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//
// Copyright 2015 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.
//
// StateManagerGL.h: Defines a class for caching applied OpenGL state
#include "libANGLE/renderer/gl/StateManagerGL.h"
#include <string.h>
#include <algorithm>
#include <limits>
#include "anglebase/numerics/safe_conversions.h"
#include "common/bitset_utils.h"
#include "common/mathutil.h"
#include "common/matrix_utils.h"
#include "libANGLE/Context.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/Query.h"
#include "libANGLE/TransformFeedback.h"
#include "libANGLE/VertexArray.h"
#include "libANGLE/renderer/gl/BufferGL.h"
#include "libANGLE/renderer/gl/FramebufferGL.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/ProgramGL.h"
#include "libANGLE/renderer/gl/QueryGL.h"
#include "libANGLE/renderer/gl/SamplerGL.h"
#include "libANGLE/renderer/gl/TextureGL.h"
#include "libANGLE/renderer/gl/TransformFeedbackGL.h"
#include "libANGLE/renderer/gl/VertexArrayGL.h"
namespace rx
{
namespace
{
static void ValidateStateHelper(const FunctionsGL *functions,
const GLuint localValue,
const GLenum pname,
const char *localName,
const char *driverName)
{
GLint queryValue;
functions->getIntegerv(pname, &queryValue);
if (localValue != static_cast<GLuint>(queryValue))
{
WARN() << localName << " (" << localValue << ") != " << driverName << " (" << queryValue
<< ")";
// Re-add ASSERT: http://anglebug.com/3900
// ASSERT(false);
}
}
} // anonymous namespace
VertexArrayStateGL::VertexArrayStateGL(size_t maxAttribs, size_t maxBindings)
: attributes(std::min<size_t>(maxAttribs, gl::MAX_VERTEX_ATTRIBS)),
bindings(std::min<size_t>(maxBindings, gl::MAX_VERTEX_ATTRIBS))
{
// Set the cached vertex attribute array and vertex attribute binding array size
for (GLuint i = 0; i < attributes.size(); i++)
{
attributes[i].bindingIndex = i;
}
}
StateManagerGL::IndexedBufferBinding::IndexedBufferBinding() : offset(0), size(0), buffer(0) {}
StateManagerGL::StateManagerGL(const FunctionsGL *functions,
const gl::Caps &rendererCaps,
const gl::Extensions &extensions,
const angle::FeaturesGL &features)
: mFunctions(functions),
mFeatures(features),
mProgram(0),
mVAO(0),
mVertexAttribCurrentValues(rendererCaps.maxVertexAttributes),
mDefaultVAOState(rendererCaps.maxVertexAttributes, rendererCaps.maxVertexAttribBindings),
mVAOState(&mDefaultVAOState),
mBuffers(),
mIndexedBuffers(),
mTextureUnitIndex(0),
mTextures{},
mSamplers{},
mImages(rendererCaps.maxImageUnits, ImageUnitBinding()),
mTransformFeedback(0),
mCurrentTransformFeedback(nullptr),
mQueries(),
mPrevDrawContext({0}),
mUnpackAlignment(4),
mUnpackRowLength(0),
mUnpackSkipRows(0),
mUnpackSkipPixels(0),
mUnpackImageHeight(0),
mUnpackSkipImages(0),
mPackAlignment(4),
mPackRowLength(0),
mPackSkipRows(0),
mPackSkipPixels(0),
mFramebuffers(angle::FramebufferBindingSingletonMax, 0),
mRenderbuffer(0),
mScissorTestEnabled(false),
mScissor(0, 0, 0, 0),
mViewport(0, 0, 0, 0),
mNear(0.0f),
mFar(1.0f),
mBlendColor(0, 0, 0, 0),
mBlendStateExt(rendererCaps.maxDrawBuffers),
mIndependentBlendStates(extensions.drawBuffersIndexedAny()),
mSampleAlphaToCoverageEnabled(false),
mSampleCoverageEnabled(false),
mSampleCoverageValue(1.0f),
mSampleCoverageInvert(false),
mSampleMaskEnabled(false),
mDepthTestEnabled(false),
mDepthFunc(GL_LESS),
mDepthMask(true),
mStencilTestEnabled(false),
mStencilFrontFunc(GL_ALWAYS),
mStencilFrontRef(0),
mStencilFrontValueMask(static_cast<GLuint>(-1)),
mStencilFrontStencilFailOp(GL_KEEP),
mStencilFrontStencilPassDepthFailOp(GL_KEEP),
mStencilFrontStencilPassDepthPassOp(GL_KEEP),
mStencilFrontWritemask(static_cast<GLuint>(-1)),
mStencilBackFunc(GL_ALWAYS),
mStencilBackRef(0),
mStencilBackValueMask(static_cast<GLuint>(-1)),
mStencilBackStencilFailOp(GL_KEEP),
mStencilBackStencilPassDepthFailOp(GL_KEEP),
mStencilBackStencilPassDepthPassOp(GL_KEEP),
mStencilBackWritemask(static_cast<GLuint>(-1)),
mCullFaceEnabled(false),
mCullFace(gl::CullFaceMode::Back),
mFrontFace(GL_CCW),
mPolygonOffsetFillEnabled(false),
mPolygonOffsetFactor(0.0f),
mPolygonOffsetUnits(0.0f),
mRasterizerDiscardEnabled(false),
mLineWidth(1.0f),
mPrimitiveRestartEnabled(false),
mPrimitiveRestartIndex(0),
mClearColor(0.0f, 0.0f, 0.0f, 0.0f),
mClearDepth(1.0f),
mClearStencil(0),
mFramebufferSRGBAvailable(extensions.sRGBWriteControlEXT),
mFramebufferSRGBEnabled(false),
mHasSeparateFramebufferBindings(mFunctions->isAtLeastGL(gl::Version(3, 0)) ||
mFunctions->isAtLeastGLES(gl::Version(3, 0))),
mDitherEnabled(true),
mTextureCubemapSeamlessEnabled(false),
mMultisamplingEnabled(true),
mSampleAlphaToOneEnabled(false),
mCoverageModulation(GL_NONE),
mIsMultiviewEnabled(extensions.multiviewOVR || extensions.multiview2OVR),
mProvokingVertex(GL_LAST_VERTEX_CONVENTION),
mMaxClipDistances(rendererCaps.maxClipDistances),
mLocalDirtyBits()
{
ASSERT(mFunctions);
ASSERT(rendererCaps.maxViews >= 1u);
mIndexedBuffers[gl::BufferBinding::Uniform].resize(rendererCaps.maxUniformBufferBindings);
mIndexedBuffers[gl::BufferBinding::AtomicCounter].resize(
rendererCaps.maxAtomicCounterBufferBindings);
mIndexedBuffers[gl::BufferBinding::ShaderStorage].resize(
rendererCaps.maxShaderStorageBufferBindings);
mSampleMaskValues.fill(~GLbitfield(0));
mQueries.fill(nullptr);
mTemporaryPausedQueries.fill(nullptr);
// Initialize point sprite state for desktop GL
if (mFunctions->standard == STANDARD_GL_DESKTOP)
{
mFunctions->enable(GL_PROGRAM_POINT_SIZE);
// GL_POINT_SPRITE was deprecated in the core profile. Point rasterization is always
// performed
// as though POINT_SPRITE were enabled.
if ((mFunctions->profile & GL_CONTEXT_CORE_PROFILE_BIT) == 0)
{
mFunctions->enable(GL_POINT_SPRITE);
}
}
if (features.emulatePrimitiveRestartFixedIndex.enabled)
{
// There is no consistent default value for primitive restart index. Set it to UINT -1.
constexpr GLuint primitiveRestartIndex = gl::GetPrimitiveRestartIndexFromType<GLuint>();
mFunctions->primitiveRestartIndex(primitiveRestartIndex);
mPrimitiveRestartIndex = primitiveRestartIndex;
}
// It's possible we've enabled the emulated VAO feature for testing but we're on a core profile.
