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//
// Copyright (c) 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.
//
// State.h: Defines the State class, encapsulating raw GL state
#ifndef LIBANGLE_STATE_H_
#define LIBANGLE_STATE_H_
#include <bitset>
#include <memory>
#include "common/Color.h"
#include "common/angleutils.h"
#include "common/bitset_utils.h"
#include "libANGLE/Debug.h"
#include "libANGLE/Program.h"
#include "libANGLE/RefCountObject.h"
#include "libANGLE/Renderbuffer.h"
#include "libANGLE/Sampler.h"
#include "libANGLE/Texture.h"
#include "libANGLE/TransformFeedback.h"
#include "libANGLE/Version.h"
#include "libANGLE/VertexAttribute.h"
#include "libANGLE/angletypes.h"
namespace gl
{
class Query;
class VertexArray;
class Context;
struct Caps;
typedef std::map<GLenum, BindingPointer<Texture>> TextureMap;
class State : angle::NonCopyable
{
public:
State();
~State();
void initialize(const Caps &caps,
const Extensions &extensions,
const Version &clientVersion,
bool debug,
bool bindGeneratesResource,
bool clientArraysEnabled,
bool robustResourceInit);
void reset(const Context *context);
// State chunk getters
const RasterizerState &getRasterizerState() const;
const BlendState &getBlendState() const;
const DepthStencilState &getDepthStencilState() const;
// Clear behavior setters & state parameter block generation function
void setColorClearValue(float red, float green, float blue, float alpha);
void setDepthClearValue(float depth);
void setStencilClearValue(int stencil);
const ColorF &getColorClearValue() const { return mColorClearValue; }
float getDepthClearValue() const { return mDepthClearValue; }
int getStencilClearValue() const { return mStencilClearValue; }
// Write mask manipulation
void setColorMask(bool red, bool green, bool blue, bool alpha);
void setDepthMask(bool mask);
// Discard toggle & query
bool isRasterizerDiscardEnabled() const;
void setRasterizerDiscard(bool enabled);
// Primitive restart
bool isPrimitiveRestartEnabled() const;
void setPrimitiveRestart(bool enabled);
// Face culling state manipulation
bool isCullFaceEnabled() const;
void setCullFace(bool enabled);
void setCullMode(GLenum mode);
void setFrontFace(GLenum front);
// Depth test state manipulation
bool isDepthTestEnabled() const;
void setDepthTest(bool enabled);
void setDepthFunc(GLenum depthFunc);
void setDepthRange(float zNear, float zFar);
float getNearPlane() const;
float getFarPlane() const;
// Blend state manipulation
bool isBlendEnabled() const;
void setBlend(bool enabled);
void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha);
void setBlendColor(float red, float green, float blue, float alpha);
void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation);
const ColorF &getBlendColor() const;
// Stencil state maniupulation
bool isStencilTestEnabled() const;
void setStencilTest(bool enabled);
void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask);
void setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask);
void setStencilWritemask(GLuint stencilWritemask);
void setStencilBackWritemask(GLuint stencilBackWritemask);
void setStencilOperations(GLenum stencilFail,
GLenum stencilPassDepthFail,
GLenum stencilPassDepthPass);
void setStencilBackOperations(GLenum stencilBackFail,
GLenum stencilBackPassDepthFail,
GLenum stencilBackPassDepthPass);
GLint getStencilRef() const;
GLint getStencilBackRef() const;
// Depth bias/polygon offset state manipulation
bool isPolygonOffsetFillEnabled() const;
void setPolygonOffsetFill(bool enabled);
void setPolygonOffsetParams(GLfloat factor, GLfloat units);
// Multisample coverage state manipulation
bool isSampleAlphaToCoverageEnabled() const;
void setSampleAlphaToCoverage(bool enabled);
bool isSampleCoverageEnabled() const;
void setSampleCoverage(bool enabled);
void setSampleCoverageParams(GLfloat value, bool invert);
GLfloat getSampleCoverageValue() const;
bool getSampleCoverageInvert() const;
// Multisampling/alpha to one manipulation.
