Hash :
35b92525
Author :
Date :
2025-08-13T15:27:32
Remove lock from GenVertexArrays/IsVertexArray VertexArrays are per context anyway and is thread safe, so there is no need for shared lock. This CL moves mVertexArrayMap from Context to PrivateState so that it won't be accessed by other APIs. Bug: b/433331119 Change-Id: I466a79762e887dbec78b796b52028420837cff59 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6977163 Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Charlie Lao <cclao@google.com>
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//
//
// Copyright 2002 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// Context.h: Defines the gl::Context class, managing all GL state and performing
// rendering operations. It is the GLES2 specific implementation of EGLContext.
#ifndef LIBANGLE_CONTEXT_H_
#define LIBANGLE_CONTEXT_H_
#ifdef UNSAFE_BUFFERS_BUILD
# pragma allow_unsafe_libc_calls
#endif
#include <mutex>
#include <set>
#include <string>
#include "angle_gl.h"
#include "common/MemoryBuffer.h"
#include "common/PackedEnums.h"
#include "common/SimpleMutex.h"
#include "common/angleutils.h"
#include "libANGLE/Caps.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Context_gles_1_0_autogen.h"
#include "libANGLE/Context_gles_2_0_autogen.h"
#include "libANGLE/Context_gles_3_0_autogen.h"
#include "libANGLE/Context_gles_3_1_autogen.h"
#include "libANGLE/Context_gles_3_2_autogen.h"
#include "libANGLE/Context_gles_ext_autogen.h"
#include "libANGLE/Error.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/HandleAllocator.h"
#include "libANGLE/RefCountObject.h"
#include "libANGLE/ResourceManager.h"
#include "libANGLE/ResourceMap.h"
#include "libANGLE/State.h"
#include "libANGLE/VertexAttribute.h"
#include "libANGLE/angletypes.h"
namespace angle
{
class Closure;
class FrameCapture;
class FrameCaptureShared;
struct FrontendFeatures;
class WaitableEvent;
} // namespace angle
namespace rx
{
class ContextImpl;
class EGLImplFactory;
} // namespace rx
namespace egl
{
class AttributeMap;
class Surface;
struct Config;
class Thread;
} // namespace egl
namespace gl
{
class Buffer;
class Compiler;
class FenceNV;
class GLES1Renderer;
class MemoryProgramCache;
class MemoryShaderCache;
class MemoryObject;
class PixelLocalStoragePlane;
class Program;
class ProgramPipeline;
class Query;
class Renderbuffer;
class Sampler;
class Semaphore;
class Shader;
class Sync;
class Texture;
class TransformFeedback;
class VertexArray;
struct VertexAttribute;
class ErrorSet : angle::NonCopyable
{
public:
explicit ErrorSet(Debug *debug,
const angle::FrontendFeatures &frontendFeatures,
const egl::AttributeMap &attribs);
~ErrorSet();
bool empty() const { return mHasAnyErrors.load(std::memory_order_relaxed) == 0; }
GLenum popError();
void handleError(GLenum errorCode,
const char *message,
const char *file,
const char *function,
unsigned int line);
void validationError(angle::EntryPoint entryPoint, GLenum errorCode, const char *message);
ANGLE_FORMAT_PRINTF(4, 5)
void validationErrorF(angle::EntryPoint entryPoint, GLenum errorCode, const char *format, ...);
bool skipValidation() const
{
// Ensure we don't skip validation when context becomes lost, since implementations
// generally assume a non-lost context, non-null objects, etc.
ASSERT(!isContextLost() || !mSkipValidation);
return mSkipValidation.load(std::memory_order_relaxed) != 0;
}
void forceValidation() { mSkipValidation = 0; }
void markContextLost(GraphicsResetStatus status);
bool isContextLost() const { return mContextLost.load(std::memory_order_relaxed) != 0; }
GLenum getGraphicsResetStatus(rx::ContextImpl *contextImpl);
GLenum getResetStrategy() const { return mResetStrategy; }
GLenum getErrorForCapture() const;
#if defined(ANGLE_ENABLE_ASSERTS)
uint32_t getPushedErrorCount() const { return mPushedErrors; }
#endif
private:
void setContextLost();
void pushError(GLenum errorCode);
std::unique_lock<std::mutex> getLockIfNotAlready();
// Non-atomic members of this class are protected by a mutex. This is to allow errors to be
// safely set by entry points that don't hold a lock. Note that other contexts may end up
// triggering an error on this context (through making failable calls on other contexts in the
// share group).
//
// Note also that the functionality used through the Debug class is thread-safe.
std::mutex mMutex;
// Error handling and reporting
Debug *mDebug;
std::set<GLenum> mErrors;
const GLenum mResetStrategy;
const bool mLoseContextOnOutOfMemory;
// Context-loss handling
bool mContextLostForced;
GraphicsResetStatus mResetStatus;
std::atomic<uint32_t> mErrorMessageCount;
uint32_t mMaxErrorMessages;
// The following are atomic and lockless as they are very frequently accessed.
std::atomic_int mSkipValidation;
std::atomic_int mContextLost;
#if defined(ANGLE_ENABLE_ASSERTS)
std::atomic_uint32_t mPushedErrors; // must be unsigned to handle overflows
#endif
std::atomic_int mHasAnyErrors;
};
enum class VertexAttribTypeCase
{
Invalid = 0,
Valid = 1,
ValidSize4Only = 2,
ValidSize3or4 = 3,
};
// Part of StateCache (see below) that is private to the context and is inaccessible to other
// contexts.
class PrivateStateCache final : angle::NonCopyable
{
public:
PrivateStateCache();
~PrivateStateCache();
void initialize(const Context *context);
void onCapChange() { mIsCachedBasicDrawStatesErrorValid = false; }
void onColorMaskChange() { mIsCachedBasicDrawStatesErrorValid = false; }
void onDefaultVertexAttributeChange() { mIsCachedBasicDrawStatesErrorValid = false; }
// Blending updates invalidate draw
// state in the following cases:
//
// * Blend equations have been changed and the context
// supports KHR_blend_equation_advanced. The number
// of enabled draw buffers may need to be checked
// to not be greater than 1.
