Hash :
e332e621
Author :
Date :
2019-02-14T12:53:04
D3D: Asynchronously load program binaries. Unpack as much of the binary steam as possible before passing the final loading of the shader programs off to a worker thread. Reporting as many possible link errors before becoming asynchronous means that linking should only fail due to unexpected system issues at that point. This also allows other backends to asynchronously load program binaries. BUG=angleproject:2857 Change-Id: I587917a3e54522114dabd41d1b14fc491c8fd18a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1473451 Commit-Queue: Jamie Madill <jmadill@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright (c) 2002-2014 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_
#include <set>
#include <string>
#include "angle_gl.h"
#include "common/MemoryBuffer.h"
#include "common/PackedEnums.h"
#include "common/angleutils.h"
#include "libANGLE/Caps.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Context_gles_1_0_autogen.h"
#include "libANGLE/Error.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/Workarounds.h"
#include "libANGLE/WorkerThread.h"
#include "libANGLE/angletypes.h"
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 Framebuffer;
class GLES1Renderer;
class MemoryProgramCache;
class Program;
class ProgramPipeline;
class Query;
class Renderbuffer;
class Sampler;
class Shader;
class Sync;
class Texture;
class TransformFeedback;
class VertexArray;
struct VertexAttribute;
class ErrorSet : angle::NonCopyable
{
public:
explicit ErrorSet(Context *context);
~ErrorSet();
bool empty() const;
GLenum popError();
void handleError(GLenum errorCode,
const char *message,
const char *file,
const char *function,
unsigned int line);
void validationError(GLenum errorCode, const char *message);
private:
Context *mContext;
std::set<GLenum> mErrors;
};
enum class VertexAttribTypeCase
{
Invalid = 0,
Valid = 1,
ValidSize4Only = 2,
};
// 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.
AttributesMask getActiveBufferedAttribsMask() const { return mCachedActiveBufferedAttribsMask; }
AttributesMask getActiveClientAttribsMask() const { return mCachedActiveClientAttribsMask; }
AttributesMask getActiveDefaultAttribsMask() const { return mCachedActiveDefaultAttribsMask; }
bool hasAnyEnabledClientAttrib() const { return mCachedHasAnyEnabledClientAttrib; }
bool hasAnyActiveClientAttrib() const { return mCachedActiveClientAttribsMask.any(); }
// Places that can trigger updateVertexElementLimits:
// 1. onVertexArrayBindingChange.
// 2. onProgramExecutableChange.
// 3. onVertexArrayFormatChange.
// 4. onVertexArrayBufferChange.
// 5. onVertexArrayStateChange.
GLint64 getNonInstancedVertexElementLimit() const
{
return mCachedNonInstancedVertexElementLimit;
}
GLint64 getInstancedVertexElementLimit() const { return mCachedInstancedVertexElementLimit; }
// Places that can trigger updateBasicDrawStatesError:
// 1. onVertexArrayBindingChange.
// 2. onProgramExecutableChange.
// 3. onVertexArrayBufferContentsChange.
// 4. onVertexArrayStateChange.
// 5. onVertexArrayBufferStateChange.
// 6. onDrawFramebufferChange.
// 7. onContextCapChange.
// 8. onStencilStateChange.
// 9. onDefaultVertexAttributeChange.
// 10. onActiveTextureChange.
// 11. onQueryChange.
// 12. onActiveTransformFeedbackChange.
// 13. onUniformBufferStateChange.
// 14. onBufferBindingChange.
bool hasBasicDrawStatesError(Context *context) const
{
if (mCachedBasicDrawStatesError == 0)
{
return false;
}
if (mCachedBasicDrawStatesError != kInvalidPointer)
{
return true;
}
return getBasicDrawStatesErrorImpl(context) != 0;
}
intptr_t getBasicDrawStatesError(Context *context) const
{
if (mCachedBasicDrawStatesError != kInvalidPointer)
{
return mCachedBasicDrawStatesError;
}
return getBasicDrawStatesErrorImpl(context);
}
// Places that can trigger updateBasicDrawElementsError:
// 1. onActiveTransformFeedbackChange.
// 2. onVertexArrayBufferStateChange.
// 3. onBufferBindingChange.
intptr_t getBasicDrawElementsError(Context *context) const
{
if (mCachedBasicDrawElementsError != kInvalidPointer)
{
return mCachedBasicDrawElementsError;
}
return getBasicDrawElementsErrorImpl(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;
}
// Cannot change except on Context/Extension init.
VertexAttribTypeCase getVertexAttribTypeValidation(VertexAttribType type) const
{
return mCachedVertexAttribTypesValidation[type];
}
VertexAttribTypeCase getIntegerVertexAttribTypeValidation(VertexAttribType type) const
{
return mCachedIntegerVertexAttribTypesValidation[type];
}
// State change notifications.
void onVertexArrayBindingChange(Context *context);
void onProgramExecutableChange(Context *context);
void onVertexArrayFormatChange(Context *context);
void onVertexArrayBufferContentsChange(Context *context);
void onVertexArrayStateChange(Context *context);
void onVertexArrayBufferStateChange(Context *context);
void onGLES1ClientStateChange(Context *context);
void onDrawFramebufferChange(Context *context);
void onContextCapChange(Context *context);
void onStencilStateChange(Context *context);
void onDefaultVertexAttributeChange(Context *context);
void onActiveTextureChange(Context *context);
void onQueryChange(Context *context);
void onActiveTransformFeedbackChange(Context *context);
void onUniformBufferStateChange(Context *context);
void onBufferBindingChange(Context *context);
private:
// Cache update functions.