// Use a generated VAO as the default VAO so we can still test.
if (features.syncVertexArraysToDefault.enabled &&
!nativegl::CanUseDefaultVertexArrayObject(mFunctions))
{
ASSERT(nativegl::SupportsVertexArrayObjects(mFunctions));
mFunctions->genVertexArrays(1, &mDefaultVAO);
mFunctions->bindVertexArray(mDefaultVAO);
mVAO = mDefaultVAO;
}
}
StateManagerGL::~StateManagerGL()
{
if (mDefaultVAO != 0)
{
mFunctions->deleteVertexArrays(1, &mDefaultVAO);
}
}
void StateManagerGL::deleteProgram(GLuint program)
{
if (program != 0)
{
if (mProgram == program)
{
useProgram(0);
}
mFunctions->deleteProgram(program);
}
}
void StateManagerGL::deleteVertexArray(GLuint vao)
{
if (vao != 0)
{
if (mVAO == vao)
{
bindVertexArray(0, &mDefaultVAOState);
}
mFunctions->deleteVertexArrays(1, &vao);
}
}
void StateManagerGL::deleteTexture(GLuint texture)
{
if (texture != 0)
{
for (gl::TextureType type : angle::AllEnums<gl::TextureType>())
{
const auto &textureVector = mTextures[type];
for (size_t textureUnitIndex = 0; textureUnitIndex < textureVector.size();
textureUnitIndex++)
{
if (textureVector[textureUnitIndex] == texture)
{
activeTexture(textureUnitIndex);
bindTexture(type, 0);
}
}
}
for (size_t imageUnitIndex = 0; imageUnitIndex < mImages.size(); imageUnitIndex++)
{
if (mImages[imageUnitIndex].texture == texture)
{
bindImageTexture(imageUnitIndex, 0, 0, false, 0, GL_READ_ONLY, GL_R32UI);
}
}
mFunctions->deleteTextures(1, &texture);
}
}
void StateManagerGL::deleteSampler(GLuint sampler)
{
if (sampler != 0)
{
for (size_t unit = 0; unit < mSamplers.size(); unit++)
{
if (mSamplers[unit] == sampler)
{
bindSampler(unit, 0);
}
}
mFunctions->deleteSamplers(1, &sampler);
}
}
void StateManagerGL::deleteBuffer(GLuint buffer)
{
if (buffer == 0)
{
return;
}
for (auto target : angle::AllEnums<gl::BufferBinding>())
{
if (mBuffers[target] == buffer)
{
bindBuffer(target, 0);
}
auto &indexedTarget = mIndexedBuffers[target];
for (size_t bindIndex = 0; bindIndex < indexedTarget.size(); ++bindIndex)
{
if (indexedTarget[bindIndex].buffer == buffer)
{
bindBufferBase(target, bindIndex, 0);
}
}
}
if (mVAOState)
{
if (mVAOState->elementArrayBuffer == buffer)
{
mVAOState->elementArrayBuffer = 0;
}
for (VertexBindingGL &binding : mVAOState->bindings)
{
if (binding.buffer == buffer)
{
binding.buffer = 0;
}
}
}
mFunctions->deleteBuffers(1, &buffer);
}
void StateManagerGL::deleteFramebuffer(GLuint fbo)
{
if (fbo != 0)
{
if (mHasSeparateFramebufferBindings)
{
for (size_t binding = 0; binding < mFramebuffers.size(); ++binding)
{
if (mFramebuffers[binding] == fbo)
{
GLenum enumValue = angle::FramebufferBindingToEnum(
static_cast<angle::FramebufferBinding>(binding));
bindFramebuffer(enumValue, 0);
}
}
}
else
{
ASSERT(mFramebuffers[angle::FramebufferBindingRead] ==
mFramebuffers[angle::FramebufferBindingDraw]);
if (mFramebuffers[angle::FramebufferBindingRead] == fbo)
{
bindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
mFunctions->deleteFramebuffers(1, &fbo);
}
}
void StateManagerGL::deleteRenderbuffer(GLuint rbo)
{
if (rbo != 0)
{
if (mRenderbuffer == rbo)
{
bindRenderbuffer(GL_RENDERBUFFER, 0);
}
mFunctions->deleteRenderbuffers(1, &rbo);
}
}
void StateManagerGL::deleteTransformFeedback(GLuint transformFeedback)
{
if (transformFeedback != 0)
{
if (mTransformFeedback == transformFeedback)
{
bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
}
if (mCurrentTransformFeedback != nullptr &&
mCurrentTransformFeedback->getTransformFeedbackID() == transformFeedback)
{
mCurrentTransformFeedback = nullptr;
}
mFunctions->deleteTransformFeedbacks(1, &transformFeedback);
}
}
void StateManagerGL::useProgram(GLuint program)
{
if (mProgram != program)
{
forceUseProgram(program);
}
}
void StateManagerGL::forceUseProgram(GLuint program)
{
mProgram = program;
mFunctions->useProgram(mProgram);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_PROGRAM_BINDING);
}
void StateManagerGL::bindVertexArray(GLuint vao, VertexArrayStateGL *vaoState)
{
ASSERT(vaoState);
if (mVAO != vao)
{
ASSERT(!mFeatures.syncVertexArraysToDefault.enabled);
mVAO = vao;
mVAOState = vaoState;
mBuffers[gl::BufferBinding::ElementArray] = vaoState ? vaoState->elementArrayBuffer : 0;
mFunctions->bindVertexArray(vao);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_VERTEX_ARRAY_BINDING);
}
}
void StateManagerGL::bindBuffer(gl::BufferBinding target, GLuint buffer)
{
// GL drivers differ in whether the transform feedback bind point is modified when
// glBindTransformFeedback is called. To avoid these behavior differences we shouldn't try to
// use it.
ASSERT(target != gl::BufferBinding::TransformFeedback);
if (mBuffers[target] != buffer)
{
mBuffers[target] = buffer;
mFunctions->bindBuffer(gl::ToGLenum(target), buffer);
}
}
void StateManagerGL::bindBufferBase(gl::BufferBinding target, size_t index, GLuint buffer)
{
// Transform feedback buffer bindings are tracked in TransformFeedbackGL
ASSERT(target != gl::BufferBinding::TransformFeedback);
ASSERT(index < mIndexedBuffers[target].size());
auto &binding = mIndexedBuffers[target][index];
if (binding.buffer != buffer || binding.offset != static_cast<size_t>(-1) ||
binding.size != static_cast<size_t>(-1))
{
binding.buffer = buffer;
binding.offset = static_cast<size_t>(-1);
binding.size = static_cast<size_t>(-1);
mBuffers[target] = buffer;
mFunctions->bindBufferBase(gl::ToGLenum(target), static_cast<GLuint>(index), buffer);
}
}
void StateManagerGL::bindBufferRange(gl::BufferBinding target,
size_t index,
GLuint buffer,
size_t offset,
size_t size)
{
// Transform feedback buffer bindings are tracked in TransformFeedbackGL
ASSERT(target != gl::BufferBinding::TransformFeedback);
auto &binding = mIndexedBuffers[target][index];
if (binding.buffer != buffer || binding.offset != offset || binding.size != size)
{
binding.buffer = buffer;
binding.offset = offset;
binding.size = size;
mBuffers[target] = buffer;
mFunctions->bindBufferRange(gl::ToGLenum(target), static_cast<GLuint>(index), buffer,
offset, size);
}
}
void StateManagerGL::activeTexture(size_t unit)
{
if (mTextureUnitIndex != unit)
{
mTextureUnitIndex = unit;
mFunctions->activeTexture(GL_TEXTURE0 + static_cast<GLenum>(mTextureUnitIndex));
}
}
void StateManagerGL::bindTexture(gl::TextureType type, GLuint texture)
{
gl::TextureType nativeType = nativegl::GetNativeTextureType(type);
if (mTextures[nativeType][mTextureUnitIndex] != texture)
{
mTextures[nativeType][mTextureUnitIndex] = texture;
mFunctions->bindTexture(nativegl::GetTextureBindingTarget(type), texture);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_TEXTURE_BINDINGS);
}
}
void StateManagerGL::invalidateTexture(gl::TextureType type)
{
// Assume the tracked texture binding is incorrect, query the real bound texture from GL.