//
// * Blend funcs have been changed with indexed
// commands. The D3D11 backend cannot support
// constant color and alpha blend funcs together
// so a check is needed across all draw buffers.
//
// * Blend funcs have been changed and the context
// supports EXT_blend_func_extended. The number
// of enabled draw buffers may need to be checked
// against MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT limit.
void onBlendEquationOrFuncChange() { mIsCachedBasicDrawStatesErrorValid = false; }
void onStencilStateChange() { mIsCachedBasicDrawStatesErrorValid = false; }
void onBufferBindingChange()
{
mIsCachedBasicDrawStatesErrorValid = false;
mCachedBasicDrawElementsError = kInvalidPointer;
}
void onVertexArrayBindingChange()
{
mIsCachedActiveAttribMasksValid = false;
mIsCachedVertexElementLimitValid = false;
mIsCachedBasicDrawStatesErrorValid = false;
mCachedBasicDrawElementsError = kInvalidPointer;
}
void onVertexArrayStateChange()
{
mIsCachedActiveAttribMasksValid = false;
mIsCachedVertexElementLimitValid = false;
mIsCachedBasicDrawStatesErrorValid = false;
mCachedBasicDrawElementsError = kInvalidPointer;
}
void onVertexArrayFormatChange() { mIsCachedVertexElementLimitValid = false; }
void onVertexArrayBufferContentsChange()
{
mIsCachedVertexElementLimitValid = false;
mIsCachedBasicDrawStatesErrorValid = false;
}
void onVertexArrayBufferStateChange()
{
mIsCachedBasicDrawStatesErrorValid = false;
mCachedBasicDrawElementsError = kInvalidPointer;
}
bool isCachedBasicDrawStatesErrorValid() const { return mIsCachedBasicDrawStatesErrorValid; }
void setCachedBasicDrawStatesErrorValid() const { mIsCachedBasicDrawStatesErrorValid = true; }
bool isCachedActiveAttribMasksValid() const { return mIsCachedActiveAttribMasksValid; }
void setCachedActiveAttribMasksValid() const { mIsCachedActiveAttribMasksValid = true; }
bool isCachedVertexElementLimitValid() const { return mIsCachedVertexElementLimitValid; }
void setCachedVertexElementLimitValid() const { mIsCachedVertexElementLimitValid = true; }
bool isCachedBasicDrawElementsErrorValid() const
{
return mCachedBasicDrawElementsError != kInvalidPointer;
}
intptr_t getBasicDrawElementsError() const
{
ASSERT(isCachedBasicDrawElementsErrorValid());
return mCachedBasicDrawElementsError;
}
void invalidateCachedBasicDrawElementsError()
{
mCachedBasicDrawElementsError = kInvalidPointer;
}
void updateBasicDrawElementsError(intptr_t drawElementsError) const
{
ASSERT(drawElementsError != kInvalidPointer);
mCachedBasicDrawElementsError = drawElementsError;
}
// Cannot change except on Context/Extension init.
VertexAttribTypeCase getVertexAttribTypeValidation(VertexAttribType type) const
{
return mCachedVertexAttribTypesValidation[type];
}
VertexAttribTypeCase getIntegerVertexAttribTypeValidation(VertexAttribType type) const
{
return mCachedIntegerVertexAttribTypesValidation[type];
}
private:
void updateVertexAttribTypesValidation(const Context *context);
static constexpr intptr_t kInvalidPointer = 1;
// StateCache::mCachedBasicDrawStatesError* may be invalidated through numerous calls (see the
// comment on getBasicDrawStatesErrorString), some of which may originate from other contexts
// (through the observer interface). However, ContextPrivate* helpers may also need to
// invalidate the draw states, but they are called without holding the share group lock. The
// following tracks whether StateCache::mCachedBasicDrawStatesError* values are valid and is
// accessed only by the context itself.
mutable bool mIsCachedBasicDrawStatesErrorValid;
// When any one of these cached values needs to be updated, we will set
// mIsCachedActiveAttribMasksValid to false. Whenever these cached value are used, we check this
// boolean and update if needed: StateCache::mCachedActiveClientAttribsMask,
// StateCache::mCachedActiveBufferedAttribsMask, StateCache::mCachedActiveDefaultAttribsMask,
// StateCache::mCachedHasAnyEnabledClientAttrib,
mutable bool mIsCachedActiveAttribMasksValid;
// When any one of these cached values needs to be updated, we will set it to false. Whenever
// these cached value are used, we check this boolean and update if needed:
// StateCache::mCachedNonInstancedVertexElementLimit,
// StateCache::mCachedInstancedVertexElementLimit
mutable bool mIsCachedVertexElementLimitValid;
// This only gets modified by the current context, with or without shared lock. But it is always
// thread safe since context can only be current in one thread.
mutable intptr_t mCachedBasicDrawElementsError;
using VertexAttribTypesValidation =
angle::PackedEnumMap<VertexAttribType,
VertexAttribTypeCase,
angle::EnumSize<VertexAttribType>() + 1>;
VertexAttribTypesValidation mCachedVertexAttribTypesValidation;
VertexAttribTypesValidation mCachedIntegerVertexAttribTypesValidation;
};
// Helper class for managing cache variables and state changes.
class StateCache final : angle::NonCopyable
{
public:
StateCache();
~StateCache();
void initialize(Context *context);
// Places that can trigger updateActiveAttribsMask:
// 1. onVertexArrayBindingChange.
