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|
//
// Copyright 2002 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.
//
// Context.h: Defines the gl::Context class, managing all GL state and performing
// rendering operations. It is the GLES2 specific implementation of EGLContext.
#ifndef LIBANGLE_CONTEXT_H_
#define LIBANGLE_CONTEXT_H_
#include <mutex>
#include <set>
#include <string>
#include "angle_gl.h"
#include "common/MemoryBuffer.h"
#include "common/PackedEnums.h"
#include "common/angleutils.h"
#include "libANGLE/Caps.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Context_gl_1_autogen.h"
#include "libANGLE/Context_gl_2_autogen.h"
#include "libANGLE/Context_gl_3_autogen.h"
#include "libANGLE/Context_gl_4_autogen.h"
#include "libANGLE/Context_gles_1_0_autogen.h"
#include "libANGLE/Context_gles_2_0_autogen.h"
#include "libANGLE/Context_gles_3_0_autogen.h"
#include "libANGLE/Context_gles_3_1_autogen.h"
#include "libANGLE/Context_gles_3_2_autogen.h"
#include "libANGLE/Context_gles_ext_autogen.h"
#include "libANGLE/Error.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/HandleAllocator.h"
#include "libANGLE/RefCountObject.h"
#include "libANGLE/ResourceManager.h"
#include "libANGLE/ResourceMap.h"
#include "libANGLE/State.h"
#include "libANGLE/VertexAttribute.h"
#include "libANGLE/WorkerThread.h"
#include "libANGLE/angletypes.h"
namespace angle
{
class FrameCapture;
class FrameCaptureShared;
struct FrontendFeatures;
} // namespace angle
namespace rx
{
class ContextImpl;
class EGLImplFactory;
} // namespace rx
namespace egl
{
class AttributeMap;
class Surface;
struct Config;
class Thread;
} // namespace egl
namespace gl
{
class Buffer;
class Compiler;
class FenceNV;
class GLES1Renderer;
class MemoryProgramCache;
class MemoryShaderCache;
class MemoryObject;
class Program;
class ProgramPipeline;
class Query;
class Renderbuffer;
class Sampler;
class Semaphore;
class Shader;
class Sync;
class Texture;
class TransformFeedback;
class VertexArray;
struct VertexAttribute;
class ErrorSet : angle::NonCopyable
{
public:
explicit ErrorSet(Context *context);
~ErrorSet();
bool empty() const;
GLenum popError();
void handleError(GLenum errorCode,
const char *message,
const char *file,
const char *function,
unsigned int line);
void validationError(angle::EntryPoint entryPoint, GLenum errorCode, const char *message);
private:
Context *mContext;
std::set<GLenum> mErrors;
};
enum class VertexAttribTypeCase
{
Invalid = 0,
Valid = 1,
ValidSize4Only = 2,
ValidSize3or4 = 3,
};
// Helper class for managing cache variables and state changes.
class StateCache final : angle::NonCopyable
{
public:
StateCache();
~StateCache();
void initialize(Context *context);
// Places that can trigger updateActiveAttribsMask:
// 1. onVertexArrayBindingChange.
// 2. onProgramExecutableChange.
// 3. onVertexArrayStateChange.
// 4. onGLES1ClientStateChange.
AttributesMask getActiveBufferedAttribsMask() const { return mCachedActiveBufferedAttribsMask; }
AttributesMask getActiveClientAttribsMask() const { return mCachedActiveClientAttribsMask; }
AttributesMask getActiveDefaultAttribsMask() const { return mCachedActiveDefaultAttribsMask; }
bool hasAnyEnabledClientAttrib() const { return mCachedHasAnyEnabledClientAttrib; }
bool hasAnyActiveClientAttrib() const { return mCachedActiveClientAttribsMask.any(); }
// Places that can trigger updateVertexElementLimits:
// 1. onVertexArrayBindingChange.
// 2. onProgramExecutableChange.
// 3. onVertexArrayFormatChange.
// 4. onVertexArrayBufferChange.
// 5. onVertexArrayStateChange.