GLint boundTexture = 0;
mFunctions->getIntegerv(nativegl::GetTextureBindingQuery(type), &boundTexture);
mTextures[type][mTextureUnitIndex] = static_cast<GLuint>(boundTexture);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_TEXTURE_BINDINGS);
}
void StateManagerGL::bindSampler(size_t unit, GLuint sampler)
{
if (mSamplers[unit] != sampler)
{
mSamplers[unit] = sampler;
mFunctions->bindSampler(static_cast<GLuint>(unit), sampler);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_SAMPLER_BINDINGS);
}
}
void StateManagerGL::bindImageTexture(size_t unit,
GLuint texture,
GLint level,
GLboolean layered,
GLint layer,
GLenum access,
GLenum format)
{
auto &binding = mImages[unit];
if (binding.texture != texture || binding.level != level || binding.layered != layered ||
binding.layer != layer || binding.access != access || binding.format != format)
{
binding.texture = texture;
binding.level = level;
binding.layered = layered;
binding.layer = layer;
binding.access = access;
binding.format = format;
mFunctions->bindImageTexture(angle::base::checked_cast<GLuint>(unit), texture, level,
layered, layer, access, format);
}
}
angle::Result StateManagerGL::setPixelUnpackState(const gl::Context *context,
const gl::PixelUnpackState &unpack)
{
if (mUnpackAlignment != unpack.alignment)
{
mUnpackAlignment = unpack.alignment;
ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_UNPACK_ALIGNMENT, mUnpackAlignment));
mLocalDirtyBits.set(gl::State::DIRTY_BIT_UNPACK_STATE);
}
if (mUnpackRowLength != unpack.rowLength)
{
mUnpackRowLength = unpack.rowLength;
ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_UNPACK_ROW_LENGTH, mUnpackRowLength));
mLocalDirtyBits.set(gl::State::DIRTY_BIT_UNPACK_STATE);
}
if (mUnpackSkipRows != unpack.skipRows)
{
mUnpackSkipRows = unpack.skipRows;
ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_UNPACK_SKIP_ROWS, mUnpackSkipRows));
mLocalDirtyBits.set(gl::State::DIRTY_BIT_UNPACK_STATE);
}
if (mUnpackSkipPixels != unpack.skipPixels)
{
mUnpackSkipPixels = unpack.skipPixels;
ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_UNPACK_SKIP_PIXELS, mUnpackSkipPixels));
mLocalDirtyBits.set(gl::State::DIRTY_BIT_UNPACK_STATE);
}
if (mUnpackImageHeight != unpack.imageHeight)
{
mUnpackImageHeight = unpack.imageHeight;
ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_UNPACK_IMAGE_HEIGHT, mUnpackImageHeight));
mLocalDirtyBits.set(gl::State::DIRTY_BIT_UNPACK_STATE);
}
if (mUnpackSkipImages != unpack.skipImages)
{
mUnpackSkipImages = unpack.skipImages;
ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_UNPACK_SKIP_IMAGES, mUnpackSkipImages));
mLocalDirtyBits.set(gl::State::DIRTY_BIT_UNPACK_STATE);
}
return angle::Result::Continue;
}
angle::Result StateManagerGL::setPixelUnpackBuffer(const gl::Context *context,
const gl::Buffer *pixelBuffer)
{
GLuint bufferID = 0;
if (pixelBuffer != nullptr)
{
bufferID = GetImplAs<BufferGL>(pixelBuffer)->getBufferID();
}
bindBuffer(gl::BufferBinding::PixelUnpack, bufferID);
return angle::Result::Continue;
}
angle::Result StateManagerGL::setPixelPackState(const gl::Context *context,
const gl::PixelPackState &pack)
{
if (mPackAlignment != pack.alignment)
{
mPackAlignment = pack.alignment;
ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_PACK_ALIGNMENT, mPackAlignment));
mLocalDirtyBits.set(gl::State::DIRTY_BIT_PACK_STATE);
}
if (mPackRowLength != pack.rowLength)
{
mPackRowLength = pack.rowLength;
ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_PACK_ROW_LENGTH, mPackRowLength));
mLocalDirtyBits.set(gl::State::DIRTY_BIT_PACK_STATE);
}
if (mPackSkipRows != pack.skipRows)
{
mPackSkipRows = pack.skipRows;
ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_PACK_SKIP_ROWS, mPackSkipRows));
mLocalDirtyBits.set(gl::State::DIRTY_BIT_PACK_STATE);
}
if (mPackSkipPixels != pack.skipPixels)
{
mPackSkipPixels = pack.skipPixels;
ANGLE_GL_TRY(context, mFunctions->pixelStorei(GL_PACK_SKIP_PIXELS, mPackSkipPixels));
mLocalDirtyBits.set(gl::State::DIRTY_BIT_PACK_STATE);
}
return angle::Result::Continue;
}
angle::Result StateManagerGL::setPixelPackBuffer(const gl::Context *context,
const gl::Buffer *pixelBuffer)
{
GLuint bufferID = 0;
if (pixelBuffer != nullptr)
{
bufferID = GetImplAs<BufferGL>(pixelBuffer)->getBufferID();
}
bindBuffer(gl::BufferBinding::PixelPack, bufferID);
return angle::Result::Continue;
}
void StateManagerGL::bindFramebuffer(GLenum type, GLuint framebuffer)
{
bool framebufferChanged = false;
switch (type)
{
case GL_FRAMEBUFFER:
if (mFramebuffers[angle::FramebufferBindingRead] != framebuffer ||
mFramebuffers[angle::FramebufferBindingDraw] != framebuffer)
{
mFramebuffers[angle::FramebufferBindingRead] = framebuffer;
mFramebuffers[angle::FramebufferBindingDraw] = framebuffer;
mFunctions->bindFramebuffer(GL_FRAMEBUFFER, framebuffer);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING);
framebufferChanged = true;
}
break;
case GL_READ_FRAMEBUFFER:
ASSERT(mHasSeparateFramebufferBindings);
if (mFramebuffers[angle::FramebufferBindingRead] != framebuffer)
{
mFramebuffers[angle::FramebufferBindingRead] = framebuffer;
mFunctions->bindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING);
framebufferChanged = true;
}
break;
case GL_DRAW_FRAMEBUFFER:
ASSERT(mHasSeparateFramebufferBindings);
if (mFramebuffers[angle::FramebufferBindingDraw] != framebuffer)
{
mFramebuffers[angle::FramebufferBindingDraw] = framebuffer;
mFunctions->bindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING);
framebufferChanged = true;
}
break;
default:
UNREACHABLE();
break;
}
if (framebufferChanged && mFeatures.flushOnFramebufferChange.enabled)
{
mFunctions->flush();
}
}
void StateManagerGL::bindRenderbuffer(GLenum type, GLuint renderbuffer)
{
ASSERT(type == GL_RENDERBUFFER);
if (mRenderbuffer != renderbuffer)
{
mRenderbuffer = renderbuffer;
mFunctions->bindRenderbuffer(type, mRenderbuffer);
}
}
void StateManagerGL::bindTransformFeedback(GLenum type, GLuint transformFeedback)
{
ASSERT(type == GL_TRANSFORM_FEEDBACK);
if (mTransformFeedback != transformFeedback)
{
// Pause the current transform feedback if one is active.
// To handle virtualized contexts, StateManagerGL needs to be able to bind a new transform
// feedback at any time, even if there is one active.
if (mCurrentTransformFeedback != nullptr &&
mCurrentTransformFeedback->getTransformFeedbackID() != transformFeedback)
{
mCurrentTransformFeedback->syncPausedState(true);
mCurrentTransformFeedback = nullptr;
}
mTransformFeedback = transformFeedback;
mFunctions->bindTransformFeedback(type, mTransformFeedback);
onTransformFeedbackStateChange();
}
}
void StateManagerGL::onTransformFeedbackStateChange()
{
mLocalDirtyBits.set(gl::State::DIRTY_BIT_TRANSFORM_FEEDBACK_BINDING);
}
void StateManagerGL::beginQuery(gl::QueryType type, QueryGL *queryObject, GLuint queryId)
{
// Make sure this is a valid query type and there is no current active query of this type
ASSERT(mQueries[type] == nullptr);
ASSERT(queryId != 0);
mQueries[type] = queryObject;
mFunctions->beginQuery(ToGLenum(type), queryId);
}
void StateManagerGL::endQuery(gl::QueryType type, QueryGL *queryObject, GLuint queryId)
{
ASSERT(queryObject != nullptr);
ASSERT(mQueries[type] == queryObject);
mQueries[type] = nullptr;
mFunctions->endQuery(ToGLenum(type));
}
void StateManagerGL::updateDrawIndirectBufferBinding(const gl::Context *context)
{
gl::Buffer *drawIndirectBuffer =
context->getState().getTargetBuffer(gl::BufferBinding::DrawIndirect);
if (drawIndirectBuffer != nullptr)
{
const BufferGL *bufferGL = GetImplAs<BufferGL>(drawIndirectBuffer);
bindBuffer(gl::BufferBinding::DrawIndirect, bufferGL->getBufferID());
}
}
void StateManagerGL::updateDispatchIndirectBufferBinding(const gl::Context *context)
{
gl::Buffer *dispatchIndirectBuffer =
context->getState().getTargetBuffer(gl::BufferBinding::DispatchIndirect);
if (dispatchIndirectBuffer != nullptr)
{
const BufferGL *bufferGL = GetImplAs<BufferGL>(dispatchIndirectBuffer);
bindBuffer(gl::BufferBinding::DispatchIndirect, bufferGL->getBufferID());
}
}
void StateManagerGL::pauseTransformFeedback()
{
if (mCurrentTransformFeedback != nullptr)
{
mCurrentTransformFeedback->syncPausedState(true);
onTransformFeedbackStateChange();
}
}
angle::Result StateManagerGL::pauseAllQueries(const gl::Context *context)
{
for (gl::QueryType type : angle::AllEnums<gl::QueryType>())
{
QueryGL *previousQuery = mQueries[type];
if (previousQuery != nullptr)
{
ANGLE_TRY(previousQuery->pause(context));
mTemporaryPausedQueries[type] = previousQuery;
mQueries[type] = nullptr;
}
}
return angle::Result::Continue;
}
angle::Result StateManagerGL::pauseQuery(const gl::Context *context, gl::QueryType type)
{
QueryGL *previousQuery = mQueries[type];
if (previousQuery)
{
ANGLE_TRY(previousQuery->pause(context));
mTemporaryPausedQueries[type] = previousQuery;
mQueries[type] = nullptr;
}
return angle::Result::Continue;
}
angle::Result StateManagerGL::resumeAllQueries(const gl::Context *context)
{
for (gl::QueryType type : angle::AllEnums<gl::QueryType>())
{
QueryGL *pausedQuery = mTemporaryPausedQueries[type];
if (pausedQuery != nullptr)
{
ASSERT(mQueries[type] == nullptr);
ANGLE_TRY(pausedQuery->resume(context));
mTemporaryPausedQueries[type] = nullptr;
}
}
return angle::Result::Continue;
}
angle::Result StateManagerGL::resumeQuery(const gl::Context *context, gl::QueryType type)
{
QueryGL *pausedQuery = mTemporaryPausedQueries[type];
if (pausedQuery != nullptr)
{
ANGLE_TRY(pausedQuery->resume(context));
mTemporaryPausedQueries[type] = nullptr;
}
return angle::Result::Continue;
}
angle::Result StateManagerGL::onMakeCurrent(const gl::Context *context)
{
const gl::State &glState = context->getState();
#if defined(ANGLE_ENABLE_ASSERTS)
// Temporarily pausing queries during context switch is not supported
for (QueryGL *pausedQuery : mTemporaryPausedQueries)
{
ASSERT(pausedQuery == nullptr);
}
#endif
// If the context has changed, pause the previous context's queries
auto contextID = context->getState().getContextID();
if (contextID != mPrevDrawContext)
{
for (gl::QueryType type : angle::AllEnums<gl::QueryType>())
{
QueryGL *currentQuery = mQueries[type];
// Pause any old query object
if (currentQuery != nullptr)
{
ANGLE_TRY(currentQuery->pause(context));
mQueries[type] = nullptr;
}
// Check if this new context needs to resume a query
gl::Query *newQuery = glState.getActiveQuery(type);
if (newQuery != nullptr)
{
QueryGL *queryGL = GetImplAs<QueryGL>(newQuery);
ANGLE_TRY(queryGL->resume(context));
}
}
}
onTransformFeedbackStateChange();
mPrevDrawContext = contextID;
// Seamless cubemaps are required for ES3 and higher contexts. It should be the cheapest to set
// this state here since MakeCurrent is expected to be called less frequently than draw calls.
