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kc3-lang/angle/src/libANGLE/GLES1Renderer.h

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  • Author : Lubosz Sarnecki
    Date : 2021-05-06 17:06:58
    Hash : e40edf92
    Message : FrameCapture: Add GLES1 support to CaptureVertexArrayData. Implement CaptureVertexPointerES1 that captures specific GLES1 vertex pointer functions depending on the attribute index. Use GLES1 capture functions in CaptureVertexArrayData by detecting the current context version. Implement VertexArrayType function in GLES1Renderer to get a ClientVertexArrayType enum from a vertex attrib index. Bug: angleproject:5893 Change-Id: I442b2e29475ca817860388cafc120db90a0fb9c4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2846838 Reviewed-by: Cody Northrop <cnorthrop@google.com> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Lubosz Sarnecki <lubosz.sarnecki@collabora.com>

  • src/libANGLE/GLES1Renderer.h
  • //
    // Copyright 2018 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.
    //
    
    // GLES1Renderer.h: Defines GLES1 emulation rendering operations on top of a GLES3
    // context. Used by Context.h.
    
    #ifndef LIBANGLE_GLES1_RENDERER_H_
    #define LIBANGLE_GLES1_RENDERER_H_
    
    #include "angle_gl.h"
    #include "common/angleutils.h"
    #include "libANGLE/angletypes.h"
    
    #include <memory>
    #include <string>
    #include <unordered_map>
    
    namespace gl
    {
    class Context;
    class GLES1State;
    class Program;
    class State;
    class Shader;
    class ShaderProgramManager;
    
    class GLES1Renderer final : angle::NonCopyable
    {
      public:
        GLES1Renderer();
        ~GLES1Renderer();
    
        void onDestroy(Context *context, State *state);
    
        angle::Result prepareForDraw(PrimitiveMode mode, Context *context, State *glState);
    
        static int VertexArrayIndex(ClientVertexArrayType type, const GLES1State &gles1);
        static ClientVertexArrayType VertexArrayType(int attribIndex);
        static int TexCoordArrayIndex(unsigned int unit);
    
        void drawTexture(Context *context,
                         State *glState,
                         float x,
                         float y,
                         float z,
                         float width,
                         float height);
    
        static constexpr int kTexUnitCount = 4;
    
      private:
        using Mat4Uniform = float[16];
        using Vec4Uniform = float[4];
        using Vec3Uniform = float[3];
    
        Shader *getShader(ShaderProgramID handle) const;
        Program *getProgram(ShaderProgramID handle) const;
    
        angle::Result compileShader(Context *context,
                                    ShaderType shaderType,
                                    const char *src,
                                    ShaderProgramID *shaderOut);
        angle::Result linkProgram(Context *context,
                                  State *glState,
                                  ShaderProgramID vshader,
                                  ShaderProgramID fshader,
                                  const angle::HashMap<GLint, std::string> &attribLocs,
                                  ShaderProgramID *programOut);
        angle::Result initializeRendererProgram(Context *context, State *glState);
    
        void setUniform1i(Context *context,
                          Program *programObject,
                          UniformLocation location,
                          GLint value);
        void setUniform1iv(Context *context,
                           Program *programObject,
                           UniformLocation location,
                           GLint count,
                           const GLint *value);
        void setUniformMatrix4fv(Program *programObject,
                                 UniformLocation location,
                                 GLint count,
                                 GLboolean transpose,
                                 const GLfloat *value);
        void setUniform4fv(Program *programObject,
                           UniformLocation location,
                           GLint count,
                           const GLfloat *value);
        void setUniform3fv(Program *programObject,
                           UniformLocation location,
                           GLint count,
                           const GLfloat *value);
        void setUniform2fv(Program *programObject,
                           UniformLocation location,
                           GLint count,
                           const GLfloat *value);
        void setUniform1f(Program *programObject, UniformLocation location, GLfloat value);
        void setUniform1fv(Program *programObject,
                           UniformLocation location,
                           GLint count,
                           const GLfloat *value);
    