// 2. onProgramExecutableChange.
// 3. onVertexArrayStateChange.
// 4. onGLES1ClientStateChange.
// 5. onGLES1TextureStateChange.
AttributesMask getActiveBufferedAttribsMask(const PrivateStateCache &privateStateCache) const
{
ASSERT(privateStateCache.isCachedActiveAttribMasksValid());
return mCachedActiveBufferedAttribsMask;
}
AttributesMask getActiveClientAttribsMask(const PrivateStateCache &privateStateCache) const
{
ASSERT(privateStateCache.isCachedActiveAttribMasksValid());
return mCachedActiveClientAttribsMask;
}
AttributesMask getActiveDefaultAttribsMask(const PrivateStateCache &privateStateCache) const
{
ASSERT(privateStateCache.isCachedActiveAttribMasksValid());
return mCachedActiveDefaultAttribsMask;
}
bool hasAnyEnabledClientAttrib(const PrivateStateCache &privateStateCache) const
{
ASSERT(privateStateCache.isCachedActiveAttribMasksValid());
return mCachedHasAnyEnabledClientAttrib;
}
bool hasAnyActiveClientAttrib(const PrivateStateCache &privateStateCache) const
{
ASSERT(privateStateCache.isCachedActiveAttribMasksValid());
return mCachedActiveClientAttribsMask.any();
}
// Places that can trigger updateVertexElementLimits:
// 1. onVertexArrayBindingChange.
// 2. onProgramExecutableChange.
// 3. onVertexArrayFormatChange.
// 4. onVertexArrayBufferChange.
// 5. onVertexArrayStateChange.
GLint64 getNonInstancedVertexElementLimit(const PrivateStateCache &privateStateCache) const
{
ASSERT(privateStateCache.isCachedVertexElementLimitValid());
return mCachedNonInstancedVertexElementLimit;
}
GLint64 getInstancedVertexElementLimit(const PrivateStateCache &privateStateCache) const
{
ASSERT(privateStateCache.isCachedVertexElementLimitValid());
return mCachedInstancedVertexElementLimit;
}
// Places that can trigger updateBasicDrawStatesError:
// 1. onVertexArrayBindingChange.
// 2. onProgramExecutableChange.
// 3. onVertexArrayBufferContentsChange.
// 4. onVertexArrayStateChange.
// 5. onVertexArrayBufferStateChange.
// 6. onDrawFramebufferChange.
// 7. onActiveTextureChange.
// 8. onQueryChange.
// 9. onActiveTransformFeedbackChange.
// 10. onUniformBufferStateChange.
// 11. onBufferBindingChange.
//
// Additionally, the following in PrivateStateCache can lead to updateBasicDrawStatesError:
// 1. onCapChange.
// 2. onStencilStateChange.
// 3. onDefaultVertexAttributeChange.
// 4. onColorMaskChange.
// 5. onBlendEquationOrFuncChange.
intptr_t getBasicDrawStatesErrorString(const Context *context,
const PrivateStateCache *privateStateCache) const
{
// This is only ever called with the context that owns this state cache
ASSERT(isCurrentContext(context, privateStateCache));
if (privateStateCache->isCachedBasicDrawStatesErrorValid() &&
mCachedBasicDrawStatesErrorString != kInvalidPointer)
{
return mCachedBasicDrawStatesErrorString;
}
return getBasicDrawStatesErrorImpl(context, privateStateCache);
}
// The GL error enum to use when generating errors due to failed draw states. Only valid if
// getBasicDrawStatesErrorString returns non-zero.
GLenum getBasicDrawElementsErrorCode() const
{
ASSERT(mCachedBasicDrawStatesErrorString != kInvalidPointer);
ASSERT(mCachedBasicDrawStatesErrorCode != GL_NO_ERROR);
return mCachedBasicDrawStatesErrorCode;
}
// Places that can trigger updateProgramPipelineError:
// 1. onProgramExecutableChange.
intptr_t getProgramPipelineError(const Context *context) const
{
if (mCachedProgramPipelineError != kInvalidPointer)
{
return mCachedProgramPipelineError;
}
return getProgramPipelineErrorImpl(context);
}
// Places that can trigger updateValidDrawModes:
// 1. onProgramExecutableChange.
// 2. onActiveTransformFeedbackChange.
bool isValidDrawMode(PrimitiveMode primitiveMode) const
{
return mCachedValidDrawModes[primitiveMode];
}
// Cannot change except on Context/Extension init.
bool isValidBindTextureType(TextureType type) const
{
return mCachedValidBindTextureTypes[type];
}
// Cannot change except on Context/Extension init.
bool isValidDrawElementsType(DrawElementsType type) const
{
return mCachedValidDrawElementsTypes[type];
}
// Places that can trigger updateTransformFeedbackActiveUnpaused:
// 1. onActiveTransformFeedbackChange.
bool isTransformFeedbackActiveUnpaused() const
{
return mCachedTransformFeedbackActiveUnpaused;
}
// Places that can trigger updateActiveShaderStorageBufferIndices:
// 1. onProgramExecutableChange.