setTextureCubemapSeamlessEnabled(context->getClientMajorVersion() >= 3);
return angle::Result::Continue;
}
void StateManagerGL::updateProgramTextureBindings(const gl::Context *context)
{
const gl::State &glState = context->getState();
const gl::ProgramExecutable *executable = glState.getProgramExecutable();
// It is possible there is no active program during a path operation.
if (!executable)
return;
const gl::ActiveTexturesCache &textures = glState.getActiveTexturesCache();
const gl::ActiveTextureMask &activeTextures = executable->getActiveSamplersMask();
const gl::ActiveTextureTypeArray &textureTypes = executable->getActiveSamplerTypes();
for (size_t textureUnitIndex : activeTextures)
{
gl::TextureType textureType = textureTypes[textureUnitIndex];
gl::Texture *texture = textures[textureUnitIndex];
// A nullptr texture indicates incomplete.
if (texture != nullptr)
{
const TextureGL *textureGL = GetImplAs<TextureGL>(texture);
// The DIRTY_BIT_BOUND_AS_ATTACHMENT may get inserted when texture is attached to
// FBO and if texture is already bound, Texture::syncState will not get called and dirty
// bit not gets cleared. But this bit is not used by GL backend at all, so it is
// harmless even though we expect texture is clean when reaching here. The bit will
// still get cleared next time syncState been called.
ASSERT(!texture->hasAnyDirtyBitExcludingBoundAsAttachmentBit());
ASSERT(!textureGL->hasAnyDirtyBit());
activeTexture(textureUnitIndex);
bindTexture(textureType, textureGL->getTextureID());
}
else
{
activeTexture(textureUnitIndex);
bindTexture(textureType, 0);
}
}
}
void StateManagerGL::updateProgramStorageBufferBindings(const gl::Context *context)
{
const gl::State &glState = context->getState();
const gl::Program *program = glState.getProgram();
for (size_t blockIndex = 0; blockIndex < program->getActiveShaderStorageBlockCount();
blockIndex++)
{
GLuint binding = program->getShaderStorageBlockBinding(static_cast<GLuint>(blockIndex));
const auto &shaderStorageBuffer = glState.getIndexedShaderStorageBuffer(binding);
if (shaderStorageBuffer.get() != nullptr)
{
BufferGL *bufferGL = GetImplAs<BufferGL>(shaderStorageBuffer.get());
if (shaderStorageBuffer.getSize() == 0)
{
bindBufferBase(gl::BufferBinding::ShaderStorage, binding, bufferGL->getBufferID());
}
else
{
bindBufferRange(gl::BufferBinding::ShaderStorage, binding, bufferGL->getBufferID(),
shaderStorageBuffer.getOffset(), shaderStorageBuffer.getSize());
}
}
}
}
void StateManagerGL::updateProgramUniformBufferBindings(const gl::Context *context)
{
// Sync the current program state
const gl::State &glState = context->getState();
const gl::Program *program = glState.getProgram();
for (size_t uniformBlockIndex = 0; uniformBlockIndex < program->getActiveUniformBlockCount();
uniformBlockIndex++)
{
GLuint binding = program->getUniformBlockBinding(static_cast<GLuint>(uniformBlockIndex));
const auto &uniformBuffer = glState.getIndexedUniformBuffer(binding);
if (uniformBuffer.get() != nullptr)
{
BufferGL *bufferGL = GetImplAs<BufferGL>(uniformBuffer.get());
if (uniformBuffer.getSize() == 0)
{
bindBufferBase(gl::BufferBinding::Uniform, binding, bufferGL->getBufferID());
}
else
{
bindBufferRange(gl::BufferBinding::Uniform, binding, bufferGL->getBufferID(),
uniformBuffer.getOffset(), uniformBuffer.getSize());
}
}
}
}
void StateManagerGL::updateProgramAtomicCounterBufferBindings(const gl::Context *context)
{
const gl::State &glState = context->getState();
const gl::Program *program = glState.getProgram();
for (const auto &atomicCounterBuffer : program->getState().getAtomicCounterBuffers())
{
GLuint binding = atomicCounterBuffer.binding;
const auto &buffer = glState.getIndexedAtomicCounterBuffer(binding);
if (buffer.get() != nullptr)
{
BufferGL *bufferGL = GetImplAs<BufferGL>(buffer.get());
if (buffer.getSize() == 0)
{
bindBufferBase(gl::BufferBinding::AtomicCounter, binding, bufferGL->getBufferID());
}
else
{
bindBufferRange(gl::BufferBinding::AtomicCounter, binding, bufferGL->getBufferID(),
buffer.getOffset(), buffer.getSize());
}
}
}
}
void StateManagerGL::updateProgramImageBindings(const gl::Context *context)
{
const gl::State &glState = context->getState();
const gl::ProgramExecutable *executable = glState.getProgramExecutable();
const gl::Program *program = glState.getProgram();
// It is possible there is no active program during a path operation.
if (!executable || !program)
return;
ASSERT(context->getClientVersion() >= gl::ES_3_1 || program->getImageBindings().empty());
for (size_t imageUnitIndex : executable->getActiveImagesMask())
{
const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex);
const TextureGL *textureGL = SafeGetImplAs<TextureGL>(imageUnit.texture.get());
if (textureGL)
{
bindImageTexture(imageUnitIndex, textureGL->getTextureID(), imageUnit.level,
imageUnit.layered, imageUnit.layer, imageUnit.access,
imageUnit.format);
}
else
{
bindImageTexture(imageUnitIndex, 0, imageUnit.level, imageUnit.layered, imageUnit.layer,
imageUnit.access, imageUnit.format);
}
}
}
void StateManagerGL::setAttributeCurrentData(size_t index,
const gl::VertexAttribCurrentValueData &data)
{
if (mVertexAttribCurrentValues[index] != data)
{
mVertexAttribCurrentValues[index] = data;
switch (mVertexAttribCurrentValues[index].Type)
{
case gl::VertexAttribType::Float:
mFunctions->vertexAttrib4fv(static_cast<GLuint>(index),
mVertexAttribCurrentValues[index].Values.FloatValues);
break;
case gl::VertexAttribType::Int:
mFunctions->vertexAttribI4iv(static_cast<GLuint>(index),
mVertexAttribCurrentValues[index].Values.IntValues);
break;
case gl::VertexAttribType::UnsignedInt:
mFunctions->vertexAttribI4uiv(
static_cast<GLuint>(index),
mVertexAttribCurrentValues[index].Values.UnsignedIntValues);
break;
default:
UNREACHABLE();
}
mLocalDirtyBits.set(gl::State::DIRTY_BIT_CURRENT_VALUES);
mLocalDirtyCurrentValues.set(index);
}
}
void StateManagerGL::setScissorTestEnabled(bool enabled)
{
if (mScissorTestEnabled != enabled)
{
mScissorTestEnabled = enabled;
if (mScissorTestEnabled)
{
mFunctions->enable(GL_SCISSOR_TEST);
}
else
{
mFunctions->disable(GL_SCISSOR_TEST);
}
mLocalDirtyBits.set(gl::State::DIRTY_BIT_SCISSOR_TEST_ENABLED);
}
}
void StateManagerGL::setScissor(const gl::Rectangle &scissor)
{
if (scissor != mScissor)
{
mScissor = scissor;
mFunctions->scissor(mScissor.x, mScissor.y, mScissor.width, mScissor.height);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_SCISSOR);
}
}
void StateManagerGL::setViewport(const gl::Rectangle &viewport)
{
if (viewport != mViewport)
{
mViewport = viewport;
mFunctions->viewport(mViewport.x, mViewport.y, mViewport.width, mViewport.height);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_VIEWPORT);
}
}
void StateManagerGL::setDepthRange(float near, float far)
{
mNear = near;
mFar = far;
// The glDepthRangef function isn't available until OpenGL 4.1. Prefer it when it is
// available because OpenGL ES only works in floats.
