_RENDERBUFFER_BINDING,
+ DIRTY_BIT_VERTEX_ARRAY_BINDING,
+ DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING,
+ DIRTY_BIT_DISPATCH_INDIRECT_BUFFER_BINDING,
+ // TODO(jmadill): Fine-grained dirty bits for each index.
+ DIRTY_BIT_PROGRAM_BINDING,
+ DIRTY_BIT_PROGRAM_EXECUTABLE,
+ // TODO(jmadill): Fine-grained dirty bits for each texture/sampler.
+ DIRTY_BIT_TEXTURE_BINDINGS,
+ DIRTY_BIT_SAMPLER_BINDINGS,
+ DIRTY_BIT_IMAGE_BINDINGS,
+ DIRTY_BIT_TRANSFORM_FEEDBACK_BINDING,
+ DIRTY_BIT_UNIFORM_BUFFER_BINDINGS,
+ DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING,
+ DIRTY_BIT_ATOMIC_COUNTER_BUFFER_BINDING,
+ DIRTY_BIT_MULTISAMPLING,
+ DIRTY_BIT_SAMPLE_ALPHA_TO_ONE,
+ DIRTY_BIT_COVERAGE_MODULATION, // CHROMIUM_framebuffer_mixed_samples
+ DIRTY_BIT_PATH_RENDERING,
+ DIRTY_BIT_FRAMEBUFFER_SRGB, // GL_EXT_sRGB_write_control
+ DIRTY_BIT_CURRENT_VALUES,
+ DIRTY_BIT_PROVOKING_VERTEX,
+ DIRTY_BIT_INVALID,
+ DIRTY_BIT_MAX = DIRTY_BIT_INVALID,
+ };
+
+ static_assert(DIRTY_BIT_MAX <= 64, "State dirty bits must be capped at 64");
+
+ // TODO(jmadill): Consider storing dirty objects in a list instead of by binding.
+ enum DirtyObjectType
+ {
+ DIRTY_OBJECT_TEXTURES_INIT,
+ DIRTY_OBJECT_IMAGES_INIT,
+ DIRTY_OBJECT_READ_ATTACHMENTS,
+ DIRTY_OBJECT_DRAW_ATTACHMENTS,
+ DIRTY_OBJECT_READ_FRAMEBUFFER,
+ DIRTY_OBJECT_DRAW_FRAMEBUFFER,
+ DIRTY_OBJECT_VERTEX_ARRAY,
+ DIRTY_OBJECT_TEXTURES, // Top-level dirty bit. Also see mDirtyTextures.
+ DIRTY_OBJECT_SAMPLERS, // Top-level dirty bit. Also see mDirtySamplers.
+ DIRTY_OBJECT_PROGRAM,
+ DIRTY_OBJECT_UNKNOWN,
+ DIRTY_OBJECT_MAX = DIRTY_OBJECT_UNKNOWN,
+ };
+
+ using DirtyBits = angle::BitSet<DIRTY_BIT_MAX>;
+ const DirtyBits &getDirtyBits() const { return mDirtyBits; }
+ void clearDirtyBits() { mDirtyBits.reset(); }
+ void clearDirtyBits(const DirtyBits &bitset) { mDirtyBits &= ~bitset; }
+ void setAllDirtyBits()
+ {
+ mDirtyBits.set();
+ mDirtyCurrentValues.set();
+ }
+
+ using DirtyObjects = angle::BitSet<DIRTY_OBJECT_MAX>;
+ void clearDirtyObjects() { mDirtyObjects.reset(); }
+ void setAllDirtyObjects() { mDirtyObjects.set(); }
+ angle::Result syncDirtyObjects(const Context *context, const DirtyObjects &bitset);
+ angle::Result syncDirtyObject(const Context *context, GLenum target);
+ void setObjectDirty(GLenum target);
+ void setTextureDirty(size_t textureUnitIndex);
+ void setSamplerDirty(size_t samplerIndex);
+
+ ANGLE_INLINE void setReadFramebufferDirty()
+ {
+ mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER);
+ mDirtyObjects.set(DIRTY_OBJECT_READ_ATTACHMENTS);
+ }
+
+ ANGLE_INLINE void setDrawFramebufferDirty()
+ {
+ mDirtyObjects.set(DIRTY_OBJECT_DRAW_FRAMEBUFFER);
+ mDirtyObjects.set(DIRTY_OBJECT_DRAW_ATTACHMENTS);
+ }
+
+ // This actually clears the current value dirty bits.
