| // Copyright 2016 The SwiftShader Authors. 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. |
| |
| // Context.h: Defines the Context class, managing all GL state and performing |
| // rendering operations. |
| |
| #ifndef LIBGL_CONTEXT_H_ |
| #define LIBGL_CONTEXT_H_ |
| |
| #include "ResourceManager.h" |
| #include "common/NameSpace.hpp" |
| #include "common/Object.hpp" |
| #include "Image.hpp" |
| #include "Renderer/Sampler.hpp" |
| #include "Renderer/Vertex.hpp" |
| #include "common/MatrixStack.hpp" |
| |
| #define _GDI32_ |
| #include <windows.h> |
| #include <GL/GL.h> |
| #include <GL/glext.h> |
| |
| #include <map> |
| #include <list> |
| #include <vector> |
| |
| namespace gl |
| { |
| class Display; |
| class Surface; |
| class Config; |
| |
| class Command |
| { |
| public: |
| Command() {}; |
| virtual ~Command() {}; |
| |
| virtual void call() = 0; |
| }; |
| |
| class Command0 : public Command |
| { |
| public: |
| Command0(void (APIENTRY *function)()) |
| : function(function) |
| { |
| } |
| |
| virtual void call() |
| { |
| function(); |
| } |
| |
| void (APIENTRY *function)(); |
| }; |
| |
| template<typename A1> |
| class Command1 : public Command |
| { |
| public: |
| Command1(void (APIENTRY *function)(A1), A1 arg1) |
| : function(function) |
| , argument1(arg1) |
| { |
| } |
| |
| virtual void call() |
| { |
| function(argument1); |
| } |
| |
| void (APIENTRY *function)(A1); |
| A1 argument1; |
| }; |
| |
| template<typename A1, typename A2> |
| class Command2 : public Command |
| { |
| public: |
| Command2(void (APIENTRY *function)(A1, A2), A1 arg1, A2 arg2) |
| : function(function) |
| , argument1(arg1) |
| , argument2(arg2) |
| { |
| } |
| |
| virtual void call() |
| { |
| function(argument1, argument2); |
| } |
| |
| void (APIENTRY *function)(A1, A2); |
| A1 argument1; |
| A2 argument2; |
| }; |
| |
| template<typename A1, typename A2, typename A3> |
| class Command3 : public Command |
| { |
| public: |
| Command3(void (APIENTRY *function)(A1, A2, A3), A1 arg1, A2 arg2, A3 arg3) |
| : function(function) |
| , argument1(arg1) |
| , argument2(arg2) |
| , argument3(arg3) |
| { |
| } |
| |
| virtual void call() |
| { |
| function(argument1, argument2, argument3); |
| } |
| |
| void (APIENTRY *function)(A1, A2, A3); |
| A1 argument1; |
| A2 argument2; |
| A3 argument3; |
| }; |
| |
| template<typename A1, typename A2, typename A3, typename A4> |
| class Command4 : public Command |
| { |
| public: |
| Command4(void (APIENTRY *function)(A1, A2, A3, A4), A1 arg1, A2 arg2, A3 arg3, A4 arg4) |
| : function(function) |
| , argument1(arg1) |
| , argument2(arg2) |
| , argument3(arg3) |
| , argument4(arg4) |
| { |
| } |
| |
| virtual void call() |
| { |
| function(argument1, argument2, argument3, argument4); |
| } |
| |
| void (APIENTRY *function)(A1, A2, A3, A4); |
| A1 argument1; |
| A2 argument2; |
| A3 argument3; |
| A4 argument4; |
| }; |
| |
| template<typename A1, typename A2, typename A3, typename A4, typename A5> |
| class Command5 : public Command |
| { |
| public: |
| Command5(void (APIENTRY *function)(A1, A2, A3, A4, A5), A1 arg1, A2 arg2, A3 arg3, A4 arg4, A5 arg5) |
| : function(function) |
| , argument1(arg1) |
| , argument2(arg2) |
| , argument3(arg3) |
| , argument4(arg4) |
