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//
// Copyright 2013 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.
//
// angletypes.h : Defines a variety of structures and enum types that are used throughout libGLESv2
#include "libANGLE/angletypes.h"
#include "libANGLE/Program.h"
#include "libANGLE/State.h"
#include "libANGLE/VertexArray.h"
#include "libANGLE/VertexAttribute.h"
namespace gl
{
CONSTEXPR angle::PackedEnumMap<ComponentType, uint32_t> kComponentMasks = {{
{ComponentType::Float, 0x10001},
{ComponentType::Int, 0x00001},
{ComponentType::UnsignedInt, 0x10000},
}};
RasterizerState::RasterizerState()
{
memset(this, 0, sizeof(RasterizerState));
rasterizerDiscard = false;
cullFace = false;
cullMode = CullFaceMode::Back;
frontFace = GL_CCW;
polygonOffsetFill = false;
polygonOffsetFactor = 0.0f;
polygonOffsetUnits = 0.0f;
pointDrawMode = false;
multiSample = false;
}
bool operator==(const RasterizerState &a, const RasterizerState &b)
{
return memcmp(&a, &b, sizeof(RasterizerState)) == 0;
}
bool operator!=(const RasterizerState &a, const RasterizerState &b)
{
return !(a == b);
}
BlendState::BlendState()
{
memset(this, 0, sizeof(BlendState));
blend = false;
sourceBlendRGB = GL_ONE;
sourceBlendAlpha = GL_ONE;
destBlendRGB = GL_ZERO;
destBlendAlpha = GL_ZERO;
blendEquationRGB = GL_FUNC_ADD;
blendEquationAlpha = GL_FUNC_ADD;
sampleAlphaToCoverage = false;
dither = true;
colorMaskRed = true;
colorMaskGreen = true;
colorMaskBlue = true;
colorMaskAlpha = true;
}
BlendState::BlendState(const BlendState &other)
{
memcpy(this, &other, sizeof(BlendState));
}
bool BlendState::allChannelsMasked() const
{
return !colorMaskRed && !colorMaskGreen && !colorMaskBlue && !colorMaskAlpha;
}
bool operator==(const BlendState &a, const BlendState &b)
{
return memcmp(&a, &b, sizeof(BlendState)) == 0;
}
bool operator!=(const BlendState &a, const BlendState &b)
{
return !(a == b);
}
DepthStencilState::DepthStencilState()
{
memset(this, 0, sizeof(DepthStencilState));
depthTest = false;
depthFunc = GL_LESS;
depthMask = true;
stencilTest = false;
stencilFunc = GL_ALWAYS;
stencilMask = static_cast<GLuint>(-1);
stencilWritemask = static_cast<GLuint>(-1);
stencilBackFunc = GL_ALWAYS;
stencilBackMask = static_cast<GLuint>(-1);
stencilBackWritemask = static_cast<GLuint>(-1);
stencilFail = GL_KEEP;
stencilPassDepthFail = GL_KEEP;
stencilPassDepthPass = GL_KEEP;
stencilBackFail = GL_KEEP;
stencilBackPassDepthFail = GL_KEEP;
stencilBackPassDepthPass = GL_KEEP;
}
DepthStencilState::DepthStencilState(const DepthStencilState &other)
{
memcpy(this, &other, sizeof(DepthStencilState));
}
bool operator==(const DepthStencilState &a, const DepthStencilState &b)
{
return memcmp(&a, &b, sizeof(DepthStencilState)) == 0;
}
bool operator!=(const DepthStencilState &a, const DepthStencilState &b)
{
return !(a == b);
}
SamplerState::SamplerState()
{
memset(this, 0, sizeof(SamplerState));
setMinFilter(GL_NEAREST_MIPMAP_LINEAR);
setMagFilter(GL_LINEAR);
setWrapS(GL_REPEAT);
setWrapT(GL_REPEAT);
setWrapR(GL_REPEAT);
setMaxAnisotropy(1.0f);
setMinLod(-1000.0f);
setMaxLod(1000.0f);
setCompareMode(GL_NONE);
setCompareFunc(GL_LEQUAL);
setSRGBDecode(GL_DECODE_EXT);
}
SamplerState::SamplerState(const SamplerState &other) = default;
// static
SamplerState SamplerState::CreateDefaultForTarget(TextureType type)
{
SamplerState state;
// According to OES_EGL_image_external and ARB_texture_rectangle: For external textures, the
// default min filter is GL_LINEAR and the default s and t wrap modes are GL_CLAMP_TO_EDGE.