GLint64 getNonInstancedVertexElementLimit() const
{
return mCachedNonInstancedVertexElementLimit;
}
GLint64 getInstancedVertexElementLimit() const { return mCachedInstancedVertexElementLimit; }
// Places that can trigger updateBasicDrawStatesError:
// 1. onVertexArrayBindingChange.
// 2. onProgramExecutableChange.
// 3. onVertexArrayBufferContentsChange.
// 4. onVertexArrayStateChange.
// 5. onVertexArrayBufferStateChange.
// 6. onDrawFramebufferChange.
// 7. onContextCapChange.
// 8. onStencilStateChange.
// 9. onDefaultVertexAttributeChange.
// 10. onActiveTextureChange.
// 11. onQueryChange.
// 12. onActiveTransformFeedbackChange.
// 13. onUniformBufferStateChange.
// 14. onColorMaskChange.
// 15. onBufferBindingChange.
// 16. onBlendFuncIndexedChange.
bool hasBasicDrawStatesError(Context *context) const
{
if (mCachedBasicDrawStatesError == 0)
{
return false;
}
if (mCachedBasicDrawStatesError != kInvalidPointer)
{
return true;
}
return getBasicDrawStatesErrorImpl(context) != 0;
}
intptr_t getBasicDrawStatesError(const Context *context) const
{
if (mCachedBasicDrawStatesError != kInvalidPointer)
{
return mCachedBasicDrawStatesError;
}
return getBasicDrawStatesErrorImpl(context);
}
// Places that can trigger updateProgramPipelineError:
// 1. onProgramExecutableChange.
intptr_t getProgramPipelineError(const Context *context) const
{
if (mCachedProgramPipelineError != kInvalidPointer)
{
return mCachedProgramPipelineError;
}
return getProgramPipelineErrorImpl(context);
}
// Places that can trigger updateBasicDrawElementsError:
// 1. onActiveTransformFeedbackChange.
// 2. onVertexArrayBufferStateChange.
// 3. onBufferBindingChange.
// 4. onVertexArrayStateChange.
// 5. onVertexArrayBindingStateChange.
intptr_t getBasicDrawElementsError(const Context *context) const
{
if (mCachedBasicDrawElementsError != kInvalidPointer)
{
return mCachedBasicDrawElementsError;
}
return getBasicDrawElementsErrorImpl(context);
}
// Places that can trigger updateValidDrawModes:
// 1. onProgramExecutableChange.
// 2. onActiveTransformFeedbackChange.
bool isValidDrawMode(PrimitiveMode primitiveMode) const
{
return mCachedValidDrawModes[primitiveMode];
}
// Cannot change except on Context/Extension init.
bool isValidBindTextureType(TextureType type) const
{
return mCachedValidBindTextureTypes[type];
}
// Cannot change except on Context/Extension init.
bool isValidDrawElementsType(DrawElementsType type) const
{
return mCachedValidDrawElementsTypes[type];
}
// Places that can trigger updateTransformFeedbackActiveUnpaused:
// 1. onActiveTransformFeedbackChange.
bool isTransformFeedbackActiveUnpaused() const
{
return mCachedTransformFeedbackActiveUnpaused;
}
// Cannot change except on Context/Extension init.
VertexAttribTypeCase getVertexAttribTypeValidation(VertexAttribType type) const
{
return mCachedVertexAttribTypesValidation[type];
}
VertexAttribTypeCase getIntegerVertexAttribTypeValidation(VertexAttribType type) const
{
return mCachedIntegerVertexAttribTypesValidation[type];
}
// Places that can trigger updateActiveShaderStorageBufferIndices:
// 1. onProgramExecutableChange.
