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kc3-lang/angle/src/libANGLE/renderer/gl/StateManagerGL.h

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  • Author : Geoff Lang
    Date : 2019-05-27 13:39:15
    Hash : 857880e5
    Message : GL: Add extensions to enable hardware video decode on Android. The Android SurfaceTexture API has to be initialized with a texture id which Chrome has to query from an ANGLE external texture. It also rebinds and sets the texture dimensions on calls to SurfaceTexture.updateTexImage so ANGLE must be notified about these changes so that state tracking and validation continue to function. BUG=967410 Change-Id: I92e9077f75835b088da3a8caffb3ff40e9ad0361 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1630293 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/renderer/gl/StateManagerGL.h
  • //
    // Copyright (c) 2015 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.
    //
    
    // StateManagerGL.h: Defines a class for caching applied OpenGL state
    
    #ifndef LIBANGLE_RENDERER_GL_STATEMANAGERGL_H_
    #define LIBANGLE_RENDERER_GL_STATEMANAGERGL_H_
    
    #include "common/debug.h"
    #include "libANGLE/Error.h"
    #include "libANGLE/State.h"
    #include "libANGLE/angletypes.h"
    #include "libANGLE/renderer/gl/functionsgl_typedefs.h"
    
    #include <map>
    
    namespace gl
    {
    struct Caps;
    class FramebufferState;
    class State;
    }  // namespace gl
    
    namespace rx
    {
    
    class FramebufferGL;
    class FunctionsGL;
    class TransformFeedbackGL;
    class VertexArrayGL;
    class QueryGL;
    
    class StateManagerGL final : angle::NonCopyable
    {
      public:
        StateManagerGL(const FunctionsGL *functions,
                       const gl::Caps &rendererCaps,
                       const gl::Extensions &extensions);
        ~StateManagerGL();
    
        void deleteProgram(GLuint program);
        void deleteVertexArray(GLuint vao);
        void deleteTexture(GLuint texture);
        void deleteSampler(GLuint sampler);
        void deleteBuffer(GLuint buffer);
        void deleteFramebuffer(GLuint fbo);
        void deleteRenderbuffer(GLuint rbo);
        void deleteTransformFeedback(GLuint transformFeedback);
    
        void useProgram(GLuint program);
        void forceUseProgram(GLuint program);
        void bindVertexArray(GLuint vao, GLuint elementArrayBuffer);
        void bindBuffer(gl::BufferBinding target, GLuint buffer);
        void bindBufferBase(gl::BufferBinding target, size_t index, GLuint buffer);
        void bindBufferRange(gl::BufferBinding target,
                             size_t index,
                             GLuint buffer,
                             size_t offset,
                             size_t size);
        void activeTexture(size_t unit);
        void bindTexture(gl::TextureType type, GLuint texture);
        void invalidateTexture(gl::TextureType type);
        void bindSampler(size_t unit, GLuint sampler);
        void bindImageTexture(size_t unit,
                              GLuint texture,
                              GLint level,
                              GLboolean layered,
                              GLint layer,
                              GLenum access,
                              GLenum format);
        void bindFramebuffer(GLenum type, GLuint framebuffer);
        void bindRenderbuffer(GLenum type, GLuint renderbuffer);
        void bindTransformFeedback(GLenum type, GLuint transformFeedback);
        void onTransformFeedbackStateChange();
        void beginQuery(gl::QueryType type, QueryGL *queryObject, GLuint queryId);
        void endQuery(gl::QueryType type, QueryGL *queryObject, GLuint queryId);
    
        void setAttributeCurrentData(size_t index, const gl::VertexAttribCurrentValueData &data);
    
        void setScissorTestEnabled(bool enabled);
        void setScissor(const gl::Rectangle &scissor);
    
        void setViewport(const gl::Rectangle &viewport);
        void setDepthRange(float near, float far);
    
        void setBlendEnabled(bool enabled);
        void setBlendColor(const gl::ColorF &blendColor);
        void setBlendFuncs(GLenum sourceBlendRGB,
                           GLenum destBlendRGB,
                           GLenum sourceBlendAlpha,
                           GLenum destBlendAlpha);
        void setBlendEquations(GLenum blendEquationRGB, GLenum blendEquationAlpha);
        void setColorMask(bool red, bool green, bool blue, bool alpha);
        void setSampleAlphaToCoverageEnabled(bool enabled);
        void setSampleCoverageEnabled(bool enabled);
        void setSampleCoverage(float value, bool invert);
        void setSampleMaskEnabled(bool enabled);
        void setSampleMaski(GLuint maskNumber, GLbitfield mask);
    