StorageBuffersMask getActiveShaderStorageBufferIndices() const
{
return mCachedActiveShaderStorageBufferIndices;
}
// Places that can trigger updateActiveImageUnitIndices:
// 1. onProgramExecutableChange.
const ImageUnitMask &getActiveImageUnitIndices() const { return mCachedActiveImageUnitIndices; }
// Places that can trigger updateCanDraw:
// 1. onProgramExecutableChange.
bool getCanDraw() const { return mCachedCanDraw; }
// State change notifications.
void onProgramExecutableChange(Context *context);
void onGLES1TextureStateChange(Context *context);
void onGLES1ClientStateChange(Context *context);
void onDrawFramebufferChange(Context *context);
void onActiveTextureChange(Context *context);
void onQueryChange(Context *context);
void onActiveTransformFeedbackChange(Context *context);
void onUniformBufferStateChange(Context *context);
void onAtomicCounterBufferStateChange(Context *context);
void onShaderStorageBufferStateChange(Context *context);
// Cache update functions.
void updateActiveAttribsMask(const Context *context);
void updateVertexElementLimits(const Context *context);
void updateVertexElementLimitsImpl(const Context *context);
private:
bool isCurrentContext(const Context *context, const PrivateStateCache *privateStateCache) const;
// Cache update functions.
void updateValidDrawModes(Context *context);
void updateValidBindTextureTypes(Context *context);
void updateValidDrawElementsTypes(Context *context);
void updateBasicDrawStatesError()
{
mCachedBasicDrawStatesErrorString = kInvalidPointer;
mCachedBasicDrawStatesErrorCode = GL_NO_ERROR;
}
void updateProgramPipelineError() { mCachedProgramPipelineError = kInvalidPointer; }
void updateTransformFeedbackActiveUnpaused(Context *context);
void updateActiveShaderStorageBufferIndices(Context *context);
void updateActiveImageUnitIndices(Context *context);
void updateCanDraw(Context *context);
void setValidDrawModes(bool pointsOK,
bool linesOK,
bool trisOK,
bool lineAdjOK,
bool triAdjOK,
bool patchOK);
intptr_t getBasicDrawStatesErrorImpl(const Context *context,
const PrivateStateCache *privateStateCache) const;
intptr_t getProgramPipelineErrorImpl(const Context *context) const;
static constexpr intptr_t kInvalidPointer = 1;
AttributesMask mCachedActiveBufferedAttribsMask;
AttributesMask mCachedActiveClientAttribsMask;
AttributesMask mCachedActiveDefaultAttribsMask;
// Given a vertex attribute's stride, the corresponding vertex buffer can fit a number of such
// attributes. A draw call that attempts to use more vertex attributes thus needs to fail (when
// robust access is enabled). The following variables help implement this limit given the
// following situations:
//
// Assume:
//
// Ni = Number of vertex attributes that can fit in buffer bound to attribute i.
// Di = Vertex attribute divisor set for attribute i.
// F = Draw calls "first" vertex index
// C = Draw calls vertex "count"
// B = Instanced draw calls "baseinstance"
// P = Instanced draw calls "primcount"
//
// Then, for each attribute i:
//
// If Di == 0 (i.e. non-instanced)
// Vertices [F, F+C) are accessed
// Draw call should fail if F+C > Ni
//
// If Di != 0 (i.e. instanced), in a non-instanced draw call:
// Only vertex 0 is accessed - note that a non-zero divisor in a non-instanced draw call
// implies that F is ignored and the vertex index is not incremented.
// Draw call should fail if Ni < 1
//
// If Di != 0, in an instanced draw call:
// Vertices [B, B+ceil(P/Di)) are accessed
// Draw call should fail if B+ceil(P/Di) > Ni
//
// To avoid needing to iterate over all attributes in the hot paths, the following is
// calculated:
//
// Non-instanced limit: min(Ni) for all non-instanced attributes. At draw time F+C <= min(Ni)
// is validated.
// Instanced limit: min(Ni*Di) for all instanced attributes. At draw time, B+P <= min(Ni*Di) is
// validated (the math works out, try with an example!)
//
// For instanced attributes in a non-instanced draw call, need to check that min(Ni) > 0.
// Evaluating min(Ni*DI) > 0 produces the same result though, so the instanced limit is used
// there too.
//
// If there are no instanced attributes, the non-instanced limit is set to infinity. If there
// are no instanced attributes, the instanced limits are set to infinity.
GLint64 mCachedNonInstancedVertexElementLimit;
GLint64 mCachedInstancedVertexElementLimit;
mutable intptr_t mCachedBasicDrawStatesErrorString;
mutable GLenum mCachedBasicDrawStatesErrorCode;
// mCachedProgramPipelineError checks only the
// current-program-exists subset of mCachedBasicDrawStatesError.
// Therefore, mCachedProgramPipelineError follows
// mCachedBasicDrawStatesError in that if mCachedBasicDrawStatesError is
// no-error, so is mCachedProgramPipelineError. Otherwise, if
// mCachedBasicDrawStatesError is in error, the state of
// mCachedProgramPipelineError can be no-error or also in error, or
// unknown due to early exiting.
mutable intptr_t mCachedProgramPipelineError;
bool mCachedHasAnyEnabledClientAttrib;
bool mCachedTransformFeedbackActiveUnpaused;
StorageBuffersMask mCachedActiveShaderStorageBufferIndices;
ImageUnitMask mCachedActiveImageUnitIndices;
// Reserve an extra slot at the end of these maps for invalid enum.
angle::PackedEnumMap<PrimitiveMode, bool, angle::EnumSize<PrimitiveMode>() + 1>
mCachedValidDrawModes;
angle::PackedEnumMap<TextureType, bool, angle::EnumSize<TextureType>() + 1>
mCachedValidBindTextureTypes;
angle::PackedEnumMap<DrawElementsType, bool, angle::EnumSize<DrawElementsType>() + 1>
mCachedValidDrawElementsTypes;
bool mCachedCanDraw;
};
using QueryMap = ResourceMap<Query, QueryID>;
using TransformFeedbackMap = ResourceMap<TransformFeedback, TransformFeedbackID>;
class Context final : public egl::LabeledObject, angle::NonCopyable, public angle::ObserverInterface
{
public:
Context(egl::Display *display,
const egl::Config *config,
const Context *shareContext,
TextureManager *shareTextures,
SemaphoreManager *shareSemaphores,
egl::ContextMutex *sharedContextMutex,
MemoryProgramCache *memoryProgramCache,
MemoryShaderCache *memoryShaderCache,
const egl::AttributeMap &attribs,
const egl::DisplayExtensions &displayExtensions,
const egl::ClientExtensions &clientExtensions);
// Use for debugging.