StorageBuffersMask getActiveShaderStorageBufferIndices() const
{
return mCachedActiveShaderStorageBufferIndices;
}
// Places that can trigger updateActiveImageUnitIndices:
// 1. onProgramExecutableChange.
const ImageUnitMask &getActiveImageUnitIndices() const { return mCachedActiveImageUnitIndices; }
// Places that can trigger updateCanDraw:
// 1. onProgramExecutableChange.
bool getCanDraw() const { return mCachedCanDraw; }
// State change notifications.
void onVertexArrayBindingChange(Context *context);
void onProgramExecutableChange(Context *context);
void onVertexArrayFormatChange(Context *context);
void onVertexArrayBufferContentsChange(Context *context);
void onVertexArrayStateChange(Context *context);
void onVertexArrayBufferStateChange(Context *context);
void onGLES1ClientStateChange(Context *context);
void onDrawFramebufferChange(Context *context);
void onContextCapChange(Context *context);
void onStencilStateChange(Context *context);
void onDefaultVertexAttributeChange(Context *context);
void onActiveTextureChange(Context *context);
void onQueryChange(Context *context);
void onActiveTransformFeedbackChange(Context *context);
void onUniformBufferStateChange(Context *context);
void onAtomicCounterBufferStateChange(Context *context);
void onShaderStorageBufferStateChange(Context *context);
void onColorMaskChange(Context *context);
void onBufferBindingChange(Context *context);
void onBlendFuncIndexedChange(Context *context);
void onBlendEquationChange(Context *context);
private:
// Cache update functions.
void updateActiveAttribsMask(Context *context);
void updateVertexElementLimits(Context *context);
void updateVertexElementLimitsImpl(Context *context);
void updateValidDrawModes(Context *context);
void updateValidBindTextureTypes(Context *context);
void updateValidDrawElementsTypes(Context *context);
void updateBasicDrawStatesError();
void updateProgramPipelineError();
void updateBasicDrawElementsError();
void updateTransformFeedbackActiveUnpaused(Context *context);
void updateVertexAttribTypesValidation(Context *context);
void updateActiveShaderStorageBufferIndices(Context *context);
void updateActiveImageUnitIndices(Context *context);
void updateCanDraw(Context *context);
void setValidDrawModes(bool pointsOK,
bool linesOK,
bool trisOK,
bool lineAdjOK,
bool triAdjOK,
bool patchOK);
intptr_t getBasicDrawStatesErrorImpl(const Context *context) const;
intptr_t getProgramPipelineErrorImpl(const Context *context) const;
intptr_t getBasicDrawElementsErrorImpl(const Context *context) const;
static constexpr intptr_t kInvalidPointer = 1;
AttributesMask mCachedActiveBufferedAttribsMask;
AttributesMask mCachedActiveClientAttribsMask;
AttributesMask mCachedActiveDefaultAttribsMask;
bool mCachedHasAnyEnabledClientAttrib;
GLint64 mCachedNonInstancedVertexElementLimit;
GLint64 mCachedInstancedVertexElementLimit;
mutable intptr_t mCachedBasicDrawStatesError;
mutable intptr_t mCachedBasicDrawElementsError;
// mCachedProgramPipelineError checks only the
// current-program-exists subset of mCachedBasicDrawStatesError.
// Therefore, mCachedProgramPipelineError follows
// mCachedBasicDrawStatesError in that if mCachedBasicDrawStatesError is
// no-error, so is mCachedProgramPipelineError. Otherwise, if
// mCachedBasicDrawStatesError is in error, the state of
// mCachedProgramPipelineError can be no-error or also in error, or
// unknown due to early exiting.
mutable intptr_t mCachedProgramPipelineError;
bool mCachedTransformFeedbackActiveUnpaused;
StorageBuffersMask mCachedActiveShaderStorageBufferIndices;
ImageUnitMask mCachedActiveImageUnitIndices;
// Reserve an extra slot at the end of these maps for invalid enum.