if (mFunctions->depthRangef)
{
mFunctions->depthRangef(mNear, mFar);
}
else
{
ASSERT(mFunctions->depthRange);
mFunctions->depthRange(mNear, mFar);
}
mLocalDirtyBits.set(gl::State::DIRTY_BIT_DEPTH_RANGE);
}
void StateManagerGL::setBlendEnabled(bool enabled)
{
const gl::DrawBufferMask mask =
enabled ? mBlendStateExt.getAllEnabledMask() : gl::DrawBufferMask::Zero();
if (mBlendStateExt.getEnabledMask() == mask)
{
return;
}
if (enabled)
{
mFunctions->enable(GL_BLEND);
}
else
{
mFunctions->disable(GL_BLEND);
}
mBlendStateExt.setEnabled(enabled);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_BLEND_ENABLED);
}
void StateManagerGL::setBlendEnabledIndexed(const gl::DrawBufferMask enabledMask)
{
if (mBlendStateExt.getEnabledMask() == enabledMask)
{
return;
}
// Get DrawBufferMask of buffers with different blend enable state
gl::DrawBufferMask diffMask = mBlendStateExt.getEnabledMask() ^ enabledMask;
const size_t diffCount = diffMask.count();
// Check if enabling or disabling blending for all buffers reduces the number of subsequent
// indexed commands. Implicitly handles the case when the new blend enable state is the same for
// all buffers.
if (diffCount > 1)
{
// The number of indexed blend enable commands in case a mass disable is used.
const size_t enabledCount = enabledMask.count();
// The mask and the number of indexed blend disable commands in case a mass enable is used.
const gl::DrawBufferMask disabledMask = enabledMask ^ mBlendStateExt.getAllEnabledMask();
const size_t disabledCount = disabledMask.count();
if (enabledCount < diffCount && enabledCount <= disabledCount)
{
diffMask = enabledMask;
mFunctions->disable(GL_BLEND);
}
else if (disabledCount < diffCount && disabledCount <= enabledCount)
{
diffMask = disabledMask;
mFunctions->enable(GL_BLEND);
}
}
for (size_t drawBufferIndex : diffMask)
{
if (enabledMask.test(drawBufferIndex))
{
mFunctions->enablei(GL_BLEND, static_cast<GLuint>(drawBufferIndex));
}
else
{
mFunctions->disablei(GL_BLEND, static_cast<GLuint>(drawBufferIndex));
}
}
mBlendStateExt.setEnabledMask(enabledMask);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_BLEND_ENABLED);
}
void StateManagerGL::setBlendColor(const gl::ColorF &blendColor)
{
if (mBlendColor != blendColor)
{
mBlendColor = blendColor;
mFunctions->blendColor(mBlendColor.red, mBlendColor.green, mBlendColor.blue,
mBlendColor.alpha);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_BLEND_COLOR);
}
}
void StateManagerGL::setBlendFuncs(const gl::BlendStateExt &blendStateExt)
{
if (mBlendStateExt.getSrcColorBits() == blendStateExt.getSrcColorBits() &&
mBlendStateExt.getDstColorBits() == blendStateExt.getDstColorBits() &&
mBlendStateExt.getSrcAlphaBits() == blendStateExt.getSrcAlphaBits() &&
mBlendStateExt.getDstAlphaBits() == blendStateExt.getDstAlphaBits())
{
return;
}
if (!mIndependentBlendStates)
{
mFunctions->blendFuncSeparate(
blendStateExt.getSrcColorIndexed(0), blendStateExt.getDstColorIndexed(0),
blendStateExt.getSrcAlphaIndexed(0), blendStateExt.getDstAlphaIndexed(0));
}
else
{
// Get DrawBufferMask of buffers with different blend factors
gl::DrawBufferMask diffMask = mBlendStateExt.compareFactors(blendStateExt);
size_t diffCount = diffMask.count();
// Check if setting all buffers to the same value reduces the number of subsequent indexed
// commands. Implicitly handles the case when the new blend function state is the same for
// all buffers.
if (diffCount > 1)
{
bool found = false;
gl::BlendStateExt::FactorStorage::Type commonSrcColor = 0;
gl::BlendStateExt::FactorStorage::Type commonDstColor = 0;
gl::BlendStateExt::FactorStorage::Type commonSrcAlpha = 0;
gl::BlendStateExt::FactorStorage::Type commonDstAlpha = 0;
for (size_t i = 0; i < mBlendStateExt.getDrawBufferCount() - 1; i++)
{
const gl::BlendStateExt::FactorStorage::Type tempCommonSrcColor =
blendStateExt.expandSrcColorIndexed(i);
const gl::BlendStateExt::FactorStorage::Type tempCommonDstColor =
blendStateExt.expandDstColorIndexed(i);
const gl::BlendStateExt::FactorStorage::Type tempCommonSrcAlpha =
blendStateExt.expandSrcAlphaIndexed(i);
const gl::BlendStateExt::FactorStorage::Type tempCommonDstAlpha =
blendStateExt.expandDstAlphaIndexed(i);
const gl::DrawBufferMask tempDiffMask = blendStateExt.compareFactors(
tempCommonSrcColor, tempCommonDstColor, tempCommonSrcAlpha, tempCommonDstAlpha);
const size_t tempDiffCount = tempDiffMask.count();
if (tempDiffCount < diffCount)
{
found = true;
diffMask = tempDiffMask;
diffCount = tempDiffCount;
commonSrcColor = tempCommonSrcColor;
commonDstColor = tempCommonDstColor;
commonSrcAlpha = tempCommonSrcAlpha;
commonDstAlpha = tempCommonDstAlpha;
if (tempDiffCount == 0)
{
break; // the blend factors are the same for all buffers
}
}
}
if (found)
{
mFunctions->blendFuncSeparate(
ToGLenum(gl::BlendStateExt::FactorStorage::GetValueIndexed(0, commonSrcColor)),
ToGLenum(gl::BlendStateExt::FactorStorage::GetValueIndexed(0, commonDstColor)),
ToGLenum(gl::BlendStateExt::FactorStorage::GetValueIndexed(0, commonSrcAlpha)),
ToGLenum(gl::BlendStateExt::FactorStorage::GetValueIndexed(0, commonDstAlpha)));
}
}
for (size_t drawBufferIndex : diffMask)
{
mFunctions->blendFuncSeparatei(static_cast<GLuint>(drawBufferIndex),
blendStateExt.getSrcColorIndexed(drawBufferIndex),
blendStateExt.getDstColorIndexed(drawBufferIndex),
blendStateExt.getSrcAlphaIndexed(drawBufferIndex),
blendStateExt.getDstAlphaIndexed(drawBufferIndex));
}
}
mBlendStateExt.setSrcColorBits(blendStateExt.getSrcColorBits());
mBlendStateExt.setDstColorBits(blendStateExt.getDstColorBits());
mBlendStateExt.setSrcAlphaBits(blendStateExt.getSrcAlphaBits());
mBlendStateExt.setDstAlphaBits(blendStateExt.getDstAlphaBits());
mLocalDirtyBits.set(gl::State::DIRTY_BIT_BLEND_FUNCS);
}
void StateManagerGL::setBlendEquations(const gl::BlendStateExt &blendStateExt)
{
if (mBlendStateExt.getEquationColorBits() == blendStateExt.getEquationColorBits() &&
mBlendStateExt.getEquationAlphaBits() == blendStateExt.getEquationAlphaBits())
{
return;
}
if (!mIndependentBlendStates)
{
mFunctions->blendEquationSeparate(blendStateExt.getEquationColorIndexed(0),
blendStateExt.getEquationAlphaIndexed(0));
}
else
{
// Get DrawBufferMask of buffers with different blend equations
gl::DrawBufferMask diffMask = mBlendStateExt.compareEquations(blendStateExt);
size_t diffCount = diffMask.count();
// Check if setting all buffers to the same value reduces the number of subsequent indexed
// commands. Implicitly handles the case when the new blend equation state is the same for
// all buffers.