ContextID id() const { return mState.getContextID(); }
egl::Error initialize();
egl::Error onDestroy(const egl::Display *display);
~Context() override;
void setLabel(EGLLabelKHR label) override;
EGLLabelKHR getLabel() const override;
egl::Error makeCurrent(egl::Display *display,
egl::Surface *drawSurface,
egl::Surface *readSurface);
egl::Error unMakeCurrent(const egl::Display *display);
// These create and destroy methods pass through to ResourceManager, which owns these objects.
BufferID createBuffer();
TextureID createTexture();
RenderbufferID createRenderbuffer();
ProgramPipelineID createProgramPipeline();
MemoryObjectID createMemoryObject();
SemaphoreID createSemaphore();
void deleteBuffer(BufferID buffer);
void deleteTexture(TextureID texture);
void deleteRenderbuffer(RenderbufferID renderbuffer);
void deleteProgramPipeline(ProgramPipelineID pipeline);
void deleteMemoryObject(MemoryObjectID memoryObject);
void deleteSemaphore(SemaphoreID semaphore);
void bindReadFramebuffer(FramebufferID framebufferHandle);
void bindDrawFramebuffer(FramebufferID framebufferHandle);
Buffer *getBuffer(BufferID handle) const;
FenceNV *getFenceNV(FenceNVID handle) const;
Sync *getSync(SyncID syncPacked) const;
ANGLE_INLINE Texture *getTexture(TextureID handle) const
{
return mState.mTextureManager->getTexture(handle);
}
Framebuffer *getFramebuffer(FramebufferID handle) const;
Renderbuffer *getRenderbuffer(RenderbufferID handle) const;
Sampler *getSampler(SamplerID handle) const;
Query *getOrCreateQuery(QueryID handle, QueryType type);
Query *getQuery(QueryID handle) const;
TransformFeedback *getTransformFeedback(TransformFeedbackID handle) const;
ProgramPipeline *getProgramPipeline(ProgramPipelineID handle) const;
MemoryObject *getMemoryObject(MemoryObjectID handle) const;
Semaphore *getSemaphore(SemaphoreID handle) const;
Texture *getTextureByType(TextureType type) const;
Texture *getTextureByTarget(TextureTarget target) const;
Texture *getSamplerTexture(unsigned int sampler, TextureType type) const;
Compiler *getCompiler() const;
bool isTransformFeedbackGenerated(TransformFeedbackID transformFeedback) const;
bool isZeroTextureBound(TextureType textureType) const;
bool isExternal() const { return mState.isExternal(); }
void getBooleanvImpl(GLenum pname, GLboolean *params) const;
void getFloatvImpl(GLenum pname, GLfloat *params) const;
void getIntegervImpl(GLenum pname, GLint *params) const;
void getInteger64vImpl(GLenum pname, GLint64 *params) const;
void getIntegerVertexAttribImpl(GLenum pname, GLenum attribpname, GLint *params) const;
void getVertexAttribivImpl(GLuint index, GLenum pname, GLint *params) const;
// Framebuffers are owned by the Context, so these methods do not pass through
FramebufferID createFramebuffer();
void deleteFramebuffer(FramebufferID framebuffer);
bool hasActiveTransformFeedback(ShaderProgramID program) const;
// GLES entry point interface
ANGLE_GLES_1_0_CONTEXT_API
ANGLE_GLES_2_0_CONTEXT_API
ANGLE_GLES_3_0_CONTEXT_API
ANGLE_GLES_3_1_CONTEXT_API
ANGLE_GLES_3_2_CONTEXT_API
ANGLE_GLES_EXT_CONTEXT_API
angle::Result handleNoopDrawEvent();
// Consumes an error.
