Hash :
a825eb70
Author :
Date :
2019-11-21T11:37:17
Implement BaseVertex draw calls for Vulkan, OpenGL, NULL contexts. This adds support for the following functions: - glDrawElementsBaseVertex - glDrawRangeElementsBaseVertex - glDrawElementsInstancedBaseVertex Bug: angleproject:3582 Bug: angleproject:3402 Bug: angleproject:4166 Change-Id: I83770f62e3a918c0965fd4ca8c7d9e598b8b4154 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1929083 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243
//
// Copyright 2016 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ContextImpl:
// Implementation-specific functionality associated with a GL Context.
//
#ifndef LIBANGLE_RENDERER_CONTEXTIMPL_H_
#define LIBANGLE_RENDERER_CONTEXTIMPL_H_
#include <vector>
#include "common/angleutils.h"
#include "libANGLE/State.h"
#include "libANGLE/renderer/GLImplFactory.h"
namespace gl
{
class ErrorSet;
class MemoryProgramCache;
class Path;
class Semaphore;
struct Workarounds;
} // namespace gl
namespace rx
{
class ContextImpl : public GLImplFactory
{
public:
ContextImpl(const gl::State &state, gl::ErrorSet *errorSet);
~ContextImpl() override;
virtual void onDestroy(const gl::Context *context) {}
virtual angle::Result initialize() = 0;
// Flush and finish.
virtual angle::Result flush(const gl::Context *context) = 0;
virtual angle::Result finish(const gl::Context *context) = 0;
// Drawing methods.
virtual angle::Result drawArrays(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count) = 0;
virtual angle::Result drawArraysInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount) = 0;
// Necessary for Vulkan since gl_InstanceIndex includes baseInstance
virtual angle::Result drawArraysInstancedBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLint first,
GLsizei count,
GLsizei instanceCount,
GLuint baseInstance) = 0;
virtual angle::Result drawElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices) = 0;
virtual angle::Result drawElementsBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLint baseVertex) = 0;
virtual angle::Result drawElementsInstanced(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances) = 0;
virtual angle::Result drawElementsInstancedBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex) = 0;
virtual angle::Result drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context,
gl::PrimitiveMode mode,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLsizei instances,
GLint baseVertex,
GLuint baseInstance) = 0;
virtual angle::Result drawRangeElements(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices) = 0;
virtual angle::Result drawRangeElementsBaseVertex(const gl::Context *context,
gl::PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
gl::DrawElementsType type,
const void *indices,
GLint baseVertex) = 0;
virtual angle::Result drawArraysIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
const void *indirect) = 0;
virtual angle::Result drawElementsIndirect(const gl::Context *context,
gl::PrimitiveMode mode,
gl::DrawElementsType type,
const void *indirect) = 0;
// CHROMIUM_path_rendering path drawing methods.
virtual void stencilFillPath(const gl::Path *path, GLenum fillMode, GLuint mask);
virtual void stencilStrokePath(const gl::Path *path, GLint reference, GLuint mask);
virtual void coverFillPath(const gl::Path *path, GLenum coverMode);
virtual void coverStrokePath(const gl::Path *path, GLenum coverMode);
virtual void stencilThenCoverFillPath(const gl::Path *path,
GLenum fillMode,
GLuint mask,
GLenum coverMode);
virtual void stencilThenCoverStrokePath(const gl::Path *path,
GLint reference,
GLuint mask,
GLenum coverMode);
virtual void coverFillPathInstanced(const std::vector<gl::Path *> &paths,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
virtual void coverStrokePathInstanced(const std::vector<gl::Path *> &paths,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
virtual void stencilFillPathInstanced(const std::vector<gl::Path *> &paths,
GLenum fillMode,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
virtual void stencilStrokePathInstanced(const std::vector<gl::Path *> &paths,
GLint reference,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
virtual void stencilThenCoverFillPathInstanced(const std::vector<gl::Path *> &paths,
GLenum coverMode,
GLenum fillMode,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
virtual void stencilThenCoverStrokePathInstanced(const std::vector<gl::Path *> &paths,
GLenum coverMode,
GLint reference,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
// Device loss
virtual gl::GraphicsResetStatus getResetStatus() = 0;
// Vendor and description strings.
virtual std::string getVendorString() const = 0;
virtual std::string getRendererDescription() const = 0;
// EXT_debug_marker
virtual void insertEventMarker(GLsizei length, const char *marker) = 0;
virtual void pushGroupMarker(GLsizei length, const char *marker) = 0;
virtual void popGroupMarker() = 0;
// KHR_debug
virtual void pushDebugGroup(GLenum source, GLuint id, const std::string &message) = 0;
virtual void popDebugGroup() = 0;
// KHR_parallel_shader_compile
virtual void setMaxShaderCompilerThreads(GLuint count) {}
// GL_ANGLE_texture_storage_external
virtual void invalidateTexture(gl::TextureType target);
// State sync with dirty bits.
virtual angle::Result syncState(const gl::Context *context,
const gl::State::DirtyBits &dirtyBits,
const gl::State::DirtyBits &bitMask) = 0;
// Disjoint timer queries
virtual GLint getGPUDisjoint() = 0;
virtual GLint64 getTimestamp() = 0;
// Context switching
virtual angle::Result onMakeCurrent(const gl::Context *context) = 0;
virtual angle::Result onUnMakeCurrent(const gl::Context *context);
// Native capabilities, unmodified by gl::Context.
virtual gl::Caps getNativeCaps() const = 0;
virtual const gl::TextureCapsMap &getNativeTextureCaps() const = 0;
virtual const gl::Extensions &getNativeExtensions() const = 0;
virtual const gl::Limitations &getNativeLimitations() const = 0;
virtual angle::Result dispatchCompute(const gl::Context *context,
GLuint numGroupsX,
GLuint numGroupsY,
GLuint numGroupsZ) = 0;
virtual angle::Result dispatchComputeIndirect(const gl::Context *context,
GLintptr indirect) = 0;
virtual angle::Result memoryBarrier(const gl::Context *context, GLbitfield barriers) = 0;
virtual angle::Result memoryBarrierByRegion(const gl::Context *context,
GLbitfield barriers) = 0;
const gl::State &getState() const { return mState; }
int getClientMajorVersion() const { return mState.getClientMajorVersion(); }
int getClientMinorVersion() const { return mState.getClientMinorVersion(); }
const gl::Caps &getCaps() const { return mState.getCaps(); }
const gl::TextureCapsMap &getTextureCaps() const { return mState.getTextureCaps(); }
const gl::Extensions &getExtensions() const { return mState.getExtensions(); }
const gl::Limitations &getLimitations() const { return mState.getLimitations(); }
// A common GL driver behaviour is to trigger dynamic shader recompilation on a draw call,
// based on the current render states. We store a mutable pointer to the program cache so
// on draw calls we can store the refreshed shaders in the cache.
void setMemoryProgramCache(gl::MemoryProgramCache *memoryProgramCache);
void handleError(GLenum errorCode,
const char *message,
const char *file,
const char *function,
unsigned int line);
protected:
const gl::State &mState;
gl::MemoryProgramCache *mMemoryProgramCache;
gl::ErrorSet *mErrors;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_CONTEXTIMPL_H_