if (diffCount > 1)
{
bool found = false;
gl::BlendStateExt::EquationStorage::Type commonEquationColor = 0;
gl::BlendStateExt::EquationStorage::Type commonEquationAlpha = 0;
for (size_t i = 0; i < mBlendStateExt.getDrawBufferCount() - 1; i++)
{
const gl::BlendStateExt::EquationStorage::Type tempCommonEquationColor =
blendStateExt.expandEquationColorIndexed(i);
const gl::BlendStateExt::EquationStorage::Type tempCommonEquationAlpha =
blendStateExt.expandEquationAlphaIndexed(i);
const gl::DrawBufferMask tempDiffMask = blendStateExt.compareEquations(
tempCommonEquationColor, tempCommonEquationAlpha);
const size_t tempDiffCount = tempDiffMask.count();
if (tempDiffCount < diffCount)
{
found = true;
diffMask = tempDiffMask;
diffCount = tempDiffCount;
commonEquationColor = tempCommonEquationColor;
commonEquationAlpha = tempCommonEquationAlpha;
if (tempDiffCount == 0)
{
break; // the new blend equations are the same for all buffers
}
}
}
if (found)
{
mFunctions->blendEquationSeparate(
ToGLenum(gl::BlendStateExt::EquationStorage::GetValueIndexed(
0, commonEquationColor)),
ToGLenum(gl::BlendStateExt::EquationStorage::GetValueIndexed(
0, commonEquationAlpha)));
}
}
for (size_t drawBufferIndex : diffMask)
{
mFunctions->blendEquationSeparatei(
static_cast<GLuint>(drawBufferIndex),
blendStateExt.getEquationColorIndexed(drawBufferIndex),
blendStateExt.getEquationAlphaIndexed(drawBufferIndex));
}
}
mBlendStateExt.setEquationColorBits(blendStateExt.getEquationColorBits());
mBlendStateExt.setEquationAlphaBits(blendStateExt.getEquationAlphaBits());
mLocalDirtyBits.set(gl::State::DIRTY_BIT_COLOR_MASK);
}
void StateManagerGL::setColorMask(bool red, bool green, bool blue, bool alpha)
{
const gl::BlendStateExt::ColorMaskStorage::Type mask =
mBlendStateExt.expandColorMaskValue(red, green, blue, alpha);
if (mBlendStateExt.getColorMaskBits() != mask)
{
mFunctions->colorMask(red, green, blue, alpha);
mBlendStateExt.setColorMaskBits(mask);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_COLOR_MASK);
}
}
void StateManagerGL::setSampleAlphaToCoverageEnabled(bool enabled)
{
if (mSampleAlphaToCoverageEnabled != enabled)
{
mSampleAlphaToCoverageEnabled = enabled;
if (mSampleAlphaToCoverageEnabled)
{
mFunctions->enable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
else
{
mFunctions->disable(GL_SAMPLE_ALPHA_TO_COVERAGE);
}
mLocalDirtyBits.set(gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED);
}
}
void StateManagerGL::setSampleCoverageEnabled(bool enabled)
{
if (mSampleCoverageEnabled != enabled)
{
mSampleCoverageEnabled = enabled;
if (mSampleCoverageEnabled)
{
mFunctions->enable(GL_SAMPLE_COVERAGE);
}
else
{
mFunctions->disable(GL_SAMPLE_COVERAGE);
}
mLocalDirtyBits.set(gl::State::DIRTY_BIT_SAMPLE_COVERAGE_ENABLED);
}
}
void StateManagerGL::setSampleCoverage(float value, bool invert)
{
if (mSampleCoverageValue != value || mSampleCoverageInvert != invert)
{
mSampleCoverageValue = value;
mSampleCoverageInvert = invert;
mFunctions->sampleCoverage(mSampleCoverageValue, mSampleCoverageInvert);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_SAMPLE_COVERAGE);
}
}
void StateManagerGL::setSampleMaskEnabled(bool enabled)
{
if (mSampleMaskEnabled != enabled)
{
mSampleMaskEnabled = enabled;
if (mSampleMaskEnabled)
{
mFunctions->enable(GL_SAMPLE_MASK);
}
else
{
mFunctions->disable(GL_SAMPLE_MASK);
}
mLocalDirtyBits.set(gl::State::DIRTY_BIT_SAMPLE_MASK_ENABLED);
}
}
void StateManagerGL::setSampleMaski(GLuint maskNumber, GLbitfield mask)
{
ASSERT(maskNumber < mSampleMaskValues.size());
if (mSampleMaskValues[maskNumber] != mask)
{
mSampleMaskValues[maskNumber] = mask;
mFunctions->sampleMaski(maskNumber, mask);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_SAMPLE_MASK);
}
}
// Depth and stencil redundant state changes are guarded in the
// frontend so for related cases here just set the dirty bit
// and update backend states.
void StateManagerGL::setDepthTestEnabled(bool enabled)
{
mDepthTestEnabled = enabled;
if (mDepthTestEnabled)
{
mFunctions->enable(GL_DEPTH_TEST);
}
else
{
mFunctions->disable(GL_DEPTH_TEST);
}
mLocalDirtyBits.set(gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED);
}
void StateManagerGL::setDepthFunc(GLenum depthFunc)
{
mDepthFunc = depthFunc;
mFunctions->depthFunc(mDepthFunc);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_DEPTH_FUNC);
}
void StateManagerGL::setDepthMask(bool mask)
{
mDepthMask = mask;
mFunctions->depthMask(mDepthMask);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_DEPTH_MASK);
}
void StateManagerGL::setStencilTestEnabled(bool enabled)
{
mStencilTestEnabled = enabled;
if (mStencilTestEnabled)
{
mFunctions->enable(GL_STENCIL_TEST);
}
else
{
mFunctions->disable(GL_STENCIL_TEST);
}
mLocalDirtyBits.set(gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED);
}
void StateManagerGL::setStencilFrontWritemask(GLuint mask)
{
mStencilFrontWritemask = mask;
mFunctions->stencilMaskSeparate(GL_FRONT, mStencilFrontWritemask);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT);
}
void StateManagerGL::setStencilBackWritemask(GLuint mask)
{
mStencilBackWritemask = mask;
mFunctions->stencilMaskSeparate(GL_BACK, mStencilBackWritemask);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK);
}
void StateManagerGL::setStencilFrontFuncs(GLenum func, GLint ref, GLuint mask)
{
mStencilFrontFunc = func;
mStencilFrontRef = ref;
mStencilFrontValueMask = mask;
mFunctions->stencilFuncSeparate(GL_FRONT, mStencilFrontFunc, mStencilFrontRef,
mStencilFrontValueMask);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT);
}
void StateManagerGL::setStencilBackFuncs(GLenum func, GLint ref, GLuint mask)
{
mStencilBackFunc = func;
mStencilBackRef = ref;
mStencilBackValueMask = mask;
mFunctions->stencilFuncSeparate(GL_BACK, mStencilBackFunc, mStencilBackRef,
mStencilBackValueMask);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK);
}
void StateManagerGL::setStencilFrontOps(GLenum sfail, GLenum dpfail, GLenum dppass)
{
mStencilFrontStencilFailOp = sfail;
mStencilFrontStencilPassDepthFailOp = dpfail;
mStencilFrontStencilPassDepthPassOp = dppass;
mFunctions->stencilOpSeparate(GL_FRONT, mStencilFrontStencilFailOp,
mStencilFrontStencilPassDepthFailOp,
mStencilFrontStencilPassDepthPassOp);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_STENCIL_OPS_FRONT);
}
void StateManagerGL::setStencilBackOps(GLenum sfail, GLenum dpfail, GLenum dppass)
{
mStencilBackStencilFailOp = sfail;
mStencilBackStencilPassDepthFailOp = dpfail;
mStencilBackStencilPassDepthPassOp = dppass;
mFunctions->stencilOpSeparate(GL_BACK, mStencilBackStencilFailOp,
mStencilBackStencilPassDepthFailOp,
mStencilBackStencilPassDepthPassOp);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_STENCIL_OPS_BACK);
}
void StateManagerGL::setCullFaceEnabled(bool enabled)
{
if (mCullFaceEnabled != enabled)
{
mCullFaceEnabled = enabled;
if (mCullFaceEnabled)
{
mFunctions->enable(GL_CULL_FACE);
}
else
{
mFunctions->disable(GL_CULL_FACE);
}
mLocalDirtyBits.set(gl::State::DIRTY_BIT_CULL_FACE_ENABLED);
}
}
void StateManagerGL::setCullFace(gl::CullFaceMode cullFace)
{
if (mCullFace != cullFace)
{
mCullFace = cullFace;
mFunctions->cullFace(ToGLenum(mCullFace));
mLocalDirtyBits.set(gl::State::DIRTY_BIT_CULL_FACE);
}
}
void StateManagerGL::setFrontFace(GLenum frontFace)
{
if (mFrontFace != frontFace)
{
mFrontFace = frontFace;
mFunctions->frontFace(mFrontFace);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_FRONT_FACE);
}
}
void StateManagerGL::setPolygonOffsetFillEnabled(bool enabled)
{
if (mPolygonOffsetFillEnabled != enabled)
{
mPolygonOffsetFillEnabled = enabled;
if (mPolygonOffsetFillEnabled)
{
mFunctions->enable(GL_POLYGON_OFFSET_FILL);
}
else
{
mFunctions->disable(GL_POLYGON_OFFSET_FILL);
}
mLocalDirtyBits.set(gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED);
}
}
void StateManagerGL::setPolygonOffset(float factor, float units)
{
if (mPolygonOffsetFactor != factor || mPolygonOffsetUnits != units)
{
mPolygonOffsetFactor = factor;
mPolygonOffsetUnits = units;
mFunctions->polygonOffset(mPolygonOffsetFactor, mPolygonOffsetUnits);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_POLYGON_OFFSET);
}
}
void StateManagerGL::setRasterizerDiscardEnabled(bool enabled)
{
if (mRasterizerDiscardEnabled != enabled)
{
mRasterizerDiscardEnabled = enabled;
if (mRasterizerDiscardEnabled)
{
mFunctions->enable(GL_RASTERIZER_DISCARD);
}
else
{
mFunctions->disable(GL_RASTERIZER_DISCARD);
}
mLocalDirtyBits.set(gl::State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED);
}
}
void StateManagerGL::setLineWidth(float width)
{
if (mLineWidth != width)
{
mLineWidth = width;
mFunctions->lineWidth(mLineWidth);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_LINE_WIDTH);
}
}
angle::Result StateManagerGL::setPrimitiveRestartEnabled(const gl::Context *context, bool enabled)
{
if (mPrimitiveRestartEnabled != enabled)
{
GLenum cap = mFeatures.emulatePrimitiveRestartFixedIndex.enabled
? GL_PRIMITIVE_RESTART
: GL_PRIMITIVE_RESTART_FIXED_INDEX;
if (enabled)
{
ANGLE_GL_TRY(context, mFunctions->enable(cap));
}
else
{
ANGLE_GL_TRY(context, mFunctions->disable(cap));
}
mPrimitiveRestartEnabled = enabled;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_PRIMITIVE_RESTART_ENABLED);
}
return angle::Result::Continue;
}
angle::Result StateManagerGL::setPrimitiveRestartIndex(const gl::Context *context, GLuint index)
{
if (mPrimitiveRestartIndex != index)
{
ANGLE_GL_TRY(context, mFunctions->primitiveRestartIndex(index));
mPrimitiveRestartIndex = index;
// No dirty bit for this state, it is not exposed to the frontend.