        void setAttributesEnabled(Context *context, State *glState, AttributesMask mask);
    
        static constexpr int kLightCount     = 8;
        static constexpr int kClipPlaneCount = 6;
    
        static constexpr int kVertexAttribIndex           = 0;
        static constexpr int kNormalAttribIndex           = 1;
        static constexpr int kColorAttribIndex            = 2;
        static constexpr int kPointSizeAttribIndex        = 3;
        static constexpr int kTextureCoordAttribIndexBase = 4;
    
        bool mRendererProgramInitialized;
        ShaderProgramManager *mShaderPrograms;
    
        struct GLES1ProgramState
        {
            ShaderProgramID program;
    
            UniformLocation projMatrixLoc;
            UniformLocation modelviewMatrixLoc;
            UniformLocation textureMatrixLoc;
            UniformLocation modelviewInvTrLoc;
    
            // Texturing
            UniformLocation enableTexture2DLoc;
            UniformLocation enableTextureCubeMapLoc;
            std::array<UniformLocation, kTexUnitCount> tex2DSamplerLocs;
            std::array<UniformLocation, kTexUnitCount> texCubeSamplerLocs;
    
            UniformLocation textureFormatLoc;
    
            UniformLocation textureEnvModeLoc;
            UniformLocation combineRgbLoc;
            UniformLocation combineAlphaLoc;
            UniformLocation src0rgbLoc;
            UniformLocation src0alphaLoc;
            UniformLocation src1rgbLoc;
            UniformLocation src1alphaLoc;
            UniformLocation src2rgbLoc;
            UniformLocation src2alphaLoc;
            UniformLocation op0rgbLoc;
            UniformLocation op0alphaLoc;
            UniformLocation op1rgbLoc;
            UniformLocation op1alphaLoc;
            UniformLocation op2rgbLoc;
            UniformLocation op2alphaLoc;
            UniformLocation textureEnvColorLoc;
            UniformLocation rgbScaleLoc;
            UniformLocation alphaScaleLoc;
            UniformLocation pointSpriteCoordReplaceLoc;
    
            // Alpha test
            UniformLocation enableAlphaTestLoc;
            UniformLocation alphaFuncLoc;
            UniformLocation alphaTestRefLoc;
    
            // Shading, materials, and lighting
            UniformLocation shadeModelFlatLoc;
            UniformLocation enableLightingLoc;
            UniformLocation enableRescaleNormalLoc;
            UniformLocation enableNormalizeLoc;
            UniformLocation enableColorMaterialLoc;
    
            UniformLocation materialAmbientLoc;
            UniformLocation materialDiffuseLoc;
            UniformLocation materialSpecularLoc;
            UniformLocation materialEmissiveLoc;
            UniformLocation materialSpecularExponentLoc;
    
            UniformLocation lightModelSceneAmbientLoc;
            UniformLocation lightModelTwoSidedLoc;
    
            UniformLocation lightEnablesLoc;
            UniformLocation lightAmbientsLoc;
            UniformLocation lightDiffusesLoc;
            UniformLocation lightSpecularsLoc;
            UniformLocation lightPositionsLoc;
            UniformLocation lightDirectionsLoc;
            UniformLocation lightSpotlightExponentsLoc;
            UniformLocation lightSpotlightCutoffAnglesLoc;
            UniformLocation lightAttenuationConstsLoc;
            UniformLocation lightAttenuationLinearsLoc;
            UniformLocation lightAttenuationQuadraticsLoc;
    
            // Fog
            UniformLocation fogEnableLoc;
            UniformLocation fogModeLoc;
            UniformLocation fogDensityLoc;
            UniformLocation fogStartLoc;
            UniformLocation fogEndLoc;
            UniformLocation fogColorLoc;
    
            // Clip planes
            UniformLocation enableClipPlanesLoc;
            UniformLocation clipPlaneEnablesLoc;
            UniformLocation clipPlanesLoc;
    