angle::PackedEnumMap<PrimitiveMode, bool, angle::EnumSize<PrimitiveMode>() + 1>
mCachedValidDrawModes;
angle::PackedEnumMap<TextureType, bool, angle::EnumSize<TextureType>() + 1>
mCachedValidBindTextureTypes;
angle::PackedEnumMap<DrawElementsType, bool, angle::EnumSize<DrawElementsType>() + 1>
mCachedValidDrawElementsTypes;
angle::PackedEnumMap<VertexAttribType,
VertexAttribTypeCase,
angle::EnumSize<VertexAttribType>() + 1>
mCachedVertexAttribTypesValidation;
angle::PackedEnumMap<VertexAttribType,
VertexAttribTypeCase,
angle::EnumSize<VertexAttribType>() + 1>
mCachedIntegerVertexAttribTypesValidation;
bool mCachedCanDraw;
};
using VertexArrayMap = ResourceMap<VertexArray, VertexArrayID>;
using QueryMap = ResourceMap<Query, QueryID>;
using TransformFeedbackMap = ResourceMap<TransformFeedback, TransformFeedbackID>;
class Context final : public egl::LabeledObject, angle::NonCopyable, public angle::ObserverInterface
{
public:
Context(egl::Display *display,
const egl::Config *config,
const Context *shareContext,
TextureManager *shareTextures,
SemaphoreManager *shareSemaphores,
MemoryProgramCache *memoryProgramCache,
MemoryShaderCache *memoryShaderCache,
const EGLenum clientType,
const egl::AttributeMap &attribs,
const egl::DisplayExtensions &displayExtensions,
const egl::ClientExtensions &clientExtensions);
// Use for debugging.
ContextID id() const { return mState.getContextID(); }
egl::Error initialize();
egl::Error onDestroy(const egl::Display *display);
~Context() override;
void setLabel(EGLLabelKHR label) override;
EGLLabelKHR getLabel() const override;
egl::Error makeCurrent(egl::Display *display,
egl::Surface *drawSurface,
egl::Surface *readSurface);
egl::Error unMakeCurrent(const egl::Display *display);
// These create and destroy methods pass through to ResourceManager, which owns these objects.
BufferID createBuffer();
TextureID createTexture();
RenderbufferID createRenderbuffer();
ProgramPipelineID createProgramPipeline();
MemoryObjectID createMemoryObject();
SemaphoreID createSemaphore();
void deleteBuffer(BufferID buffer);
void deleteTexture(TextureID texture);
void deleteRenderbuffer(RenderbufferID renderbuffer);
void deleteProgramPipeline(ProgramPipelineID pipeline);
void deleteMemoryObject(MemoryObjectID memoryObject);
void deleteSemaphore(SemaphoreID semaphore);
void bindReadFramebuffer(FramebufferID framebufferHandle);
void bindDrawFramebuffer(FramebufferID framebufferHandle);
Buffer *getBuffer(BufferID handle) const;
FenceNV *getFenceNV(FenceNVID handle) const;
Sync *getSync(GLsync handle) const;
ANGLE_INLINE Texture *getTexture(TextureID handle) const
{
return mState.mTextureManager->getTexture(handle);
}
Framebuffer *getFramebuffer(FramebufferID handle) const;
Renderbuffer *getRenderbuffer(RenderbufferID handle) const;
VertexArray *getVertexArray(VertexArrayID handle) const;
Sampler *getSampler(SamplerID handle) const;
Query *getOrCreateQuery(QueryID handle, QueryType type);
Query *getQuery(QueryID handle) const;
TransformFeedback *getTransformFeedback(TransformFeedbackID handle) const;
ProgramPipeline *getProgramPipeline(ProgramPipelineID handle) const;
MemoryObject *getMemoryObject(MemoryObjectID handle) const;
Semaphore *getSemaphore(SemaphoreID handle) const;
Texture *getTextureByType(TextureType type) const;
Texture *getTextureByTarget(TextureTarget target) const;
Texture *getSamplerTexture(unsigned int sampler, TextureType type) const;
Compiler *getCompiler() const;
bool isVertexArrayGenerated(VertexArrayID vertexArray) const;
bool isTransformFeedbackGenerated(TransformFeedbackID transformFeedback) const;
bool isExternal() const { return mIsExternal; }
bool saveAndRestoreState() const { return mSaveAndRestoreState; }
void getBooleanvImpl(GLenum pname, GLboolean *params) const;
void getFloatvImpl(GLenum pname, GLfloat *params) const;
void getIntegervImpl(GLenum pname, GLint *params) const;
void getInteger64vImpl(GLenum pname, GLint64 *params) const;
void getIntegerVertexAttribImpl(GLenum pname, GLenum attribpname, GLint *params) const;
void getVertexAttribivImpl(GLuint index, GLenum pname, GLint *params) const;
// Framebuffers are owned by the Context, so these methods do not pass through
FramebufferID createFramebuffer();
void deleteFramebuffer(FramebufferID framebuffer);
bool hasActiveTransformFeedback(ShaderProgramID program) const;
// Desktop GL entry point interface
ANGLE_GL_1_CONTEXT_API
ANGLE_GL_2_CONTEXT_API
ANGLE_GL_3_CONTEXT_API
ANGLE_GL_4_CONTEXT_API
// GLES entry point interface
ANGLE_GLES_1_0_CONTEXT_API
ANGLE_GLES_2_0_CONTEXT_API
ANGLE_GLES_3_0_CONTEXT_API
ANGLE_GLES_3_1_CONTEXT_API
ANGLE_GLES_3_2_CONTEXT_API
ANGLE_GLES_EXT_CONTEXT_API
angle::Result handleNoopDrawEvent();
// Consumes an error.