void updateActiveAttribsMask(Context *context);
void updateVertexElementLimits(Context *context);
void updateVertexElementLimitsImpl(Context *context);
void updateValidDrawModes(Context *context);
void updateValidBindTextureTypes(Context *context);
void updateValidDrawElementsTypes(Context *context);
void updateBasicDrawStatesError();
void updateBasicDrawElementsError();
void updateTransformFeedbackActiveUnpaused(Context *context);
void updateVertexAttribTypesValidation(Context *context);
void setValidDrawModes(bool pointsOK, bool linesOK, bool trisOK, bool lineAdjOK, bool triAdjOK);
intptr_t getBasicDrawStatesErrorImpl(Context *context) const;
intptr_t getBasicDrawElementsErrorImpl(Context *context) const;
static constexpr intptr_t kInvalidPointer = 1;
AttributesMask mCachedActiveBufferedAttribsMask;
AttributesMask mCachedActiveClientAttribsMask;
AttributesMask mCachedActiveDefaultAttribsMask;
bool mCachedHasAnyEnabledClientAttrib;
GLint64 mCachedNonInstancedVertexElementLimit;
GLint64 mCachedInstancedVertexElementLimit;
mutable intptr_t mCachedBasicDrawStatesError;
mutable intptr_t mCachedBasicDrawElementsError;
bool mCachedTransformFeedbackActiveUnpaused;
// 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;
angle::PackedEnumMap<VertexAttribType,
VertexAttribTypeCase,
angle::EnumSize<VertexAttribType>() + 1>
mCachedVertexAttribTypesValidation;
angle::PackedEnumMap<VertexAttribType,
VertexAttribTypeCase,
angle::EnumSize<VertexAttribType>() + 1>
mCachedIntegerVertexAttribTypesValidation;
};
class Context final : public egl::LabeledObject, angle::NonCopyable, public angle::ObserverInterface
{
public:
Context(rx::EGLImplFactory *implFactory,
const egl::Config *config,
const Context *shareContext,
TextureManager *shareTextures,
MemoryProgramCache *memoryProgramCache,
const egl::AttributeMap &attribs,
const egl::DisplayExtensions &displayExtensions,
const egl::ClientExtensions &clientExtensions);
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 *surface);
egl::Error releaseSurface(const egl::Display *display);
// These create and destroy methods are merely pass-throughs to
// ResourceManager, which owns these object types
GLuint createBuffer();
GLuint createShader(ShaderType type);
GLuint createProgram();
GLuint createTexture();
GLuint createRenderbuffer();
GLuint genPaths(GLsizei range);
GLuint createProgramPipeline();
GLuint createShaderProgramv(ShaderType type, GLsizei count, const GLchar *const *strings);
void deleteBuffer(GLuint buffer);
void deleteShader(GLuint shader);
void deleteProgram(GLuint program);
void deleteTexture(GLuint texture);
void deleteRenderbuffer(GLuint renderbuffer);
void deletePaths(GLuint first, GLsizei range);
void deleteProgramPipeline(GLuint pipeline);
// CHROMIUM_path_rendering
bool isPath(GLuint path) const;
bool isPathGenerated(GLuint path) const;
void pathCommands(GLuint path,
GLsizei numCommands,
const GLubyte *commands,
GLsizei numCoords,
GLenum coordType,
const void *coords);
void pathParameterf(GLuint path, GLenum pname, GLfloat value);
void pathParameteri(GLuint path, GLenum pname, GLint value);
void getPathParameterfv(GLuint path, GLenum pname, GLfloat *value);
void getPathParameteriv(GLuint path, GLenum pname, GLint *value);
void pathStencilFunc(GLenum func, GLint ref, GLuint mask);
// Framebuffers are owned by the Context, so these methods do not pass through
GLuint createFramebuffer();
void deleteFramebuffer(GLuint framebuffer);
// NV Fences are owned by the Context.
void genFencesNV(GLsizei n, GLuint *fences);
void deleteFencesNV(GLsizei n, const GLuint *fences);
void finishFenceNV(GLuint fence);
void getFenceivNV(GLuint fence, GLenum pname, GLint *params);
GLboolean isFenceNV(GLuint fence);
void setFenceNV(GLuint fence, GLenum condition);
GLboolean testFenceNV(GLuint fence);
// GLES1 emulation: Interface to entry points
ANGLE_GLES1_CONTEXT_API
// OpenGL ES 2+
void bindTexture(TextureType target, GLuint handle);
void bindReadFramebuffer(GLuint framebufferHandle);
void bindDrawFramebuffer(GLuint framebufferHandle);
void bindVertexArray(GLuint vertexArrayHandle);
void bindVertexBuffer(GLuint bindingIndex,
GLuint bufferHandle,
GLintptr offset,
GLsizei stride);
void bindSampler(GLuint textureUnit, GLuint samplerHandle);
void bindImageTexture(GLuint unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format);
void useProgram(GLuint program);
void useProgramStages(GLuint pipeline, GLbitfield stages, GLuint program);
void bindTransformFeedback(GLenum target, GLuint transformFeedbackHandle);
void bindProgramPipeline(GLuint pipelineHandle);
void beginQuery(QueryType target, GLuint query);
void endQuery(QueryType target);
void queryCounter(GLuint id, QueryType target);
void getQueryiv(QueryType target, GLenum pname, GLint *params);
void getQueryivRobust(QueryType target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getQueryObjectiv(GLuint id, GLenum pname, GLint *params);
void getQueryObjectivRobust(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getQueryObjectuiv(GLuint id, GLenum pname, GLuint *params);
void getQueryObjectuivRobust(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
void getQueryObjecti64v(GLuint id, GLenum pname, GLint64 *params);
void getQueryObjecti64vRobust(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *params);
void getQueryObjectui64v(GLuint id, GLenum pname, GLuint64 *params);
void getQueryObjectui64vRobust(GLuint id,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint64 *params);
void vertexAttribDivisor(GLuint index, GLuint divisor);
void vertexBindingDivisor(GLuint bindingIndex, GLuint divisor);
void getBufferParameteriv(BufferBinding target, GLenum pname, GLint *params);
void getBufferParameterivRobust(BufferBinding target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getFramebufferAttachmentParameteriv(GLenum target,
GLenum attachment,
GLenum pname,
GLint *params);
void getFramebufferAttachmentParameterivRobust(GLenum target,
GLenum attachment,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
void getRenderbufferParameterivRobust(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getTexParameterfv(TextureType target, GLenum pname, GLfloat *params);
void getTexParameterfvRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
void getTexParameteriv(TextureType target, GLenum pname, GLint *params);
void getTexParameterIiv(TextureType target, GLenum pname, GLint *params);
void getTexParameterIuiv(TextureType target, GLenum pname, GLuint *params);
void getTexParameterivRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getTexParameterIivRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getTexParameterIuivRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
void getTexLevelParameteriv(TextureTarget target, GLint level, GLenum pname, GLint *params);
void getTexLevelParameterivRobust(TextureTarget target,
GLint level,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getTexLevelParameterfv(TextureTarget target, GLint level, GLenum pname, GLfloat *params);
