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//
// Copyright 2016 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.
//
// ContextImpl:
// Implementation-specific functionality associated with a GL Context.
//
#ifndef LIBANGLE_RENDERER_CONTEXTIMPL_H_
#define LIBANGLE_RENDERER_CONTEXTIMPL_H_
#include <vector>
#include "common/angleutils.h"
#include "libANGLE/State.h"
#include "libANGLE/renderer/GLImplFactory.h"
namespace gl
{
class ErrorSet;
class MemoryProgramCache;
class Path;
class Semaphore;
struct Workarounds;
} // namespace gl
namespace rx
{
class ContextImpl : public GLImplFactory
{
public:
ContextImpl(const gl::State &state, gl::ErrorSet *errorSet);
~ContextImpl() override;
virtual void onDestroy(const gl::Context *context) {}
virtual angle::Result initialize() = 0;
// Flush and finish.
virtual angle::Result flush(const gl::Context *context) = 0;
virtual angle::Result finish(const gl::Context *context) = 0;
// Drawing methods.
virtual angle::Result drawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count) = 0;
virtual angle::Result drawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount) = 0;
virtual angle::Result drawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices) = 0;
virtual angle::Result drawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances) = 0;
virtual angle::Result drawRangeElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices) = 0;
virtual angle::Result drawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect) = 0;
virtual angle::Result drawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect) = 0;
// CHROMIUM_path_rendering path drawing methods.
virtual void stencilFillPath(const gl::Path *path, GLenum fillMode, GLuint mask);
virtual void stencilStrokePath(const gl::Path *path, GLint reference, GLuint mask);
virtual void coverFillPath(const gl::Path *path, GLenum coverMode);
virtual void coverStrokePath(const gl::Path *path, GLenum coverMode);
virtual void stencilThenCoverFillPath(const gl::Path *path,
GLenum fillMode,
GLuint mask,
GLenum coverMode);
virtual void stencilThenCoverStrokePath(const gl::Path *path,
GLint reference,
GLuint mask,
GLenum coverMode);
virtual void coverFillPathInstanced(const std::vector<gl::Path *> &paths,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
virtual void coverStrokePathInstanced(const std::vector<gl::Path *> &paths,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
virtual void stencilFillPathInstanced(const std::vector<gl::Path *> &paths,
GLenum fillMode,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
virtual void stencilStrokePathInstanced(const std::vector<gl::Path *> &paths,
GLint reference,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
virtual void stencilThenCoverFillPathInstanced(const std::vector<gl::Path *> &paths,
GLenum coverMode,
GLenum fillMode,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
virtual void stencilThenCoverStrokePathInstanced(const std::vector<gl::Path *> &paths,
GLenum coverMode,
GLint reference,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
// Device loss
virtual gl::GraphicsResetStatus getResetStatus() = 0;
// Vendor and description strings.
virtual std::string getVendorString() const = 0;
virtual std::string getRendererDescription() const = 0;
// EXT_debug_marker
virtual void insertEventMarker(GLsizei length, const char *marker) = 0;
virtual void pushGroupMarker(GLsizei length, const char *marker) = 0;
virtual void popGroupMarker() = 0;
// KHR_debug
virtual void pushDebugGroup(GLenum source, GLuint id, const std::string &message) = 0;
virtual void popDebugGroup() = 0;
// KHR_parallel_shader_compile
virtual void setMaxShaderCompilerThreads(GLuint count) {}
// GL_ANGLE_texture_storage_external
virtual void invalidateTexture(gl::TextureType target);
// State sync with dirty bits.
virtual angle::Result syncState(const gl::Context *context,
const gl::State::DirtyBits &dirtyBits,
const gl::State::DirtyBits &bitMask) = 0;
// Disjoint timer queries
virtual GLint getGPUDisjoint() = 0;
virtual GLint64 getTimestamp() = 0;
// Context switching
virtual angle::Result onMakeCurrent(const gl::Context *context) = 0;
virtual angle::Result onUnMakeCurrent(const gl::Context *context);
// Native capabilities, unmodified by gl::Context.
virtual gl::Caps getNativeCaps() const = 0;
virtual const gl::TextureCapsMap &getNativeTextureCaps() const = 0;
virtual const gl::Extensions &getNativeExtensions() const = 0;
virtual const gl::Limitations &getNativeLimitations() const = 0;
virtual angle::Result dispatchCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ) = 0;
virtual angle::Result dispatchComputeIndirect(const gl::Context *context,
GLintptr indirect) = 0;
virtual angle::Result memoryBarrier(const gl::Context *context, GLbitfield barriers) = 0;
virtual angle::Result memoryBarrierByRegion(const gl::Context *context,
GLbitfield barriers) = 0;
const gl::State &getState() { return mState; }
int getClientMajorVersion() const { return mState.getClientMajorVersion(); }
int getClientMinorVersion() const { return mState.getClientMinorVersion(); }
const gl::Caps &getCaps() const { return mState.getCaps(); }
const gl::TextureCapsMap &getTextureCaps() const { return mState.getTextureCaps(); }
const gl::Extensions &getExtensions() const { return mState.getExtensions(); }
const gl::Limitations &getLimitations() const { return mState.getLimitations(); }
// A common GL driver behaviour is to trigger dynamic shader recompilation on a draw call,
// based on the current render states. We store a mutable pointer to the program cache so
// on draw calls we can store the refreshed shaders in the cache.
void setMemoryProgramCache(gl::MemoryProgramCache *memoryProgramCache);
void handleError(GLenum errorCode,
const char *message,
const char *file,
const char *function,
unsigned int line);
protected:
const gl::State &mState;
gl::MemoryProgramCache *mMemoryProgramCache;
gl::ErrorSet *mErrors;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_CONTEXTIMPL_H_
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