void handleError(GLenum errorCode,
const char *message,
const char *file,
const char *function,
unsigned int line);
void validationError(angle::EntryPoint entryPoint, GLenum errorCode, const char *message) const;
ANGLE_FORMAT_PRINTF(4, 5)
void validationErrorF(angle::EntryPoint entryPoint,
GLenum errorCode,
const char *format,
...) const;
void markContextLost(GraphicsResetStatus status);
bool isContextLost() const { return mContextLost; }
void setContextLost();
GLenum getGraphicsResetStrategy() const { return mResetStrategy; }
bool isResetNotificationEnabled() const;
bool isRobustnessEnabled() const;
const egl::Config *getConfig() const;
EGLenum getClientType() const;
EGLenum getRenderBuffer() const;
EGLenum getContextPriority() const;
const GLubyte *getString(GLenum name) const;
const GLubyte *getStringi(GLenum name, GLuint index) const;
size_t getExtensionStringCount() const;
bool isExtensionRequestable(const char *name) const;
bool isExtensionDisablable(const char *name) const;
size_t getRequestableExtensionStringCount() const;
void setExtensionEnabled(const char *name, bool enabled);
void reinitializeAfterExtensionsChanged();
rx::ContextImpl *getImplementation() const { return mImplementation.get(); }
[[nodiscard]] bool getScratchBuffer(size_t requestedSizeBytes,
angle::MemoryBuffer **scratchBufferOut) const;
[[nodiscard]] bool getZeroFilledBuffer(size_t requstedSizeBytes,
angle::MemoryBuffer **zeroBufferOut) const;
angle::ScratchBuffer *getScratchBuffer() const;
angle::Result prepareForCopyImage();
angle::Result prepareForDispatch();
angle::Result prepareForInvalidate(GLenum target);
MemoryProgramCache *getMemoryProgramCache() const { return mMemoryProgramCache; }
MemoryShaderCache *getMemoryShaderCache() const { return mMemoryShaderCache; }
std::mutex &getProgramCacheMutex() const;
bool hasBeenCurrent() const { return mHasBeenCurrent; }
egl::Display *getDisplay() const { return mDisplay; }
egl::Surface *getCurrentDrawSurface() const { return mCurrentDrawSurface; }
egl::Surface *getCurrentReadSurface() const { return mCurrentReadSurface; }
bool isRobustResourceInitEnabled() const { return mState.isRobustResourceInitEnabled(); }
bool isCurrentTransformFeedback(const TransformFeedback *tf) const;
bool isCurrentVertexArray(const VertexArray *va) const
{
return mState.isCurrentVertexArray(va);
}
ANGLE_INLINE bool isShared() const { return mShared; }
// Once a context is setShared() it cannot be undone
void setShared() { mShared = true; }
const State &getState() const { return mState; }
GLint getClientMajorVersion() const { return mState.getClientMajorVersion(); }
GLint getClientMinorVersion() const { return mState.getClientMinorVersion(); }
const Version &getClientVersion() const { return mState.getClientVersion(); }
const Caps &getCaps() const { return mState.getCaps(); }
const TextureCapsMap &getTextureCaps() const { return mState.getTextureCaps(); }
const Extensions &getExtensions() const { return mState.getExtensions(); }
const Limitations &getLimitations() const { return mState.getLimitations(); }
bool isGLES1() const;
bool skipValidation() const
{
// Ensure we don't skip validation when context becomes lost, since implementations
// generally assume a non-lost context, non-null objects, etc.