void handleError(GLenum errorCode,
const char *message,
const char *file,
const char *function,
unsigned int line);
bool isResetNotificationEnabled() const;
bool isRobustnessEnabled() const { return mState.hasRobustAccess(); }
const egl::Config *getConfig() const { return mConfig; }
EGLenum getRenderBuffer() const;
EGLenum getContextPriority() const;
const GLubyte *getString(GLenum name) const;
const GLubyte *getStringi(GLenum name, GLuint index) const;
size_t getExtensionStringCount() const;
bool isExtensionRequestable(const char *name) const;
bool isExtensionDisablable(const char *name) const;
size_t getRequestableExtensionStringCount() const;
void setExtensionEnabled(const char *name, bool enabled);
void reinitializeAfterExtensionsChanged();
rx::ContextImpl *getImplementation() const { return mImplementation.get(); }
[[nodiscard]] bool getScratchBuffer(size_t requestedSizeBytes,
angle::MemoryBuffer **scratchBufferOut) const;
[[nodiscard]] bool getZeroFilledBuffer(size_t requstedSizeBytes,
angle::MemoryBuffer **zeroBufferOut) const;
angle::ScratchBuffer *getScratchBuffer() const;
angle::Result prepareForCopyImage();
angle::Result prepareForDispatch();
angle::Result prepareForInvalidate(GLenum target);
MemoryProgramCache *getMemoryProgramCache() const { return mMemoryProgramCache; }
MemoryShaderCache *getMemoryShaderCache() const { return mMemoryShaderCache; }
angle::SimpleMutex &getProgramCacheMutex() const;
bool hasBeenCurrent() const { return mHasBeenCurrent; }
egl::Display *getDisplay() const { return mDisplay; }
egl::Surface *getCurrentDrawSurface() const { return mCurrentDrawSurface; }
egl::Surface *getCurrentReadSurface() const { return mCurrentReadSurface; }
bool isRobustResourceInitEnabled() const { return mState.isRobustResourceInitEnabled(); }
bool isCurrentTransformFeedback(const TransformFeedback *tf) const;
bool isCurrentVertexArray(const VertexArray *va) const
{
return mState.isCurrentVertexArray(va);
}
bool isShared() const { return mShared; }
bool isSharedContext() const { return mSharedContext; }
// Once a context is setShared() it cannot be undone
void setShared()
{
mShared = true;
mSharedContext = true;
}
const State &getState() const { return mState; }
const PrivateState &getPrivateState() const { return mState.privateState(); }
const Version &getClientVersion() const { return mState.getClientVersion(); }
const Caps &getCaps() const { return mState.getCaps(); }
const TextureCapsMap &getTextureCaps() const { return mState.getTextureCaps(); }
const Extensions &getExtensions() const { return mState.getExtensions(); }
const Limitations &getLimitations() const { return mState.getLimitations(); }
bool isGLES1() const;
// To be used **only** directly by the entry points.
PrivateState *getMutablePrivateState() { return mState.getMutablePrivateState(); }
GLES1State *getMutableGLES1State() { return mState.getMutableGLES1State(); }
bool skipValidation() const { return mErrors.skipValidation(); }
void markContextLost(GraphicsResetStatus status) { mErrors.markContextLost(status); }
bool isContextLost() const { return mErrors.isContextLost(); }
// Some commands may need to generate a context lost error but still return a value.
// The validation layer does not generate the context lost error in such cases.
void contextLostErrorOnBlockingCall(angle::EntryPoint entryPoint) const;
ErrorSet *getMutableErrorSetForValidation() const { return &mErrors; }
// Specific methods needed for validation.
bool getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const;
bool getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams) const;
ANGLE_INLINE Program *getProgramResolveLink(ShaderProgramID handle) const
{
Program *program = mState.mShaderProgramManager->getProgram(handle);
if (ANGLE_LIKELY(program))
{
program->resolveLink(this);
}
return program;
}
Program *getProgramNoResolveLink(ShaderProgramID handle) const;
Shader *getShaderResolveCompile(ShaderProgramID handle) const;
Shader *getShaderNoResolveCompile(ShaderProgramID handle) const;
bool nameStartsWithReservedPrefix(const GLchar *name) const
{
return (strncmp(name, "gl_", 3) == 0) ||
(isWebGL() && (strncmp(name, "webgl_", 6) == 0 || strncmp(name, "_webgl_", 7) == 0));
}
ANGLE_INLINE bool isTextureGenerated(TextureID texture) const
{
return mState.mTextureManager->isHandleGenerated(texture);
}
ANGLE_INLINE bool isBufferGenerated(BufferID buffer) const
{
return mState.mBufferManager->isHandleGenerated(buffer);
}
bool isRenderbufferGenerated(RenderbufferID renderbuffer) const;
bool isFramebufferGenerated(FramebufferID framebuffer) const;
bool isProgramPipelineGenerated(ProgramPipelineID pipeline) const;
bool isQueryGenerated(QueryID query) const;
bool usingDisplayTextureShareGroup() const;
bool usingDisplaySemaphoreShareGroup() const;
// Hack for the special WebGL 1 "DEPTH_STENCIL" internal format.
GLenum getConvertedRenderbufferFormat(GLenum internalformat) const;
bool isWebGL() const { return mState.isWebGL(); }
bool isWebGL1() const { return mState.isWebGL1(); }
const char *getRendererString() const { return mRendererString; }
bool isValidBufferBinding(BufferBinding binding) const { return mValidBufferBindings[binding]; }
// GLES1 emulation: Renderer level (for validation)
int vertexArrayIndex(ClientVertexArrayType type) const;
static int TexCoordArrayIndex(unsigned int unit);
// GL_KHR_parallel_shader_compile
std::shared_ptr<angle::WorkerThreadPool> getShaderCompileThreadPool() const;
std::shared_ptr<angle::WorkerThreadPool> getLinkSubTaskThreadPool() const;
std::shared_ptr<angle::WaitableEvent> postCompileLinkTask(
const std::shared_ptr<angle::Closure> &task,
angle::JobThreadSafety safety,
angle::JobResultExpectancy resultExpectancy) const;
// Single-threaded pool; runs everything instantly
std::shared_ptr<angle::WorkerThreadPool> getSingleThreadPool() const;
// Generic multithread pool.