void setSampleAlphaToOne(bool enabled);
bool isSampleAlphaToOneEnabled() const;
void setMultisampling(bool enabled);
bool isMultisamplingEnabled() const;
// Scissor test state toggle & query
bool isScissorTestEnabled() const;
void setScissorTest(bool enabled);
void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height);
const Rectangle &getScissor() const;
// Dither state toggle & query
bool isDitherEnabled() const;
void setDither(bool enabled);
// Generic state toggle & query
void setEnableFeature(GLenum feature, bool enabled);
bool getEnableFeature(GLenum feature) const;
// Line width state setter
void setLineWidth(GLfloat width);
float getLineWidth() const;
// Hint setters
void setGenerateMipmapHint(GLenum hint);
void setFragmentShaderDerivativeHint(GLenum hint);
// GL_CHROMIUM_bind_generates_resource
bool isBindGeneratesResourceEnabled() const;
// GL_ANGLE_client_arrays
bool areClientArraysEnabled() const;
// Viewport state setter/getter
void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height);
const Rectangle &getViewport() const;
// Texture binding & active texture unit manipulation
void setActiveSampler(unsigned int active);
unsigned int getActiveSampler() const;
void setSamplerTexture(GLenum type, Texture *texture);
Texture *getTargetTexture(GLenum target) const;
Texture *getSamplerTexture(unsigned int sampler, GLenum type) const;
GLuint getSamplerTextureId(unsigned int sampler, GLenum type) const;
void detachTexture(const Context *context, const TextureMap &zeroTextures, GLuint texture);
void initializeZeroTextures(const TextureMap &zeroTextures);
// Sampler object binding manipulation
void setSamplerBinding(GLuint textureUnit, Sampler *sampler);
GLuint getSamplerId(GLuint textureUnit) const;
Sampler *getSampler(GLuint textureUnit) const;
void detachSampler(GLuint sampler);
// Renderbuffer binding manipulation
void setRenderbufferBinding(Renderbuffer *renderbuffer);
GLuint getRenderbufferId() const;
Renderbuffer *getCurrentRenderbuffer() const;
void detachRenderbuffer(const Context *context, GLuint renderbuffer);
// Framebuffer binding manipulation
void setReadFramebufferBinding(Framebuffer *framebuffer);
void setDrawFramebufferBinding(Framebuffer *framebuffer);
Framebuffer *getTargetFramebuffer(GLenum target) const;
Framebuffer *getReadFramebuffer() const;
Framebuffer *getDrawFramebuffer() const;
bool removeReadFramebufferBinding(GLuint framebuffer);
bool removeDrawFramebufferBinding(GLuint framebuffer);
// Vertex array object binding manipulation
void setVertexArrayBinding(VertexArray *vertexArray);
GLuint getVertexArrayId() const;
VertexArray *getVertexArray() const;
bool removeVertexArrayBinding(GLuint vertexArray);
// Program binding manipulation
void setProgram(const Context *context, Program *newProgram);
Program *getProgram() const;
// Transform feedback object (not buffer) binding manipulation
void setTransformFeedbackBinding(TransformFeedback *transformFeedback);
TransformFeedback *getCurrentTransformFeedback() const;
bool isTransformFeedbackActiveUnpaused() const;
bool removeTransformFeedbackBinding(GLuint transformFeedback);
// Query binding manipulation
bool isQueryActive(const GLenum type) const;
bool isQueryActive(Query *query) const;
void setActiveQuery(GLenum target, Query *query);
GLuint getActiveQueryId(GLenum target) const;
Query *getActiveQuery(GLenum target) const;
//// Typed buffer binding point manipulation ////
// GL_ARRAY_BUFFER
void setArrayBufferBinding(Buffer *buffer);
GLuint getArrayBufferId() const;
void setDrawIndirectBufferBinding(Buffer *buffer);