| , argument5(arg5) |
| { |
| } |
| |
| virtual void call() |
| { |
| function(argument1, argument2, argument3, argument4, argument5); |
| } |
| |
| void (APIENTRY *function)(A1, A2, A3, A4, A5); |
| A1 argument1; |
| A2 argument2; |
| A3 argument3; |
| A4 argument4; |
| A5 argument5; |
| }; |
| |
| template<typename A1, typename A2, typename A3, typename A4, typename A5, typename A6> |
| class Command6 : public Command |
| { |
| public: |
| Command6(void (APIENTRY *function)(A1, A2, A3, A4, A5, A6), A1 arg1, A2 arg2, A3 arg3, A4 arg4, A5 arg5, A6 arg6) |
| : function(function) |
| , argument1(arg1) |
| , argument2(arg2) |
| , argument3(arg3) |
| , argument4(arg4) |
| , argument5(arg5) |
| , argument6(arg6) |
| { |
| } |
| |
| ~Command6() |
| { |
| if(function == glVertexAttribArray) |
| { |
| delete[] argument6; |
| } |
| } |
| |
| virtual void call() |
| { |
| function(argument1, argument2, argument3, argument4, argument5, argument6); |
| } |
| |
| void (APIENTRY *function)(A1, A2, A3, A4, A5, A6); |
| A1 argument1; |
| A2 argument2; |
| A3 argument3; |
| A4 argument4; |
| A5 argument5; |
| A6 argument6; |
| }; |
| |
| inline Command0 *newCommand(void (APIENTRY *function)()) |
| { |
| return new Command0(function); |
| } |
| |
| template<typename A1> |
| Command1<A1> *newCommand(void (APIENTRY *function)(A1), A1 arg1) |
| { |
| return new Command1<A1>(function, arg1); |
| } |
| |
| template<typename A1, typename A2> |
| Command2<A1, A2> *newCommand(void (APIENTRY *function)(A1, A2), A1 arg1, A2 arg2) |
| { |
| return new Command2<A1, A2>(function, arg1, arg2); |
| } |
| |
| template<typename A1, typename A2, typename A3> |
| Command3<A1, A2, A3> *newCommand(void (APIENTRY *function)(A1, A2, A3), A1 arg1, A2 arg2, A3 arg3) |
| { |
| return new Command3<A1, A2, A3>(function, arg1, arg2, arg3); |
| } |
| |
| template<typename A1, typename A2, typename A3, typename A4> |
| Command4<A1, A2, A3, A4> *newCommand(void (APIENTRY *function)(A1, A2, A3, A4), A1 arg1, A2 arg2, A3 arg3, A4 arg4) |
| { |
| return new Command4<A1, A2, A3, A4>(function, arg1, arg2, arg3, arg4); |
| } |
| |
| template<typename A1, typename A2, typename A3, typename A4, typename A5> |
| Command5<A1, A2, A3, A4, A5> *newCommand(void (APIENTRY *function)(A1, A2, A3, A4, A5), A1 arg1, A2 arg2, A3 arg3, A4 arg4, A5 arg5) |
| { |
| return new Command5<A1, A2, A3, A4, A5>(function, arg1, arg2, arg3, arg4, arg5); |
| } |
| |
| template<typename A1, typename A2, typename A3, typename A4, typename A5, typename A6> |
| Command6<A1, A2, A3, A4, A5, A6> *newCommand(void (APIENTRY *function)(A1, A2, A3, A4, A5, A6), A1 arg1, A2 arg2, A3 arg3, A4 arg4, A5 arg5, A6 arg6) |
| { |
| return new Command6<A1, A2, A3, A4, A5, A6>(function, arg1, arg2, arg3, arg4, arg5, arg6); |
| } |
| |
| class DisplayList |
| { |
| public: |
| DisplayList() |
| { |
| } |
| |
| ~DisplayList() |
| { |
| while(!list.empty()) |
| { |
| delete list.back(); |
| list.pop_back(); |
| } |
| } |
| |
| void call() |
| { |
| for(CommandList::iterator command = list.begin(); command != list.end(); command++) |
| { |
| (*command)->call(); |
| } |
| } |
| |
| typedef std::list<Command*> CommandList; |
| CommandList list; |
| }; |
| |
| struct TranslatedAttribute; |