            // Point rasterization
            UniformLocation pointRasterizationLoc;
            UniformLocation pointSizeMinLoc;
            UniformLocation pointSizeMaxLoc;
            UniformLocation pointDistanceAttenuationLoc;
            UniformLocation pointSpriteEnabledLoc;
    
            // Draw texture
            UniformLocation enableDrawTextureLoc;
            UniformLocation drawTextureCoordsLoc;
            UniformLocation drawTextureDimsLoc;
            UniformLocation drawTextureNormalizedCropRectLoc;
        };
    
        struct GLES1UniformBuffers
        {
            std::array<Mat4Uniform, kTexUnitCount> textureMatrices;
            std::array<GLint, kTexUnitCount> tex2DEnables;
            std::array<GLint, kTexUnitCount> texCubeEnables;
    
            std::array<GLint, kTexUnitCount> texEnvModes;
            std::array<GLint, kTexUnitCount> texCombineRgbs;
            std::array<GLint, kTexUnitCount> texCombineAlphas;
    
            std::array<GLint, kTexUnitCount> texCombineSrc0Rgbs;
            std::array<GLint, kTexUnitCount> texCombineSrc0Alphas;
            std::array<GLint, kTexUnitCount> texCombineSrc1Rgbs;
            std::array<GLint, kTexUnitCount> texCombineSrc1Alphas;
            std::array<GLint, kTexUnitCount> texCombineSrc2Rgbs;
            std::array<GLint, kTexUnitCount> texCombineSrc2Alphas;
            std::array<GLint, kTexUnitCount> texCombineOp0Rgbs;
            std::array<GLint, kTexUnitCount> texCombineOp0Alphas;
            std::array<GLint, kTexUnitCount> texCombineOp1Rgbs;
            std::array<GLint, kTexUnitCount> texCombineOp1Alphas;
            std::array<GLint, kTexUnitCount> texCombineOp2Rgbs;
            std::array<GLint, kTexUnitCount> texCombineOp2Alphas;
            std::array<Vec4Uniform, kTexUnitCount> texEnvColors;
            std::array<GLfloat, kTexUnitCount> texEnvRgbScales;
            std::array<GLfloat, kTexUnitCount> texEnvAlphaScales;
            std::array<GLint, kTexUnitCount> pointSpriteCoordReplaces;
    
            // Lighting
            std::array<GLint, kLightCount> lightEnables;
            std::array<Vec4Uniform, kLightCount> lightAmbients;
            std::array<Vec4Uniform, kLightCount> lightDiffuses;
            std::array<Vec4Uniform, kLightCount> lightSpeculars;
            std::array<Vec4Uniform, kLightCount> lightPositions;
            std::array<Vec3Uniform, kLightCount> lightDirections;
            std::array<GLfloat, kLightCount> spotlightExponents;
            std::array<GLfloat, kLightCount> spotlightCutoffAngles;
            std::array<GLfloat, kLightCount> attenuationConsts;
            std::array<GLfloat, kLightCount> attenuationLinears;
            std::array<GLfloat, kLightCount> attenuationQuadratics;
    
            // Clip planes
            std::array<GLint, kClipPlaneCount> clipPlaneEnables;
            std::array<Vec4Uniform, kClipPlaneCount> clipPlanes;
    
            // Texture crop rectangles
            std::array<Vec4Uniform, kTexUnitCount> texCropRects;
        };
    
        GLES1UniformBuffers mUniformBuffers;
        GLES1ProgramState mProgramState;
    
        bool mDrawTextureEnabled      = false;
        GLfloat mDrawTextureCoords[4] = {0.0f, 0.0f, 0.0f, 0.0f};
        GLfloat mDrawTextureDims[2]   = {0.0f, 0.0f};
    };
    
    }  // namespace gl
    
    #endif  // LIBANGLE_GLES1_RENDERER_H_