| // |
| // Copyright 2016 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. |
| // |
| // ContextImpl: |
| // Implementation-specific functionality associated with a GL Context. |
| // |
| |
| #ifndef LIBANGLE_RENDERER_CONTEXTIMPL_H_ |
| #define LIBANGLE_RENDERER_CONTEXTIMPL_H_ |
| |
| #include <vector> |
| |
| #include "common/angleutils.h" |
| #include "libANGLE/State.h" |
| #include "libANGLE/renderer/GLImplFactory.h" |
| |
| namespace gl |
| { |
| class ErrorSet; |
| class MemoryProgramCache; |
| class Path; |
| class Semaphore; |
| struct Workarounds; |
| } // namespace gl |
| |
| namespace rx |
| { |
| class ContextImpl : public GLImplFactory |
| { |
| public: |
| ContextImpl(const gl::State &state, gl::ErrorSet *errorSet); |
| ~ContextImpl() override; |
| |
| virtual void onDestroy(const gl::Context *context) {} |
| |
| virtual angle::Result initialize() = 0; |
| |
| // Flush and finish. |
| virtual angle::Result flush(const gl::Context *context) = 0; |
| virtual angle::Result finish(const gl::Context *context) = 0; |
| |
| // Drawing methods. |
| virtual angle::Result drawArrays(const gl::Context *context, |
| gl::PrimitiveMode mode, |
| GLint first, |
| GLsizei count) = 0; |
| virtual angle::Result drawArraysInstanced(const gl::Context *context, |
| gl::PrimitiveMode mode, |
| GLint first, |
| GLsizei count, |
| GLsizei instanceCount) = 0; |
| // Necessary for Vulkan since gl_InstanceIndex includes baseInstance |
| virtual angle::Result drawArraysInstancedBaseInstance(const gl::Context *context, |
| gl::PrimitiveMode mode, |
| GLint first, |
| GLsizei count, |
| GLsizei instanceCount, |
| GLuint baseInstance) = 0; |
| |
| virtual angle::Result drawElements(const gl::Context *context, |
| gl::PrimitiveMode mode, |
| GLsizei count, |
| gl::DrawElementsType type, |
| const void *indices) = 0; |
| virtual angle::Result drawElementsBaseVertex(const gl::Context *context, |
| gl::PrimitiveMode mode, |
| GLsizei count, |
| gl::DrawElementsType type, |
| const void *indices, |
| GLint baseVertex) = 0; |
| virtual angle::Result drawElementsInstanced(const gl::Context *context, |
| gl::PrimitiveMode mode, |
| GLsizei count, |
| gl::DrawElementsType type, |
| const void *indices, |
| GLsizei instances) = 0; |
| virtual angle::Result drawElementsInstancedBaseVertex(const gl::Context *context, |
| gl::PrimitiveMode mode, |
| GLsizei count, |
| gl::DrawElementsType type, |
| const void *indices, |
| GLsizei instances, |
| GLint baseVertex) = 0; |
| virtual angle::Result drawElementsInstancedBaseVertexBaseInstance(const gl::Context *context, |
| gl::PrimitiveMode mode, |
| GLsizei count, |
| gl::DrawElementsType type, |
| const void *indices, |
| GLsizei instances, |
| GLint baseVertex, |
| GLuint baseInstance) = 0; |
| virtual angle::Result drawRangeElements(const gl::Context *context, |
| gl::PrimitiveMode mode, |
| GLuint start, |
| GLuint end, |
| GLsizei count, |
| gl::DrawElementsType type, |
| const void *indices) = 0; |
| virtual angle::Result drawRangeElementsBaseVertex(const gl::Context *context, |
| gl::PrimitiveMode mode, |
| GLuint start, |
| GLuint end, |
| GLsizei count, |
| gl::DrawElementsType type, |
| const void *indices, |
| GLint baseVertex) = 0; |
| |
| virtual angle::Result drawArraysIndirect(const gl::Context *context, |
| gl::PrimitiveMode mode, |
| const void *indirect) = 0; |
| virtual angle::Result drawElementsIndirect(const gl::Context *context, |
| gl::PrimitiveMode mode, |
| gl::DrawElementsType type, |
| const void *indirect) = 0; |
| |
| // CHROMIUM_path_rendering path drawing methods. |
| virtual void stencilFillPath(const gl::Path *path, GLenum fillMode, GLuint mask); |
| virtual void stencilStrokePath(const gl::Path *path, GLint reference, GLuint mask); |
| virtual void coverFillPath(const gl::Path *path, GLenum coverMode); |
| virtual void coverStrokePath(const gl::Path *path, GLenum coverMode); |
| virtual void stencilThenCoverFillPath(const gl::Path *path, |
| GLenum fillMode, |
| GLuint mask, |
| GLenum coverMode); |
| |
| virtual void stencilThenCoverStrokePath(const gl::Path *path, |
| GLint reference, |
| GLuint mask, |
| GLenum coverMode); |
| |
| virtual void coverFillPathInstanced(const std::vector<gl::Path *> &paths, |
| GLenum coverMode, |
| GLenum transformType, |
| const GLfloat *transformValues); |