| struct TranslatedIndexData; |
| |
| class Device; |
| class Buffer; |
| class Shader; |
| class Program; |
| class Texture; |
| class Texture2D; |
| class TextureCubeMap; |
| class Framebuffer; |
| class Renderbuffer; |
| class RenderbufferStorage; |
| class Colorbuffer; |
| class Depthbuffer; |
| class StreamingIndexBuffer; |
| class Stencilbuffer; |
| class DepthStencilbuffer; |
| class VertexDataManager; |
| class IndexDataManager; |
| class Fence; |
| class Query; |
| |
| enum |
| { |
| MAX_VERTEX_ATTRIBS = 9, |
| MAX_UNIFORM_VECTORS = 256, // Device limit |
| MAX_VERTEX_UNIFORM_VECTORS = sw::VERTEX_UNIFORM_VECTORS - 3, // Reserve space for gl_DepthRange |
| MAX_VARYING_VECTORS = 10, |
| MAX_TEXTURE_IMAGE_UNITS = 2, |
| MAX_VERTEX_TEXTURE_IMAGE_UNITS = 1, |
| MAX_COMBINED_TEXTURE_IMAGE_UNITS = MAX_TEXTURE_IMAGE_UNITS + MAX_VERTEX_TEXTURE_IMAGE_UNITS, |
| MAX_FRAGMENT_UNIFORM_VECTORS = sw::FRAGMENT_UNIFORM_VECTORS - 3, // Reserve space for gl_DepthRange |
| MAX_DRAW_BUFFERS = 1, |
| |
| IMPLEMENTATION_COLOR_READ_FORMAT = GL_RGB, |
| IMPLEMENTATION_COLOR_READ_TYPE = GL_UNSIGNED_SHORT_5_6_5 |
| }; |
| |
| const GLenum compressedTextureFormats[] = |
| { |
| #if (S3TC_SUPPORT) |
| GL_COMPRESSED_RGB_S3TC_DXT1_EXT, |
| GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, |
| GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, |
| GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, |
| #endif |
| }; |
| |
| const GLint NUM_COMPRESSED_TEXTURE_FORMATS = sizeof(compressedTextureFormats) / sizeof(compressedTextureFormats[0]); |
| |
| const GLint multisampleCount[] = {4, 2, 1}; |
| const GLint NUM_MULTISAMPLE_COUNTS = sizeof(multisampleCount) / sizeof(multisampleCount[0]); |
| const GLint IMPLEMENTATION_MAX_SAMPLES = multisampleCount[0]; |
| |
| const float ALIASED_LINE_WIDTH_RANGE_MIN = 1.0f; |
| const float ALIASED_LINE_WIDTH_RANGE_MAX = 128.0f; |
| const float ALIASED_POINT_SIZE_RANGE_MIN = 0.125f; |
| const float ALIASED_POINT_SIZE_RANGE_MAX = 8192.0f; |
| const float MAX_TEXTURE_MAX_ANISOTROPY = 16.0f; |
| |
| enum QueryType |
| { |
| QUERY_ANY_SAMPLES_PASSED, |
| QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE, |
| |
| QUERY_TYPE_COUNT |
| }; |
| |
| struct Color |
| { |
| float red; |
| float green; |
| float blue; |
| float alpha; |
| }; |
| |
| // Helper structure describing a single vertex attribute |
| class VertexAttribute |
| { |
| public: |
| VertexAttribute() : mType(GL_FLOAT), mSize(0), mNormalized(false), mStride(0), mPointer(nullptr), mArrayEnabled(false) |
| { |
| mCurrentValue[0] = 0.0f; |
| mCurrentValue[1] = 0.0f; |
| mCurrentValue[2] = 0.0f; |
| mCurrentValue[3] = 1.0f; |
| } |
| |
| int typeSize() const |
| { |
| switch(mType) |
| { |
| case GL_BYTE: return mSize * sizeof(GLbyte); |
| case GL_UNSIGNED_BYTE: return mSize * sizeof(GLubyte); |
| case GL_SHORT: return mSize * sizeof(GLshort); |
| case GL_UNSIGNED_SHORT: return mSize * sizeof(GLushort); |
| case GL_FIXED: return mSize * sizeof(GLfixed); |
| case GL_FLOAT: return mSize * sizeof(GLfloat); |
| default: UNREACHABLE(mType); return mSize * sizeof(GLfloat); |
| } |
| } |
| |
| GLsizei stride() const |
| { |
| return mStride ? mStride : typeSize(); |
| } |
| |
| // From glVertexAttribPointer |
| GLenum mType; |
| GLint mSize; |