+ // TODO(jmadill): Pass mutable dirty bits into Impl.
+ AttributesMask getAndResetDirtyCurrentValues() const;
+
+ void setImageUnit(const Context *context,
+ size_t unit,
+ Texture *texture,
+ GLint level,
+ GLboolean layered,
+ GLint layer,
+ GLenum access,
+ GLenum format);
+
+ const ImageUnit &getImageUnit(size_t unit) const { return mImageUnits[unit]; }
+ const ActiveTexturePointerArray &getActiveTexturesCache() const { return mActiveTexturesCache; }
+ ComponentTypeMask getCurrentValuesTypeMask() const { return mCurrentValuesTypeMask; }
+
+ // "onActiveTextureChange" is called when a texture binding changes.
+ void onActiveTextureChange(const Context *context, size_t textureUnit);
+
+ // "onActiveTextureStateChange" calls when the Texture itself changed but the binding did not.
+ void onActiveTextureStateChange(const Context *context, size_t textureUnit);
+
+ void onImageStateChange(const Context *context, size_t unit);
+
+ void onUniformBufferStateChange(size_t uniformBufferIndex);
+
+ bool isCurrentTransformFeedback(const TransformFeedback *tf) const
+ {
+ return tf == mTransformFeedback.get();
+ }
+ bool isCurrentVertexArray(const VertexArray *va) const { return va == mVertexArray; }
+
+ GLES1State &gles1() { return mGLES1State; }
+ const GLES1State &gles1() const { return mGLES1State; }
+
+ // Helpers for setting bound buffers. They should all have the same signature.
+ // Not meant to be called externally. Used for local helpers in State.cpp.
+ template <BufferBinding Target>
+ void setGenericBufferBindingWithBit(const Context *context, Buffer *buffer);
+
+ template <BufferBinding Target>
+ void setGenericBufferBinding(const Context *context, Buffer *buffer);
+
+ using BufferBindingSetter = void (State::*)(const Context *, Buffer *);
+
+ ANGLE_INLINE bool validateSamplerFormats() const
+ {
+ return (mTexturesIncompatibleWithSamplers & mProgram->getActiveSamplersMask()).none();
+ }
+
+ ProvokingVertexConvention getProvokingVertex() const { return mProvokingVertex; }
+ void setProvokingVertex(ProvokingVertexConvention val)
+ {
+ mDirtyBits.set(State::DIRTY_BIT_PROVOKING_VERTEX);
+ mProvokingVertex = val;
+ }
+
+ private:
+ friend class Context;
+
+ void unsetActiveTextures(ActiveTextureMask textureMask);
+ void updateActiveTexture(const Context *context, size_t textureIndex, Texture *texture);
+ void updateActiveTextureState(const Context *context,
+ size_t textureIndex,
+ const Sampler *sampler,
+ Texture *texture);
+
+ // Functions to synchronize dirty states
+ angle::Result syncTexturesInit(const Context *context);
+ angle::Result syncImagesInit(const Context *context);
+ angle::Result syncReadAttachments(const Context *context);
+ angle::Result syncDrawAttachments(const Context *context);
+ angle::Result syncReadFramebuffer(const Context *context);
+ angle::Result syncDrawFramebuffer(const Context *context);
+ angle::Result syncVertexArray(const Context *context);
+ angle::Result syncTextures(const Context *context);
+ angle::Result syncSamplers(const Context *context);
+ angle::Result syncProgram(const Context *context);
+
+ using DirtyObjectHandler = angle::Result (State::*)(const Context *context);
+ static constexpr DirtyObjectHandler kDirtyObjectHandlers[DIRTY_OBJECT_MAX] = {
+ &State::syncTexturesInit, &State::syncImagesInit, &State::syncReadAttachments,
+ &State::syncDrawAttachments, &State::syncReadFramebuffer, &State::syncDrawFramebuffer,
+ &State::syncVertexArray, &State::syncTextures, &State::syncSamplers,
+ &State::syncProgram,
+ };
+
+ // Robust init must happen before Framebuffer init for the Vulkan back-end.