if (type == TextureType::External || type == TextureType::Rectangle)
{
state.mMinFilter = GL_LINEAR;
state.mWrapS = GL_CLAMP_TO_EDGE;
state.mWrapT = GL_CLAMP_TO_EDGE;
}
return state;
}
void SamplerState::setMinFilter(GLenum minFilter)
{
mMinFilter = minFilter;
mCompleteness.typed.minFilter = static_cast<uint8_t>(FromGLenum<FilterMode>(minFilter));
}
void SamplerState::setMagFilter(GLenum magFilter)
{
mMagFilter = magFilter;
mCompleteness.typed.magFilter = static_cast<uint8_t>(FromGLenum<FilterMode>(magFilter));
}
void SamplerState::setWrapS(GLenum wrapS)
{
mWrapS = wrapS;
mCompleteness.typed.wrapS = static_cast<uint8_t>(FromGLenum<WrapMode>(wrapS));
}
void SamplerState::setWrapT(GLenum wrapT)
{
mWrapT = wrapT;
updateWrapTCompareMode();
}
void SamplerState::setWrapR(GLenum wrapR)
{
mWrapR = wrapR;
}
void SamplerState::setMaxAnisotropy(float maxAnisotropy)
{
mMaxAnisotropy = maxAnisotropy;
}
void SamplerState::setMinLod(GLfloat minLod)
{
mMinLod = minLod;
}
void SamplerState::setMaxLod(GLfloat maxLod)
{
mMaxLod = maxLod;
}
void SamplerState::setCompareMode(GLenum compareMode)
{
mCompareMode = compareMode;
updateWrapTCompareMode();
}
void SamplerState::setCompareFunc(GLenum compareFunc)
{
mCompareFunc = compareFunc;
}
void SamplerState::setSRGBDecode(GLenum sRGBDecode)
{
mSRGBDecode = sRGBDecode;
}
void SamplerState::setBorderColor(const ColorGeneric &color)
{
mBorderColor = color;
}
void SamplerState::updateWrapTCompareMode()
{
uint8_t wrap = static_cast<uint8_t>(FromGLenum<WrapMode>(mWrapT));
uint8_t compare = static_cast<uint8_t>(mCompareMode == GL_NONE ? 0x10 : 0x00);
mCompleteness.typed.wrapTCompareMode = wrap | compare;
}
ImageUnit::ImageUnit()
: texture(), level(0), layered(false), layer(0), access(GL_READ_ONLY), format(GL_R32UI)
{}
ImageUnit::ImageUnit(const ImageUnit &other) = default;
ImageUnit::~ImageUnit() = default;
static void MinMax(int a, int b, int *minimum, int *maximum)
{
if (a < b)
{
*minimum = a;
*maximum = b;
}
else
{
*minimum = b;
*maximum = a;
}
}
Rectangle Rectangle::flip(bool flipX, bool flipY) const
{
Rectangle flipped = *this;
if (flipX)
{
flipped.x = flipped.x + flipped.width;
flipped.width = -flipped.width;
}
if (flipY)
{
flipped.y = flipped.y + flipped.height;
flipped.height = -flipped.height;
}
return flipped;
}
Rectangle Rectangle::removeReversal() const
{
return flip(isReversedX(), isReversedY());
}
bool Rectangle::encloses(const gl::Rectangle &inside) const
{
return x0() <= inside.x0() && y0() <= inside.y0() && x1() >= inside.x1() && y1() >= inside.y1();
}
bool ClipRectangle(const Rectangle &source, const Rectangle &clip, Rectangle *intersection)
{
int minSourceX, maxSourceX, minSourceY, maxSourceY;
MinMax(source.x, source.x + source.width, &minSourceX, &maxSourceX);
MinMax(source.y, source.y + source.height, &minSourceY, &maxSourceY);
int minClipX, maxClipX, minClipY, maxClipY;
MinMax(clip.x, clip.x + clip.width, &minClipX, &maxClipX);
MinMax(clip.y, clip.y + clip.height, &minClipY, &maxClipY);
if (minSourceX >= maxClipX || maxSourceX <= minClipX || minSourceY >= maxClipY ||
maxSourceY <= minClipY)
{
return false;
}
if (intersection)
{
