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/*
* Copyright 2016 Google Inc. All Rights Reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef GLIMP_GLES_DRAW_STATE_H_
#define GLIMP_GLES_DRAW_STATE_H_
#include <algorithm>
#include <utility>
#include <vector>
#include "glimp/egl/surface.h"
#include "glimp/gles/blend_state.h"
#include "glimp/gles/buffer.h"
#include "glimp/gles/cull_face_state.h"
#include "glimp/gles/framebuffer.h"
#include "glimp/gles/program.h"
#include "glimp/gles/sampler.h"
#include "glimp/gles/vertex_attribute.h"
#include "nb/rect.h"
#include "nb/ref_counted.h"
namespace glimp {
namespace gles {
// Types passed in as parameters to draw calls (like DrawArrays()) to
// describe the set of only enabled vertex attributes.
typedef std::vector<std::pair<unsigned int, VertexAttributeArray*> >
EnabledVertexAttributeList;
// If a vertex attribute constant is specified (e.g. through a call to
// glVertexAttribXfv()) for a location, and the vertex attribute array is
// disabled at that location, then this constant value will be included into
// the draw state.
typedef std::vector<std::pair<unsigned int, VertexAttributeConstant*> >
ConstantVertexAttributeList;
// Similar to EnabledVertexAttributeList, but lists only texture units with
// textures bound to them.
typedef std::vector<std::pair<unsigned int, Texture*> > EnabledTextureList;
struct ViewportState {
ViewportState() : rect(-1, -1, -1, -1) {}
nb::Rect<int> rect;
};
struct ScissorState {
ScissorState() : rect(-1, -1, -1, -1), enabled(false) {}
nb::Rect<int> rect;
bool enabled;
};
struct ClearColor {
// Setup initial values as defined in the specification.
// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glClearColor.xml
ClearColor() : red(0.0f), green(0.0f), blue(0.0f), alpha(0.0f) {}
ClearColor(float red, float green, float blue, float alpha)
: red(std::min(1.0f, std::max(0.0f, red))),
green(std::min(1.0f, std::max(0.0f, green))),
blue(std::min(1.0f, std::max(0.0f, blue))),
alpha(std::min(1.0f, std::max(0.0f, alpha))) {}
// Clear color properties setup by calls to glClearColor().
// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glClearColor.xml
float red;
float green;
float blue;
float alpha;
};
// Represents the state set by glColorMask().
// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glColorMask.xml
struct ColorMask {
// Setup initial values as defined in the specification.
// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glColorMask.xml
ColorMask() : red(true), green(true), blue(true), alpha(true) {}
ColorMask(bool red, bool green, bool blue, bool alpha)
: red(red), green(green), blue(blue), alpha(alpha) {}
bool red;
bool green;
bool blue;
bool alpha;
};
// This class is used to keep track of which uniform locations are dirty, or
// whether all of them are.
class DirtyUniforms {
public:
DirtyUniforms();
// Returns true if the uniform at |location| is dirty.
bool IsDirty(int location) const;
// Returns true if any uniform is dirty.
bool AnyDirty() const;
// Clears the dirty flag from all uniforms.
void ClearAll();
// Marks all uniforms as being dirty.
void MarkAll();
// Marks the uniform at |location| as being dirty.
void Mark(int location);
private:
std::vector<int> uniforms_dirty_;
bool all_dirty_;
};
// The DrawState structure aggregates all GL state relevant to draw (or clear)
// commands. It will be modified as GL ES commands are issued, but it will
// only be propagated to the platform-specific implementations when draw (or
// clear) calls are made. A dirty flag is kept
struct DrawState {
// The color the next color buffer clear will clear to.
ClearColor clear_color;
// Identifies which channels a draw (or clear) call is permitted to modify.
ColorMask color_mask;
// The current surface that draw (or clear) commands will target.
egl::Surface* draw_surface;
// The list of all active samplers that are available to the next draw call.
EnabledTextureList textures;
// The list of vertex attribute binding information for the next draw call.
EnabledVertexAttributeList vertex_attributes;
ConstantVertexAttributeList constant_vertex_attributes;
// The scissor rectangle. Draw calls should not modify pixels outside of
// this.
ScissorState scissor;
// The viewport defines how normalized device coordinates should be
// transformed to screen pixel coordinates.
ViewportState viewport;
// Defines how pixels produced by a draw call should be blended with the
// existing pixels in the output framebuffer.
BlendState blend_state;
// Defines whether face culling is enabled, and upon which face if so.
CullFaceState cull_face_state;
// The currently bound array buffer, set by calling
// glBindBuffer(GL_ARRAY_BUFFER).
nb::scoped_refptr<Buffer> array_buffer;
// The currently bound element array buffer, set by calling
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER).
nb::scoped_refptr<Buffer> element_array_buffer;
// The currently in-use Program object, set by a call to glUseProgram().
nb::scoped_refptr<Program> used_program;
// The currently bound framebuffer. This is never NULL, even if the
// default framebuffer is bound, in which case
// framebuffer->color_attachment_surface() will be non-NULL and point to
// the draw surface specified through eglMakeCurrent().
nb::scoped_refptr<Framebuffer> framebuffer;
};
// The dirty flags structure tracks which draw state members have been modified
// since the last draw call was made. This can be leveraged by implementations
// to avoid re-configurating draw state that has not changed. Implementations
// should manually set these flags to false after they have been processed.
struct DrawStateDirtyFlags {
DrawStateDirtyFlags() { MarkAll(); }
void MarkAll() {
clear_color_dirty = true;
color_mask_dirty = true;
draw_surface_dirty = true;
textures_dirty = true;
vertex_attributes_dirty = true;
scissor_dirty = true;
viewport_dirty = true;
blend_state_dirty = true;
cull_face_dirty = true;
array_buffer_dirty = true;
element_array_buffer_dirty = true;
used_program_dirty = true;
framebuffer_dirty = true;
uniforms_dirty.MarkAll();
}
bool clear_color_dirty;
bool color_mask_dirty;
bool draw_surface_dirty;
bool textures_dirty;
bool vertex_attributes_dirty;
bool scissor_dirty;
bool viewport_dirty;
bool blend_state_dirty;
bool cull_face_dirty;
bool array_buffer_dirty;
bool element_array_buffer_dirty;
bool used_program_dirty;
bool framebuffer_dirty;
// A list of uniform locations (within DrawState::used_program->uniforms())
// whose values are dirty.
DirtyUniforms uniforms_dirty;
};
} // namespace gles
} // namespace glimp
#endif // GLIMP_GLES_DRAW_STATE_H_