Buffer *getDrawIndirectBuffer() const { return mDrawIndirectBuffer.get(); }
// GL_UNIFORM_BUFFER - Both indexed and generic targets
void setGenericUniformBufferBinding(Buffer *buffer);
void setIndexedUniformBufferBinding(GLuint index,
Buffer *buffer,
GLintptr offset,
GLsizeiptr size);
const OffsetBindingPointer<Buffer> &getIndexedUniformBuffer(size_t index) const;
// GL_ATOMIC_COUNTER_BUFFER - Both indexed and generic targets
void setGenericAtomicCounterBufferBinding(Buffer *buffer);
void setIndexedAtomicCounterBufferBinding(GLuint index,
Buffer *buffer,
GLintptr offset,
GLsizeiptr size);
const OffsetBindingPointer<Buffer> &getIndexedAtomicCounterBuffer(size_t index) const;
// GL_SHADER_STORAGE_BUFFER - Both indexed and generic targets
void setGenericShaderStorageBufferBinding(Buffer *buffer);
void setIndexedShaderStorageBufferBinding(GLuint index,
Buffer *buffer,
GLintptr offset,
GLsizeiptr size);
const OffsetBindingPointer<Buffer> &getIndexedShaderStorageBuffer(size_t index) const;
// GL_COPY_[READ/WRITE]_BUFFER
void setCopyReadBufferBinding(Buffer *buffer);
void setCopyWriteBufferBinding(Buffer *buffer);
// GL_PIXEL[PACK/UNPACK]_BUFFER
void setPixelPackBufferBinding(Buffer *buffer);
void setPixelUnpackBufferBinding(Buffer *buffer);
// Retrieve typed buffer by target (non-indexed)
Buffer *getTargetBuffer(GLenum target) const;
// Detach a buffer from all bindings
void detachBuffer(GLuint bufferName);
// Vertex attrib manipulation
void setEnableVertexAttribArray(unsigned int attribNum, bool enabled);
void setElementArrayBuffer(Buffer *buffer);
void setVertexAttribf(GLuint index, const GLfloat values[4]);
void setVertexAttribu(GLuint index, const GLuint values[4]);
void setVertexAttribi(GLuint index, const GLint values[4]);
void setVertexAttribState(unsigned int attribNum,
Buffer *boundBuffer,
GLint size,
GLenum type,
bool normalized,
bool pureInteger,
GLsizei stride,
const void *pointer);
void setVertexAttribDivisor(GLuint index, GLuint divisor);
const VertexAttribCurrentValueData &getVertexAttribCurrentValue(size_t attribNum) const;
const void *getVertexAttribPointer(unsigned int attribNum) const;
void bindVertexBuffer(GLuint bindingIndex,
Buffer *boundBuffer,
GLintptr offset,
GLsizei stride);
void setVertexAttribFormat(GLuint attribIndex,
GLint size,
GLenum type,
bool normalized,
bool pureInteger,
GLuint relativeOffset);
void setVertexAttribBinding(GLuint attribIndex, GLuint bindingIndex);
void setVertexBindingDivisor(GLuint bindingIndex, GLuint divisor);
// Pixel pack state manipulation
void setPackAlignment(GLint alignment);
GLint getPackAlignment() const;
void setPackReverseRowOrder(bool reverseRowOrder);
bool getPackReverseRowOrder() const;
void setPackRowLength(GLint rowLength);
GLint getPackRowLength() const;
void setPackSkipRows(GLint skipRows);
GLint getPackSkipRows() const;
void setPackSkipPixels(GLint skipPixels);
GLint getPackSkipPixels() const;
const PixelPackState &getPackState() const;
PixelPackState &getPackState();
// Pixel unpack state manipulation
void setUnpackAlignment(GLint alignment);
GLint getUnpackAlignment() const;
void setUnpackRowLength(GLint rowLength);
GLint getUnpackRowLength() const;
void setUnpackImageHeight(GLint imageHeight);
GLint getUnpackImageHeight() const;
void setUnpackSkipImages(GLint skipImages);
GLint getUnpackSkipImages() const;
void setUnpackSkipRows(GLint skipRows);
GLint getUnpackSkipRows() const;
void setUnpackSkipPixels(GLint skipPixels);
GLint getUnpackSkipPixels() const;
const PixelUnpackState &getUnpackState() const;
PixelUnpackState &getUnpackState();