void getTexLevelParameterfvRobust(TextureTarget target,
GLint level,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
void texParameterf(TextureType target, GLenum pname, GLfloat param);
void texParameterfv(TextureType target, GLenum pname, const GLfloat *params);
void texParameterfvRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
const GLfloat *params);
void texParameteri(TextureType target, GLenum pname, GLint param);
void texParameteriv(TextureType target, GLenum pname, const GLint *params);
void texParameterIiv(TextureType target, GLenum pname, const GLint *params);
void texParameterIuiv(TextureType target, GLenum pname, const GLuint *params);
void texParameterivRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
const GLint *params);
void texParameterIivRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
const GLint *params);
void texParameterIuivRobust(TextureType target,
GLenum pname,
GLsizei bufSize,
const GLuint *params);
void samplerParameteri(GLuint sampler, GLenum pname, GLint param);
void samplerParameteriv(GLuint sampler, GLenum pname, const GLint *param);
void samplerParameterIiv(GLuint sampler, GLenum pname, const GLint *param);
void samplerParameterIuiv(GLuint sampler, GLenum pname, const GLuint *param);
void samplerParameterivRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLint *param);
void samplerParameterIivRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLint *param);
void samplerParameterIuivRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLuint *param);
void samplerParameterf(GLuint sampler, GLenum pname, GLfloat param);
void samplerParameterfv(GLuint sampler, GLenum pname, const GLfloat *param);
void samplerParameterfvRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
const GLfloat *param);
void getSamplerParameteriv(GLuint sampler, GLenum pname, GLint *params);
void getSamplerParameterIiv(GLuint sampler, GLenum pname, GLint *params);
void getSamplerParameterIuiv(GLuint sampler, GLenum pname, GLuint *params);
void getSamplerParameterivRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getSamplerParameterIivRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getSamplerParameterIuivRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
void getSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat *params);
void getSamplerParameterfvRobust(GLuint sampler,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
void programParameteri(GLuint program, GLenum pname, GLint value);
GLuint getProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar *name);
void getProgramResourceName(GLuint program,
GLenum programInterface,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLchar *name);
GLint getProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar *name);
void getProgramResourceiv(GLuint program,
GLenum programInterface,
GLuint index,
GLsizei propCount,
const GLenum *props,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getProgramInterfaceiv(GLuint program,
GLenum programInterface,
GLenum pname,
GLint *params);
void getProgramInterfaceivRobust(GLuint program,
GLenum programInterface,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
Buffer *getBuffer(GLuint handle) const;
FenceNV *getFenceNV(GLuint handle);
Sync *getSync(GLsync handle) const;
ANGLE_INLINE Texture *getTexture(GLuint handle) const
{
return mState.mTextureManager->getTexture(handle);
}
Framebuffer *getFramebuffer(GLuint handle) const;
Renderbuffer *getRenderbuffer(GLuint handle) const;
VertexArray *getVertexArray(GLuint handle) const;
Sampler *getSampler(GLuint handle) const;
Query *getQuery(GLuint handle, bool create, QueryType type);
Query *getQuery(GLuint handle) const;
TransformFeedback *getTransformFeedback(GLuint handle) const;
ProgramPipeline *getProgramPipeline(GLuint handle) const;
void objectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar *label);
void objectPtrLabel(const void *ptr, GLsizei length, const GLchar *label);
void getObjectLabel(GLenum identifier,
GLuint name,
GLsizei bufSize,
GLsizei *length,
GLchar *label) const;
void getObjectPtrLabel(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label) const;
Texture *getTargetTexture(TextureType type) const;
Texture *getSamplerTexture(unsigned int sampler, TextureType type) const;
Compiler *getCompiler() const;
bool isSampler(GLuint samplerName) const;
bool isVertexArrayGenerated(GLuint vertexArray);
bool isTransformFeedbackGenerated(GLuint vertexArray);
void getBooleanv(GLenum pname, GLboolean *params);
void getBooleanvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLboolean *params);
void getBooleanvImpl(GLenum pname, GLboolean *params);
void getFloatv(GLenum pname, GLfloat *params);
void getFloatvRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLfloat *params);
void getFloatvImpl(GLenum pname, GLfloat *params);
void getIntegerv(GLenum pname, GLint *params);
void getIntegervRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint *data);
void getIntegervImpl(GLenum pname, GLint *params);
void getInteger64vImpl(GLenum pname, GLint64 *params);
void getPointerv(GLenum pname, void **params) const;
void getPointervRobustANGLERobust(GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **params);
void getBooleani_v(GLenum target, GLuint index, GLboolean *data);
void getBooleani_vRobust(GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLboolean *data);
void getIntegeri_v(GLenum target, GLuint index, GLint *data);
void getIntegeri_vRobust(GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint *data);
void getInteger64i_v(GLenum target, GLuint index, GLint64 *data);
void getInteger64i_vRobust(GLenum target,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLint64 *data);
void activeShaderProgram(GLuint pipeline, GLuint program);
void activeTexture(GLenum texture);
void blendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void blendEquation(GLenum mode);
void blendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void blendFunc(GLenum sfactor, GLenum dfactor);
void blendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void clearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void clearDepthf(GLfloat depth);
void clearStencil(GLint s);
void colorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void cullFace(CullFaceMode mode);
void depthFunc(GLenum func);
void depthMask(GLboolean flag);
void depthRangef(GLfloat zNear, GLfloat zFar);
void disable(GLenum cap);
void disableVertexAttribArray(GLuint index);
void enable(GLenum cap);
void enableVertexAttribArray(GLuint index);
void frontFace(GLenum mode);
void hint(GLenum target, GLenum mode);
void lineWidth(GLfloat width);
void pixelStorei(GLenum pname, GLint param);
void polygonOffset(GLfloat factor, GLfloat units);
void sampleCoverage(GLfloat value, GLboolean invert);
void sampleMaski(GLuint maskNumber, GLbitfield mask);
void scissor(GLint x, GLint y, GLsizei width, GLsizei height);
void stencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void stencilMaskSeparate(GLenum face, GLuint mask);
void stencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
void vertexAttrib1f(GLuint index, GLfloat x);
void vertexAttrib1fv(GLuint index, const GLfloat *values);
void vertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
void vertexAttrib2fv(GLuint index, const GLfloat *values);
void vertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
void vertexAttrib3fv(GLuint index, const GLfloat *values);
void vertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void vertexAttrib4fv(GLuint index, const GLfloat *values);
void vertexAttribFormat(GLuint attribIndex,
GLint size,
VertexAttribType type,
GLboolean normalized,
GLuint relativeOffset);
void vertexAttribIFormat(GLuint attribIndex,
GLint size,
VertexAttribType type,
GLuint relativeOffset);
void vertexAttribBinding(GLuint attribIndex, GLuint bindingIndex);
void vertexAttribPointer(GLuint index,
GLint size,
VertexAttribType type,
GLboolean normalized,
GLsizei stride,
const void *ptr);
void vertexAttribIPointer(GLuint index,
GLint size,
VertexAttribType type,
GLsizei stride,
const void *pointer);
void viewport(GLint x, GLint y, GLsizei width, GLsizei height);
void vertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w);
void vertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
void vertexAttribI4iv(GLuint index, const GLint *v);
void vertexAttribI4uiv(GLuint index, const GLuint *v);
void getVertexAttribiv(GLuint index, GLenum pname, GLint *params);
void getVertexAttribivRobust(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
void getVertexAttribfvRobust(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
void getVertexAttribIiv(GLuint index, GLenum pname, GLint *params);
void getVertexAttribIivRobust(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getVertexAttribIuiv(GLuint index, GLenum pname, GLuint *params);
void getVertexAttribIuivRobust(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
void getVertexAttribPointerv(GLuint index, GLenum pname, void **pointer);
void getVertexAttribPointervRobust(GLuint index,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **pointer);
void debugMessageControl(GLenum source,
GLenum type,
GLenum severity,
GLsizei count,
const GLuint *ids,
GLboolean enabled);
void debugMessageInsert(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar *buf);
void debugMessageCallback(GLDEBUGPROCKHR callback, const void *userParam);
GLuint getDebugMessageLog(GLuint count,
GLsizei bufSize,
GLenum *sources,
GLenum *types,
GLuint *ids,
GLenum *severities,
GLsizei *lengths,
GLchar *messageLog);
void pushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar *message);
void popDebugGroup();
void clear(GLbitfield mask);
void clearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *values);
void clearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *values);
void clearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *values);
void clearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
void drawArrays(PrimitiveMode mode, GLint first, GLsizei count);
void drawArraysInstanced(PrimitiveMode mode, GLint first, GLsizei count, GLsizei instanceCount);
void drawElements(PrimitiveMode mode,
GLsizei count,
DrawElementsType type,
const void *indices);
void drawElementsInstanced(PrimitiveMode mode,
GLsizei count,
DrawElementsType type,
const void *indices,
GLsizei instances);
void drawRangeElements(PrimitiveMode mode,
GLuint start,
GLuint end,
GLsizei count,
DrawElementsType type,
const void *indices);
void drawArraysIndirect(PrimitiveMode mode, const void *indirect);
void drawElementsIndirect(PrimitiveMode mode, DrawElementsType type, const void *indirect);
void blitFramebuffer(GLint srcX0,
GLint srcY0,
GLint srcX1,
GLint srcY1,
GLint dstX0,
GLint dstY0,
GLint dstX1,
GLint dstY1,
GLbitfield mask,
GLenum filter);
void readPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
void *pixels);
void readPixelsRobust(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
GLsizei *length,
GLsizei *columns,
GLsizei *rows,
void *pixels);
void readnPixelsRobust(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
GLsizei *length,
GLsizei *columns,
GLsizei *rows,
void *data);
void copyTexImage2D(TextureTarget target,
GLint level,
GLenum internalformat,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLint border);
void copyTexSubImage2D(TextureTarget target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
void copyTexSubImage3D(TextureType target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
void framebufferTexture2D(GLenum target,
GLenum attachment,
TextureTarget textarget,
GLuint texture,
GLint level);
void framebufferRenderbuffer(GLenum target,
GLenum attachment,
GLenum renderbuffertarget,
GLuint renderbuffer);
void framebufferTextureLayer(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint layer);
void framebufferTextureMultiviewLayered(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLint baseViewIndex,
GLsizei numViews);
void framebufferTextureMultiviewSideBySide(GLenum target,
GLenum attachment,
GLuint texture,
GLint level,
GLsizei numViews,
const GLint *viewportOffsets);
void drawBuffers(GLsizei n, const GLenum *bufs);
void readBuffer(GLenum mode);
void discardFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments);
void invalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum *attachments);
void invalidateSubFramebuffer(GLenum target,
GLsizei numAttachments,
const GLenum *attachments,
GLint x,
GLint y,
GLsizei width,
GLsizei height);
void texImage2D(TextureTarget target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
void texImage2DRobust(TextureTarget target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
void texImage3D(TextureType target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
const void *pixels);
void texImage3DRobust(TextureType target,
GLint level,
GLint internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
void texSubImage2D(TextureTarget target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
const void *pixels);
void texSubImage2DRobust(TextureTarget target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
void texSubImage3D(TextureType target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
const void *pixels);
void texSubImage3DRobust(TextureType target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLenum type,
GLsizei bufSize,
const void *pixels);
void compressedTexImage2D(TextureTarget target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
const void *data);
void compressedTexImage2DRobust(TextureTarget target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLint border,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
void compressedTexImage3D(TextureType target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
const void *data);
void compressedTexImage3DRobust(TextureType target,
GLint level,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLint border,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
void compressedTexSubImage2D(TextureTarget target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