intersection->x = std::max(minSourceX, minClipX);
intersection->y = std::max(minSourceY, minClipY);
intersection->width = std::min(maxSourceX, maxClipX) - std::max(minSourceX, minClipX);
intersection->height = std::min(maxSourceY, maxClipY) - std::max(minSourceY, minClipY);
}
return true;
}
bool Box::operator==(const Box &other) const
{
return (x == other.x && y == other.y && z == other.z && width == other.width &&
height == other.height && depth == other.depth);
}
bool Box::operator!=(const Box &other) const
{
return !(*this == other);
}
Rectangle Box::toRect() const
{
ASSERT(z == 0 && depth == 1);
return Rectangle(x, y, width, height);
}
bool operator==(const Offset &a, const Offset &b)
{
return a.x == b.x && a.y == b.y && a.z == b.z;
}
bool operator!=(const Offset &a, const Offset &b)
{
return !(a == b);
}
bool operator==(const Extents &lhs, const Extents &rhs)
{
return lhs.width == rhs.width && lhs.height == rhs.height && lhs.depth == rhs.depth;
}
bool operator!=(const Extents &lhs, const Extents &rhs)
{
return !(lhs == rhs);
}
bool ValidateComponentTypeMasks(unsigned long outputTypes,
unsigned long inputTypes,
unsigned long outputMask,
unsigned long inputMask)
{
static_assert(IMPLEMENTATION_MAX_DRAW_BUFFERS <= kMaxComponentTypeMaskIndex,
"Output/input masks should fit into 16 bits - 1 bit per draw buffer. The "
"corresponding type masks should fit into 32 bits - 2 bits per draw buffer.");
static_assert(MAX_VERTEX_ATTRIBS <= kMaxComponentTypeMaskIndex,
"Output/input masks should fit into 16 bits - 1 bit per attrib. The "
"corresponding type masks should fit into 32 bits - 2 bits per attrib.");
// For performance reasons, draw buffer and attribute type validation is done using bit masks.
// We store two bits representing the type split, with the low bit in the lower 16 bits of the
// variable, and the high bit in the upper 16 bits of the variable. This is done so we can AND
// with the elswewhere used DrawBufferMask or AttributeMask.
// OR the masks with themselves, shifted 16 bits. This is to match our split type bits.
outputMask |= (outputMask << kMaxComponentTypeMaskIndex);
inputMask |= (inputMask << kMaxComponentTypeMaskIndex);
// To validate:
// 1. Remove any indexes that are not enabled in the input (& inputMask)
// 2. Remove any indexes that exist in output, but not in input (& outputMask)
// 3. Use == to verify equality
return (outputTypes & inputMask) == ((inputTypes & outputMask) & inputMask);
}
GLsizeiptr GetBoundBufferAvailableSize(const OffsetBindingPointer<Buffer> &binding)
{
Buffer *buffer = binding.get();
if (buffer)
{
if (binding.getSize() == 0)
return static_cast<GLsizeiptr>(buffer->getSize());
angle::CheckedNumeric<GLintptr> offset = binding.getOffset();
angle::CheckedNumeric<GLsizeiptr> size = binding.getSize();
angle::CheckedNumeric<GLsizeiptr> bufferSize = buffer->getSize();
auto end = offset + size;
auto clampedSize = size;
auto difference = end - bufferSize;
if (!difference.IsValid())
{
return 0;
}
if (difference.ValueOrDie() > 0)
{
clampedSize = size - difference;
}
return clampedSize.ValueOrDefault(0);
}
else
{
return 0;
}
}
} // namespace gl