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Diffstat (limited to 'gfx/wr/swgl/src/gl.cc')
-rw-r--r-- | gfx/wr/swgl/src/gl.cc | 2851 |
1 files changed, 2851 insertions, 0 deletions
diff --git a/gfx/wr/swgl/src/gl.cc b/gfx/wr/swgl/src/gl.cc new file mode 100644 index 0000000000..0b09e29008 --- /dev/null +++ b/gfx/wr/swgl/src/gl.cc @@ -0,0 +1,2851 @@ +/* This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ + +#include <stdlib.h> +#include <stdint.h> +#include <string.h> +#include <assert.h> +#include <stdio.h> +#include <math.h> + +#ifdef __MACH__ +# include <mach/mach.h> +# include <mach/mach_time.h> +#else +# include <time.h> +#endif + +#ifdef NDEBUG +# define debugf(...) +#else +# define debugf(...) printf(__VA_ARGS__) +#endif + +// #define PRINT_TIMINGS + +#ifdef _WIN32 +# define ALWAYS_INLINE __forceinline +# define NO_INLINE __declspec(noinline) + +// Including Windows.h brings a huge amount of namespace polution so just +// define a couple of things manually +typedef int BOOL; +# define WINAPI __stdcall +# define DECLSPEC_IMPORT __declspec(dllimport) +# define WINBASEAPI DECLSPEC_IMPORT +typedef unsigned long DWORD; +typedef long LONG; +typedef __int64 LONGLONG; +# define DUMMYSTRUCTNAME + +typedef union _LARGE_INTEGER { + struct { + DWORD LowPart; + LONG HighPart; + } DUMMYSTRUCTNAME; + struct { + DWORD LowPart; + LONG HighPart; + } u; + LONGLONG QuadPart; +} LARGE_INTEGER; +extern "C" { +WINBASEAPI BOOL WINAPI +QueryPerformanceCounter(LARGE_INTEGER* lpPerformanceCount); + +WINBASEAPI BOOL WINAPI QueryPerformanceFrequency(LARGE_INTEGER* lpFrequency); +} + +#else +// GCC is slower when dealing with always_inline, especially in debug builds. +// When using Clang, use always_inline more aggressively. +# if defined(__clang__) || defined(NDEBUG) +# define ALWAYS_INLINE __attribute__((always_inline)) inline +# else +# define ALWAYS_INLINE inline +# endif +# define NO_INLINE __attribute__((noinline)) +#endif + +// Some functions may cause excessive binary bloat if inlined in debug or with +// GCC builds, so use PREFER_INLINE on these instead of ALWAYS_INLINE. +#if defined(__clang__) && defined(NDEBUG) +# define PREFER_INLINE ALWAYS_INLINE +#else +# define PREFER_INLINE inline +#endif + +#define UNREACHABLE __builtin_unreachable() + +#define UNUSED [[maybe_unused]] + +#define FALLTHROUGH [[fallthrough]] + +#if defined(MOZILLA_CLIENT) && defined(MOZ_CLANG_PLUGIN) +# define IMPLICIT __attribute__((annotate("moz_implicit"))) +#else +# define IMPLICIT +#endif + +#include "gl_defs.h" +#include "glsl.h" +#include "program.h" +#include "texture.h" + +using namespace glsl; + +typedef ivec2_scalar IntPoint; + +struct IntRect { + int x0; + int y0; + int x1; + int y1; + + IntRect() : x0(0), y0(0), x1(0), y1(0) {} + IntRect(int x0, int y0, int x1, int y1) : x0(x0), y0(y0), x1(x1), y1(y1) {} + IntRect(IntPoint origin, IntPoint size) + : x0(origin.x), + y0(origin.y), + x1(origin.x + size.x), + y1(origin.y + size.y) {} + + int width() const { return x1 - x0; } + int height() const { return y1 - y0; } + bool is_empty() const { return width() <= 0 || height() <= 0; } + + IntPoint origin() const { return IntPoint(x0, y0); } + + bool same_size(const IntRect& o) const { + return width() == o.width() && height() == o.height(); + } + + bool contains(const IntRect& o) const { + return o.x0 >= x0 && o.y0 >= y0 && o.x1 <= x1 && o.y1 <= y1; + } + + IntRect& intersect(const IntRect& o) { + x0 = max(x0, o.x0); + y0 = max(y0, o.y0); + x1 = min(x1, o.x1); + y1 = min(y1, o.y1); + return *this; + } + + IntRect intersection(const IntRect& o) { + IntRect result = *this; + result.intersect(o); + return result; + } + + // Scale from source-space to dest-space, optionally rounding inward + IntRect& scale(int srcWidth, int srcHeight, int dstWidth, int dstHeight, + bool roundIn = false) { + x0 = (x0 * dstWidth + (roundIn ? srcWidth - 1 : 0)) / srcWidth; + y0 = (y0 * dstHeight + (roundIn ? srcHeight - 1 : 0)) / srcHeight; + x1 = (x1 * dstWidth) / srcWidth; + y1 = (y1 * dstHeight) / srcHeight; + return *this; + } + + // Flip the rect's Y coords around inflection point at Y=offset + void invert_y(int offset) { + y0 = offset - y0; + y1 = offset - y1; + swap(y0, y1); + } + + IntRect& offset(const IntPoint& o) { + x0 += o.x; + y0 += o.y; + x1 += o.x; + y1 += o.y; + return *this; + } + + IntRect operator+(const IntPoint& o) const { + return IntRect(*this).offset(o); + } + IntRect operator-(const IntPoint& o) const { + return IntRect(*this).offset(-o); + } +}; + +typedef vec2_scalar Point2D; +typedef vec4_scalar Point3D; + +struct IntRange { + int start; + int end; + + int len() const { return end - start; } + + IntRange intersect(IntRange r) const { + return {max(start, r.start), min(end, r.end)}; + } +}; + +struct FloatRange { + float start; + float end; + + float clip(float x) const { return clamp(x, start, end); } + + FloatRange clip(FloatRange r) const { return {clip(r.start), clip(r.end)}; } + + FloatRange merge(FloatRange r) const { + return {min(start, r.start), max(end, r.end)}; + } + + IntRange round() const { + return {int(floor(start + 0.5f)), int(floor(end + 0.5f))}; + } + + IntRange round_out() const { return {int(floor(start)), int(ceil(end))}; } +}; + +template <typename P> +static inline FloatRange x_range(P p0, P p1) { + return {min(p0.x, p1.x), max(p0.x, p1.x)}; +} + +struct VertexAttrib { + size_t size = 0; // in bytes + GLenum type = 0; + bool normalized = false; + GLsizei stride = 0; + GLuint offset = 0; + bool enabled = false; + GLuint divisor = 0; + int vertex_array = 0; + int vertex_buffer = 0; + char* buf = nullptr; // XXX: this can easily dangle + size_t buf_size = 0; // this will let us bounds check + + // Mark the buffer as invalid so we don't accidentally use stale data. + void disable() { + enabled = false; + buf = nullptr; + buf_size = 0; + } +}; + +static int bytes_for_internal_format(GLenum internal_format) { + switch (internal_format) { + case GL_RGBA32F: + return 4 * 4; + case GL_RGBA32I: + return 4 * 4; + case GL_RGBA8: + case GL_BGRA8: + case GL_RGBA: + return 4; + case GL_R8: + case GL_RED: + return 1; + case GL_RG8: + case GL_RG: + return 2; + case GL_DEPTH_COMPONENT: + case GL_DEPTH_COMPONENT16: + case GL_DEPTH_COMPONENT24: + case GL_DEPTH_COMPONENT32: + return 4; + case GL_RGB_RAW_422_APPLE: + return 2; + case GL_R16: + return 2; + case GL_RG16: + return 4; + default: + debugf("internal format: %x\n", internal_format); + assert(0); + return 0; + } +} + +static inline int aligned_stride(int row_bytes) { return (row_bytes + 3) & ~3; } + +static TextureFormat gl_format_to_texture_format(int type) { + switch (type) { + case GL_RGBA32F: + return TextureFormat::RGBA32F; + case GL_RGBA32I: + return TextureFormat::RGBA32I; + case GL_RGBA8: + return TextureFormat::RGBA8; + case GL_R8: + return TextureFormat::R8; + case GL_RG8: + return TextureFormat::RG8; + case GL_R16: + return TextureFormat::R16; + case GL_RG16: + return TextureFormat::RG16; + case GL_RGB_RAW_422_APPLE: + return TextureFormat::YUV422; + default: + assert(0); + return TextureFormat::RGBA8; + } +} + +struct Query { + uint64_t value = 0; +}; + +struct Buffer { + char* buf = nullptr; + size_t size = 0; + size_t capacity = 0; + + // Returns true if re-allocation succeeded, false otherwise... + bool allocate(size_t new_size) { + // If the size remains unchanged, don't allocate anything. + if (new_size == size) { + return true; + } + // If the new size is within the existing capacity of the buffer, just + // reuse the existing buffer. + if (new_size <= capacity) { + size = new_size; + return true; + } + // Otherwise we need to reallocate the buffer to hold up to the requested + // larger size. + char* new_buf = (char*)realloc(buf, new_size); + assert(new_buf); + if (!new_buf) { + // If we fail, null out the buffer rather than leave around the old + // allocation state. + cleanup(); + return false; + } + // The reallocation succeeded, so install the buffer. + buf = new_buf; + size = new_size; + capacity = new_size; + return true; + } + + void cleanup() { + if (buf) { + free(buf); + buf = nullptr; + size = 0; + capacity = 0; + } + } + + ~Buffer() { cleanup(); } +}; + +struct Framebuffer { + GLuint color_attachment = 0; + GLuint depth_attachment = 0; +}; + +struct Renderbuffer { + GLuint texture = 0; + + void on_erase(); +}; + +TextureFilter gl_filter_to_texture_filter(int type) { + switch (type) { + case GL_NEAREST: + return TextureFilter::NEAREST; + case GL_NEAREST_MIPMAP_LINEAR: + return TextureFilter::NEAREST; + case GL_NEAREST_MIPMAP_NEAREST: + return TextureFilter::NEAREST; + case GL_LINEAR: + return TextureFilter::LINEAR; + case GL_LINEAR_MIPMAP_LINEAR: + return TextureFilter::LINEAR; + case GL_LINEAR_MIPMAP_NEAREST: + return TextureFilter::LINEAR; + default: + assert(0); + return TextureFilter::NEAREST; + } +} + +struct Texture { + GLenum internal_format = 0; + int width = 0; + int height = 0; + char* buf = nullptr; + size_t buf_size = 0; + uint32_t buf_stride = 0; + uint8_t buf_bpp = 0; + GLenum min_filter = GL_NEAREST; + GLenum mag_filter = GL_LINEAR; + // The number of active locks on this texture. If this texture has any active + // locks, we need to disallow modifying or destroying the texture as it may + // be accessed by other threads where modifications could lead to races. + int32_t locked = 0; + // When used as an attachment of a framebuffer, rendering to the texture + // behaves as if it is located at the given offset such that the offset is + // subtracted from all transformed vertexes after the viewport is applied. + IntPoint offset; + + enum FLAGS { + // If the buffer is internally-allocated by SWGL + SHOULD_FREE = 1 << 1, + // If the buffer has been cleared to initialize it. Currently this is only + // utilized by depth buffers which need to know when depth runs have reset + // to a valid row state. When unset, the depth runs may contain garbage. + CLEARED = 1 << 2, + }; + int flags = SHOULD_FREE; + bool should_free() const { return bool(flags & SHOULD_FREE); } + bool cleared() const { return bool(flags & CLEARED); } + + void set_flag(int flag, bool val) { + if (val) { + flags |= flag; + } else { + flags &= ~flag; + } + } + void set_should_free(bool val) { + // buf must be null before SHOULD_FREE can be safely toggled. Otherwise, we + // might accidentally mistakenly realloc an externally allocated buffer as + // if it were an internally allocated one. + assert(!buf); + set_flag(SHOULD_FREE, val); + } + void set_cleared(bool val) { set_flag(CLEARED, val); } + + // Delayed-clearing state. When a clear of an FB is requested, we don't + // immediately clear each row, as the rows may be subsequently overwritten + // by draw calls, allowing us to skip the work of clearing the affected rows + // either fully or partially. Instead, we keep a bit vector of rows that need + // to be cleared later and save the value they need to be cleared with so + // that we can clear these rows individually when they are touched by draws. + // This currently only works for 2D textures, but not on texture arrays. + int delay_clear = 0; + uint32_t clear_val = 0; + uint32_t* cleared_rows = nullptr; + + void init_depth_runs(uint32_t z); + void fill_depth_runs(uint32_t z, const IntRect& scissor); + + void enable_delayed_clear(uint32_t val) { + delay_clear = height; + clear_val = val; + if (!cleared_rows) { + cleared_rows = new uint32_t[(height + 31) / 32]; + } + memset(cleared_rows, 0, ((height + 31) / 32) * sizeof(uint32_t)); + if (height & 31) { + cleared_rows[height / 32] = ~0U << (height & 31); + } + } + + void disable_delayed_clear() { + if (cleared_rows) { + delete[] cleared_rows; + cleared_rows = nullptr; + delay_clear = 0; + } + } + + int bpp() const { return buf_bpp; } + int compute_bpp() const { return bytes_for_internal_format(internal_format); } + + size_t stride() const { return buf_stride; } + size_t compute_stride(int bpp, int width) const { + return aligned_stride(bpp * width); + } + + // Set an external backing buffer of this texture. + void set_buffer(void* new_buf, size_t new_stride) { + assert(!should_free()); + // Ensure that the supplied stride is at least as big as the row data and + // is aligned to the smaller of either the BPP or word-size. We need to at + // least be able to sample data from within a row and sample whole pixels + // of smaller formats without risking unaligned access. + int new_bpp = compute_bpp(); + assert(new_stride >= size_t(new_bpp * width) && + new_stride % min(new_bpp, sizeof(uint32_t)) == 0); + + buf = (char*)new_buf; + buf_size = 0; + buf_bpp = new_bpp; + buf_stride = new_stride; + } + + // Returns true if re-allocation succeeded, false otherwise... + bool allocate(bool force = false, int min_width = 0, int min_height = 0) { + assert(!locked); // Locked textures shouldn't be reallocated + // If we get here, some GL API call that invalidates the texture was used. + // Mark the buffer as not-cleared to signal this. + set_cleared(false); + // Check if there is either no buffer currently or if we forced validation + // of the buffer size because some dimension might have changed. + if ((!buf || force) && should_free()) { + // Compute the buffer's BPP and stride, since they may have changed. + int new_bpp = compute_bpp(); + size_t new_stride = compute_stride(new_bpp, width); + // Compute new size based on the maximum potential stride, rather than + // the current stride, to hopefully avoid reallocations when size would + // otherwise change too much... + size_t max_stride = compute_stride(new_bpp, max(width, min_width)); + size_t size = max_stride * max(height, min_height); + if ((!buf && size > 0) || size > buf_size) { + // Allocate with a SIMD register-sized tail of padding at the end so we + // can safely read or write past the end of the texture with SIMD ops. + // Currently only the flat Z-buffer texture needs this padding due to + // full-register loads and stores in check_depth and discard_depth. In + // case some code in the future accidentally uses a linear filter on a + // texture with less than 2 pixels per row, we also add this padding + // just to be safe. All other texture types and use-cases should be + // safe to omit padding. + size_t padding = + internal_format == GL_DEPTH_COMPONENT24 || max(width, min_width) < 2 + ? sizeof(Float) + : 0; + char* new_buf = (char*)realloc(buf, size + padding); + assert(new_buf); + if (!new_buf) { + // Allocation failed, so ensure we don't leave stale buffer state. + cleanup(); + return false; + } + // Successfully reallocated the buffer, so go ahead and set it. + buf = new_buf; + buf_size = size; + } + // Set the BPP and stride in case they changed. + buf_bpp = new_bpp; + buf_stride = new_stride; + } + // Allocation succeeded or nothing changed... + return true; + } + + void cleanup() { + assert(!locked); // Locked textures shouldn't be destroyed + if (buf) { + // If we need to toggle SHOULD_FREE state, ensure that buf is nulled out, + // regardless of whether we internally allocated it. This will prevent us + // from wrongly treating buf as having been internally allocated for when + // we go to realloc if it actually was externally allocted. + if (should_free()) { + free(buf); + } + buf = nullptr; + buf_size = 0; + buf_bpp = 0; + buf_stride = 0; + } + disable_delayed_clear(); + } + + ~Texture() { cleanup(); } + + IntRect bounds() const { return IntRect{0, 0, width, height}; } + IntRect offset_bounds() const { return bounds() + offset; } + + // Find the valid sampling bounds relative to the requested region + IntRect sample_bounds(const IntRect& req, bool invertY = false) const { + IntRect bb = bounds().intersect(req) - req.origin(); + if (invertY) bb.invert_y(req.height()); + return bb; + } + + // Get a pointer for sampling at the given offset + char* sample_ptr(int x, int y) const { + return buf + y * stride() + x * bpp(); + } + + // Get a pointer for sampling the requested region and limit to the provided + // sampling bounds + char* sample_ptr(const IntRect& req, const IntRect& bounds, + bool invertY = false) const { + // Offset the sample pointer by the clamped bounds + int x = req.x0 + bounds.x0; + // Invert the Y offset if necessary + int y = invertY ? req.y1 - 1 - bounds.y0 : req.y0 + bounds.y0; + return sample_ptr(x, y); + } +}; + +// The last vertex attribute is reserved as a null attribute in case a vertex +// attribute is used without being set. +#define MAX_ATTRIBS 17 +#define NULL_ATTRIB 16 +struct VertexArray { + VertexAttrib attribs[MAX_ATTRIBS]; + int max_attrib = -1; + // The GL spec defines element array buffer binding to be part of VAO state. + GLuint element_array_buffer_binding = 0; + + void validate(); +}; + +struct Shader { + GLenum type = 0; + ProgramLoader loader = nullptr; +}; + +struct Program { + ProgramImpl* impl = nullptr; + VertexShaderImpl* vert_impl = nullptr; + FragmentShaderImpl* frag_impl = nullptr; + bool deleted = false; + + ~Program() { delete impl; } +}; + +// clang-format off +// Fully-expand GL defines while ignoring more than 4 suffixes +#define CONCAT_KEY(prefix, x, y, z, w, ...) prefix##x##y##z##w +// Generate a blend key enum symbol +#define BLEND_KEY(...) CONCAT_KEY(BLEND_, __VA_ARGS__, 0, 0, 0) +#define MASK_BLEND_KEY(...) CONCAT_KEY(MASK_BLEND_, __VA_ARGS__, 0, 0, 0) +#define AA_BLEND_KEY(...) CONCAT_KEY(AA_BLEND_, __VA_ARGS__, 0, 0, 0) +#define AA_MASK_BLEND_KEY(...) CONCAT_KEY(AA_MASK_BLEND_, __VA_ARGS__, 0, 0, 0) + +// Utility macro to easily generate similar code for all implemented blend modes +#define FOR_EACH_BLEND_KEY(macro) \ + macro(GL_ONE, GL_ZERO, 0, 0) \ + macro(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) \ + macro(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, 0, 0) \ + macro(GL_ZERO, GL_ONE_MINUS_SRC_COLOR, 0, 0) \ + macro(GL_ZERO, GL_ONE_MINUS_SRC_COLOR, GL_ZERO, GL_ONE) \ + macro(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA, 0, 0) \ + macro(GL_ZERO, GL_SRC_COLOR, 0, 0) \ + macro(GL_ONE, GL_ONE, 0, 0) \ + macro(GL_ONE, GL_ONE, GL_ONE, GL_ONE_MINUS_SRC_ALPHA) \ + macro(GL_ONE_MINUS_DST_ALPHA, GL_ONE, GL_ZERO, GL_ONE) \ + macro(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR, 0, 0) \ + macro(GL_ONE, GL_ONE_MINUS_SRC1_COLOR, 0, 0) \ + macro(GL_MIN, 0, 0, 0) \ + macro(GL_MAX, 0, 0, 0) \ + macro(GL_MULTIPLY_KHR, 0, 0, 0) \ + macro(GL_SCREEN_KHR, 0, 0, 0) \ + macro(GL_OVERLAY_KHR, 0, 0, 0) \ + macro(GL_DARKEN_KHR, 0, 0, 0) \ + macro(GL_LIGHTEN_KHR, 0, 0, 0) \ + macro(GL_COLORDODGE_KHR, 0, 0, 0) \ + macro(GL_COLORBURN_KHR, 0, 0, 0) \ + macro(GL_HARDLIGHT_KHR, 0, 0, 0) \ + macro(GL_SOFTLIGHT_KHR, 0, 0, 0) \ + macro(GL_DIFFERENCE_KHR, 0, 0, 0) \ + macro(GL_EXCLUSION_KHR, 0, 0, 0) \ + macro(GL_HSL_HUE_KHR, 0, 0, 0) \ + macro(GL_HSL_SATURATION_KHR, 0, 0, 0) \ + macro(GL_HSL_COLOR_KHR, 0, 0, 0) \ + macro(GL_HSL_LUMINOSITY_KHR, 0, 0, 0) \ + macro(SWGL_BLEND_DROP_SHADOW, 0, 0, 0) \ + macro(SWGL_BLEND_SUBPIXEL_TEXT, 0, 0, 0) + +#define DEFINE_BLEND_KEY(...) BLEND_KEY(__VA_ARGS__), +#define DEFINE_MASK_BLEND_KEY(...) MASK_BLEND_KEY(__VA_ARGS__), +#define DEFINE_AA_BLEND_KEY(...) AA_BLEND_KEY(__VA_ARGS__), +#define DEFINE_AA_MASK_BLEND_KEY(...) AA_MASK_BLEND_KEY(__VA_ARGS__), +enum BlendKey : uint8_t { + FOR_EACH_BLEND_KEY(DEFINE_BLEND_KEY) + FOR_EACH_BLEND_KEY(DEFINE_MASK_BLEND_KEY) + FOR_EACH_BLEND_KEY(DEFINE_AA_BLEND_KEY) + FOR_EACH_BLEND_KEY(DEFINE_AA_MASK_BLEND_KEY) + BLEND_KEY_NONE = BLEND_KEY(GL_ONE, GL_ZERO), + MASK_BLEND_KEY_NONE = MASK_BLEND_KEY(GL_ONE, GL_ZERO), + AA_BLEND_KEY_NONE = AA_BLEND_KEY(GL_ONE, GL_ZERO), + AA_MASK_BLEND_KEY_NONE = AA_MASK_BLEND_KEY(GL_ONE, GL_ZERO), +}; +// clang-format on + +const size_t MAX_TEXTURE_UNITS = 16; + +template <typename T> +static inline bool unlink(T& binding, T n) { + if (binding == n) { + binding = 0; + return true; + } + return false; +} + +template <typename O> +struct ObjectStore { + O** objects = nullptr; + size_t size = 0; + // reserve object 0 as null + size_t first_free = 1; + O invalid; + + ~ObjectStore() { + if (objects) { + for (size_t i = 0; i < size; i++) delete objects[i]; + free(objects); + } + } + + bool grow(size_t i) { + size_t new_size = size ? size : 8; + while (new_size <= i) new_size += new_size / 2; + O** new_objects = (O**)realloc(objects, new_size * sizeof(O*)); + assert(new_objects); + if (!new_objects) return false; + while (size < new_size) new_objects[size++] = nullptr; + objects = new_objects; + return true; + } + + void insert(size_t i, const O& o) { + if (i >= size && !grow(i)) return; + if (!objects[i]) objects[i] = new O(o); + } + + size_t next_free() { + size_t i = first_free; + while (i < size && objects[i]) i++; + first_free = i; + return i; + } + + size_t insert(const O& o = O()) { + size_t i = next_free(); + insert(i, o); + return i; + } + + O& operator[](size_t i) { + insert(i, O()); + return i < size ? *objects[i] : invalid; + } + + O* find(size_t i) const { return i < size ? objects[i] : nullptr; } + + template <typename T> + void on_erase(T*, ...) {} + template <typename T> + void on_erase(T* o, decltype(&T::on_erase)) { + o->on_erase(); + } + + bool erase(size_t i) { + if (i < size && objects[i]) { + on_erase(objects[i], nullptr); + delete objects[i]; + objects[i] = nullptr; + if (i < first_free) first_free = i; + return true; + } + return false; + } + + O** begin() const { return objects; } + O** end() const { return &objects[size]; } +}; + +struct Context { + int32_t references = 1; + + ObjectStore<Query> queries; + ObjectStore<Buffer> buffers; + ObjectStore<Texture> textures; + ObjectStore<VertexArray> vertex_arrays; + ObjectStore<Framebuffer> framebuffers; + ObjectStore<Renderbuffer> renderbuffers; + ObjectStore<Shader> shaders; + ObjectStore<Program> programs; + + GLenum last_error = GL_NO_ERROR; + + IntRect viewport = {0, 0, 0, 0}; + + bool blend = false; + GLenum blendfunc_srgb = GL_ONE; + GLenum blendfunc_drgb = GL_ZERO; + GLenum blendfunc_sa = GL_ONE; + GLenum blendfunc_da = GL_ZERO; + GLenum blend_equation = GL_FUNC_ADD; + V8<uint16_t> blendcolor = 0; + BlendKey blend_key = BLEND_KEY_NONE; + + bool depthtest = false; + bool depthmask = true; + GLenum depthfunc = GL_LESS; + + bool scissortest = false; + IntRect scissor = {0, 0, 0, 0}; + + GLfloat clearcolor[4] = {0, 0, 0, 0}; + GLdouble cleardepth = 1; + + int unpack_row_length = 0; + + int shaded_rows = 0; + int shaded_pixels = 0; + + struct TextureUnit { + GLuint texture_2d_binding = 0; + GLuint texture_rectangle_binding = 0; + + void unlink(GLuint n) { + ::unlink(texture_2d_binding, n); + ::unlink(texture_rectangle_binding, n); + } + }; + TextureUnit texture_units[MAX_TEXTURE_UNITS]; + int active_texture_unit = 0; + + GLuint current_program = 0; + + GLuint current_vertex_array = 0; + bool validate_vertex_array = true; + + GLuint pixel_pack_buffer_binding = 0; + GLuint pixel_unpack_buffer_binding = 0; + GLuint array_buffer_binding = 0; + GLuint time_elapsed_query = 0; + GLuint samples_passed_query = 0; + GLuint renderbuffer_binding = 0; + GLuint draw_framebuffer_binding = 0; + GLuint read_framebuffer_binding = 0; + GLuint unknown_binding = 0; + + GLuint& get_binding(GLenum name) { + switch (name) { + case GL_PIXEL_PACK_BUFFER: + return pixel_pack_buffer_binding; + case GL_PIXEL_UNPACK_BUFFER: + return pixel_unpack_buffer_binding; + case GL_ARRAY_BUFFER: + return array_buffer_binding; + case GL_ELEMENT_ARRAY_BUFFER: + return vertex_arrays[current_vertex_array].element_array_buffer_binding; + case GL_TEXTURE_2D: + return texture_units[active_texture_unit].texture_2d_binding; + case GL_TEXTURE_RECTANGLE: + return texture_units[active_texture_unit].texture_rectangle_binding; + case GL_TIME_ELAPSED: + return time_elapsed_query; + case GL_SAMPLES_PASSED: + return samples_passed_query; + case GL_RENDERBUFFER: + return renderbuffer_binding; + case GL_DRAW_FRAMEBUFFER: + return draw_framebuffer_binding; + case GL_READ_FRAMEBUFFER: + return read_framebuffer_binding; + default: + debugf("unknown binding %x\n", name); + assert(false); + return unknown_binding; + } + } + + Texture& get_texture(sampler2D, int unit) { + return textures[texture_units[unit].texture_2d_binding]; + } + + Texture& get_texture(isampler2D, int unit) { + return textures[texture_units[unit].texture_2d_binding]; + } + + Texture& get_texture(sampler2DRect, int unit) { + return textures[texture_units[unit].texture_rectangle_binding]; + } + + IntRect apply_scissor(IntRect bb, + const IntPoint& origin = IntPoint(0, 0)) const { + return scissortest ? bb.intersect(scissor - origin) : bb; + } + + IntRect apply_scissor(const Texture& t) const { + return apply_scissor(t.bounds(), t.offset); + } +}; +static Context* ctx = nullptr; +static VertexShaderImpl* vertex_shader = nullptr; +static FragmentShaderImpl* fragment_shader = nullptr; +static BlendKey blend_key = BLEND_KEY_NONE; + +static void prepare_texture(Texture& t, const IntRect* skip = nullptr); + +template <typename S> +static inline void init_filter(S* s, Texture& t) { + // If the width is not at least 2 pixels, then we can't safely sample the end + // of the row with a linear filter. In that case, just punt to using nearest + // filtering instead. + s->filter = t.width >= 2 ? gl_filter_to_texture_filter(t.mag_filter) + : TextureFilter::NEAREST; +} + +template <typename S> +static inline void init_sampler(S* s, Texture& t) { + prepare_texture(t); + s->width = t.width; + s->height = t.height; + s->stride = t.stride(); + int bpp = t.bpp(); + if (bpp >= 4) + s->stride /= 4; + else if (bpp == 2) + s->stride /= 2; + else + assert(bpp == 1); + // Use uint32_t* for easier sampling, but need to cast to uint8_t* or + // uint16_t* for formats with bpp < 4. + s->buf = (uint32_t*)t.buf; + s->format = gl_format_to_texture_format(t.internal_format); +} + +template <typename S> +static inline void null_sampler(S* s) { + // For null texture data, just make the sampler provide a 1x1 buffer that is + // transparent black. Ensure buffer holds at least a SIMD vector of zero data + // for SIMD padding of unaligned loads. + static const uint32_t zeroBuf[sizeof(Float) / sizeof(uint32_t)] = {0}; + s->width = 1; + s->height = 1; + s->stride = s->width; + s->buf = (uint32_t*)zeroBuf; + s->format = TextureFormat::RGBA8; +} + +template <typename S> +static inline void null_filter(S* s) { + s->filter = TextureFilter::NEAREST; +} + +template <typename S> +S* lookup_sampler(S* s, int texture) { + Texture& t = ctx->get_texture(s, texture); + if (!t.buf) { + null_sampler(s); + null_filter(s); + } else { + init_sampler(s, t); + init_filter(s, t); + } + return s; +} + +template <typename S> +S* lookup_isampler(S* s, int texture) { + Texture& t = ctx->get_texture(s, texture); + if (!t.buf) { + null_sampler(s); + } else { + init_sampler(s, t); + } + return s; +} + +int bytes_per_type(GLenum type) { + switch (type) { + case GL_INT: + return 4; + case GL_FLOAT: + return 4; + case GL_UNSIGNED_SHORT: + return 2; + case GL_UNSIGNED_BYTE: + return 1; + default: + assert(0); + return 0; + } +} + +template <typename S, typename C> +static inline S expand_attrib(const char* buf, size_t size, bool normalized) { + typedef typename ElementType<S>::ty elem_type; + S scalar = {0}; + const C* src = reinterpret_cast<const C*>(buf); + if (normalized) { + const float scale = 1.0f / ((1 << (8 * sizeof(C))) - 1); + for (size_t i = 0; i < size / sizeof(C); i++) { + put_nth_component(scalar, i, elem_type(src[i]) * scale); + } + } else { + for (size_t i = 0; i < size / sizeof(C); i++) { + put_nth_component(scalar, i, elem_type(src[i])); + } + } + return scalar; +} + +template <typename S> +static inline S load_attrib_scalar(VertexAttrib& va, const char* src) { + if (sizeof(S) <= va.size) { + return *reinterpret_cast<const S*>(src); + } + if (va.type == GL_UNSIGNED_SHORT) { + return expand_attrib<S, uint16_t>(src, va.size, va.normalized); + } + if (va.type == GL_UNSIGNED_BYTE) { + return expand_attrib<S, uint8_t>(src, va.size, va.normalized); + } + assert(sizeof(typename ElementType<S>::ty) == bytes_per_type(va.type)); + S scalar = {0}; + memcpy(&scalar, src, va.size); + return scalar; +} + +template <typename T> +void load_attrib(T& attrib, VertexAttrib& va, uint32_t start, int instance, + int count) { + typedef decltype(force_scalar(attrib)) scalar_type; + // If no buffer is available, just use a zero default. + if (!va.buf_size) { + attrib = T(scalar_type{0}); + } else if (va.divisor != 0) { + char* src = (char*)va.buf + va.stride * instance + va.offset; + assert(src + va.size <= va.buf + va.buf_size); + attrib = T(load_attrib_scalar<scalar_type>(va, src)); + } else { + // Specialized for WR's primitive vertex order/winding. + if (!count) return; + assert(count >= 2 && count <= 4); + char* src = (char*)va.buf + va.stride * start + va.offset; + switch (count) { + case 2: { + // Lines must be indexed at offsets 0, 1. + // Line vertexes fill vertex shader SIMD lanes as 0, 1, 1, 0. + scalar_type lanes[2] = { + load_attrib_scalar<scalar_type>(va, src), + load_attrib_scalar<scalar_type>(va, src + va.stride)}; + attrib = (T){lanes[0], lanes[1], lanes[1], lanes[0]}; + break; + } + case 3: { + // Triangles must be indexed at offsets 0, 1, 2. + // Triangle vertexes fill vertex shader SIMD lanes as 0, 1, 2, 2. + scalar_type lanes[3] = { + load_attrib_scalar<scalar_type>(va, src), + load_attrib_scalar<scalar_type>(va, src + va.stride), + load_attrib_scalar<scalar_type>(va, src + va.stride * 2)}; + attrib = (T){lanes[0], lanes[1], lanes[2], lanes[2]}; + break; + } + default: + // Quads must be successive triangles indexed at offsets 0, 1, 2, 2, + // 1, 3. Quad vertexes fill vertex shader SIMD lanes as 0, 1, 3, 2, so + // that the points form a convex path that can be traversed by the + // rasterizer. + attrib = (T){load_attrib_scalar<scalar_type>(va, src), + load_attrib_scalar<scalar_type>(va, src + va.stride), + load_attrib_scalar<scalar_type>(va, src + va.stride * 3), + load_attrib_scalar<scalar_type>(va, src + va.stride * 2)}; + break; + } + } +} + +template <typename T> +void load_flat_attrib(T& attrib, VertexAttrib& va, uint32_t start, int instance, + int count) { + typedef decltype(force_scalar(attrib)) scalar_type; + // If no buffer is available, just use a zero default. + if (!va.buf_size) { + attrib = T{0}; + return; + } + char* src = nullptr; + if (va.divisor != 0) { + src = (char*)va.buf + va.stride * instance + va.offset; + } else { + if (!count) return; + src = (char*)va.buf + va.stride * start + va.offset; + } + assert(src + va.size <= va.buf + va.buf_size); + attrib = T(load_attrib_scalar<scalar_type>(va, src)); +} + +void setup_program(GLuint program) { + if (!program) { + vertex_shader = nullptr; + fragment_shader = nullptr; + return; + } + Program& p = ctx->programs[program]; + assert(p.impl); + assert(p.vert_impl); + assert(p.frag_impl); + vertex_shader = p.vert_impl; + fragment_shader = p.frag_impl; +} + +extern ProgramLoader load_shader(const char* name); + +extern "C" { + +void UseProgram(GLuint program) { + if (ctx->current_program && program != ctx->current_program) { + auto* p = ctx->programs.find(ctx->current_program); + if (p && p->deleted) { + ctx->programs.erase(ctx->current_program); + } + } + ctx->current_program = program; + setup_program(program); +} + +void SetViewport(GLint x, GLint y, GLsizei width, GLsizei height) { + ctx->viewport = IntRect{x, y, x + width, y + height}; +} + +void Enable(GLenum cap) { + switch (cap) { + case GL_BLEND: + ctx->blend = true; + break; + case GL_DEPTH_TEST: + ctx->depthtest = true; + break; + case GL_SCISSOR_TEST: + ctx->scissortest = true; + break; + } +} + +void Disable(GLenum cap) { + switch (cap) { + case GL_BLEND: + ctx->blend = false; + break; + case GL_DEPTH_TEST: + ctx->depthtest = false; + break; + case GL_SCISSOR_TEST: + ctx->scissortest = false; + break; + } +} + +// Report the last error generated and clear the error status. +GLenum GetError() { + GLenum error = ctx->last_error; + ctx->last_error = GL_NO_ERROR; + return error; +} + +// Sets the error status to out-of-memory to indicate that a buffer +// or texture re-allocation failed. +static void out_of_memory() { ctx->last_error = GL_OUT_OF_MEMORY; } + +static const char* const extensions[] = { + "GL_ARB_blend_func_extended", + "GL_ARB_clear_texture", + "GL_ARB_copy_image", + "GL_ARB_draw_instanced", + "GL_ARB_explicit_attrib_location", + "GL_ARB_instanced_arrays", + "GL_ARB_invalidate_subdata", + "GL_ARB_texture_storage", + "GL_EXT_timer_query", + "GL_KHR_blend_equation_advanced", + "GL_KHR_blend_equation_advanced_coherent", + "GL_APPLE_rgb_422", +}; + +void GetIntegerv(GLenum pname, GLint* params) { + assert(params); + switch (pname) { + case GL_MAX_TEXTURE_UNITS: + case GL_MAX_TEXTURE_IMAGE_UNITS: + params[0] = MAX_TEXTURE_UNITS; + break; + case GL_MAX_TEXTURE_SIZE: + params[0] = 1 << 15; + break; + case GL_MAX_ARRAY_TEXTURE_LAYERS: + params[0] = 0; + break; + case GL_READ_FRAMEBUFFER_BINDING: + params[0] = ctx->read_framebuffer_binding; + break; + case GL_DRAW_FRAMEBUFFER_BINDING: + params[0] = ctx->draw_framebuffer_binding; + break; + case GL_PIXEL_PACK_BUFFER_BINDING: + params[0] = ctx->pixel_pack_buffer_binding; + break; + case GL_PIXEL_UNPACK_BUFFER_BINDING: + params[0] = ctx->pixel_unpack_buffer_binding; + break; + case GL_NUM_EXTENSIONS: + params[0] = sizeof(extensions) / sizeof(extensions[0]); + break; + case GL_MAJOR_VERSION: + params[0] = 3; + break; + case GL_MINOR_VERSION: + params[0] = 2; + break; + case GL_MIN_PROGRAM_TEXEL_OFFSET: + params[0] = 0; + break; + case GL_MAX_PROGRAM_TEXEL_OFFSET: + params[0] = MAX_TEXEL_OFFSET; + break; + default: + debugf("unhandled glGetIntegerv parameter %x\n", pname); + assert(false); + } +} + +void GetBooleanv(GLenum pname, GLboolean* params) { + assert(params); + switch (pname) { + case GL_DEPTH_WRITEMASK: + params[0] = ctx->depthmask; + break; + default: + debugf("unhandled glGetBooleanv parameter %x\n", pname); + assert(false); + } +} + +const char* GetString(GLenum name) { + switch (name) { + case GL_VENDOR: + return "Mozilla Gfx"; + case GL_RENDERER: + return "Software WebRender"; + case GL_VERSION: + return "3.2"; + case GL_SHADING_LANGUAGE_VERSION: + return "1.50"; + default: + debugf("unhandled glGetString parameter %x\n", name); + assert(false); + return nullptr; + } +} + +const char* GetStringi(GLenum name, GLuint index) { + switch (name) { + case GL_EXTENSIONS: + if (index >= sizeof(extensions) / sizeof(extensions[0])) { + return nullptr; + } + return extensions[index]; + default: + debugf("unhandled glGetStringi parameter %x\n", name); + assert(false); + return nullptr; + } +} + +GLenum remap_blendfunc(GLenum rgb, GLenum a) { + switch (a) { + case GL_SRC_ALPHA: + if (rgb == GL_SRC_COLOR) a = GL_SRC_COLOR; + break; + case GL_ONE_MINUS_SRC_ALPHA: + if (rgb == GL_ONE_MINUS_SRC_COLOR) a = GL_ONE_MINUS_SRC_COLOR; + break; + case GL_DST_ALPHA: + if (rgb == GL_DST_COLOR) a = GL_DST_COLOR; + break; + case GL_ONE_MINUS_DST_ALPHA: + if (rgb == GL_ONE_MINUS_DST_COLOR) a = GL_ONE_MINUS_DST_COLOR; + break; + case GL_CONSTANT_ALPHA: + if (rgb == GL_CONSTANT_COLOR) a = GL_CONSTANT_COLOR; + break; + case GL_ONE_MINUS_CONSTANT_ALPHA: + if (rgb == GL_ONE_MINUS_CONSTANT_COLOR) a = GL_ONE_MINUS_CONSTANT_COLOR; + break; + case GL_SRC_COLOR: + if (rgb == GL_SRC_ALPHA) a = GL_SRC_ALPHA; + break; + case GL_ONE_MINUS_SRC_COLOR: + if (rgb == GL_ONE_MINUS_SRC_ALPHA) a = GL_ONE_MINUS_SRC_ALPHA; + break; + case GL_DST_COLOR: + if (rgb == GL_DST_ALPHA) a = GL_DST_ALPHA; + break; + case GL_ONE_MINUS_DST_COLOR: + if (rgb == GL_ONE_MINUS_DST_ALPHA) a = GL_ONE_MINUS_DST_ALPHA; + break; + case GL_CONSTANT_COLOR: + if (rgb == GL_CONSTANT_ALPHA) a = GL_CONSTANT_ALPHA; + break; + case GL_ONE_MINUS_CONSTANT_COLOR: + if (rgb == GL_ONE_MINUS_CONSTANT_ALPHA) a = GL_ONE_MINUS_CONSTANT_ALPHA; + break; + case GL_SRC1_ALPHA: + if (rgb == GL_SRC1_COLOR) a = GL_SRC1_COLOR; + break; + case GL_ONE_MINUS_SRC1_ALPHA: + if (rgb == GL_ONE_MINUS_SRC1_COLOR) a = GL_ONE_MINUS_SRC1_COLOR; + break; + case GL_SRC1_COLOR: + if (rgb == GL_SRC1_ALPHA) a = GL_SRC1_ALPHA; + break; + case GL_ONE_MINUS_SRC1_COLOR: + if (rgb == GL_ONE_MINUS_SRC1_ALPHA) a = GL_ONE_MINUS_SRC1_ALPHA; + break; + } + return a; +} + +// Generate a hashed blend key based on blend func and equation state. This +// allows all the blend state to be processed down to a blend key that can be +// dealt with inside a single switch statement. +static void hash_blend_key() { + GLenum srgb = ctx->blendfunc_srgb; + GLenum drgb = ctx->blendfunc_drgb; + GLenum sa = ctx->blendfunc_sa; + GLenum da = ctx->blendfunc_da; + GLenum equation = ctx->blend_equation; +#define HASH_BLEND_KEY(x, y, z, w) ((x << 4) | (y) | (z << 24) | (w << 20)) + // Basic non-separate blend funcs used the two argument form + int hash = HASH_BLEND_KEY(srgb, drgb, 0, 0); + // Separate alpha blend funcs use the 4 argument hash + if (srgb != sa || drgb != da) hash |= HASH_BLEND_KEY(0, 0, sa, da); + // Any other blend equation than the default func_add ignores the func and + // instead generates a one-argument hash based on the equation + if (equation != GL_FUNC_ADD) hash = HASH_BLEND_KEY(equation, 0, 0, 0); + switch (hash) { +#define MAP_BLEND_KEY(...) \ + case HASH_BLEND_KEY(__VA_ARGS__): \ + ctx->blend_key = BLEND_KEY(__VA_ARGS__); \ + break; + FOR_EACH_BLEND_KEY(MAP_BLEND_KEY) + default: + debugf("blendfunc: %x, %x, separate: %x, %x, equation: %x\n", srgb, drgb, + sa, da, equation); + assert(false); + break; + } +} + +void BlendFunc(GLenum srgb, GLenum drgb, GLenum sa, GLenum da) { + ctx->blendfunc_srgb = srgb; + ctx->blendfunc_drgb = drgb; + sa = remap_blendfunc(srgb, sa); + da = remap_blendfunc(drgb, da); + ctx->blendfunc_sa = sa; + ctx->blendfunc_da = da; + + hash_blend_key(); +} + +void BlendColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { + I32 c = round_pixel((Float){b, g, r, a}); + ctx->blendcolor = CONVERT(c, U16).xyzwxyzw; +} + +void BlendEquation(GLenum mode) { + assert(mode == GL_FUNC_ADD || mode == GL_MIN || mode == GL_MAX || + (mode >= GL_MULTIPLY_KHR && mode <= GL_HSL_LUMINOSITY_KHR)); + if (mode != ctx->blend_equation) { + ctx->blend_equation = mode; + hash_blend_key(); + } +} + +void DepthMask(GLboolean flag) { ctx->depthmask = flag; } + +void DepthFunc(GLenum func) { + switch (func) { + case GL_LESS: + case GL_LEQUAL: + break; + default: + assert(false); + } + ctx->depthfunc = func; +} + +void SetScissor(GLint x, GLint y, GLsizei width, GLsizei height) { + ctx->scissor = IntRect{x, y, x + width, y + height}; +} + +void ClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { + ctx->clearcolor[0] = r; + ctx->clearcolor[1] = g; + ctx->clearcolor[2] = b; + ctx->clearcolor[3] = a; +} + +void ClearDepth(GLdouble depth) { ctx->cleardepth = depth; } + +void ActiveTexture(GLenum texture) { + assert(texture >= GL_TEXTURE0); + assert(texture < GL_TEXTURE0 + MAX_TEXTURE_UNITS); + ctx->active_texture_unit = + clamp(int(texture - GL_TEXTURE0), 0, int(MAX_TEXTURE_UNITS - 1)); +} + +void GenQueries(GLsizei n, GLuint* result) { + for (int i = 0; i < n; i++) { + Query q; + result[i] = ctx->queries.insert(q); + } +} + +void DeleteQuery(GLuint n) { + if (n && ctx->queries.erase(n)) { + unlink(ctx->time_elapsed_query, n); + unlink(ctx->samples_passed_query, n); + } +} + +void GenBuffers(int n, GLuint* result) { + for (int i = 0; i < n; i++) { + Buffer b; + result[i] = ctx->buffers.insert(b); + } +} + +void DeleteBuffer(GLuint n) { + if (n && ctx->buffers.erase(n)) { + unlink(ctx->pixel_pack_buffer_binding, n); + unlink(ctx->pixel_unpack_buffer_binding, n); + unlink(ctx->array_buffer_binding, n); + } +} + +void GenVertexArrays(int n, GLuint* result) { + for (int i = 0; i < n; i++) { + VertexArray v; + result[i] = ctx->vertex_arrays.insert(v); + } +} + +void