const void *data);
void compressedTexSubImage2DRobust(TextureTarget target,
GLint level,
GLint xoffset,
GLint yoffset,
GLsizei width,
GLsizei height,
GLenum format,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
void compressedTexSubImage3D(TextureType target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
const void *data);
void compressedTexSubImage3DRobust(TextureType target,
GLint level,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLsizei width,
GLsizei height,
GLsizei depth,
GLenum format,
GLsizei imageSize,
GLsizei dataSize,
const GLvoid *data);
void copyTexture(GLuint sourceId,
GLint sourceLevel,
TextureTarget destTarget,
GLuint destId,
GLint destLevel,
GLint internalFormat,
GLenum destType,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
void copyTexture3D(GLuint sourceId,
GLint sourceLevel,
TextureTarget destTarget,
GLuint destId,
GLint destLevel,
GLint internalFormat,
GLenum destType,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
void copySubTexture(GLuint sourceId,
GLint sourceLevel,
TextureTarget destTarget,
GLuint destId,
GLint destLevel,
GLint xoffset,
GLint yoffset,
GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
void copySubTexture3D(GLuint sourceId,
GLint sourceLevel,
TextureTarget destTarget,
GLuint destId,
GLint destLevel,
GLint xoffset,
GLint yoffset,
GLint zoffset,
GLint x,
GLint y,
GLint z,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean unpackFlipY,
GLboolean unpackPremultiplyAlpha,
GLboolean unpackUnmultiplyAlpha);
void compressedCopyTexture(GLuint sourceId, GLuint destId);
void generateMipmap(TextureType target);
void flush();
void finish();
void getBufferPointerv(BufferBinding target, GLenum pname, void **params);
void getBufferPointervRobust(BufferBinding target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
void **params);
void *mapBuffer(BufferBinding target, GLenum access);
GLboolean unmapBuffer(BufferBinding target);
void *mapBufferRange(BufferBinding target,
GLintptr offset,
GLsizeiptr length,
GLbitfield access);
void flushMappedBufferRange(BufferBinding target, GLintptr offset, GLsizeiptr length);
void beginTransformFeedback(PrimitiveMode primitiveMode);
bool hasActiveTransformFeedback(GLuint program) const;
void insertEventMarker(GLsizei length, const char *marker);
void pushGroupMarker(GLsizei length, const char *marker);
void popGroupMarker();
void bindUniformLocation(GLuint program, GLint location, const GLchar *name);
void renderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void renderbufferStorageMultisample(GLenum target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height);
void getSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
// CHROMIUM_framebuffer_mixed_samples
void coverageModulation(GLenum components);
// CHROMIUM_path_rendering
void matrixLoadf(GLenum matrixMode, const GLfloat *matrix);
void matrixLoadIdentity(GLenum matrixMode);
void stencilFillPath(GLuint path, GLenum fillMode, GLuint mask);
void stencilStrokePath(GLuint path, GLint reference, GLuint mask);
void coverFillPath(GLuint path, GLenum coverMode);
void coverStrokePath(GLuint path, GLenum coverMode);
void stencilThenCoverFillPath(GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode);
void stencilThenCoverStrokePath(GLuint path, GLint reference, GLuint mask, GLenum coverMode);
void coverFillPathInstanced(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
void coverStrokePathInstanced(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
void stencilFillPathInstanced(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBAse,
GLenum fillMode,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
void stencilStrokePathInstanced(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLint reference,
GLuint mask,
GLenum transformType,
const GLfloat *transformValues);
void stencilThenCoverFillPathInstanced(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLenum fillMode,
GLuint mask,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
void stencilThenCoverStrokePathInstanced(GLsizei numPaths,
GLenum pathNameType,
const void *paths,
GLuint pathBase,
GLint reference,
GLuint mask,
GLenum coverMode,
GLenum transformType,
const GLfloat *transformValues);
void bindFragmentInputLocation(GLuint program, GLint location, const GLchar *name);
void programPathFragmentInputGen(GLuint program,
GLint location,
GLenum genMode,
GLint components,
const GLfloat *coeffs);
void bufferData(BufferBinding target, GLsizeiptr size, const void *data, BufferUsage usage);
void bufferSubData(BufferBinding target, GLintptr offset, GLsizeiptr size, const void *data);
void attachShader(GLuint program, GLuint shader);
void bindAttribLocation(GLuint program, GLuint index, const GLchar *name);
void bindBuffer(BufferBinding target, GLuint buffer);
void bindBufferBase(BufferBinding target, GLuint index, GLuint buffer);
void bindBufferRange(BufferBinding target,
GLuint index,
GLuint buffer,
GLintptr offset,
GLsizeiptr size);
void bindFramebuffer(GLenum target, GLuint framebuffer);
void bindRenderbuffer(GLenum target, GLuint renderbuffer);
void texStorage2DMultisample(TextureType target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLboolean fixedsamplelocations);
void texStorage3DMultisample(TextureType target,
GLsizei samples,
GLenum internalformat,
GLsizei width,
GLsizei height,
GLsizei depth,
GLboolean fixedsamplelocations);
void getMultisamplefv(GLenum pname, GLuint index, GLfloat *val);
void getMultisamplefvRobust(GLenum pname,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLfloat *val);
void copyBufferSubData(BufferBinding readTarget,
BufferBinding writeTarget,
GLintptr readOffset,
GLintptr writeOffset,
GLsizeiptr size);
GLenum checkFramebufferStatus(GLenum target);
void compileShader(GLuint shader);
void deleteBuffers(GLsizei n, const GLuint *buffers);
void deleteFramebuffers(GLsizei n, const GLuint *framebuffers);
void deleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
void deleteTextures(GLsizei n, const GLuint *textures);
void detachShader(GLuint program, GLuint shader);
void genBuffers(GLsizei n, GLuint *buffers);
void genFramebuffers(GLsizei n, GLuint *framebuffers);
void genRenderbuffers(GLsizei n, GLuint *renderbuffers);
void genTextures(GLsizei n, GLuint *textures);
void getActiveAttrib(GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
void getActiveUniform(GLuint program,
GLuint index,
GLsizei bufsize,
GLsizei *length,
GLint *size,
GLenum *type,
GLchar *name);
void getAttachedShaders(GLuint program, GLsizei maxcount, GLsizei *count, GLuint *shaders);
GLint getAttribLocation(GLuint program, const GLchar *name);
void getProgramiv(GLuint program, GLenum pname, GLint *params);
void getProgramivRobust(GLuint program,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getProgramPipelineiv(GLuint pipeline, GLenum pname, GLint *params);
void getProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei *length, GLchar *infolog);