}
return angle::Result::Continue;
}
void StateManagerGL::setClearDepth(float clearDepth)
{
if (mClearDepth != clearDepth)
{
mClearDepth = clearDepth;
// The glClearDepthf function isn't available until OpenGL 4.1. Prefer it when it is
// available because OpenGL ES only works in floats.
if (mFunctions->clearDepthf)
{
mFunctions->clearDepthf(mClearDepth);
}
else
{
ASSERT(mFunctions->clearDepth);
mFunctions->clearDepth(mClearDepth);
}
mLocalDirtyBits.set(gl::State::DIRTY_BIT_CLEAR_DEPTH);
}
}
void StateManagerGL::setClearColor(const gl::ColorF &clearColor)
{
gl::ColorF modifiedClearColor = clearColor;
if (mFeatures.clearToZeroOrOneBroken.enabled &&
(clearColor.red == 1.0f || clearColor.red == 0.0f) &&
(clearColor.green == 1.0f || clearColor.green == 0.0f) &&
(clearColor.blue == 1.0f || clearColor.blue == 0.0f) &&
(clearColor.alpha == 1.0f || clearColor.alpha == 0.0f))
{
if (clearColor.alpha == 1.0f)
{
modifiedClearColor.alpha = 2.0f;
}
else
{
modifiedClearColor.alpha = -1.0f;
}
}
if (mClearColor != modifiedClearColor)
{
mClearColor = modifiedClearColor;
mFunctions->clearColor(mClearColor.red, mClearColor.green, mClearColor.blue,
mClearColor.alpha);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_CLEAR_COLOR);
}
}
void StateManagerGL::setClearStencil(GLint clearStencil)
{
if (mClearStencil != clearStencil)
{
mClearStencil = clearStencil;
mFunctions->clearStencil(mClearStencil);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_CLEAR_STENCIL);
}
}
angle::Result StateManagerGL::syncState(const gl::Context *context,
const gl::State::DirtyBits &glDirtyBits,
const gl::State::DirtyBits &bitMask)
{
const gl::State &state = context->getState();
const gl::State::DirtyBits glAndLocalDirtyBits = (glDirtyBits | mLocalDirtyBits) & bitMask;
if (!glAndLocalDirtyBits.any())
{
return angle::Result::Continue;
}
// TODO(jmadill): Investigate only syncing vertex state for active attributes
for (auto iter = glAndLocalDirtyBits.begin(), endIter = glAndLocalDirtyBits.end();
iter != endIter; ++iter)
{
switch (*iter)
{
case gl::State::DIRTY_BIT_SCISSOR_TEST_ENABLED:
setScissorTestEnabled(state.isScissorTestEnabled());
break;
case gl::State::DIRTY_BIT_SCISSOR:
{
const gl::Rectangle &scissor = state.getScissor();
setScissor(scissor);
}
break;
case gl::State::DIRTY_BIT_VIEWPORT:
{
const gl::Rectangle &viewport = state.getViewport();
setViewport(viewport);
}
break;
case gl::State::DIRTY_BIT_DEPTH_RANGE:
setDepthRange(state.getNearPlane(), state.getFarPlane());
break;
case gl::State::DIRTY_BIT_BLEND_ENABLED:
if (mIndependentBlendStates)
{
setBlendEnabledIndexed(state.getBlendEnabledDrawBufferMask());
}
else
{
setBlendEnabled(state.isBlendEnabled());
}
break;
case gl::State::DIRTY_BIT_BLEND_COLOR:
setBlendColor(state.getBlendColor());
break;
case gl::State::DIRTY_BIT_BLEND_FUNCS:
{
setBlendFuncs(state.getBlendStateExt());
break;
}
case gl::State::DIRTY_BIT_BLEND_EQUATIONS:
{
setBlendEquations(state.getBlendStateExt());
break;
}
case gl::State::DIRTY_BIT_COLOR_MASK:
{
const gl::Framebuffer *framebuffer = state.getDrawFramebuffer();
const FramebufferGL *framebufferGL = GetImplAs<FramebufferGL>(framebuffer);
const bool disableAlphaWrite =
framebufferGL->hasEmulatedAlphaChannelTextureAttachment();
setColorMaskForFramebuffer(state.getBlendStateExt(), disableAlphaWrite);
break;
}
case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED:
setSampleAlphaToCoverageEnabled(state.isSampleAlphaToCoverageEnabled());
break;
case gl::State::DIRTY_BIT_SAMPLE_COVERAGE_ENABLED:
setSampleCoverageEnabled(state.isSampleCoverageEnabled());
break;
case gl::State::DIRTY_BIT_SAMPLE_COVERAGE:
setSampleCoverage(state.getSampleCoverageValue(), state.getSampleCoverageInvert());
break;
case gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED:
setDepthTestEnabled(state.isDepthTestEnabled());
break;
case gl::State::DIRTY_BIT_DEPTH_FUNC:
setDepthFunc(state.getDepthStencilState().depthFunc);
break;
case gl::State::DIRTY_BIT_DEPTH_MASK:
setDepthMask(state.getDepthStencilState().depthMask);
break;
case gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED:
setStencilTestEnabled(state.isStencilTestEnabled());
break;
case gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT:
{
const auto &depthStencilState = state.getDepthStencilState();
setStencilFrontFuncs(depthStencilState.stencilFunc, state.getStencilRef(),
depthStencilState.stencilMask);
break;
}
case gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK:
{
const auto &depthStencilState = state.getDepthStencilState();
setStencilBackFuncs(depthStencilState.stencilBackFunc, state.getStencilBackRef(),
depthStencilState.stencilBackMask);
break;
}
case gl::State::DIRTY_BIT_STENCIL_OPS_FRONT:
{
const auto &depthStencilState = state.getDepthStencilState();
setStencilFrontOps(depthStencilState.stencilFail,
depthStencilState.stencilPassDepthFail,
depthStencilState.stencilPassDepthPass);
break;
}
case gl::State::DIRTY_BIT_STENCIL_OPS_BACK:
{
const auto &depthStencilState = state.getDepthStencilState();
setStencilBackOps(depthStencilState.stencilBackFail,
depthStencilState.stencilBackPassDepthFail,
depthStencilState.stencilBackPassDepthPass);
break;
}
case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT:
setStencilFrontWritemask(state.getDepthStencilState().stencilWritemask);
break;
case gl::State::DIRTY_BIT_STENCIL_WRITEMASK_BACK:
setStencilBackWritemask(state.getDepthStencilState().stencilBackWritemask);
break;
case gl::State::DIRTY_BIT_CULL_FACE_ENABLED:
setCullFaceEnabled(state.isCullFaceEnabled());
break;
case gl::State::DIRTY_BIT_CULL_FACE:
setCullFace(state.getRasterizerState().cullMode);
break;
case gl::State::DIRTY_BIT_FRONT_FACE:
setFrontFace(state.getRasterizerState().frontFace);
break;
case gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED:
setPolygonOffsetFillEnabled(state.isPolygonOffsetFillEnabled());
break;
case gl::State::DIRTY_BIT_POLYGON_OFFSET:
{
const auto &rasterizerState = state.getRasterizerState();
setPolygonOffset(rasterizerState.polygonOffsetFactor,
rasterizerState.polygonOffsetUnits);
break;
}
case gl::State::DIRTY_BIT_RASTERIZER_DISCARD_ENABLED:
setRasterizerDiscardEnabled(state.isRasterizerDiscardEnabled());
break;
case gl::State::DIRTY_BIT_LINE_WIDTH:
setLineWidth(state.getLineWidth());
break;
case gl::State::DIRTY_BIT_PRIMITIVE_RESTART_ENABLED:
ANGLE_TRY(setPrimitiveRestartEnabled(context, state.isPrimitiveRestartEnabled()));
break;
case gl::State::DIRTY_BIT_CLEAR_COLOR:
setClearColor(state.getColorClearValue());
break;
case gl::State::DIRTY_BIT_CLEAR_DEPTH:
setClearDepth(state.getDepthClearValue());
break;
case gl::State::DIRTY_BIT_CLEAR_STENCIL:
setClearStencil(state.getStencilClearValue());
break;
case gl::State::DIRTY_BIT_UNPACK_STATE:
ANGLE_TRY(setPixelUnpackState(context, state.getUnpackState()));
break;
case gl::State::DIRTY_BIT_UNPACK_BUFFER_BINDING:
ANGLE_TRY(setPixelUnpackBuffer(
context, state.getTargetBuffer(gl::BufferBinding::PixelUnpack)));
break;
case gl::State::DIRTY_BIT_PACK_STATE:
ANGLE_TRY(setPixelPackState(context, state.getPackState()));
break;
case gl::State::DIRTY_BIT_PACK_BUFFER_BINDING:
ANGLE_TRY(setPixelPackBuffer(context,
state.getTargetBuffer(gl::BufferBinding::PixelPack)));
break;
case gl::State::DIRTY_BIT_DITHER_ENABLED:
setDitherEnabled(state.isDitherEnabled());
break;
case gl::State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING:
{
gl::Framebuffer *framebuffer = state.getReadFramebuffer();
// Necessary for an Intel TexImage workaround.