DeleteVertexArray(GLuint n) { + if (n && ctx->vertex_arrays.erase(n)) { + unlink(ctx->current_vertex_array, n); + } +} + +GLuint CreateShader(GLenum type) { + Shader s; + s.type = type; + return ctx->shaders.insert(s); +} + +void ShaderSourceByName(GLuint shader, char* name) { + Shader& s = ctx->shaders[shader]; + s.loader = load_shader(name); + if (!s.loader) { + debugf("unknown shader %s\n", name); + } +} + +void AttachShader(GLuint program, GLuint shader) { + Program& p = ctx->programs[program]; + Shader& s = ctx->shaders[shader]; + if (s.type == GL_VERTEX_SHADER) { + if (!p.impl && s.loader) p.impl = s.loader(); + } else if (s.type == GL_FRAGMENT_SHADER) { + if (!p.impl && s.loader) p.impl = s.loader(); + } else { + assert(0); + } +} + +void DeleteShader(GLuint n) { + if (n) ctx->shaders.erase(n); +} + +GLuint CreateProgram() { + Program p; + return ctx->programs.insert(p); +} + +void DeleteProgram(GLuint n) { + if (!n) return; + if (ctx->current_program == n) { + if (auto* p = ctx->programs.find(n)) { + p->deleted = true; + } + } else { + ctx->programs.erase(n); + } +} + +void LinkProgram(GLuint program) { + Program& p = ctx->programs[program]; + assert(p.impl); + if (!p.impl) { + return; + } + assert(p.impl->interpolants_size() <= sizeof(Interpolants)); + if (!p.vert_impl) p.vert_impl = p.impl->get_vertex_shader(); + if (!p.frag_impl) p.frag_impl = p.impl->get_fragment_shader(); +} + +GLint GetLinkStatus(GLuint program) { + if (auto* p = ctx->programs.find(program)) { + return p->impl ? 1 : 0; + } + return 0; +} + +void BindAttribLocation(GLuint program, GLuint index, char* name) { + Program& p = ctx->programs[program]; + assert(p.impl); + if (!p.impl) { + return; + } + p.impl->bind_attrib(name, index); +} + +GLint GetAttribLocation(GLuint program, char* name) { + Program& p = ctx->programs[program]; + assert(p.impl); + if (!p.impl) { + return -1; + } + return p.impl->get_attrib(name); +} + +GLint GetUniformLocation(GLuint program, char* name) { + Program& p = ctx->programs[program]; + assert(p.impl); + if (!p.impl) { + return -1; + } + GLint loc = p.impl->get_uniform(name); + // debugf("location: %d\n", loc); + return loc; +} + +static uint64_t get_time_value() { +#ifdef __MACH__ + return mach_absolute_time(); +#elif defined(_WIN32) + LARGE_INTEGER time; + static bool have_frequency = false; + static LARGE_INTEGER frequency; + if (!have_frequency) { + QueryPerformanceFrequency(&frequency); + have_frequency = true; + } + QueryPerformanceCounter(&time); + return time.QuadPart * 1000000000ULL / frequency.QuadPart; +#else + return ({ + struct timespec tp; + clock_gettime(CLOCK_MONOTONIC, &tp); + tp.tv_sec * 1000000000ULL + tp.tv_nsec; + }); +#endif +} + +void BeginQuery(GLenum target, GLuint id) { + ctx->get_binding(target) = id; + Query& q = ctx->queries[id]; + switch (target) { + case GL_SAMPLES_PASSED: + q.value = 0; + break; + case GL_TIME_ELAPSED: + q.value = get_time_value(); + break; + default: + debugf("unknown query target %x for query %d\n", target, id); + assert(false); + } +} + +void EndQuery(GLenum target) { + Query& q = ctx->queries[ctx->get_binding(target)]; + switch (target) { + case GL_SAMPLES_PASSED: + break; + case GL_TIME_ELAPSED: + q.value = get_time_value() - q.value; + break; + default: + debugf("unknown query target %x\n", target); + assert(false); + } + ctx->get_binding(target) = 0; +} + +void GetQueryObjectui64v(GLuint id, GLenum pname, GLuint64* params) { + Query& q = ctx->queries[id]; + switch (pname) { + case GL_QUERY_RESULT: + assert(params); + params[0] = q.value; + break; + default: + assert(false); + } +} + +void BindVertexArray(GLuint vertex_array) { + if (vertex_array != ctx->current_vertex_array) { + ctx->validate_vertex_array = true; + } + ctx->current_vertex_array = vertex_array; +} + +void BindTexture(GLenum target, GLuint texture) { + ctx->get_binding(target) = texture; +} + +void BindBuffer(GLenum target, GLuint buffer) { + ctx->get_binding(target) = buffer; +} + +void BindFramebuffer(GLenum target, GLuint fb) { + if (target == GL_FRAMEBUFFER) { + ctx->read_framebuffer_binding = fb; + ctx->draw_framebuffer_binding = fb; + } else { + assert(target == GL_READ_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER); + ctx->get_binding(target) = fb; + } +} + +void BindRenderbuffer(GLenum target, GLuint rb) { + ctx->get_binding(target) = rb; +} + +void PixelStorei(GLenum name, GLint param) { + if (name == GL_UNPACK_ALIGNMENT) { + assert(param == 1); + } else if (name == GL_UNPACK_ROW_LENGTH) { + ctx->unpack_row_length = param; + } +} + +static GLenum remap_internal_format(GLenum format) { + switch (format) { + case GL_DEPTH_COMPONENT: + return GL_DEPTH_COMPONENT24; + case GL_RGBA: + return GL_RGBA8; + case GL_RED: + return GL_R8; + case GL_RG: + return GL_RG8; + case GL_RGB_422_APPLE: + return GL_RGB_RAW_422_APPLE; + default: + return format; + } +} + +} // extern "C" + +static bool format_requires_conversion(GLenum external_format, + GLenum internal_format) { + switch (external_format) { + case GL_RGBA: + return internal_format == GL_RGBA8; + default: + return false; + } +} + +static inline void copy_bgra8_to_rgba8(uint32_t* dest, const uint32_t* src, + int width) { + for (; width >= 4; width -= 4, dest += 4, src += 4) { + U32 p = unaligned_load<U32>(src); + U32 rb = p & 0x00FF00FF; + unaligned_store(dest, (p & 0xFF00FF00) | (rb << 16) | (rb >> 16)); + } + for (; width > 0; width--, dest++, src++) { + uint32_t p = *src; + uint32_t rb = p & 0x00FF00FF; + *dest = (p & 0xFF00FF00) | (rb << 16) | (rb >> 16); + } +} + +static void convert_copy(GLenum external_format, GLenum internal_format, + uint8_t* dst_buf, size_t dst_stride, + const uint8_t* src_buf, size_t src_stride, + size_t width, size_t height) { + switch (external_format) { + case GL_RGBA: + if (internal_format == GL_RGBA8) { + for (; height; height--) { + copy_bgra8_to_rgba8((uint32_t*)dst_buf, (const uint32_t*)src_buf, + width); + dst_buf += dst_stride; + src_buf += src_stride; + } + return; + } + break; + default: + break; + } + size_t row_bytes = width * bytes_for_internal_format(internal_format); + for (; height; height--) { + memcpy(dst_buf, src_buf, row_bytes); + dst_buf += dst_stride; + src_buf += src_stride; + } +} + +static void set_tex_storage(Texture& t, GLenum external_format, GLsizei width, + GLsizei height, void* buf = nullptr, + GLsizei stride = 0, GLsizei min_width = 0, + GLsizei min_height = 0) { + GLenum internal_format = remap_internal_format(external_format); + bool changed = false; + if (t.width != width || t.height != height || + t.internal_format != internal_format) { + changed = true; + t.internal_format = internal_format; + t.width = width; + t.height = height; + } + // If we are changed from an internally managed buffer to an externally + // supplied one or vice versa, ensure that we clean up old buffer state. + // However, if we have to convert the data from a non-native format, then + // always treat it as internally managed since we will need to copy to an + // internally managed native format buffer. + bool should_free = buf == nullptr || format_requires_conversion( + external_format, internal_format); + if (t.should_free() != should_free) { + changed = true; + t.cleanup(); + t.set_should_free(should_free); + } + // If now an external buffer, explicitly set it... + if (!should_free) { + t.set_buffer(buf, stride); + } + t.disable_delayed_clear(); + if (!t.allocate(changed, min_width, min_height)) { + out_of_memory(); + } + // If we have a buffer that needs format conversion, then do that now. + if (buf && should_free) { + convert_copy(external_format, internal_format, (uint8_t*)t.buf, t.stride(), + (const uint8_t*)buf, stride, width, height); + } +} + +extern "C" { + +void TexStorage2D(GLenum target, GLint levels, GLenum internal_format, + GLsizei width, GLsizei height) { + assert(levels == 1); + Texture& t = ctx->textures[ctx->get_binding(target)]; + set_tex_storage(t, internal_format, width, height); +} + +GLenum internal_format_for_data(GLenum format, GLenum ty) { + if (format == GL_RED && ty == GL_UNSIGNED_BYTE) { + return GL_R8; + } else if ((format == GL_RGBA || format == GL_BGRA) && + (ty == GL_UNSIGNED_BYTE || ty == GL_UNSIGNED_INT_8_8_8_8_REV)) { + return GL_RGBA8; + } else if (format == GL_RGBA && ty == GL_FLOAT) { + return GL_RGBA32F; + } else if (format == GL_RGBA_INTEGER && ty == GL_INT) { + return GL_RGBA32I; + } else if (format == GL_RG && ty == GL_UNSIGNED_BYTE) { + return GL_RG8; + } else if (format == GL_RGB_422_APPLE && + ty == GL_UNSIGNED_SHORT_8_8_REV_APPLE) { + return GL_RGB_RAW_422_APPLE; + } else if (format == GL_RED && ty == GL_UNSIGNED_SHORT) { + return GL_R16; + } else if (format == GL_RG && ty == GL_UNSIGNED_SHORT) { + return GL_RG16; + } else { + debugf("unknown internal format for format %x, type %x\n", format, ty); + assert(false); + return 0; + } +} + +static Buffer* get_pixel_pack_buffer() { + return ctx->pixel_pack_buffer_binding + ? &ctx->buffers[ctx->pixel_pack_buffer_binding] + : nullptr; +} + +static void* get_pixel_pack_buffer_data(void* data) { + if (Buffer* b = get_pixel_pack_buffer()) { + return b->buf ? b->buf + (size_t)data : nullptr; + } + return data; +} + +static Buffer* get_pixel_unpack_buffer() { + return ctx->pixel_unpack_buffer_binding + ? &ctx->buffers[ctx->pixel_unpack_buffer_binding] + : nullptr; +} + +static void* get_pixel_unpack_buffer_data(void* data) { + if (Buffer* b = get_pixel_unpack_buffer()) { + return b->buf ? b->buf + (size_t)data : nullptr; + } + return data; +} + +void TexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, + GLsizei width, GLsizei height, GLenum format, GLenum ty, + void* data) { + if (level != 0) { + assert(false); + return; + } + data = get_pixel_unpack_buffer_data(data); + if (!data) return; + Texture& t = ctx->textures[ctx->get_binding(target)]; + IntRect skip = {xoffset, yoffset, xoffset + width, yoffset + height}; + prepare_texture(t, &skip); + assert(xoffset + width <= t.width); + assert(yoffset + height <= t.height); + assert(ctx->unpack_row_length == 0 || ctx->unpack_row_length >= width); + GLsizei row_length = + ctx->unpack_row_length != 0 ? ctx->unpack_row_length : width; + assert(t.internal_format == internal_format_for_data(format, ty)); + int src_bpp = format_requires_conversion(format, t.internal_format) + ? bytes_for_internal_format(format) + : t.bpp(); + if (!src_bpp || !t.buf) return; + convert_copy(format, t.internal_format, + (uint8_t*)t.sample_ptr(xoffset, yoffset), t.stride(), + (const uint8_t*)data, row_length * src_bpp, width, height); +} + +void TexImage2D(GLenum target, GLint level, GLint internal_format, + GLsizei width, GLsizei height, GLint border, GLenum format, + GLenum ty, void* data) { + if (level != 0) { + assert(false); + return; + } + assert(border == 0); + TexStorage2D(target, 1, internal_format, width, height); + TexSubImage2D(target, 0, 0, 0, width, height, format, ty, data); +} + +void GenerateMipmap(UNUSED GLenum target) { + // TODO: support mipmaps +} + +void SetTextureParameter(GLuint texid, GLenum pname, GLint param) { + Texture& t = ctx->textures[texid]; + switch (pname) { + case GL_TEXTURE_WRAP_S: + assert(param == GL_CLAMP_TO_EDGE); + break; + case GL_TEXTURE_WRAP_T: + assert(param == GL_CLAMP_TO_EDGE); + break; + case GL_TEXTURE_MIN_FILTER: + t.min_filter = param; + break; + case GL_TEXTURE_MAG_FILTER: + t.mag_filter = param; + break; + default: + break; + } +} + +void TexParameteri(GLenum target, GLenum pname, GLint param) { + SetTextureParameter(ctx->get_binding(target), pname, param); +} + +void GenTextures(int n, GLuint* result) { + for (int i = 0; i < n; i++) { + Texture t; + result[i] = ctx->textures.insert(t); + } +} + +void DeleteTexture(GLuint n) { + if (n && ctx->textures.erase(n)) { + for (size_t i = 0; i < MAX_TEXTURE_UNITS; i++) { + ctx->texture_units[i].unlink(n); + } + } +} + +void GenRenderbuffers(int n, GLuint* result) { + for (int i = 0; i < n; i++) { + Renderbuffer r; + result[i] = ctx->renderbuffers.insert(r); + } +} + +void Renderbuffer::on_erase() { + for (auto* fb : ctx->framebuffers) { + if (fb) { + unlink(fb->color_attachment, texture); + unlink(fb->depth_attachment, texture); + } + } + DeleteTexture(texture); +} + +void DeleteRenderbuffer(GLuint n) { + if (n && ctx->renderbuffers.erase(n)) { + unlink(ctx->renderbuffer_binding, n); + } +} + +void GenFramebuffers(int n, GLuint* result) { + for (int i = 0; i < n; i++) { + Framebuffer f; + result[i] = ctx->framebuffers.insert(f); + } +} + +void DeleteFramebuffer(GLuint n) { + if (n && ctx->framebuffers.erase(n)) { + unlink(ctx->read_framebuffer_binding, n); + unlink(ctx->draw_framebuffer_binding, n); + } +} + +void RenderbufferStorage(GLenum target, GLenum internal_format, GLsizei width, + GLsizei height) { + // Just refer a renderbuffer to a texture to simplify things for now... + Renderbuffer& r = ctx->renderbuffers[ctx->get_binding(target)]; + if (!r.texture) { + GenTextures(1, &r.texture); + } + switch (internal_format) { + case GL_DEPTH_COMPONENT: + case GL_DEPTH_COMPONENT16: + case GL_DEPTH_COMPONENT24: + case GL_DEPTH_COMPONENT32: + // Force depth format to 24 bits... + internal_format = GL_DEPTH_COMPONENT24; + break; + } + set_tex_storage(ctx->textures[r.texture], internal_format, width, height); +} + +void VertexAttribPointer(GLuint index, GLint size, GLenum type, bool normalized, + GLsizei stride, GLuint offset) { + // debugf("cva: %d\n", ctx->current_vertex_array); + VertexArray& v = ctx->vertex_arrays[ctx->current_vertex_array]; + if (index >= NULL_ATTRIB) { + assert(0); + return; + } + VertexAttrib& va = v.attribs[index]; + va.size = size * bytes_per_type(type); + va.type = type; + va.normalized = normalized; + va.stride = stride; + va.offset = offset; + // Buffer &vertex_buf = ctx->buffers[ctx->array_buffer_binding]; + va.vertex_buffer = ctx->array_buffer_binding; + va.vertex_array = ctx->current_vertex_array; + ctx->validate_vertex_array = true; +} + +void VertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, + GLuint offset) { + // debugf("cva: %d\n", ctx->current_vertex_array); + VertexArray& v = ctx->vertex_arrays[ctx->current_vertex_array]; + if (index >= NULL_ATTRIB) { + assert(0); + return; + } + VertexAttrib& va = v.attribs[index]; + va.size = size * bytes_per_type(type); + va.type = type; + va.normalized = false; + va.stride = stride; + va.offset = offset; + // Buffer &vertex_buf = ctx->buffers[ctx->array_buffer_binding]; + va.vertex_buffer = ctx->array_buffer_binding; + va.vertex_array = ctx->current_vertex_array; + ctx->validate_vertex_array = true; +} + +void EnableVertexAttribArray(GLuint index) { + VertexArray& v = ctx->vertex_arrays[ctx->current_vertex_array]; + if (index >= NULL_ATTRIB) { + assert(0); + return; + } + VertexAttrib& va = v.attribs[index]; + if (!va.enabled) { + ctx->validate_vertex_array = true; + } + va.enabled = true; + v.max_attrib = max(v.max_attrib, (int)index); +} + +void DisableVertexAttribArray(GLuint index) { + VertexArray& v = ctx->vertex_arrays[ctx->current_vertex_array]; + if (index >= NULL_ATTRIB) { + assert(0); + return; + } + VertexAttrib& va = v.attribs[index]; + if (va.enabled) { + ctx->validate_vertex_array = true; + } + va.disable(); +} + +void VertexAttribDivisor(GLuint index, GLuint divisor) { + VertexArray& v = ctx->vertex_arrays[ctx->current_vertex_array]; + // Only support divisor being 0 (per-vertex) or 1 (per-instance). + if (index >= NULL_ATTRIB || divisor > 1) { + assert(0); + return; + } + VertexAttrib& va = v.attribs[index]; + va.divisor = divisor; +} + +void BufferData(GLenum target, GLsizeiptr size, void* data, + UNUSED GLenum usage) { + Buffer& b = ctx->buffers[ctx->get_binding(target)]; + if (size != b.size) { + if (!b.allocate(size)) { + out_of_memory(); + } + ctx->validate_vertex_array = true; + } + if (data && b.buf && size <= b.size) { + memcpy(b.buf, data, size); + } +} + +void BufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, + void* data) { + Buffer& b = ctx->buffers[ctx->get_binding(target)]; + assert(offset + size <= b.size); + if (data && b.buf && offset + size <= b.size) { + memcpy(&b.buf[offset], data, size); + } +} + +void* MapBuffer(GLenum target, UNUSED GLbitfield access) { + Buffer& b = ctx->buffers[ctx->get_binding(target)]; + return b.buf; +} + +void* MapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length, + UNUSED GLbitfield access) { + Buffer& b = ctx->buffers[ctx->get_binding(target)]; + if (b.buf && offset >= 0 && length > 0 && offset + length <= b.size) { + return b.buf + offset; + } + return nullptr; +} + +GLboolean UnmapBuffer(GLenum target) { + Buffer& b = ctx->buffers[ctx->get_binding(target)]; + return b.buf != nullptr; +} + +void Uniform1i(GLint location, GLint V0) { + // debugf("tex: %d\n", (int)ctx->textures.size); + if (vertex_shader) { + vertex_shader->set_uniform_1i(location, V0); + } +} +void Uniform4fv(GLint location, GLsizei count, const GLfloat* v) { + assert(count == 1); + if (vertex_shader) { + vertex_shader->set_uniform_4fv(location, v); + } +} +void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, + const GLfloat* value) { + assert(count == 1); + assert(!transpose); + if (vertex_shader) { + vertex_shader->set_uniform_matrix4fv(location, value); + } +} + +void FramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, + GLuint texture, GLint level) { + assert(target == GL_READ_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER); + assert(textarget == GL_TEXTURE_2D || textarget == GL_TEXTURE_RECTANGLE); + assert(level == 0); + Framebuffer& fb = ctx->framebuffers[ctx->get_binding(target)]; + if (attachment == GL_COLOR_ATTACHMENT0) { + fb.color_attachment = texture; + } else if (attachment == GL_DEPTH_ATTACHMENT) { + fb.depth_attachment = texture; + } else { + assert(0); + } +} + +void FramebufferRenderbuffer(GLenum target, GLenum attachment, + GLenum renderbuffertarget, GLuint renderbuffer) { + assert(target == GL_READ_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER); + assert(renderbuffertarget == GL_RENDERBUFFER); + Framebuffer& fb = ctx->framebuffers[ctx->get_binding(target)]; + Renderbuffer& rb = ctx->renderbuffers[renderbuffer]; + if (attachment == GL_COLOR_ATTACHMENT0) { + fb.color_attachment = rb.texture; + } else if (attachment == GL_DEPTH_ATTACHMENT) { + fb.depth_attachment = rb.texture; + } else { + assert(0); + } +} + +} // extern "C" + +static inline Framebuffer* get_framebuffer(GLenum target, + bool fallback = false) { + if (target == GL_FRAMEBUFFER) { + target = GL_DRAW_FRAMEBUFFER; + } + Framebuffer* fb = ctx->framebuffers.find(ctx->get_binding(target)); + if (fallback && !fb) { + // If the specified framebuffer isn't found and a fallback is requested, + // use the default framebuffer. + fb = &ctx->framebuffers[0]; + } + return fb; +} + +template <typename T> +static inline void fill_n(T* dst, size_t n, T val) { + for (T* end = &dst[n]; dst < end; dst++) *dst = val; +} + +#if USE_SSE2 +template <> +inline void fill_n<uint32_t>(uint32_t* dst, size_t n, uint32_t val) { + __asm__ __volatile__("rep stosl\n" + : "+D"(dst), "+c"(n) + : "a"(val) + : "memory", "cc"); +} +#endif + +static inline uint32_t clear_chunk(uint8_t value) { + return uint32_t(value) * 0x01010101U; +} + +static inline uint32_t clear_chunk(uint16_t value) { + return uint32_t(value) | (uint32_t(value) << 16); +} + +static inline uint32_t clear_chunk(uint32_t value) { return value; } + +template <typename T> +static inline void clear_row(T* buf, size_t len, T value, uint32_t chunk) { + const size_t N = sizeof(uint32_t) / sizeof(T); + // fill any leading unaligned values + if (N > 1) { + size_t align = (-(intptr_t)buf & (sizeof(uint32_t) - 1)) / sizeof(T); + if (align <= len) { + fill_n(buf, align, value); + len -= align; + buf += align; + } + } + // fill as many aligned chunks as possible + fill_n((uint32_t*)buf, len / N, chunk); + // fill any remaining values + if (N > 1) { + fill_n(buf + (len & ~(N - 1)), len & (N - 1), value); + } +} + +template <typename T> +static void clear_buffer(Texture& t, T value, IntRect bb, int skip_start = 0, + int skip_end = 0) { + if (!t.buf) return; + skip_start = max(skip_start, bb.x0); + skip_end = max(skip_end, skip_start); + assert(sizeof(T) == t.bpp()); + size_t stride = t.stride(); + // When clearing multiple full-width rows, collapse them into a single large + // "row" to avoid redundant setup from clearing each row individually. Note + // that we can only safely do this if the stride is tightly packed. + if (bb.width() == t.width && bb.height() > 1 && skip_start >= skip_end && + (t.should_free() || stride == t.width * sizeof(T))) { + bb.x1 += (stride / sizeof(T)) * (bb.height() - 1); + bb.y1 = bb.y0 + 1; + } + T* buf = (T*)t.sample_ptr(bb.x0, bb.y0); + uint32_t chunk = clear_chunk(value); + for (int rows = bb.height(); rows > 0; rows--) { + if (bb.x0 < skip_start) { + clear_row(buf, skip_start - bb.x0, value, chunk); + } + if (skip_end < bb.x1) { + clear_row(buf + (skip_end - bb.x0), bb.x1 - skip_end, value, chunk); + } + buf += stride / sizeof(T); + } +} + +template <typename T> +static inline void force_clear_row(Texture& t, int y, int skip_start = 0, + int skip_end = 0) { + assert(t.buf != nullptr); + assert(sizeof(T) == t.bpp()); + assert(skip_start <= skip_end); + T* buf = (T*)t.sample_ptr(0, y); + uint32_t chunk = clear_chunk((T)t.clear_val); + if (skip_start > 0) { + clear_row<T>(buf, skip_start, t.clear_val, chunk); + } + if (skip_end < t.width) { + clear_row<T>(buf + skip_end, t.width - skip_end, t.clear_val, chunk); + } +} + +template <typename T> +static void force_clear(Texture& t, const IntRect* skip = nullptr) { + if (!t.delay_clear || !t.cleared_rows) { + return; + } + int y0 = 0; + int y1 = t.height; + int skip_start = 0; + int skip_end = 0; + if (skip) { + y0 = clamp(skip->y0, 0, t.height); + y1 = clamp(skip->y1, y0, t.height); + skip_start = clamp(skip->x0, 0, t.width); + skip_end = clamp(skip->x1, skip_start, t.width); + if (skip_start <= 0 && skip_end >= t.width && y0 <= 0 && y1 >= t.height) { + t.disable_delayed_clear(); + return; + } + } + int num_masks = (y1 + 31) / 32; + uint32_t* rows = t.cleared_rows; + for (int i = y0 / 32; i < num_masks; i++) { + uint32_t mask = rows[i]; + if (mask != ~0U) { + rows[i] = ~0U; + int start = i * 32; + while (mask) { + int count = __builtin_ctz(mask); + if (count > 0) { + clear_buffer<T>(t, t.clear_val, + IntRect{0, start, t.width, start + count}, skip_start, + skip_end); + t.delay_clear -= count; + start += count; + mask >>= count; + } + count = __builtin_ctz(mask + 1); + start += count; + mask >>= count; + } + int count = (i + 1) * 32 - start; + if (count > 0) { + clear_buffer<T>(t, t.clear_val, + IntRect{0, start, t.width, start + count}, skip_start, + skip_end); + t.delay_clear -= count; + } + } + } + if (t.delay_clear <= 0) t.disable_delayed_clear(); +} + +static void prepare_texture(Texture& t, const IntRect* skip) { + if (t.delay_clear) { + switch (t.internal_format) { + case GL_RGBA8: + force_clear<uint32_t>(t, skip); + break; + case GL_R8: + force_clear<uint8_t>(t, skip); + break; + case GL_RG8: + force_clear<uint16_t>(t, skip); + break; + default: + assert(false); + break; + } + } +} + +// Setup a clear on a texture. This may either force an immediate clear or +// potentially punt to a delayed clear, if applicable. +template <typename T> +static void request_clear(Texture& t, T value, const IntRect& scissor) { + // If the clear would require a scissor, force clear anything outside + // the scissor, and then immediately clear anything inside the scissor. + if (!scissor.contains(t.offset_bounds())) { + IntRect skip = scissor - t.offset; + force_clear<T>(t, &skip); + clear_buffer<T>(t, value, skip.intersection(t.bounds())); + } else { + // Do delayed clear for 2D texture without scissor. + t.enable_delayed_clear(value); + } +} + +template <typename T> +static inline void request_clear(Texture& t, T value) { + // If scissoring is enabled, use the scissor rect. Otherwise, just scissor to + // the entire texture bounds. + request_clear(t, value, ctx->scissortest ? ctx->scissor : t.offset_bounds()); +} + +extern "C" { + +void InitDefaultFramebuffer(int x, int y, int width, int height, int stride, + void* buf) { + Framebuffer& fb = ctx->framebuffers[0]; + if (!fb.color_attachment) { + GenTextures(1, &fb.color_attachment); + } + // If the dimensions or buffer properties changed, we need to reallocate + // the underlying storage for the color buffer texture. + Texture& colortex = ctx->textures[fb.color_attachment]; + set_tex_storage(colortex, GL_RGBA8, width, height, buf, stride); + colortex.offset = IntPoint(x, y); + if (!fb.depth_attachment) { + GenTextures(1, &fb.depth_attachment); + } + // Ensure dimensions of the depth buffer match the color buffer. + Texture& depthtex = ctx->textures[fb.depth_attachment]; + set_tex_storage(depthtex, GL_DEPTH_COMPONENT24, width, height); + depthtex.offset = IntPoint(x, y); +} + +void* GetColorBuffer(GLuint fbo, GLboolean flush, int32_t* width, + int32_t* height, int32_t* stride) { + Framebuffer* fb = ctx->framebuffers.find(fbo); + if (!fb || !fb->color_attachment) { + return nullptr; + } + Texture& colortex = ctx->textures[fb->color_attachment]; + if (flush) { + prepare_texture(colortex); + } + assert(colortex.offset == IntPoint(0, 0)); + if (width) { + *width = colortex.width; + } + if (height) { + *height = colortex.height; + } + if (stride) { + *stride = colortex.stride(); + } + return colortex.buf ? colortex.sample_ptr(0, 0) : nullptr; +} + +void ResolveFramebuffer(GLuint fbo) { + Framebuffer* fb = ctx->framebuffers.find(fbo); + if (!fb || !fb->color_attachment) { + return; + } + Texture& colortex = ctx->textures[fb->color_attachment]; + prepare_texture(colortex); +} + +void SetTextureBuffer(GLuint texid, GLenum internal_format, GLsizei width, + GLsizei height, GLsizei stride, void* buf, + GLsizei min_width, GLsizei min_height) { + Texture& t = ctx->textures[texid]; + set_tex_storage(t, internal_format, width, height, buf, stride, min_width, + min_height); +} + +GLenum CheckFramebufferStatus(GLenum target) { + Framebuffer* fb = get_framebuffer(target); + if (!fb || !fb->color_attachment) { + return GL_FRAMEBUFFER_UNSUPPORTED; + } + return GL_FRAMEBUFFER_COMPLETE; +} + +void ClearTexSubImage(GLuint texture, GLint level, GLint xoffset, GLint yoffset, + GLint zoffset, GLsizei width, GLsizei height, + GLsizei depth, GLenum format, GLenum type, + const void* data) { + if (level != 0) { + assert(false); + return; + } + Texture& t = ctx->textures[texture]; + assert(!t.locked); + if (width <= 0 || height <= 0 || depth <= 0) { + return; + } + assert(zoffset == 0 && depth == 1); + IntRect scissor = {xoffset, yoffset, xoffset + width, yoffset + height}; + if (t.internal_format == GL_DEPTH_COMPONENT24) { + uint32_t value = 0xFFFFFF; + switch (format) { + case GL_DEPTH_COMPONENT: + switch (type) { + case GL_DOUBLE: + value = uint32_t(*(const GLdouble*)data * 0xFFFFFF); + break; + case GL_FLOAT: + value = uint32_t(*(const GLfloat*)data * 0xFFFFFF); + break; + default: + assert(false); + break; + } + break; + default: + assert(false); + break; + } + if (t.cleared() && !scissor.contains(t.offset_bounds())) { + // If we need to scissor the clear and the depth buffer was already + // initialized, then just fill runs for that scissor area. + t.fill_depth_runs(value, scissor); + } else { + // Otherwise, the buffer is either uninitialized or the clear would + // encompass the entire buffer. If uninitialized, we can safely fill + // the entire buffer with any value and thus ignore any scissoring. + t.init_depth_runs(value); + } + return; + } + + uint32_t color = 0xFF000000; + switch (type) { + case GL_FLOAT: { + const GLfloat* f = (const GLfloat*)data; + Float v = {0.0f, 0.0f, 0.0f, 1.0f}; + switch (format) { + case GL_RGBA: + v.w = f[3]; // alpha + FALLTHROUGH; + case GL_RGB: + v.z = f[2]; // blue + FALLTHROUGH; + case GL_RG: + v.y = f[1]; // green + FALLTHROUGH; + case GL_RED: + v.x = f[0]; // red + break; + default: + assert(false); + break; + } + color = bit_cast<uint32_t>(CONVERT(round_pixel(v), U8)); + break; + } + case GL_UNSIGNED_BYTE: { + const GLubyte* b = (const GLubyte*)data; + switch (format) { + case GL_RGBA: + color = (color & ~0xFF000000) | (uint32_t(b[3]) << 24); // alpha + FALLTHROUGH; + case GL_RGB: + color = (color & ~0x00FF0000) | (uint32_t(b[2]) << 16); // blue + FALLTHROUGH; + case GL_RG: + color = (color & ~0x0000FF00) | (uint32_t(b[1]) << 8); // green + FALLTHROUGH; + case GL_RED: + color = (color & ~0x000000FF) | uint32_t(b[0]); // red + break; + default: + assert(false); + break; + } + break; + } + default: + assert(false); + break; + } + + switch (t.internal_format) { + case GL_RGBA8: + // Clear color needs to swizzle to BGRA. + request_clear<uint32_t>(t, + (color & 0xFF00FF00) | + ((color << 16) & 0xFF0000) | + ((color >> 16) & 0xFF), + scissor); + break; + case GL_R8: + request_clear<uint8_t>(t, uint8_t(color & 0xFF), scissor); + break; + case GL_RG8: + request_clear<uint16_t>(t, uint16_t(color & 0xFFFF), scissor); + break; + default: + assert(false); + break; + } +} + +void ClearTexImage(GLuint texture, GLint level, GLenum format, GLenum type, + const void* data) { + Texture& t = ctx->textures[texture]; + IntRect scissor = t.offset_bounds(); + ClearTexSubImage(texture, level, scissor.x0, scissor.y0, 0, scissor.width(), + scissor.height(), 1, format, type, data); +} + +void Clear(GLbitfield mask) { + Framebuffer& fb = *get_framebuffer(GL_DRAW_FRAMEBUFFER, true); + if ((mask & GL_COLOR_BUFFER_BIT) && fb.color_attachment) { + Texture& t = ctx->textures[fb.color_attachment]; + IntRect scissor = ctx->scissortest + ? ctx->scissor.intersection(t.offset_bounds()) + : t.offset_bounds(); + ClearTexSubImage(fb.color_attachment, 