void getProgramPipelineInfoLog(GLuint pipeline,
GLsizei bufSize,
GLsizei *length,
GLchar *infoLog);
void getShaderiv(GLuint shader, GLenum pname, GLint *params);
void getShaderivRobust(GLuint shader,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *infolog);
void getShaderPrecisionFormat(GLenum shadertype,
GLenum precisiontype,
GLint *range,
GLint *precision);
void getShaderSource(GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *source);
void getUniformfv(GLuint program, GLint location, GLfloat *params);
void getUniformfvRobust(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
void getUniformiv(GLuint program, GLint location, GLint *params);
void getUniformivRobust(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLint *params);
GLint getUniformLocation(GLuint program, const GLchar *name);
GLboolean isBuffer(GLuint buffer);
GLboolean isEnabled(GLenum cap);
GLboolean isFramebuffer(GLuint framebuffer);
GLboolean isProgram(GLuint program);
GLboolean isRenderbuffer(GLuint renderbuffer);
GLboolean isShader(GLuint shader);
GLboolean isTexture(GLuint texture);
void linkProgram(GLuint program);
void releaseShaderCompiler();
void shaderBinary(GLsizei n,
const GLuint *shaders,
GLenum binaryformat,
const void *binary,
GLsizei length);
void shaderSource(GLuint shader,
GLsizei count,
const GLchar *const *string,
const GLint *length);
void stencilFunc(GLenum func, GLint ref, GLuint mask);
void stencilMask(GLuint mask);
void stencilOp(GLenum fail, GLenum zfail, GLenum zpass);
void uniform1f(GLint location, GLfloat x);
void uniform1fv(GLint location, GLsizei count, const GLfloat *v);
void uniform1i(GLint location, GLint x);
void uniform1iv(GLint location, GLsizei count, const GLint *v);
void uniform2f(GLint location, GLfloat x, GLfloat y);
void uniform2fv(GLint location, GLsizei count, const GLfloat *v);
void uniform2i(GLint location, GLint x, GLint y);
void uniform2iv(GLint location, GLsizei count, const GLint *v);
void uniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z);
void uniform3fv(GLint location, GLsizei count, const GLfloat *v);
void uniform3i(GLint location, GLint x, GLint y, GLint z);
void uniform3iv(GLint location, GLsizei count, const GLint *v);
void uniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void uniform4fv(GLint location, GLsizei count, const GLfloat *v);
void uniform4i(GLint location, GLint x, GLint y, GLint z, GLint w);
void uniform4iv(GLint location, GLsizei count, const GLint *v);
void uniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void uniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void uniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void validateProgram(GLuint program);
void validateProgramPipeline(GLuint pipeline);
void genQueries(GLsizei n, GLuint *ids);
void deleteQueries(GLsizei n, const GLuint *ids);
GLboolean isQuery(GLuint id);
void uniform1ui(GLint location, GLuint v0);
void uniform2ui(GLint location, GLuint v0, GLuint v1);
void uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
void uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
void uniform1uiv(GLint location, GLsizei count, const GLuint *value);
void uniform2uiv(GLint location, GLsizei count, const GLuint *value);
void uniform3uiv(GLint location, GLsizei count, const GLuint *value);
void uniform4uiv(GLint location, GLsizei count, const GLuint *value);
void uniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void uniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void uniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void uniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void uniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void uniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void deleteVertexArrays(GLsizei n, const GLuint *arrays);
void genVertexArrays(GLsizei n, GLuint *arrays);
bool isVertexArray(GLuint array);
void endTransformFeedback();
void transformFeedbackVaryings(GLuint program,
GLsizei count,
const GLchar *const *varyings,
GLenum bufferMode);
void getTransformFeedbackVarying(GLuint program,
GLuint index,
GLsizei bufSize,
GLsizei *length,
GLsizei *size,
GLenum *type,
GLchar *name);
void deleteTransformFeedbacks(GLsizei n, const GLuint *ids);
void genTransformFeedbacks(GLsizei n, GLuint *ids);
bool isTransformFeedback(GLuint id);
void pauseTransformFeedback();
void resumeTransformFeedback();
void getProgramBinary(GLuint program,
GLsizei bufSize,
GLsizei *length,
GLenum *binaryFormat,
void *binary);
void programBinary(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length);
void getUniformuiv(GLuint program, GLint location, GLuint *params);
void getUniformuivRobust(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
GLint getFragDataLocation(GLuint program, const GLchar *name);
void getUniformIndices(GLuint program,
GLsizei uniformCount,
const GLchar *const *uniformNames,
GLuint *uniformIndices);
void getActiveUniformsiv(GLuint program,
GLsizei uniformCount,
const GLuint *uniformIndices,
GLenum pname,
GLint *params);
GLuint getUniformBlockIndex(GLuint program, const GLchar *uniformBlockName);
void getActiveUniformBlockiv(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLint *params);
void getActiveUniformBlockivRobust(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getActiveUniformBlockName(GLuint program,
GLuint uniformBlockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName);
void uniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
GLsync fenceSync(GLenum condition, GLbitfield flags);
GLboolean isSync(GLsync sync);
void deleteSync(GLsync sync);
GLenum clientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
void waitSync(GLsync sync, GLbitfield flags, GLuint64 timeout);
void getInteger64v(GLenum pname, GLint64 *params);
void getInteger64vRobust(GLenum pname, GLsizei bufSize, GLsizei *length, GLint64 *data);
void getBufferParameteri64v(BufferBinding target, GLenum pname, GLint64 *params);
void getBufferParameteri64vRobust(BufferBinding target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint64 *params);
void genSamplers(GLsizei count, GLuint *samplers);
void deleteSamplers(GLsizei count, const GLuint *samplers);
void getInternalformativ(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLint *params);
void getInternalformativRobust(GLenum target,
GLenum internalformat,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void programUniform1i(GLuint program, GLint location, GLint v0);
void programUniform2i(GLuint program, GLint location, GLint v0, GLint v1);
void programUniform3i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2);
void programUniform4i(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
void programUniform1ui(GLuint program, GLint location, GLuint v0);
void programUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1);
void programUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2);
void programUniform4ui(GLuint program,
GLint location,
GLuint v0,
GLuint v1,
GLuint v2,
GLuint v3);
void programUniform1f(GLuint program, GLint location, GLfloat v0);
void programUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1);
void programUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
void programUniform4f(GLuint program,
GLint location,
GLfloat v0,
GLfloat v1,
GLfloat v2,
GLfloat v3);
void programUniform1iv(GLuint program, GLint location, GLsizei count, const GLint *value);
void programUniform2iv(GLuint program, GLint location, GLsizei count, const GLint *value);
void programUniform3iv(GLuint program, GLint location, GLsizei count, const GLint *value);
void programUniform4iv(GLuint program, GLint location, GLsizei count, const GLint *value);
void programUniform1uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
void programUniform2uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
void programUniform3uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
void programUniform4uiv(GLuint program, GLint location, GLsizei count, const GLuint *value);
void programUniform1fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
void programUniform2fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
void programUniform3fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
void programUniform4fv(GLuint program, GLint location, GLsizei count, const GLfloat *value);
void programUniformMatrix2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void programUniformMatrix3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void programUniformMatrix4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void programUniformMatrix2x3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void programUniformMatrix3x2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void programUniformMatrix2x4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void programUniformMatrix4x2fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void programUniformMatrix3x4fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void programUniformMatrix4x3fv(GLuint program,
GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value);
void deleteProgramPipelines(GLsizei n, const GLuint *pipelines);
void genProgramPipelines(GLsizei n, GLuint *pipelines);
GLboolean isProgramPipeline(GLuint pipeline);
void getTranslatedShaderSource(GLuint shader, GLsizei bufsize, GLsizei *length, GLchar *source);
void getnUniformfv(GLuint program, GLint location, GLsizei bufSize, GLfloat *params);
void getnUniformfvRobust(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLfloat *params);
void getnUniformiv(GLuint program, GLint location, GLsizei bufSize, GLint *params);
void getnUniformivRobust(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void getnUniformuivRobust(GLuint program,
GLint location,
GLsizei bufSize,
GLsizei *length,
GLuint *params);
void readnPixels(GLint x,
GLint y,
GLsizei width,
GLsizei height,
GLenum format,
GLenum type,
GLsizei bufSize,
void *data);
void eGLImageTargetTexture2D(TextureType target, GLeglImageOES image);
void eGLImageTargetRenderbufferStorage(GLenum target, GLeglImageOES image);
void getFramebufferParameteriv(GLenum target, GLenum pname, GLint *params);
void getFramebufferParameterivRobust(GLenum target,
GLenum pname,
GLsizei bufSize,
GLsizei *length,
GLint *params);
void framebufferParameteri(GLenum target, GLenum pname, GLint param);
void dispatchCompute(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ);
void dispatchComputeIndirect(GLintptr indirect);
void texStorage1D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width);
void texStorage2D(TextureType target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height);
void texStorage3D(TextureType target,
GLsizei levels,
GLenum internalFormat,
GLsizei width,
GLsizei height,
GLsizei depth);
void memoryBarrier(GLbitfield barriers);
void memoryBarrierByRegion(GLbitfield barriers);
void multiDrawArrays(PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
GLsizei drawcount);
void multiDrawArraysInstanced(PrimitiveMode mode,
const GLint *firsts,
const GLsizei *counts,
const GLsizei *instanceCounts,
GLsizei drawcount);
void multiDrawElements(PrimitiveMode mode,
const GLsizei *counts,
DrawElementsType type,
const GLvoid *const *indices,
GLsizei drawcount);
void multiDrawElementsInstanced(PrimitiveMode mode,
const GLsizei *counts,
DrawElementsType type,
const GLvoid *const *indices,
const GLsizei *instanceCounts,
GLsizei drawcount);
void provokingVertex(ProvokingVertex provokeMode);
void framebufferTexture(GLenum target, GLenum attachment, GLuint texture, GLint level);
// EXT_blend_func_extended
void bindFragDataLocationIndexed(GLuint program,
GLuint colorNumber,
GLuint index,
const char *name);
void bindFragDataLocation(GLuint program, GLuint colorNumber, const char *name);
int getFragDataIndex(GLuint program, const char *name);
int getProgramResourceLocationIndex(GLuint program, GLenum programInterface, const char *name);
// Consumes an error.
void handleError(GLenum errorCode,
const char *message,
const char *file,
const char *function,
unsigned int line);
void validationError(GLenum errorCode, const char *message);
GLenum getError();
void markContextLost();
bool isContextLost() const { return mContextLost; }
GLenum getGraphicsResetStatus();
bool isResetNotificationEnabled();
const egl::Config *getConfig() const;
EGLenum getClientType() const;
EGLenum getRenderBuffer() const;
const GLubyte *getString(GLenum name) const;
const GLubyte *getStringi(GLenum name, GLuint index) const;
size_t getExtensionStringCount() const;
bool isExtensionRequestable(const char *name);
void requestExtension(const char *name);
size_t getRequestableExtensionStringCount() const;
rx::ContextImpl *getImplementation() const { return mImplementation.get(); }
const Workarounds &getWorkarounds() const;
ANGLE_NO_DISCARD bool getScratchBuffer(size_t requestedSizeBytes,
angle::MemoryBuffer **scratchBufferOut) const;
ANGLE_NO_DISCARD bool getZeroFilledBuffer(size_t requstedSizeBytes,
angle::MemoryBuffer **zeroBufferOut) const;
angle::ScratchBuffer *getScratchBuffer() const { return &mScratchBuffer; }
angle::Result prepareForDispatch();
MemoryProgramCache *getMemoryProgramCache() const { return mMemoryProgramCache; }
bool hasBeenCurrent() const { return mHasBeenCurrent; }
egl::Display *getCurrentDisplay() const { return mCurrentDisplay; }
egl::Surface *getCurrentDrawSurface() const { return mCurrentSurface; }
egl::Surface *getCurrentReadSurface() const { return mCurrentSurface; }
bool isRobustResourceInitEnabled() const { return mState.isRobustResourceInitEnabled(); }
bool isCurrentTransformFeedback(const TransformFeedback *tf) const;
bool isCurrentVertexArray(const VertexArray *va) const
{
return mState.isCurrentVertexArray(va);
}
const State &getState() const { return mState; }
GLint getClientMajorVersion() const { return mState.getClientMajorVersion(); }
GLint getClientMinorVersion() const { return mState.getClientMinorVersion(); }
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 skipValidation() const { return mSkipValidation; }
bool isGLES1() const;
// Specific methods needed for validation.