| virtual void coverStrokePathInstanced(const std::vector<gl::Path *> &paths, |
| GLenum coverMode, |
| GLenum transformType, |
| const GLfloat *transformValues); |
| virtual void stencilFillPathInstanced(const std::vector<gl::Path *> &paths, |
| GLenum fillMode, |
| GLuint mask, |
| GLenum transformType, |
| const GLfloat *transformValues); |
| virtual void stencilStrokePathInstanced(const std::vector<gl::Path *> &paths, |
| GLint reference, |
| GLuint mask, |
| GLenum transformType, |
| const GLfloat *transformValues); |
| virtual void stencilThenCoverFillPathInstanced(const std::vector<gl::Path *> &paths, |
| GLenum coverMode, |
| GLenum fillMode, |
| GLuint mask, |
| GLenum transformType, |
| const GLfloat *transformValues); |
| virtual void stencilThenCoverStrokePathInstanced(const std::vector<gl::Path *> &paths, |
| GLenum coverMode, |
| GLint reference, |
| GLuint mask, |
| GLenum transformType, |
| const GLfloat *transformValues); |
| |
| // Device loss |
| virtual gl::GraphicsResetStatus getResetStatus() = 0; |
| |
| // Vendor and description strings. |
| virtual std::string getVendorString() const = 0; |
| virtual std::string getRendererDescription() const = 0; |
| |
| // EXT_debug_marker |
| virtual void insertEventMarker(GLsizei length, const char *marker) = 0; |
| virtual void pushGroupMarker(GLsizei length, const char *marker) = 0; |
| virtual void popGroupMarker() = 0; |
| |
| // KHR_debug |
| virtual void pushDebugGroup(GLenum source, GLuint id, const std::string &message) = 0; |
| virtual void popDebugGroup() = 0; |
| |
| // KHR_parallel_shader_compile |
| virtual void setMaxShaderCompilerThreads(GLuint count) {} |
| |
| // GL_ANGLE_texture_storage_external |
| virtual void invalidateTexture(gl::TextureType target); |
| |
| // State sync with dirty bits. |
| virtual angle::Result syncState(const gl::Context *context, |
| const gl::State::DirtyBits &dirtyBits, |
| const gl::State::DirtyBits &bitMask) = 0; |
| |
| // Disjoint timer queries |
| virtual GLint getGPUDisjoint() = 0; |
| virtual GLint64 getTimestamp() = 0; |
| |
| // Context switching |
| virtual angle::Result onMakeCurrent(const gl::Context *context) = 0; |
| virtual angle::Result onUnMakeCurrent(const gl::Context *context); |
| |
| // Native capabilities, unmodified by gl::Context. |
| virtual gl::Caps getNativeCaps() const = 0; |
| virtual const gl::TextureCapsMap &getNativeTextureCaps() const = 0; |
| virtual const gl::Extensions &getNativeExtensions() const = 0; |
| virtual const gl::Limitations &getNativeLimitations() const = 0; |
| |
| virtual angle::Result dispatchCompute(const gl::Context *context, |
| GLuint numGroupsX, |
| GLuint numGroupsY, |
| GLuint numGroupsZ) = 0; |
| virtual angle::Result dispatchComputeIndirect(const gl::Context *context, |
| GLintptr indirect) = 0; |
| |
| virtual angle::Result memoryBarrier(const gl::Context *context, GLbitfield barriers) = 0; |
| virtual angle::Result memoryBarrierByRegion(const gl::Context *context, |
| GLbitfield barriers) = 0; |
| |
| const gl::State &getState() const { return mState; } |
| int getClientMajorVersion() const { return mState.getClientMajorVersion(); } |
| int getClientMinorVersion() const { return mState.getClientMinorVersion(); } |
| const gl::Caps &getCaps() const { return mState.getCaps(); } |
| const gl::TextureCapsMap &getTextureCaps() const { return mState.getTextureCaps(); } |
| const gl::Extensions &getExtensions() const { return mState.getExtensions(); } |
| const gl::Limitations &getLimitations() const { return mState.getLimitations(); } |
| |
| // A common GL driver behaviour is to trigger dynamic shader recompilation on a draw call, |
| // based on the current render states. We store a mutable pointer to the program cache so |
| // on draw calls we can store the refreshed shaders in the cache. |
| void setMemoryProgramCache(gl::MemoryProgramCache *memoryProgramCache); |
| |
| void handleError(GLenum errorCode, |
| const char *message, |
| const char *file, |
| const char *function, |
| unsigned int line); |
| |
| virtual egl::ContextPriority getContextPriority() const; |
| |
| protected: |
| const gl::State &mState; |
| gl::MemoryProgramCache *mMemoryProgramCache; |
| gl::ErrorSet *mErrors; |
| }; |
| |
| } // namespace rx |
| |
| #endif // LIBANGLE_RENDERER_CONTEXTIMPL_H_ |