ASSERT(!isContextLost() || !mSkipValidation);
return mSkipValidation;
}
// Specific methods needed for validation.
bool getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const;
bool getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams) const;
ANGLE_INLINE Program *getProgramResolveLink(ShaderProgramID handle) const
{
Program *program = mState.mShaderProgramManager->getProgram(handle);
if (program)
{
program->resolveLink(this);
}
return program;
}
Program *getProgramNoResolveLink(ShaderProgramID handle) const;
Shader *getShader(ShaderProgramID handle) const;
ANGLE_INLINE bool isTextureGenerated(TextureID texture) const
{
return mState.mTextureManager->isHandleGenerated(texture);
}
ANGLE_INLINE bool isBufferGenerated(BufferID buffer) const
{
return mState.mBufferManager->isHandleGenerated(buffer);
}
bool isRenderbufferGenerated(RenderbufferID renderbuffer) const;
bool isFramebufferGenerated(FramebufferID framebuffer) const;
bool isProgramPipelineGenerated(ProgramPipelineID pipeline) const;
bool isQueryGenerated(QueryID query) const;
bool usingDisplayTextureShareGroup() const;
bool usingDisplaySemaphoreShareGroup() const;
// Hack for the special WebGL 1 "DEPTH_STENCIL" internal format.
GLenum getConvertedRenderbufferFormat(GLenum internalformat) const;
bool isWebGL() const { return mState.isWebGL(); }
bool isWebGL1() const { return mState.isWebGL1(); }
bool isValidBufferBinding(BufferBinding binding) const { return mValidBufferBindings[binding]; }
// GLES1 emulation: Renderer level (for validation)
int vertexArrayIndex(ClientVertexArrayType type) const;
static int TexCoordArrayIndex(unsigned int unit);
// GL_KHR_parallel_shader_compile
std::shared_ptr<angle::WorkerThreadPool> getShaderCompileThreadPool() const
{
if (mState.mExtensions.parallelShaderCompileKHR)
{
return mMultiThreadPool;
}
return mSingleThreadPool;
}
// Generic multithread pool.
std::shared_ptr<angle::WorkerThreadPool> getWorkerThreadPool() const
{
return mMultiThreadPool;
}
const StateCache &getStateCache() const { return mStateCache; }
StateCache &getStateCache() { return mStateCache; }
void onSubjectStateChange(angle::SubjectIndex index, angle::SubjectMessage message) override;
void onSamplerUniformChange(size_t textureUnitIndex);
bool isBufferAccessValidationEnabled() const { return mBufferAccessValidationEnabled; }
const angle::FrontendFeatures &getFrontendFeatures() const;
angle::FrameCapture *getFrameCapture() const { return mFrameCapture.get(); }
const VertexArrayMap &getVertexArraysForCapture() const { return mVertexArrayMap; }
const QueryMap &getQueriesForCapture() const { return mQueryMap; }
const TransformFeedbackMap &getTransformFeedbacksForCapture() const
{
return mTransformFeedbackMap;
}
void onPreSwap() const;
Program *getActiveLinkedProgram() const;
// EGL_ANGLE_power_preference implementation.
egl::Error releaseHighPowerGPU();
egl::Error reacquireHighPowerGPU();
void onGPUSwitch();
bool noopDraw(PrimitiveMode mode, GLsizei count) const;
bool noopDrawInstanced(PrimitiveMode mode, GLsizei count, GLsizei instanceCount) const;
bool isClearBufferMaskedOut(GLenum buffer, GLint drawbuffer) const;
bool noopClearBuffer(GLenum buffer, GLint drawbuffer) const;
void addRef() const { mRefCount++; }
void release() const { mRefCount--; }
size_t getRefCount() const { return mRefCount; }
egl::ShareGroup *getShareGroup() const { return mState.getShareGroup(); }
bool supportsGeometryOrTesselation() const;
void dirtyAllState();
bool isDestroyed() const { return mIsDestroyed; }
void setIsDestroyed() { mIsDestroyed = true; }
void setLogicOpEnabled(bool enabled) { mState.setLogicOpEnabled(enabled); }
void setLogicOp(LogicalOperation opcode) { mState.setLogicOp(opcode); }
// Needed by capture serialization logic that works with a "const" Context pointer.