        void setDepthTestEnabled(bool enabled);
        void setDepthFunc(GLenum depthFunc);
        void setDepthMask(bool mask);
        void setStencilTestEnabled(bool enabled);
        void setStencilFrontWritemask(GLuint mask);
        void setStencilBackWritemask(GLuint mask);
        void setStencilFrontFuncs(GLenum func, GLint ref, GLuint mask);
        void setStencilBackFuncs(GLenum func, GLint ref, GLuint mask);
        void setStencilFrontOps(GLenum sfail, GLenum dpfail, GLenum dppass);
        void setStencilBackOps(GLenum sfail, GLenum dpfail, GLenum dppass);
    
        void setCullFaceEnabled(bool enabled);
        void setCullFace(gl::CullFaceMode cullFace);
        void setFrontFace(GLenum frontFace);
        void setPolygonOffsetFillEnabled(bool enabled);
        void setPolygonOffset(float factor, float units);
        void setRasterizerDiscardEnabled(bool enabled);
        void setLineWidth(float width);
    
        void setPrimitiveRestartEnabled(bool enabled);
    
        void setClearColor(const gl::ColorF &clearColor);
        void setClearDepth(float clearDepth);
        void setClearStencil(GLint clearStencil);
    
        void setPixelUnpackState(const gl::PixelUnpackState &unpack);
        void setPixelUnpackBuffer(const gl::Buffer *pixelBuffer);
        void setPixelPackState(const gl::PixelPackState &pack);
        void setPixelPackBuffer(const gl::Buffer *pixelBuffer);
    
        void setFramebufferSRGBEnabled(const gl::Context *context, bool enabled);
        void setFramebufferSRGBEnabledForFramebuffer(const gl::Context *context,
                                                     bool enabled,
                                                     const FramebufferGL *framebuffer);
    
        void setDitherEnabled(bool enabled);
    
        void setMultisamplingStateEnabled(bool enabled);
        void setSampleAlphaToOneStateEnabled(bool enabled);
    
        void setCoverageModulation(GLenum components);
    
        void setPathRenderingModelViewMatrix(const GLfloat *m);
        void setPathRenderingProjectionMatrix(const GLfloat *m);
        void setPathRenderingStencilState(GLenum func, GLint ref, GLuint mask);
    
        void setProvokingVertex(GLenum mode);
    
        void pauseTransformFeedback();
        angle::Result pauseAllQueries(const gl::Context *context);
        angle::Result pauseQuery(const gl::Context *context, gl::QueryType type);
        angle::Result resumeAllQueries(const gl::Context *context);
        angle::Result resumeQuery(const gl::Context *context, gl::QueryType type);
        angle::Result onMakeCurrent(const gl::Context *context);
    
        void syncState(const gl::Context *context,
                       const gl::State::DirtyBits &glDirtyBits,
                       const gl::State::DirtyBits &bitMask);
    
        ANGLE_INLINE void updateMultiviewBaseViewLayerIndexUniform(
            const gl::Program *program,
            const gl::FramebufferState &drawFramebufferState) const
        {
            if (mIsMultiviewEnabled && program && program->usesMultiview())
            {
                updateMultiviewBaseViewLayerIndexUniformImpl(program, drawFramebufferState);
            }
        }
    
        GLuint getProgramID() const { return mProgram; }
        GLuint getVertexArrayID() const { return mVAO; }
        GLuint getFramebufferID(angle::FramebufferBinding binding) const
        {
            return mFramebuffers[binding];
        }
    
      private:
        void setTextureCubemapSeamlessEnabled(bool enabled);
    
        void propagateProgramToVAO(const gl::Program *program, VertexArrayGL *vao);
    
        void updateProgramTextureBindings(const gl::Context *context);
        void updateProgramStorageBufferBindings(const gl::Context *context);
        void updateProgramUniformBufferBindings(const gl::Context *context);
        void updateProgramAtomicCounterBufferBindings(const gl::Context *context);
        void updateProgramImageBindings(const gl::Context *context);
    
        void updateDispatchIndirectBufferBinding(const gl::Context *context);
        void updateDrawIndirectBufferBinding(const gl::Context *context);
    
        void syncSamplersState(const gl::Context *context);
        void syncTransformFeedbackState(const gl::Context *context);
    
        void updateMultiviewBaseViewLayerIndexUniformImpl(
            const gl::Program *program,
            const gl::FramebufferState &drawFramebufferState) const;
    
        const FunctionsGL *mFunctions;
    
        GLuint mProgram;
    
        GLuint mVAO;
        std::vector<gl::VertexAttribCurrentValueData> mVertexAttribCurrentValues;
    
        angle::PackedEnumMap<gl::BufferBinding, GLuint> mBuffers;
    
        struct IndexedBufferBinding
        {
            IndexedBufferBinding();
    
            size_t offset;
            size_t size;
            GLuint buffer;
        };
        angle::PackedEnumMap<gl::BufferBinding, std::vector<IndexedBufferBinding>> mIndexedBuffers;
    
        size_t mTextureUnitIndex;
        angle::PackedEnumMap<gl::TextureType, gl::ActiveTextureArray<GLuint>> mTextures;
        gl::ActiveTextureArray<GLuint> mSamplers;
    
        struct ImageUnitBinding
        {
            ImageUnitBinding()
                : texture(0), level(0), layered(false), layer(0), access(GL_READ_ONLY), format(GL_R32UI)
            {}
    