bool getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams);
bool getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams);
ANGLE_INLINE Program *getProgramResolveLink(GLuint handle) const
{
Program *program = mState.mShaderProgramManager->getProgram(handle);
if (program)
{
program->resolveLink(this);
}
return program;
}
Program *getProgramNoResolveLink(GLuint handle) const;
Shader *getShader(GLuint handle) const;
ANGLE_INLINE bool isTextureGenerated(GLuint texture) const
{
return mState.mTextureManager->isHandleGenerated(texture);
}
ANGLE_INLINE bool isBufferGenerated(GLuint buffer) const
{
return mState.mBufferManager->isHandleGenerated(buffer);
}
bool isRenderbufferGenerated(GLuint renderbuffer) const;
bool isFramebufferGenerated(GLuint framebuffer) const;
bool isProgramPipelineGenerated(GLuint pipeline) const;
bool usingDisplayTextureShareGroup() 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(); }
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
void maxShaderCompilerThreads(GLuint count);
std::shared_ptr<angle::WorkerThreadPool> getWorkerThreadPool() const { return mThreadPool; }
const StateCache &getStateCache() const { return mStateCache; }
void onSubjectStateChange(const Context *context,
angle::SubjectIndex index,
angle::SubjectMessage message) override;
void onSamplerUniformChange(size_t textureUnitIndex);
bool isBufferAccessValidationEnabled() const { return mBufferAccessValidationEnabled; }
private:
void initialize();
bool noopDraw(PrimitiveMode mode, GLsizei count);
bool noopDrawInstanced(PrimitiveMode mode, GLsizei count, GLsizei instanceCount);
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::DirtyObjects &objectMask);
angle::Result syncDirtyBits();
angle::Result syncDirtyBits(const State::DirtyBits &bitMask);
angle::Result syncDirtyObjects(const State::DirtyObjects &objectMask);
angle::Result syncStateForReadPixels();
angle::Result syncStateForTexImage();
angle::Result syncStateForBlit();
angle::Result syncStateForPathOperation();
VertexArray *checkVertexArrayAllocation(GLuint vertexArrayHandle);
TransformFeedback *checkTransformFeedbackAllocation(GLuint transformFeedback);
angle::Result onProgramLink(Program *programObject);
void detachBuffer(Buffer *buffer);
void detachTexture(GLuint texture);
void detachFramebuffer(GLuint framebuffer);
void detachRenderbuffer(GLuint renderbuffer);
void detachVertexArray(GLuint vertexArray);
void detachTransformFeedback(GLuint transformFeedback);
void detachSampler(GLuint sampler);
void detachProgramPipeline(GLuint pipeline);
// A small helper method to facilitate using the ANGLE_CONTEXT_TRY macro.
void tryGenPaths(GLsizei range, GLuint *createdOut);
void initRendererString();
void initVersionStrings();
void initExtensionStrings();
Extensions generateSupportedExtensions() const;
void initCaps();
void updateCaps();
void initWorkarounds();
gl::LabeledObject *getLabeledObject(GLenum identifier, GLuint name) const;
gl::LabeledObject *getLabeledObjectFromPtr(const void *ptr) const;
void setUniform1iImpl(Program *program, GLint location, GLsizei count, const GLint *v);
State mState;
bool mSkipValidation;
bool mDisplayTextureShareGroup;
// Recorded errors
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;
EGLenum mClientType;
TextureMap mZeroTextures;
ResourceMap<FenceNV> mFenceNVMap;
HandleAllocator mFenceNVHandleAllocator;
ResourceMap<Query> mQueryMap;
HandleAllocator mQueryHandleAllocator;
ResourceMap<VertexArray> mVertexArrayMap;
HandleAllocator mVertexArrayHandleAllocator;
ResourceMap<TransformFeedback> mTransformFeedbackMap;
HandleAllocator mTransformFeedbackHandleAllocator;
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;
bool mContextLost;
GLenum mResetStatus;
bool mContextLostForced;
GLenum mResetStrategy;
const bool mRobustAccess;
const bool mSurfacelessSupported;
const bool mExplicitContextAvailable;
egl::Surface *mCurrentSurface;
egl::Display *mCurrentDisplay;
const bool mWebGLContext;
bool mBufferAccessValidationEnabled;
const bool mExtensionsEnabled;
MemoryProgramCache *mMemoryProgramCache;
State::DirtyObjects mDrawDirtyObjects;
State::DirtyObjects mPathOperationDirtyObjects;
StateCache mStateCache;
State::DirtyBits mAllDirtyBits;
State::DirtyBits mTexImageDirtyBits;
State::DirtyObjects mTexImageDirtyObjects;
State::DirtyBits mReadPixelsDirtyBits;
State::DirtyObjects mReadPixelsDirtyObjects;
State::DirtyBits mClearDirtyBits;
State::DirtyObjects mClearDirtyObjects;
State::DirtyBits mBlitDirtyBits;
State::DirtyObjects mBlitDirtyObjects;
State::DirtyBits mComputeDirtyBits;
State::DirtyObjects mComputeDirtyObjects;
Workarounds mWorkarounds;
// Binding to container objects that use dependent state updates.
angle::ObserverBinding mVertexArrayObserverBinding;
angle::ObserverBinding mDrawFramebufferObserverBinding;
angle::ObserverBinding mReadFramebufferObserverBinding;
std::vector<angle::ObserverBinding> mUniformBufferObserverBindings;
std::vector<angle::ObserverBinding> mSamplerObserverBindings;
// Not really a property of context state. The size and contexts change per-api-call.
mutable angle::ScratchBuffer mScratchBuffer;
mutable angle::ScratchBuffer mZeroFilledBuffer;
std::shared_ptr<angle::WorkerThreadPool> mThreadPool;
};
} // namespace gl
#endif // LIBANGLE_CONTEXT_H_