void finishImmutable() const;
const angle::PerfMonitorCounterGroups &getPerfMonitorCounterGroups() const;
private:
void initializeDefaultResources();
angle::Result prepareForDraw(PrimitiveMode mode);
angle::Result prepareForClear(GLbitfield mask);
angle::Result prepareForClearBuffer(GLenum buffer, GLint drawbuffer);
angle::Result syncState(const State::DirtyBits &bitMask,
const State::DirtyObjects &objectMask,
Command command);
angle::Result syncDirtyBits(Command command);
angle::Result syncDirtyBits(const State::DirtyBits &bitMask, Command command);
angle::Result syncDirtyObjects(const State::DirtyObjects &objectMask, Command command);
angle::Result syncStateForReadPixels();
angle::Result syncStateForTexImage();
angle::Result syncStateForBlit(GLbitfield mask);
angle::Result syncStateForClear();
angle::Result syncTextureForCopy(Texture *texture);
VertexArray *checkVertexArrayAllocation(VertexArrayID vertexArrayHandle);
TransformFeedback *checkTransformFeedbackAllocation(TransformFeedbackID transformFeedback);
angle::Result onProgramLink(Program *programObject);
void detachBuffer(Buffer *buffer);
void detachTexture(TextureID texture);
void detachFramebuffer(FramebufferID framebuffer);
void detachRenderbuffer(RenderbufferID renderbuffer);
void detachVertexArray(VertexArrayID vertexArray);
void detachTransformFeedback(TransformFeedbackID transformFeedback);
void detachSampler(SamplerID sampler);
void detachProgramPipeline(ProgramPipelineID pipeline);
egl::Error setDefaultFramebuffer(egl::Surface *drawSurface, egl::Surface *readSurface);
egl::Error unsetDefaultFramebuffer();
void initRendererString();
void initVersionStrings();
void initExtensionStrings();
Extensions generateSupportedExtensions() const;
void initCaps();
void updateCaps();
gl::LabeledObject *getLabeledObject(GLenum identifier, GLuint name) const;
gl::LabeledObject *getLabeledObjectFromPtr(const void *ptr) const;
void setUniform1iImpl(Program *program,
UniformLocation location,
GLsizei count,
const GLint *v);
void renderbufferStorageMultisampleImpl(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
MultisamplingMode mode);
State mState;
bool mShared;
bool mSkipValidation;
bool mDisplayTextureShareGroup;
bool mDisplaySemaphoreShareGroup;
// Recorded errors
ErrorSet mErrors;
// Stores for each buffer binding type whether is it allowed to be used in this context.
angle::PackedEnumBitSet<BufferBinding> mValidBufferBindings;
std::unique_ptr<rx::ContextImpl> mImplementation;
EGLLabelKHR mLabel;
// Extensions supported by the implementation plus extensions that are implemented entirely
// within the frontend.
Extensions mSupportedExtensions;
// Shader compiler. Lazily initialized hence the mutable value.
mutable BindingPointer<Compiler> mCompiler;
const egl::Config *mConfig;
TextureMap mZeroTextures;
ResourceMap<FenceNV, FenceNVID> mFenceNVMap;
HandleAllocator mFenceNVHandleAllocator;
QueryMap mQueryMap;
HandleAllocator mQueryHandleAllocator;
VertexArrayMap mVertexArrayMap;
HandleAllocator mVertexArrayHandleAllocator;
TransformFeedbackMap mTransformFeedbackMap;
HandleAllocator mTransformFeedbackHandleAllocator;
const char *mVersionString;
const char *mShadingLanguageString;
const char *mRendererString;
const char *mExtensionString;
std::vector<const char *> mExtensionStrings;
const char *mRequestableExtensionString;
std::vector<const char *> mRequestableExtensionStrings;
// GLES1 renderer state
std::unique_ptr<GLES1Renderer> mGLES1Renderer;
// Current/lost context flags
bool mHasBeenCurrent;
bool mContextLost; // Set with setContextLost so that we also set mSkipValidation=false.