+ static_assert(DIRTY_OBJECT_TEXTURES_INIT < DIRTY_OBJECT_DRAW_FRAMEBUFFER, "init order");
+ static_assert(DIRTY_OBJECT_IMAGES_INIT < DIRTY_OBJECT_DRAW_FRAMEBUFFER, "init order");
+ static_assert(DIRTY_OBJECT_DRAW_ATTACHMENTS < DIRTY_OBJECT_DRAW_FRAMEBUFFER, "init order");
+ static_assert(DIRTY_OBJECT_READ_ATTACHMENTS < DIRTY_OBJECT_READ_FRAMEBUFFER, "init order");
+
+ static_assert(DIRTY_OBJECT_TEXTURES_INIT == 0, "check DIRTY_OBJECT_TEXTURES_INIT index");
+ static_assert(DIRTY_OBJECT_IMAGES_INIT == 1, "check DIRTY_OBJECT_IMAGES_INIT index");
+ static_assert(DIRTY_OBJECT_READ_ATTACHMENTS == 2, "check DIRTY_OBJECT_READ_ATTACHMENTS index");
+ static_assert(DIRTY_OBJECT_DRAW_ATTACHMENTS == 3, "check DIRTY_OBJECT_DRAW_ATTACHMENTS index");
+ static_assert(DIRTY_OBJECT_READ_FRAMEBUFFER == 4, "check DIRTY_OBJECT_READ_FRAMEBUFFER index");
+ static_assert(DIRTY_OBJECT_DRAW_FRAMEBUFFER == 5, "check DIRTY_OBJECT_DRAW_FRAMEBUFFER index");
+ static_assert(DIRTY_OBJECT_VERTEX_ARRAY == 6, "check DIRTY_OBJECT_VERTEX_ARRAY index");
+ static_assert(DIRTY_OBJECT_TEXTURES == 7, "check DIRTY_OBJECT_TEXTURES index");
+ static_assert(DIRTY_OBJECT_SAMPLERS == 8, "check DIRTY_OBJECT_SAMPLERS index");
+ static_assert(DIRTY_OBJECT_PROGRAM == 9, "check DIRTY_OBJECT_PROGRAM index");
+
+ // Dispatch table for buffer update functions.
+ static const angle::PackedEnumMap<BufferBinding, BufferBindingSetter> kBufferSetters;
+
+ EGLenum mClientType;
+ Version mClientVersion;
+ ContextID mContext;
+
+ // Caps to use for validation
+ Caps mCaps;
+ TextureCapsMap mTextureCaps;
+ Extensions mExtensions;
+ Limitations mLimitations;
+
+ // Resource managers.
+ BufferManager *mBufferManager;
+ ShaderProgramManager *mShaderProgramManager;
+ TextureManager *mTextureManager;
+ RenderbufferManager *mRenderbufferManager;
+ SamplerManager *mSamplerManager;
+ SyncManager *mSyncManager;
+ PathManager *mPathManager;
+ FramebufferManager *mFramebufferManager;
+ ProgramPipelineManager *mProgramPipelineManager;
+ MemoryObjectManager *mMemoryObjectManager;
+ SemaphoreManager *mSemaphoreManager;
+
+ // Cached values from Context's caps
+ GLuint mMaxDrawBuffers;
+ GLuint mMaxCombinedTextureImageUnits;
+
+ ColorF mColorClearValue;
+ GLfloat mDepthClearValue;
+ int mStencilClearValue;
+
+ RasterizerState mRasterizer;
+ bool mScissorTest;
+ Rectangle mScissor;
+
+ BlendState mBlend;
+ ColorF mBlendColor;
+ bool mSampleCoverage;
+ GLfloat mSampleCoverageValue;
+ bool mSampleCoverageInvert;
+ bool mSampleMask;
+ GLuint mMaxSampleMaskWords;
+ std::array<GLbitfield, MAX_SAMPLE_MASK_WORDS> mSampleMaskValues;
+
+ DepthStencilState mDepthStencil;
+ GLint mStencilRef;
+ GLint mStencilBackRef;
+
+ GLfloat mLineWidth;
+
+ GLenum mGenerateMipmapHint;
+ GLenum mFragmentShaderDerivativeHint;
+
+ const bool mBindGeneratesResource;
+ const bool mClientArraysEnabled;
+
+ Rectangle mViewport;
+ float mNearZ;
+ float mFarZ;
+
+ Framebuffer *mReadFramebuffer;
+ Framebuffer *mDrawFramebuffer;
+ BindingPointer<Renderbuffer> mRenderbuffer;
+ Program *mProgram;
+ BindingPointer<ProgramPipeline> mProgramPipeline;
+
+ // GL_ANGLE_provoking_vertex
+ ProvokingVertexConvention mProvokingVertex;
+
+ using VertexAttribVector = std::vector<VertexAttribCurrentValueData>;
+ VertexAttribVector mVertexAttribCurrentValues; // From glVertexAttrib