            GLuint texture;
            GLint level;
            GLboolean layered;
            GLint layer;
            GLenum access;
            GLenum format;
        };
        std::vector<ImageUnitBinding> mImages;
    
        GLuint mTransformFeedback;
        TransformFeedbackGL *mCurrentTransformFeedback;
    
        // Queries that are currently running on the driver
        angle::PackedEnumMap<gl::QueryType, QueryGL *> mQueries;
    
        // Queries that are temporarily in the paused state so that their results will not be affected
        // by other operations
        angle::PackedEnumMap<gl::QueryType, QueryGL *> mTemporaryPausedQueries;
    
        gl::ContextID mPrevDrawContext;
    
        GLint mUnpackAlignment;
        GLint mUnpackRowLength;
        GLint mUnpackSkipRows;
        GLint mUnpackSkipPixels;
        GLint mUnpackImageHeight;
        GLint mUnpackSkipImages;
    
        GLint mPackAlignment;
        GLint mPackRowLength;
        GLint mPackSkipRows;
        GLint mPackSkipPixels;
    
        // TODO(jmadill): Convert to std::array when available
        std::vector<GLenum> mFramebuffers;
        GLuint mRenderbuffer;
    
        bool mScissorTestEnabled;
        gl::Rectangle mScissor;
        gl::Rectangle mViewport;
        float mNear;
        float mFar;
    
        bool mBlendEnabled;
        gl::ColorF mBlendColor;
        GLenum mSourceBlendRGB;
        GLenum mDestBlendRGB;
        GLenum mSourceBlendAlpha;
        GLenum mDestBlendAlpha;
        GLenum mBlendEquationRGB;
        GLenum mBlendEquationAlpha;
        bool mColorMaskRed;
        bool mColorMaskGreen;
        bool mColorMaskBlue;
        bool mColorMaskAlpha;
        bool mSampleAlphaToCoverageEnabled;
        bool mSampleCoverageEnabled;
        float mSampleCoverageValue;
        bool mSampleCoverageInvert;
        bool mSampleMaskEnabled;
        std::array<GLbitfield, gl::MAX_SAMPLE_MASK_WORDS> mSampleMaskValues;
    
        bool mDepthTestEnabled;
        GLenum mDepthFunc;
        bool mDepthMask;
        bool mStencilTestEnabled;
        GLenum mStencilFrontFunc;
        GLint mStencilFrontRef;
        GLuint mStencilFrontValueMask;
        GLenum mStencilFrontStencilFailOp;
        GLenum mStencilFrontStencilPassDepthFailOp;
        GLenum mStencilFrontStencilPassDepthPassOp;
        GLuint mStencilFrontWritemask;
        GLenum mStencilBackFunc;
        GLint mStencilBackRef;
        GLuint mStencilBackValueMask;
        GLenum mStencilBackStencilFailOp;
        GLenum mStencilBackStencilPassDepthFailOp;
        GLenum mStencilBackStencilPassDepthPassOp;
        GLuint mStencilBackWritemask;
    
        bool mCullFaceEnabled;
        gl::CullFaceMode mCullFace;
        GLenum mFrontFace;
        bool mPolygonOffsetFillEnabled;
        GLfloat mPolygonOffsetFactor;
        GLfloat mPolygonOffsetUnits;
        bool mRasterizerDiscardEnabled;
        float mLineWidth;
    
        bool mPrimitiveRestartEnabled;
    
        gl::ColorF mClearColor;
        float mClearDepth;
        GLint mClearStencil;
    
        bool mFramebufferSRGBEnabled;
        bool mDitherEnabled;
        bool mTextureCubemapSeamlessEnabled;
    
        bool mMultisamplingEnabled;
        bool mSampleAlphaToOneEnabled;
    
        GLenum mCoverageModulation;
    
        GLfloat mPathMatrixMV[16];
        GLfloat mPathMatrixProj[16];
        GLenum mPathStencilFunc;
        GLint mPathStencilRef;
        GLuint mPathStencilMask;
    
        const bool mIsMultiviewEnabled;
    
        GLenum mProvokingVertex;
    
        gl::State::DirtyBits mLocalDirtyBits;
        gl::AttributesMask mLocalDirtyCurrentValues;
    };
    }  // namespace rx
    
    #endif  // LIBANGLE_RENDERER_GL_STATEMANAGERGL_H_