| bool mNormalized; |
| GLsizei mStride; // 0 means natural stride |
| |
| union |
| { |
| const void *mPointer; |
| intptr_t mOffset; |
| }; |
| |
| BindingPointer<Buffer> mBoundBuffer; // Captured when glVertexAttribPointer is called. |
| |
| bool mArrayEnabled; // From glEnable/DisableVertexAttribArray |
| float mCurrentValue[4]; // From glVertexAttrib |
| }; |
| |
| typedef VertexAttribute VertexAttributeArray[MAX_VERTEX_ATTRIBS]; |
| |
| // Helper structure to store all raw state |
| struct State |
| { |
| Color colorClearValue; |
| GLclampf depthClearValue; |
| int stencilClearValue; |
| |
| bool cullFaceEnabled; |
| GLenum cullMode; |
| GLenum frontFace; |
| bool depthTestEnabled; |
| GLenum depthFunc; |
| bool blendEnabled; |
| GLenum sourceBlendRGB; |
| GLenum destBlendRGB; |
| GLenum sourceBlendAlpha; |
| GLenum destBlendAlpha; |
| GLenum blendEquationRGB; |
| GLenum blendEquationAlpha; |
| Color blendColor; |
| bool stencilTestEnabled; |
| GLenum stencilFunc; |
| GLint stencilRef; |
| GLuint stencilMask; |
| GLenum stencilFail; |
| GLenum stencilPassDepthFail; |
| GLenum stencilPassDepthPass; |
| GLuint stencilWritemask; |
| GLenum stencilBackFunc; |
| GLint stencilBackRef; |
| GLuint stencilBackMask; |
| GLenum stencilBackFail; |
| GLenum stencilBackPassDepthFail; |
| GLenum stencilBackPassDepthPass; |
| GLuint stencilBackWritemask; |
| bool polygonOffsetFillEnabled; |
| GLfloat polygonOffsetFactor; |
| GLfloat polygonOffsetUnits; |
| bool sampleAlphaToCoverageEnabled; |
| bool sampleCoverageEnabled; |
| GLclampf sampleCoverageValue; |
| bool sampleCoverageInvert; |
| bool scissorTestEnabled; |
| bool ditherEnabled; |
| bool colorLogicOpEnabled; |
| GLenum logicalOperation; |
| |
| GLfloat lineWidth; |
| |
| GLenum generateMipmapHint; |
| GLenum fragmentShaderDerivativeHint; |
| |
| GLint viewportX; |
| GLint viewportY; |
| GLsizei viewportWidth; |
| GLsizei viewportHeight; |
| float zNear; |
| float zFar; |
| |
| GLint scissorX; |
| GLint scissorY; |
| GLsizei scissorWidth; |
| GLsizei scissorHeight; |
| |
| bool colorMaskRed; |
| bool colorMaskGreen; |
| bool colorMaskBlue; |
| bool colorMaskAlpha; |
| bool depthMask; |
| |
| unsigned int activeSampler; // Active texture unit selector - GL_TEXTURE0 |
| BindingPointer<Buffer> arrayBuffer; |
| BindingPointer<Buffer> elementArrayBuffer; |
| GLuint readFramebuffer; |
| GLuint drawFramebuffer; |
| BindingPointer<Renderbuffer> renderbuffer; |
| GLuint currentProgram; |
| |
| VertexAttribute vertexAttribute[MAX_VERTEX_ATTRIBS]; |
| BindingPointer<Texture> samplerTexture[TEXTURE_TYPE_COUNT][MAX_COMBINED_TEXTURE_IMAGE_UNITS]; |
| BindingPointer<Query> activeQuery[QUERY_TYPE_COUNT]; |
| |
| GLint unpackAlignment; |
| GLint packAlignment; |
| }; |
| |
| class Context |
| { |
| public: |
| Context(const Context *shareContext); |
| |
| ~Context(); |
| |
| void makeCurrent(Surface *surface); |
| |
| void markAllStateDirty(); |
| |
| // State manipulation |
| void setClearColor(float red, float green, float blue, float alpha); |
| void setClearDepth(float depth); |
| void setClearStencil(int stencil); |
| |
| void setCullFaceEnabled(bool enabled); |
| bool isCullFaceEnabled() const; |
| void setCullMode(GLenum mode); |
| void setFrontFace(GLenum front); |