// Debug state
const Debug &getDebug() const;
Debug &getDebug();
// CHROMIUM_framebuffer_mixed_samples coverage modulation
void setCoverageModulation(GLenum components);
GLenum getCoverageModulation() const;
// CHROMIUM_path_rendering
void loadPathRenderingMatrix(GLenum matrixMode, const GLfloat *matrix);
const GLfloat *getPathRenderingMatrix(GLenum which) const;
void setPathStencilFunc(GLenum func, GLint ref, GLuint mask);
GLenum getPathStencilFunc() const;
GLint getPathStencilRef() const;
GLuint getPathStencilMask() const;
// GL_EXT_sRGB_write_control
void setFramebufferSRGB(bool sRGB);
bool getFramebufferSRGB() const;
// State query functions
void getBooleanv(GLenum pname, GLboolean *params);
void getFloatv(GLenum pname, GLfloat *params);
void getIntegerv(const Context *context, GLenum pname, GLint *params);
void getPointerv(GLenum pname, void **params) const;
void getIntegeri_v(GLenum target, GLuint index, GLint *data);
void getInteger64i_v(GLenum target, GLuint index, GLint64 *data);
void getBooleani_v(GLenum target, GLuint index, GLboolean *data);
bool hasMappedBuffer(GLenum target) const;
bool isRobustResourceInitEnabled() const { return mRobustResourceInit; }
enum DirtyBitType
{
DIRTY_BIT_SCISSOR_TEST_ENABLED,
DIRTY_BIT_SCISSOR,
DIRTY_BIT_VIEWPORT,
DIRTY_BIT_DEPTH_RANGE,
DIRTY_BIT_BLEND_ENABLED,
DIRTY_BIT_BLEND_COLOR,
DIRTY_BIT_BLEND_FUNCS,
DIRTY_BIT_BLEND_EQUATIONS,
DIRTY_BIT_COLOR_MASK,
DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED,
DIRTY_BIT_SAMPLE_COVERAGE_ENABLED,
DIRTY_BIT_SAMPLE_COVERAGE,
DIRTY_BIT_DEPTH_TEST_ENABLED,
DIRTY_BIT_DEPTH_FUNC,
DIRTY_BIT_DEPTH_MASK,
DIRTY_BIT_STENCIL_TEST_ENABLED,
DIRTY_BIT_STENCIL_FUNCS_FRONT,
DIRTY_BIT_STENCIL_FUNCS_BACK,
DIRTY_BIT_STENCIL_OPS_FRONT,
DIRTY_BIT_STENCIL_OPS_BACK,
DIRTY_BIT_STENCIL_WRITEMASK_FRONT,
DIRTY_BIT_STENCIL_WRITEMASK_BACK,
DIRTY_BIT_CULL_FACE_ENABLED,
DIRTY_BIT_CULL_FACE,
DIRTY_BIT_FRONT_FACE,
DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED,
DIRTY_BIT_POLYGON_OFFSET,
DIRTY_BIT_RASTERIZER_DISCARD_ENABLED,
DIRTY_BIT_LINE_WIDTH,
DIRTY_BIT_PRIMITIVE_RESTART_ENABLED,
DIRTY_BIT_CLEAR_COLOR,
DIRTY_BIT_CLEAR_DEPTH,
DIRTY_BIT_CLEAR_STENCIL,
DIRTY_BIT_UNPACK_ALIGNMENT,
DIRTY_BIT_UNPACK_ROW_LENGTH,
DIRTY_BIT_UNPACK_IMAGE_HEIGHT,
DIRTY_BIT_UNPACK_SKIP_IMAGES,
DIRTY_BIT_UNPACK_SKIP_ROWS,
DIRTY_BIT_UNPACK_SKIP_PIXELS,
DIRTY_BIT_UNPACK_BUFFER_BINDING,
DIRTY_BIT_PACK_ALIGNMENT,
DIRTY_BIT_PACK_REVERSE_ROW_ORDER,
DIRTY_BIT_PACK_ROW_LENGTH,
DIRTY_BIT_PACK_SKIP_ROWS,
DIRTY_BIT_PACK_SKIP_PIXELS,
DIRTY_BIT_PACK_BUFFER_BINDING,
DIRTY_BIT_DITHER_ENABLED,
DIRTY_BIT_GENERATE_MIPMAP_HINT,
DIRTY_BIT_SHADER_DERIVATIVE_HINT,
DIRTY_BIT_READ_FRAMEBUFFER_BINDING,
DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING,
DIRTY_BIT_RENDERBUFFER_BINDING,
DIRTY_BIT_VERTEX_ARRAY_BINDING,
DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING,
DIRTY_BIT_PROGRAM_BINDING,
DIRTY_BIT_MULTISAMPLING,
DIRTY_BIT_SAMPLE_ALPHA_TO_ONE,
DIRTY_BIT_COVERAGE_MODULATION, // CHROMIUM_framebuffer_mixed_samples
DIRTY_BIT_PATH_RENDERING_MATRIX_MV, // CHROMIUM_path_rendering path model view matrix
DIRTY_BIT_PATH_RENDERING_MATRIX_PROJ, // CHROMIUM_path_rendering path projection matrix
DIRTY_BIT_PATH_RENDERING_STENCIL_STATE,
DIRTY_BIT_FRAMEBUFFER_SRGB, // GL_EXT_sRGB_write_control
DIRTY_BIT_CURRENT_VALUE_0,
DIRTY_BIT_CURRENT_VALUE_MAX = DIRTY_BIT_CURRENT_VALUE_0 + MAX_VERTEX_ATTRIBS,
DIRTY_BIT_INVALID = DIRTY_BIT_CURRENT_VALUE_MAX,
DIRTY_BIT_MAX = DIRTY_BIT_INVALID,
};
// TODO(jmadill): Consider storing dirty objects in a list instead of by binding.