0, scissor.x0, scissor.y0, 0, + scissor.width(), scissor.height(), 1, GL_RGBA, GL_FLOAT, + ctx->clearcolor); + } + if ((mask & GL_DEPTH_BUFFER_BIT) && fb.depth_attachment) { + Texture& t = ctx->textures[fb.depth_attachment]; + IntRect scissor = ctx->scissortest + ? ctx->scissor.intersection(t.offset_bounds()) + : t.offset_bounds(); + ClearTexSubImage(fb.depth_attachment, 0, scissor.x0, scissor.y0, 0, + scissor.width(), scissor.height(), 1, GL_DEPTH_COMPONENT, + GL_DOUBLE, &ctx->cleardepth); + } +} + +void ClearColorRect(GLuint fbo, GLint xoffset, GLint yoffset, GLsizei width, + GLsizei height, GLfloat r, GLfloat g, GLfloat b, + GLfloat a) { + GLfloat color[] = {r, g, b, a}; + Framebuffer& fb = ctx->framebuffers[fbo]; + Texture& t = ctx->textures[fb.color_attachment]; + IntRect scissor = + IntRect{xoffset, yoffset, xoffset + width, yoffset + height}.intersection( + t.offset_bounds()); + ClearTexSubImage(fb.color_attachment, 0, scissor.x0, scissor.y0, 0, + scissor.width(), scissor.height(), 1, GL_RGBA, GL_FLOAT, + color); +} + +void InvalidateFramebuffer(GLenum target, GLsizei num_attachments, + const GLenum* attachments) { + Framebuffer* fb = get_framebuffer(target); + if (!fb || num_attachments <= 0 || !attachments) { + return; + } + for (GLsizei i = 0; i < num_attachments; i++) { + switch (attachments[i]) { + case GL_DEPTH_ATTACHMENT: { + Texture& t = ctx->textures[fb->depth_attachment]; + t.set_cleared(false); + break; + } + case GL_COLOR_ATTACHMENT0: { + Texture& t = ctx->textures[fb->color_attachment]; + t.disable_delayed_clear(); + break; + } + } + } +} + +void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, + GLenum type, void* data) { + data = get_pixel_pack_buffer_data(data); + if (!data) return; + Framebuffer* fb = get_framebuffer(GL_READ_FRAMEBUFFER); + if (!fb) return; + assert(format == GL_RED || format == GL_RGBA || format == GL_RGBA_INTEGER || + format == GL_BGRA || format == GL_RG); + Texture& t = ctx->textures[fb->color_attachment]; + if (!t.buf) return; + prepare_texture(t); + // debugf("read pixels %d, %d, %d, %d from fb %d with format %x\n", x, y, + // width, height, ctx->read_framebuffer_binding, t.internal_format); + x -= t.offset.x; + y -= t.offset.y; + assert(x >= 0 && y >= 0); + assert(x + width <= t.width); + assert(y + height <= t.height); + if (internal_format_for_data(format, type) != t.internal_format) { + debugf("mismatched format for read pixels: %x vs %x\n", t.internal_format, + internal_format_for_data(format, type)); + assert(false); + return; + } + // Only support readback conversions that are reversible + assert(!format_requires_conversion(format, t.internal_format) || + bytes_for_internal_format(format) == t.bpp()); + uint8_t* dest = (uint8_t*)data; + size_t destStride = width * t.bpp(); + if (y < 0) { + dest += -y * destStride; + height += y; + y = 0; + } + if (y + height > t.height) { + height = t.height - y; + } + if (x < 0) { + dest += -x * t.bpp(); + width += x; + x = 0; + } + if (x + width > t.width) { + width = t.width - x; + } + if (width <= 0 || height <= 0) { + return; + } + convert_copy(format, t.internal_format, dest, destStride, + (const uint8_t*)t.sample_ptr(x, y), t.stride(), width, height); +} + +void CopyImageSubData(GLuint srcName, GLenum srcTarget, UNUSED GLint srcLevel, + GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, + GLenum dstTarget, UNUSED GLint dstLevel, GLint dstX, + GLint dstY, GLint dstZ, GLsizei srcWidth, + GLsizei srcHeight, GLsizei srcDepth) { + assert(srcLevel == 0 && dstLevel == 0); + assert(srcZ == 0 && srcDepth == 1 && dstZ == 0); + if (srcTarget == GL_RENDERBUFFER) { + Renderbuffer& rb = ctx->renderbuffers[srcName]; + srcName = rb.texture; + } + if (dstTarget == GL_RENDERBUFFER) { + Renderbuffer& rb = ctx->renderbuffers[dstName]; + dstName = rb.texture; + } + Texture& srctex = ctx->textures[srcName]; + if (!srctex.buf) return; + prepare_texture(srctex); + Texture& dsttex = ctx->textures[dstName]; + if (!dsttex.buf) return; + assert(!dsttex.locked); + IntRect skip = {dstX, dstY, dstX + srcWidth, dstY + srcHeight}; + prepare_texture(dsttex, &skip); + assert(srctex.internal_format == dsttex.internal_format); + assert(srcWidth >= 0); + assert(srcHeight >= 0); + assert(srcX + srcWidth <= srctex.width); + assert(srcY + srcHeight <= srctex.height); + assert(dstX + srcWidth <= dsttex.width); + assert(dstY + srcHeight <= dsttex.height); + int bpp = srctex.bpp(); + int src_stride = srctex.stride(); + int dest_stride = dsttex.stride(); + char* dest = dsttex.sample_ptr(dstX, dstY); + char* src = srctex.sample_ptr(srcX, srcY); + for (int y = 0; y < srcHeight; y++) { + memcpy(dest, src, srcWidth * bpp); + dest += dest_stride; + src += src_stride; + } +} + +void CopyTexSubImage2D(GLenum target, UNUSED GLint level, GLint xoffset, + GLint yoffset, GLint x, GLint y, GLsizei width, + GLsizei height) { + assert(level == 0); + Framebuffer* fb = get_framebuffer(GL_READ_FRAMEBUFFER); + if (!fb) return; + CopyImageSubData(fb->color_attachment, GL_TEXTURE_2D, 0, x, y, 0, + ctx->get_binding(target), GL_TEXTURE_2D, 0, xoffset, yoffset, + 0, width, height, 1); +} + +} // extern "C" + +#include "blend.h" +#include "composite.h" +#include "swgl_ext.h" + +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wuninitialized" +#pragma GCC diagnostic ignored "-Wunused-function" +#pragma GCC diagnostic ignored "-Wunused-parameter" +#pragma GCC diagnostic ignored "-Wunused-variable" +#pragma GCC diagnostic ignored "-Wimplicit-fallthrough" +#ifdef __clang__ +# pragma GCC diagnostic ignored "-Wunused-private-field" +#else +# pragma GCC diagnostic ignored "-Wunused-but-set-variable" +#endif +#include "load_shader.h" +#pragma GCC diagnostic pop + +#include "rasterize.h" + +void VertexArray::validate() { + int last_enabled = -1; + for (int i = 0; i <= max_attrib; i++) { + VertexAttrib& attr = attribs[i]; + if (attr.enabled) { + // VertexArray &v = ctx->vertex_arrays[attr.vertex_array]; + Buffer& vertex_buf = ctx->buffers[attr.vertex_buffer]; + attr.buf = vertex_buf.buf; + attr.buf_size = vertex_buf.size; + // debugf("%d %x %d %d %d %d\n", i, attr.type, attr.size, attr.stride, + // attr.offset, attr.divisor); + last_enabled = i; + } + } + max_attrib = last_enabled; +} + +extern "C" { + +void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, + GLintptr offset, GLsizei instancecount) { + if (offset < 0 || count <= 0 || instancecount <= 0 || !vertex_shader || + !fragment_shader) { + return; + } + + Framebuffer& fb = *get_framebuffer(GL_DRAW_FRAMEBUFFER, true); + if (!fb.color_attachment) { + return; + } + Texture& colortex = ctx->textures[fb.color_attachment]; + if (!colortex.buf) { + return; + } + assert(!colortex.locked); + assert(colortex.internal_format == GL_RGBA8 || + colortex.internal_format == GL_R8); + Texture& depthtex = ctx->textures[ctx->depthtest ? fb.depth_attachment : 0]; + if (depthtex.buf) { + assert(depthtex.internal_format == GL_DEPTH_COMPONENT24); + assert(colortex.width == depthtex.width && + colortex.height == depthtex.height); + assert(colortex.offset == depthtex.offset); + } + + // debugf("current_vertex_array %d\n", ctx->current_vertex_array); + // debugf("indices size: %d\n", indices_buf.size); + VertexArray& v = ctx->vertex_arrays[ctx->current_vertex_array]; + if (ctx->validate_vertex_array) { + ctx->validate_vertex_array = false; + v.validate(); + } + +#ifdef PRINT_TIMINGS + uint64_t start = get_time_value(); +#endif + + ctx->shaded_rows = 0; + ctx->shaded_pixels = 0; + + vertex_shader->init_batch(); + + switch (type) { + case GL_UNSIGNED_SHORT: + assert(mode == GL_TRIANGLES); + draw_elements<uint16_t>(count, instancecount, offset, v, colortex, + depthtex); + break; + case GL_UNSIGNED_INT: + assert(mode == GL_TRIANGLES); + draw_elements<uint32_t>(count, instancecount, offset, v, colortex, + depthtex); + break; + case GL_NONE: + // Non-standard GL extension - if element type is GL_NONE, then we don't + // use any element buffer and behave as if DrawArrays was called instead. + for (GLsizei instance = 0; instance < instancecount; instance++) { + switch (mode) { + case GL_LINES: + for (GLsizei i = 0; i + 2 <= count; i += 2) { + vertex_shader->load_attribs(v.attribs, offset + i, instance, 2); + draw_quad(2, colortex, depthtex); + } + break; + case GL_TRIANGLES: + for (GLsizei i = 0; i + 3 <= count; i += 3) { + vertex_shader->load_attribs(v.attribs, offset + i, instance, 3); + draw_quad(3, colortex, depthtex); + } + break; + default: + assert(false); + break; + } + } + break; + default: + assert(false); + break; + } + + if (ctx->samples_passed_query) { + Query& q = ctx->queries[ctx->samples_passed_query]; + q.value += ctx->shaded_pixels; + } + +#ifdef PRINT_TIMINGS + uint64_t end = get_time_value(); + printf( + "%7.3fms draw(%s, %d): %d pixels in %d rows (avg %f pixels/row, " + "%fns/pixel)\n", + double(end - start) / (1000. * 1000.), + ctx->programs[ctx->current_program].impl->get_name(), instancecount, + ctx->shaded_pixels, ctx->shaded_rows, + double(ctx->shaded_pixels) / ctx->shaded_rows, + double(end - start) / max(ctx->shaded_pixels, 1)); +#endif +} + +void Finish() { +#ifdef PRINT_TIMINGS + printf("Finish\n"); +#endif +} + +void MakeCurrent(Context* c) { + if (ctx == c) { + return; + } + ctx = c; + setup_program(ctx ? ctx->current_program : 0); +} + +Context* CreateContext() { return new Context; } + +void ReferenceContext(Context* c) { + if (!c) { + return; + } + ++c->references; +} + +void DestroyContext(Context* c) { + if (!c) { + return; + } + assert(c->references > 0); + --c->references; + if (c->references > 0) { + return; + } + if (ctx == c) { + MakeCurrent(nullptr); + } + delete c; +} + +size_t ReportMemory(Context* ctx, size_t (*size_of_op)(const void*)) { + size_t size = 0; + if (ctx) { + for (auto& t : ctx->textures) { + if (t && t->should_free()) { + size += size_of_op(t->buf); + } + } + } + return size; +} +} // extern "C" |