| |
| void setDepthTestEnabled(bool enabled); |
| bool isDepthTestEnabled() const; |
| void setDepthFunc(GLenum depthFunc); |
| void setDepthRange(float zNear, float zFar); |
| |
| void setBlendEnabled(bool enabled); |
| bool isBlendEnabled() const; |
| 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); |
| |
| void setStencilTestEnabled(bool enabled); |
| bool isStencilTestEnabled() const; |
| 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); |
| |
| void setPolygonOffsetFillEnabled(bool enabled); |
| bool isPolygonOffsetFillEnabled() const; |
| void setPolygonOffsetParams(GLfloat factor, GLfloat units); |
| |
| void setSampleAlphaToCoverageEnabled(bool enabled); |
| bool isSampleAlphaToCoverageEnabled() const; |
| void setSampleCoverageEnabled(bool enabled); |
| bool isSampleCoverageEnabled() const; |
| void setSampleCoverageParams(GLclampf value, bool invert); |
| |
| void setDitherEnabled(bool enabled); |
| bool isDitherEnabled() const; |
| |
| void setLineWidth(GLfloat width); |
| |
| void setGenerateMipmapHint(GLenum hint); |
| void setFragmentShaderDerivativeHint(GLenum hint); |
| |
| void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height); |
| |
| void setScissorTestEnabled(bool enabled); |
| bool isScissorTestEnabled() const; |
| void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height); |
| |
| void setColorMask(bool red, bool green, bool blue, bool alpha); |
| void setDepthMask(bool mask); |
| |
| void setActiveSampler(unsigned int active); |
| |
| GLuint getReadFramebufferName() const; |
| GLuint getDrawFramebufferName() const; |
| GLuint getRenderbufferName() const; |
| |
| GLuint getActiveQuery(GLenum target) const; |
| |
| GLuint getArrayBufferName() const; |
| |
| void setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled); |
| const VertexAttribute &getVertexAttribState(unsigned int attribNum); |
| void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, |
| bool normalized, GLsizei stride, const void *pointer); |
| const void *getVertexAttribPointer(unsigned int attribNum) const; |
| |
| const VertexAttributeArray &getVertexAttributes(); |
| |
| void setUnpackAlignment(GLint alignment); |
| GLint getUnpackAlignment() const; |
| |
| void setPackAlignment(GLint alignment); |
| GLint getPackAlignment() const; |
| |
| // These create and destroy methods are merely pass-throughs to |
| // ResourceManager, which owns these object types |
| GLuint createBuffer(); |
| GLuint createShader(GLenum type); |
| GLuint createProgram(); |
| GLuint createTexture(); |
| GLuint createRenderbuffer(); |
| |
| void deleteBuffer(GLuint buffer); |
| void deleteShader(GLuint shader); |
| void deleteProgram(GLuint program); |
| void deleteTexture(GLuint texture); |
| void deleteRenderbuffer(GLuint renderbuffer); |
| |
| // Framebuffers are owned by the Context, so these methods do not pass through |
| GLuint createFramebuffer(); |
| void deleteFramebuffer(GLuint framebuffer); |
| |
| // Fences are owned by the Context |
| GLuint createFence(); |
| void deleteFence(GLuint fence); |
| |
| // Queries are owned by the Context |
| GLuint createQuery(); |
| void deleteQuery(GLuint query); |
| |
| void bindArrayBuffer(GLuint buffer); |
| void bindElementArrayBuffer(GLuint buffer); |