+ VertexArray *mVertexArray;
+ ComponentTypeMask mCurrentValuesTypeMask;
+
+ // Texture and sampler bindings
+ size_t mActiveSampler; // Active texture unit selector - GL_TEXTURE0
+
+ using TextureBindingVector = std::vector<BindingPointer<Texture>>;
+ using TextureBindingMap = angle::PackedEnumMap<TextureType, TextureBindingVector>;
+ TextureBindingMap mSamplerTextures;
+
+ // Texture Completeness Caching
+ // ----------------------------
+ // The texture completeness cache uses dirty bits to avoid having to scan the list of textures
+ // each draw call. This gl::State class implements angle::Observer interface. When subject
+ // Textures have state changes, messages reach 'State' (also any observing Framebuffers) via the
+ // onSubjectStateChange method (above). This then invalidates the completeness cache.
+ //
+ // Note this requires that we also invalidate the completeness cache manually on events like
+ // re-binding textures/samplers or a change in the program. For more information see the
+ // Observer.h header and the design doc linked there.
+
+ // A cache of complete textures. nullptr indicates unbound or incomplete.
+ // Don't use BindingPointer because this cache is only valid within a draw call.
+ // Also stores a notification channel to the texture itself to handle texture change events.
+ ActiveTexturePointerArray mActiveTexturesCache;
+ std::vector<angle::ObserverBinding> mCompleteTextureBindings;
+
+ ActiveTextureMask mTexturesIncompatibleWithSamplers;
+
+ SamplerBindingVector mSamplers;
+
+ // It would be nice to merge the image and observer binding. Same for textures.
+ std::vector<ImageUnit> mImageUnits;
+
+ using ActiveQueryMap = angle::PackedEnumMap<QueryType, BindingPointer<Query>>;
+ ActiveQueryMap mActiveQueries;
+
+ // Stores the currently bound buffer for each binding point. It has an entry for the element
+ // array buffer but it should not be used. Instead this bind point is owned by the current
+ // vertex array object.
+ using BoundBufferMap = angle::PackedEnumMap<BufferBinding, BindingPointer<Buffer>>;
+ BoundBufferMap mBoundBuffers;
+
+ using BufferVector = std::vector<OffsetBindingPointer<Buffer>>;
+ BufferVector mUniformBuffers;
+ BufferVector mAtomicCounterBuffers;
+ BufferVector mShaderStorageBuffers;
+
+ BindingPointer<TransformFeedback> mTransformFeedback;
+
+ 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;
+
+ // GL_ANGLE_robust_resource_intialization
+ const bool mRobustResourceInit;
+
+ // GL_ANGLE_program_cache_control
+ const bool mProgramBinaryCacheEnabled;
+
+ // GL_KHR_parallel_shader_compile
+ GLuint mMaxShaderCompilerThreads;
+
+ // GLES1 emulation: state specific to GLES1
+ GLES1State mGLES1State;
+
+ DirtyBits mDirtyBits;
+ DirtyObjects mDirtyObjects;
+ mutable AttributesMask mDirtyCurrentValues;
+ ActiveTextureMask mDirtyTextures;
+ ActiveTextureMask mDirtySamplers;
+ ImageUnitMask mDirtyImages;
+};
+
+ANGLE_INLINE angle::Result State::syncDirtyObjects(const Context *context,
+ const DirtyObjects &bitset)
+{
+ const DirtyObjects &dirtyObjects = mDirtyObjects & bitset;
+
+ for (size_t dirtyObject : dirtyObjects)
+ {
+ ANGLE_TRY((this->*kDirtyObjectHandlers[dirtyObject])(context));
+ }
+
+ mDirtyObjects &= ~dirtyObjects;
+ return angle::Result::Continue;
+}
+
+} // namespace gl
+
+#endif // LIBANGLE_STATE_H_