GraphicsResetStatus mResetStatus;
bool mContextLostForced;
GLenum mResetStrategy;
const bool mSurfacelessSupported;
egl::Surface *mCurrentDrawSurface;
egl::Surface *mCurrentReadSurface;
egl::Display *mDisplay;
const bool mWebGLContext;
bool mBufferAccessValidationEnabled;
const bool mExtensionsEnabled;
MemoryProgramCache *mMemoryProgramCache;
MemoryShaderCache *mMemoryShaderCache;
State::DirtyObjects mDrawDirtyObjects;
StateCache mStateCache;
State::DirtyBits mAllDirtyBits;
State::DirtyBits mTexImageDirtyBits;
State::DirtyObjects mTexImageDirtyObjects;
State::DirtyBits mReadPixelsDirtyBits;
State::DirtyObjects mReadPixelsDirtyObjects;
State::DirtyBits mClearDirtyBits;
State::DirtyObjects mClearDirtyObjects;
State::DirtyBits mBlitDirtyBits;
State::DirtyObjects mBlitDirtyObjects;
State::DirtyBits mComputeDirtyBits;
State::DirtyObjects mComputeDirtyObjects;
State::DirtyBits mCopyImageDirtyBits;
State::DirtyObjects mCopyImageDirtyObjects;
State::DirtyBits mReadInvalidateDirtyBits;
State::DirtyBits mDrawInvalidateDirtyBits;
// Binding to container objects that use dependent state updates.
angle::ObserverBinding mVertexArrayObserverBinding;
angle::ObserverBinding mDrawFramebufferObserverBinding;
angle::ObserverBinding mReadFramebufferObserverBinding;
angle::ObserverBinding mProgramPipelineObserverBinding;
std::vector<angle::ObserverBinding> mUniformBufferObserverBindings;
std::vector<angle::ObserverBinding> mAtomicCounterBufferObserverBindings;
std::vector<angle::ObserverBinding> mShaderStorageBufferObserverBindings;
std::vector<angle::ObserverBinding> mSamplerObserverBindings;
std::vector<angle::ObserverBinding> mImageObserverBindings;
// Not really a property of context state. The size and contexts change per-api-call.
mutable Optional<angle::ScratchBuffer> mScratchBuffer;
mutable Optional<angle::ScratchBuffer> mZeroFilledBuffer;
// Single-threaded pool may not always be initialized. It currently depends on the extension
// GL_KHR_parallel_shader_compile being disabled.
std::shared_ptr<angle::WorkerThreadPool> mSingleThreadPool;
// Multithreaded pool will always be initialized so it can be used for more generic work.
std::shared_ptr<angle::WorkerThreadPool> mMultiThreadPool;
// Note: we use a raw pointer here so we can exclude frame capture sources from the build.
std::unique_ptr<angle::FrameCapture> mFrameCapture;
// Cache representation of the serialized context string.
mutable std::string mCachedSerializedStateString;
mutable size_t mRefCount;
OverlayType mOverlay;
const bool mIsExternal;
const bool mSaveAndRestoreState;
bool mIsDestroyed;
std::unique_ptr<Framebuffer> mDefaultFramebuffer;
};
class [[nodiscard]] ScopedContextRef
{
public:
ScopedContextRef(Context *context) : mContext(context)
{
if (mContext)
{
mContext->addRef();
}
}
~ScopedContextRef()
{
if (mContext)
{
mContext->release();
}
}
private:
Context *const mContext;
};
// Thread-local current valid context bound to the thread.
#if defined(ANGLE_PLATFORM_APPLE)
extern Context *GetCurrentValidContextTLS();
extern void SetCurrentValidContextTLS(Context *context);
#else
extern thread_local Context *gCurrentValidContext;
#endif
} // namespace gl
#endif // LIBANGLE_CONTEXT_H_
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