| void bindTexture2D(GLuint texture); |
| void bindTextureCubeMap(GLuint texture); |
| void bindReadFramebuffer(GLuint framebuffer); |
| void bindDrawFramebuffer(GLuint framebuffer); |
| void bindRenderbuffer(GLuint renderbuffer); |
| void useProgram(GLuint program); |
| |
| void beginQuery(GLenum target, GLuint query); |
| void endQuery(GLenum target); |
| |
| void setFramebufferZero(Framebuffer *framebuffer); |
| |
| void setRenderbufferStorage(RenderbufferStorage *renderbuffer); |
| |
| void setVertexAttrib(GLuint index, float x, float y, float z, float w); |
| |
| Buffer *getBuffer(GLuint handle); |
| Fence *getFence(GLuint handle); |
| Shader *getShader(GLuint handle); |
| Program *getProgram(GLuint handle); |
| Texture *getTexture(GLuint handle); |
| Framebuffer *getFramebuffer(GLuint handle); |
| Renderbuffer *getRenderbuffer(GLuint handle); |
| Query *getQuery(GLuint handle, bool create, GLenum type); |
| |
| Buffer *getArrayBuffer(); |
| Buffer *getElementArrayBuffer(); |
| Program *getCurrentProgram(); |
| Texture2D *getTexture2D(GLenum target); |
| TextureCubeMap *getTextureCubeMap(); |
| Texture *getSamplerTexture(unsigned int sampler, TextureType type); |
| Framebuffer *getReadFramebuffer(); |
| Framebuffer *getDrawFramebuffer(); |
| |
| bool getFloatv(GLenum pname, GLfloat *params); |
| bool getIntegerv(GLenum pname, GLint *params); |
| bool getBooleanv(GLenum pname, GLboolean *params); |
| |
| bool getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams); |
| |
| void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels); |
| void clear(GLbitfield mask); |
| void drawArrays(GLenum mode, GLint first, GLsizei count); |
| void drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices); |
| void finish(); |
| void flush(); |
| |
| void recordInvalidEnum(); |
| void recordInvalidValue(); |
| void recordInvalidOperation(); |
| void recordOutOfMemory(); |
| void recordInvalidFramebufferOperation(); |
| |
| GLenum getError(); |
| |
| static int getSupportedMultisampleCount(int requested); |
| |
| void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, |
| GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, |
| GLbitfield mask); |
| |
| void setMatrixMode(GLenum mode); |
| void loadIdentity(); |
| void pushMatrix(); |
| void popMatrix(); |
| void rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z); |
| void translate(GLfloat x, GLfloat y, GLfloat z); |
| void scale(GLfloat x, GLfloat y, GLfloat z); |
| void multiply(const GLdouble *m); |
| void multiply(const GLfloat *m); |
| void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); |
| void ortho(double left, double right, double bottom, double top, double zNear, double zFar); // FIXME: GLdouble |
| |
| void setLightingEnabled(bool enabled); |
| void setFogEnabled(bool enabled); |
| void setAlphaTestEnabled(bool enabled); |
| void alphaFunc(GLenum func, GLclampf ref); |
| void setTexture2DEnabled(bool enabled); |
| void setShadeModel(GLenum mode); |
| void setLightEnabled(int index, bool enable); |
| void setNormalizeNormalsEnabled(bool enable); |
| |
| GLuint genLists(GLsizei range); |
| void newList(GLuint list, GLenum mode); |
| void endList(); |
| void callList(GLuint list); |
| void deleteList(GLuint list); |