enum DirtyObjectType
{
DIRTY_OBJECT_READ_FRAMEBUFFER,
DIRTY_OBJECT_DRAW_FRAMEBUFFER,
DIRTY_OBJECT_VERTEX_ARRAY,
DIRTY_OBJECT_PROGRAM,
DIRTY_OBJECT_UNKNOWN,
DIRTY_OBJECT_MAX = DIRTY_OBJECT_UNKNOWN,
};
typedef angle::BitSet<DIRTY_BIT_MAX> DirtyBits;
const DirtyBits &getDirtyBits() const { return mDirtyBits; }
void clearDirtyBits() { mDirtyBits.reset(); }
void clearDirtyBits(const DirtyBits &bitset) { mDirtyBits &= ~bitset; }
void setAllDirtyBits() { mDirtyBits.set(); }
typedef angle::BitSet<DIRTY_OBJECT_MAX> DirtyObjects;
void clearDirtyObjects() { mDirtyObjects.reset(); }
void setAllDirtyObjects() { mDirtyObjects.set(); }
void syncDirtyObjects(const Context *context);
void syncDirtyObjects(const Context *context, const DirtyObjects &bitset);
void syncDirtyObject(const Context *context, GLenum target);
void setObjectDirty(GLenum target);
private:
// Cached values from Context's caps
GLuint mMaxDrawBuffers;
GLuint mMaxCombinedTextureImageUnits;
ColorF mColorClearValue;
GLfloat mDepthClearValue;
int mStencilClearValue;
RasterizerState mRasterizer;
bool mScissorTest;
Rectangle mScissor;
BlendState mBlend;
ColorF mBlendColor;
bool mSampleCoverage;
GLfloat mSampleCoverageValue;
bool mSampleCoverageInvert;
DepthStencilState mDepthStencil;
GLint mStencilRef;
GLint mStencilBackRef;
GLfloat mLineWidth;
GLenum mGenerateMipmapHint;
GLenum mFragmentShaderDerivativeHint;
bool mBindGeneratesResource;
bool mClientArraysEnabled;
Rectangle mViewport;
float mNearZ;
float mFarZ;
BindingPointer<Buffer> mArrayBuffer;
BindingPointer<Buffer> mDrawIndirectBuffer;
Framebuffer *mReadFramebuffer;
Framebuffer *mDrawFramebuffer;
BindingPointer<Renderbuffer> mRenderbuffer;
Program *mProgram;
typedef std::vector<VertexAttribCurrentValueData> VertexAttribVector;
VertexAttribVector mVertexAttribCurrentValues; // From glVertexAttrib
VertexArray *mVertexArray;
// Texture and sampler bindings
size_t mActiveSampler; // Active texture unit selector - GL_TEXTURE0
typedef std::vector<BindingPointer<Texture>> TextureBindingVector;
typedef std::map<GLenum, TextureBindingVector> TextureBindingMap;
TextureBindingMap mSamplerTextures;
typedef std::vector<BindingPointer<Sampler>> SamplerBindingVector;
SamplerBindingVector mSamplers;
typedef std::map<GLenum, BindingPointer<Query>> ActiveQueryMap;
ActiveQueryMap mActiveQueries;
BindingPointer<Buffer> mGenericUniformBuffer;
typedef std::vector<OffsetBindingPointer<Buffer>> BufferVector;
BufferVector mUniformBuffers;
BindingPointer<TransformFeedback> mTransformFeedback;
BindingPointer<Buffer> mGenericAtomicCounterBuffer;
BufferVector mAtomicCounterBuffers;
BindingPointer<Buffer> mGenericShaderStorageBuffer;
BufferVector mShaderStorageBuffers;
BindingPointer<Buffer> mCopyReadBuffer;
BindingPointer<Buffer> mCopyWriteBuffer;
PixelUnpackState mUnpack;
PixelPackState mPack;
bool mPrimitiveRestart;
Debug mDebug;
bool mMultiSampling;
bool mSampleAlphaToOne;
GLenum mCoverageModulation;
// CHROMIUM_path_rendering
GLfloat mPathMatrixMV[16];
GLfloat mPathMatrixProj[16];
GLenum mPathStencilFunc;
GLint mPathStencilRef;
GLuint mPathStencilMask;
// GL_EXT_sRGB_write_control
bool mFramebufferSRGB;
// GL_ANGLE_robust_resource_intialization
bool mRobustResourceInit;
DirtyBits mDirtyBits;
DirtyObjects mDirtyObjects;
};
} // namespace gl
#endif // LIBANGLE_STATE_H_