std::shared_ptr<angle::WorkerThreadPool> getWorkerThreadPool() const;
const StateCache &getStateCache() const { return mStateCache; }
StateCache &getStateCache() { return mStateCache; }
const PrivateStateCache &getPrivateStateCache() const { return mPrivateStateCache; }
PrivateStateCache *getMutablePrivateStateCache() { return &mPrivateStateCache; }
void onSubjectStateChange(angle::SubjectIndex index, angle::SubjectMessage message) override;
void onSamplerUniformChange(size_t textureUnitIndex);
bool isBufferAccessValidationEnabled() const { return mBufferAccessValidationEnabled; }
const angle::FrontendFeatures &getFrontendFeatures() const;
angle::FrameCapture *getFrameCapture() const { return mFrameCapture.get(); }
const VertexArrayMap &getVertexArraysForCapture() const
{
return getPrivateState().getVertexArrayMap();
}
const QueryMap &getQueriesForCapture() const { return mQueryMap; }
const TransformFeedbackMap &getTransformFeedbacksForCapture() const
{
return mTransformFeedbackMap;
}
GLenum getErrorForCapture() const { return mErrors.getErrorForCapture(); }
#if defined(ANGLE_ENABLE_ASSERTS)
uint32_t getPushedErrorCount() const { return mErrors.getPushedErrorCount(); }
#endif
void onPreSwap();
ANGLE_INLINE Program *getActiveLinkedProgram() const
{
Program *program = mState.getLinkedProgram(this);
if (ANGLE_LIKELY(program))
{
return program;
}
return getActiveLinkedProgramPPO();
}
ANGLE_NOINLINE Program *getActiveLinkedProgramPPO() const;
// EGL_ANGLE_power_preference implementation.
egl::Error releaseHighPowerGPU();
egl::Error reacquireHighPowerGPU();
void onGPUSwitch();
// EGL_ANGLE_external_context_and_surface implementation.
egl::Error acquireExternalContext(egl::Surface *drawAndReadSurface);
egl::Error releaseExternalContext();
bool noopDrawProgram() const;
bool noopDraw(PrimitiveMode mode, GLsizei count) const;
bool noopDrawInstanced(PrimitiveMode mode, GLsizei count, GLsizei instanceCount) const;
bool noopMultiDraw(GLsizei drawcount) const;
bool isClearBufferMaskedOut(GLenum buffer,
GLint drawbuffer,
GLuint framebufferStencilSize) const;
bool noopClearBuffer(GLenum buffer, GLint drawbuffer) const;
void addRef() const { mRefCount++; }
void release() const { mRefCount--; }
bool isReferenced() const { return mRefCount > 0; }
egl::ShareGroup *getShareGroup() const { return mState.getShareGroup(); }
// Warning! When need to store pointer to the mutex in other object use `getRoot()` pointer, do
// NOT get pointer of the `getContextMutex()` reference.
egl::ContextMutex &getContextMutex() const { return mState.mContextMutex; }
bool supportsGeometryOrTesselation() const;
void dirtyAllState();
bool isDestroyed() const { return mIsDestroyed; }
void setIsDestroyed() { mIsDestroyed = true; }
// This function acts as glEnable(GL_COLOR_LOGIC_OP), but it's called from the GLES1 emulation
// code to implement logicOp using the non-GLES1 functionality (i.e. GL_ANGLE_logic_op). The
// ContextPrivateEnable() entry point implementation cannot be used (as ContextPrivate*
// functions are typically used by other frontend-emulated features) because it forwards this
// back to GLES1.
void setLogicOpEnabledForGLES1(bool enabled);
// Needed by capture serialization logic that works with a "const" Context pointer.
void finishImmutable() const;
const angle::PerfMonitorCounterGroups &getPerfMonitorCounterGroups() const;
// Ends the currently active pixel local storage session with GL_STORE_OP_STORE on all planes.
void endPixelLocalStorageImplicit();
bool areBlobCacheFuncsSet() const;
size_t getMemoryUsage() const;
// Only used by vulkan backend.
void onSwapChainImageChanged() const { mDefaultFramebuffer->onSwapChainImageChanged(); }
void onBufferChanged(const Buffer *buffer,
const angle::SubjectMessage message,
VertexArrayBufferBindingMask vertexArrayBufferBindingMask) const
{
// Notify current vertex array of the buffer changed. Note that other vertex arrays of this
// context or other context requires rebind which will check buffer changes
// at that time.
if (vertexArrayBufferBindingMask.any())
{
ASSERT(mState.mVertexArray != nullptr);
mState.mVertexArray->onBufferChanged(this, buffer, message,
vertexArrayBufferBindingMask);
}
}
AttributesMask getActiveBufferedAttribsMask() const;
AttributesMask getActiveClientAttribsMask() const;
AttributesMask getActiveDefaultAttribsMask() const;
bool hasAnyEnabledClientAttrib() const;
bool hasAnyActiveClientAttrib() const;
GLint64 getNonInstancedVertexElementLimit() const;
GLint64 getInstancedVertexElementLimit() const;
void onActiveTransformFeedbackChange();
private:
void initializeDefaultResources();
void releaseSharedObjects();
angle::Result prepareForDraw(PrimitiveMode mode);
angle::Result prepareForClear(GLbitfield mask);
angle::Result prepareForClearBuffer(GLenum buffer, GLint drawbuffer);
angle::Result syncState(const state::DirtyBits bitMask,
const state::ExtendedDirtyBits extendedBitMask,
const state::DirtyObjects &objectMask,
Command command);
angle::Result syncDirtyBits(const state::DirtyBits bitMask,
const state::ExtendedDirtyBits extendedBitMask,
Command command);
angle::Result syncDirtyObjects(const state::DirtyObjects &objectMask, Command command);
angle::Result syncStateForReadPixels();
angle::Result syncStateForTexImage();
angle::Result syncStateForBlit(GLbitfield mask);
angle::Result syncStateForClear();
angle::Result syncTextureForCopy(Texture *texture);
VertexArray *checkVertexArrayAllocation(VertexArrayID vertexArrayHandle);
TransformFeedback *checkTransformFeedbackAllocation(TransformFeedbackID transformFeedback);
void detachBuffer(Buffer *buffer);
void detachTexture(TextureID texture);
void detachFramebuffer(FramebufferID framebuffer);
void detachRenderbuffer(RenderbufferID renderbuffer);
void detachVertexArray(VertexArrayID vertexArray);
void detachTransformFeedback(TransformFeedbackID transformFeedback);
void detachSampler(SamplerID sampler);
void detachProgramPipeline(ProgramPipelineID pipeline);
egl::Error setDefaultFramebuffer(egl::Surface *drawSurface, egl::Surface *readSurface);
egl::Error unsetDefaultFramebuffer();
void initRendererString();
void initVendorString();
void initVersionStrings();
void initExtensionStrings();
Extensions generateSupportedExtensions() const;
void initCaps();
void updateCaps();
gl::LabeledObject *getLabeledObject(GLenum identifier, GLuint name) const;
gl::LabeledObject *getLabeledObjectFromPtr(const void *ptr) const;
void setUniform1iImpl(Program *program,
UniformLocation location,
GLsizei count,
const GLint *v);
void renderbufferStorageMultisampleImpl(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
MultisamplingMode mode);
void onUniformBlockBindingUpdated(GLuint uniformBlockIndex);
void updateActiveAttribsMaskIfNeeded() const;
void endTilingImplicit();
State mState;
bool mShared;
bool mSharedContext;
bool mDisplayTextureShareGroup;
bool mDisplaySemaphoreShareGroup;
// Recorded errors
mutable ErrorSet mErrors;
// Stores for each buffer binding type whether is it allowed to be used in this context.