| GLuint getListIndex() {return listIndex;} |
| GLenum getListMode() {return listMode;} |
| void listCommand(Command *command); |
| |
| void captureAttribs(); |
| void captureDrawArrays(GLenum mode, GLint first, GLsizei count); |
| void restoreAttribs(); |
| void clientActiveTexture(GLenum texture); |
| GLenum getClientActiveTexture() const; |
| unsigned int getActiveTexture() const; |
| |
| void begin(GLenum mode); |
| void position(GLfloat x, GLfloat y, GLfloat z, GLfloat w); |
| void end(); |
| |
| void setColorMaterialEnabled(bool enable); |
| void setColorMaterialMode(GLenum mode); |
| |
| void setColorLogicOpEnabled(bool colorLogicOpEnabled); |
| bool isColorLogicOpEnabled(); |
| void setLogicalOperation(GLenum logicalOperation); |
| |
| Device *getDevice(); |
| |
| private: |
| bool applyRenderTarget(); |
| void applyState(GLenum drawMode); |
| GLenum applyVertexBuffer(GLint base, GLint first, GLsizei count); |
| GLenum applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo); |
| void applyShaders(); |
| void applyTextures(); |
| void applyTextures(sw::SamplerType type); |
| void applyTexture(sw::SamplerType type, int sampler, Texture *texture); |
| |
| void detachBuffer(GLuint buffer); |
| void detachTexture(GLuint texture); |
| void detachFramebuffer(GLuint framebuffer); |
| void detachRenderbuffer(GLuint renderbuffer); |
| |
| bool cullSkipsDraw(GLenum drawMode); |
| bool isTriangleMode(GLenum drawMode); |
| |
| State mState; |
| |
| BindingPointer<Texture2D> mTexture2DZero; |
| BindingPointer<Texture2D> mProxyTexture2DZero; |
| BindingPointer<TextureCubeMap> mTextureCubeMapZero; |
| |
| gl::NameSpace<Framebuffer> mFramebufferNameSpace; |
| gl::NameSpace<Fence, 0> mFenceNameSpace; |
| gl::NameSpace<Query> mQueryNameSpace; |
| |
| VertexDataManager *mVertexDataManager; |
| IndexDataManager *mIndexDataManager; |
| |
| // Recorded errors |
| bool mInvalidEnum; |
| bool mInvalidValue; |
| bool mInvalidOperation; |
| bool mOutOfMemory; |
| bool mInvalidFramebufferOperation; |
| |
| bool mHasBeenCurrent; |
| |
| unsigned int mAppliedProgramSerial; |
| |
| // state caching flags |
| bool mDepthStateDirty; |
| bool mMaskStateDirty; |
| bool mPixelPackingStateDirty; |
| bool mBlendStateDirty; |
| bool mStencilStateDirty; |
| bool mPolygonOffsetStateDirty; |
| bool mSampleStateDirty; |
| bool mFrontFaceDirty; |
| bool mDitherStateDirty; |
| bool mColorLogicOperatorDirty; |
| |
| Device *device; |
| ResourceManager *mResourceManager; |
| |
| sw::MatrixStack ¤tMatrixStack(); |
| GLenum matrixMode; |
| sw::MatrixStack modelView; |
| sw::MatrixStack projection; |
| sw::MatrixStack texture[8]; |
| |
| GLenum listMode; |
| //std::map<GLuint, GLuint> listMap; |
| std::map<GLuint, DisplayList*> displayList; |
| DisplayList *list; |
| GLuint listIndex; |
| GLuint firstFreeIndex; |
| |
| GLenum clientTexture; |
| |
| bool drawing; |
| GLenum drawMode; |
| |
| struct InVertex |
| { |
| sw::float4 P; // Position |
| sw::float4 N; // Normal |
| sw::float4 C; // Color |
| sw::float4 T0; // Texture coordinate |
| sw::float4 T1; |
| }; |
| |
| std::vector<InVertex> vertex; |
| |
| VertexAttribute clientAttribute[MAX_VERTEX_ATTRIBS]; |
| |
| bool envEnable[8]; |
| }; |
| } |
| |
| #endif // INCLUDE_CONTEXT_H_ |