angle::PackedEnumBitSet<BufferBinding> mValidBufferBindings;
std::unique_ptr<rx::ContextImpl> mImplementation;
EGLLabelKHR mLabel;
// Extensions supported by the implementation plus extensions that are implemented entirely
// within the frontend.
Extensions mSupportedExtensions;
// Shader compiler. Lazily initialized hence the mutable value.
mutable BindingPointer<Compiler> mCompiler;
const egl::Config *mConfig;
TextureMap mZeroTextures;
ResourceMap<FenceNV, FenceNVID> mFenceNVMap;
HandleAllocator mFenceNVHandleAllocator;
QueryMap mQueryMap;
HandleAllocator mQueryHandleAllocator;
TransformFeedbackMap mTransformFeedbackMap;
HandleAllocator mTransformFeedbackHandleAllocator;
const char *mVendorString;
const char *mVersionString;
const char *mShadingLanguageString;
const char *mRendererString;
const char *mExtensionString;
std::vector<const char *> mExtensionStrings;
const char *mRequestableExtensionString;
std::vector<const char *> mRequestableExtensionStrings;
// GLES1 renderer state
std::unique_ptr<GLES1Renderer> mGLES1Renderer;
// Current/lost context flags
bool mHasBeenCurrent;
const bool mSurfacelessSupported;
egl::Surface *mCurrentDrawSurface;
egl::Surface *mCurrentReadSurface;
egl::Display *mDisplay;
const bool mWebGLContext;
bool mBufferAccessValidationEnabled;
const bool mExtensionsEnabled;
MemoryProgramCache *mMemoryProgramCache;
MemoryShaderCache *mMemoryShaderCache;
state::DirtyObjects mDrawDirtyObjects;
mutable StateCache mStateCache;
PrivateStateCache mPrivateStateCache;
state::DirtyObjects mTexImageDirtyObjects;
state::DirtyObjects mReadPixelsDirtyObjects;
state::DirtyObjects mClearDirtyObjects;
state::DirtyObjects mBlitDirtyObjects;
state::DirtyObjects mComputeDirtyObjects;
state::DirtyBits mCopyImageDirtyBits;
state::DirtyObjects mCopyImageDirtyObjects;
state::DirtyObjects mTilingDirtyObjects;
// Binding to container objects that use dependent state updates.
angle::ObserverBinding mVertexArrayObserverBinding;
angle::ObserverBinding mDrawFramebufferObserverBinding;
angle::ObserverBinding mReadFramebufferObserverBinding;
angle::ObserverBinding mProgramObserverBinding;
angle::ObserverBinding mProgramPipelineObserverBinding;
std::vector<angle::ObserverBinding> mUniformBufferObserverBindings;
std::vector<angle::ObserverBinding> mAtomicCounterBufferObserverBindings;
std::vector<angle::ObserverBinding> mShaderStorageBufferObserverBindings;
std::vector<angle::ObserverBinding> mSamplerObserverBindings;
std::vector<angle::ObserverBinding> mImageObserverBindings;
// Not really a property of context state. The size and contexts change per-api-call.
mutable Optional<angle::ScratchBuffer> mScratchBuffer;
mutable Optional<angle::ScratchBuffer> mZeroFilledBuffer;
// Note: we use a raw pointer here so we can exclude frame capture sources from the build.
std::unique_ptr<angle::FrameCapture> mFrameCapture;
// Cache representation of the serialized context string.
mutable std::string mCachedSerializedStateString;
mutable size_t mRefCount;
OverlayType mOverlay;
bool mIsDestroyed;
std::unique_ptr<Framebuffer> mDefaultFramebuffer;
};
class [[nodiscard]] ScopedContextRef
{
public:
ScopedContextRef(Context *context) : mContext(context)
{
if (mContext)
{
mContext->addRef();
}
}
~ScopedContextRef()
{
if (mContext)
{
mContext->release();
}
}
private:
Context *const mContext;
};
// Thread-local current valid context bound to the thread.
#if defined(ANGLE_PLATFORM_APPLE) || defined(ANGLE_USE_STATIC_THREAD_LOCAL_VARIABLES)
extern Context *GetCurrentValidContextTLS();
extern void SetCurrentValidContextTLS(Context *context);
#else
extern thread_local Context *gCurrentValidContext;
#endif
extern void SetCurrentValidContext(Context *context);
} // namespace gl
#endif // LIBANGLE_CONTEXT_H_