if (!framebuffer)
continue;
FramebufferGL *framebufferGL = GetImplAs<FramebufferGL>(framebuffer);
bindFramebuffer(
mHasSeparateFramebufferBindings ? GL_READ_FRAMEBUFFER : GL_FRAMEBUFFER,
framebufferGL->getFramebufferID());
break;
}
case gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING:
{
gl::Framebuffer *framebuffer = state.getDrawFramebuffer();
// Necessary for an Intel TexImage workaround.
if (!framebuffer)
continue;
FramebufferGL *framebufferGL = GetImplAs<FramebufferGL>(framebuffer);
bindFramebuffer(
mHasSeparateFramebufferBindings ? GL_DRAW_FRAMEBUFFER : GL_FRAMEBUFFER,
framebufferGL->getFramebufferID());
const gl::Program *program = state.getProgram();
if (program)
{
updateMultiviewBaseViewLayerIndexUniform(program, framebufferGL->getState());
}
// Changing the draw framebuffer binding sometimes requires resetting srgb blending.
iter.setLaterBit(gl::State::DIRTY_BIT_FRAMEBUFFER_SRGB_WRITE_CONTROL_MODE);
// If the framebuffer is emulating RGB on top of RGBA, the color mask has to be
// updated
iter.setLaterBit(gl::State::DIRTY_BIT_COLOR_MASK);
break;
}
case gl::State::DIRTY_BIT_RENDERBUFFER_BINDING:
// TODO(jmadill): implement this
break;
case gl::State::DIRTY_BIT_VERTEX_ARRAY_BINDING:
{
VertexArrayGL *vaoGL = GetImplAs<VertexArrayGL>(state.getVertexArray());
bindVertexArray(vaoGL->getVertexArrayID(), vaoGL->getNativeState());
ANGLE_TRY(propagateProgramToVAO(context, state.getProgram(),
GetImplAs<VertexArrayGL>(state.getVertexArray())));
if (mFeatures.syncVertexArraysToDefault.enabled)
{
// Re-sync the vertex array because all frontend VAOs share the same backend
// state. Only sync bits that can be set in ES2.0 or 3.0
gl::VertexArray::DirtyBits dirtyBits;
gl::VertexArray::DirtyAttribBitsArray dirtyAttribBits;
gl::VertexArray::DirtyBindingBitsArray dirtBindingBits;
dirtyBits.set(gl::VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER);
for (size_t attrib = 0; attrib < mDefaultVAOState.attributes.size(); attrib++)
{
dirtyBits.set(gl::VertexArray::DIRTY_BIT_ATTRIB_0 + attrib);
dirtyAttribBits[attrib].set(gl::VertexArray::DIRTY_ATTRIB_ENABLED);
dirtyAttribBits[attrib].set(gl::VertexArray::DIRTY_ATTRIB_POINTER);
dirtyAttribBits[attrib].set(gl::VertexArray::DIRTY_ATTRIB_POINTER_BUFFER);
}
for (size_t binding = 0; binding < mDefaultVAOState.bindings.size(); binding++)
{
dirtyBits.set(gl::VertexArray::DIRTY_BIT_BINDING_0 + binding);
dirtBindingBits[binding].set(gl::VertexArray::DIRTY_BINDING_DIVISOR);
}
ANGLE_TRY(
vaoGL->syncState(context, dirtyBits, &dirtyAttribBits, &dirtBindingBits));
}
break;
}
case gl::State::DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING:
updateDrawIndirectBufferBinding(context);
break;
case gl::State::DIRTY_BIT_DISPATCH_INDIRECT_BUFFER_BINDING:
updateDispatchIndirectBufferBinding(context);
break;
case gl::State::DIRTY_BIT_PROGRAM_BINDING:
{
gl::Program *program = state.getProgram();
if (program != nullptr)
{
useProgram(GetImplAs<ProgramGL>(program)->getProgramID());
}
break;
}
case gl::State::DIRTY_BIT_PROGRAM_EXECUTABLE:
{
const gl::Program *program = state.getProgram();
const gl::ProgramExecutable *executable = state.getProgramExecutable();
if (program && executable)
{
iter.setLaterBit(gl::State::DIRTY_BIT_TEXTURE_BINDINGS);
if (executable->getActiveImagesMask().any())
{
iter.setLaterBit(gl::State::DIRTY_BIT_IMAGE_BINDINGS);
}
if (program->getActiveShaderStorageBlockCount() > 0)
{
iter.setLaterBit(gl::State::DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING);
}
if (program->getActiveUniformBlockCount() > 0)
{
iter.setLaterBit(gl::State::DIRTY_BIT_UNIFORM_BUFFER_BINDINGS);
}
if (program->getActiveAtomicCounterBufferCount() > 0)
{
iter.setLaterBit(gl::State::DIRTY_BIT_ATOMIC_COUNTER_BUFFER_BINDING);
}
if (mIsMultiviewEnabled && program->usesMultiview())
{
updateMultiviewBaseViewLayerIndexUniform(
program, state.getDrawFramebuffer()->getImplementation()->getState());
}
}
if (!program ||
!program->getExecutable().hasLinkedShaderStage(gl::ShaderType::Compute))
{
ANGLE_TRY(propagateProgramToVAO(
context, program, GetImplAs<VertexArrayGL>(state.getVertexArray())));
}
break;
}
case gl::State::DIRTY_BIT_TEXTURE_BINDINGS:
updateProgramTextureBindings(context);
break;
case gl::State::DIRTY_BIT_SAMPLER_BINDINGS:
syncSamplersState(context);
break;
case gl::State::DIRTY_BIT_IMAGE_BINDINGS:
updateProgramImageBindings(context);
break;
case gl::State::DIRTY_BIT_TRANSFORM_FEEDBACK_BINDING:
syncTransformFeedbackState(context);
break;
case gl::State::DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING:
updateProgramStorageBufferBindings(context);
break;
case gl::State::DIRTY_BIT_UNIFORM_BUFFER_BINDINGS:
updateProgramUniformBufferBindings(context);
break;
case gl::State::DIRTY_BIT_ATOMIC_COUNTER_BUFFER_BINDING:
updateProgramAtomicCounterBufferBindings(context);
break;
case gl::State::DIRTY_BIT_MULTISAMPLING:
setMultisamplingStateEnabled(state.isMultisamplingEnabled());
break;
case gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_ONE:
setSampleAlphaToOneStateEnabled(state.isSampleAlphaToOneEnabled());
break;
case gl::State::DIRTY_BIT_COVERAGE_MODULATION:
setCoverageModulation(state.getCoverageModulation());
break;
case gl::State::DIRTY_BIT_FRAMEBUFFER_SRGB_WRITE_CONTROL_MODE:
setFramebufferSRGBEnabledForFramebuffer(
context, state.getFramebufferSRGB(),
GetImplAs<FramebufferGL>(state.getDrawFramebuffer()));
break;
case gl::State::DIRTY_BIT_SAMPLE_MASK_ENABLED:
setSampleMaskEnabled(state.isSampleMaskEnabled());
break;
case gl::State::DIRTY_BIT_SAMPLE_MASK:
{
for (GLuint maskNumber = 0; maskNumber < state.getMaxSampleMaskWords();
++maskNumber)
{
setSampleMaski(maskNumber, state.getSampleMaskWord(maskNumber));
}
break;
}
case gl::State::DIRTY_BIT_CURRENT_VALUES:
{
gl::AttributesMask combinedMask =
(state.getAndResetDirtyCurrentValues() | mLocalDirtyCurrentValues);
mLocalDirtyCurrentValues.reset();
for (auto attribIndex : combinedMask)
{
setAttributeCurrentData(attribIndex,
state.getVertexAttribCurrentValue(attribIndex));
}
break;
}
case gl::State::DIRTY_BIT_PROVOKING_VERTEX:
setProvokingVertex(ToGLenum(state.getProvokingVertex()));
break;
case gl::State::DIRTY_BIT_EXTENDED:
// Handling clip distance enabled flags:
setClipDistancesEnable(state.getEnabledClipDistances());
// TODO(jmadill): handle mipmap generation hint
// TODO(jmadill): handle shader derivative hint
// Nothing to do until EXT_clip_contorl is implemented.
break;
case gl::State::DIRTY_BIT_SAMPLE_SHADING:
// Nothing to do until OES_sample_shading is implemented.
break;
case gl::State::DIRTY_BIT_PATCH_VERTICES:
// Nothing to do until EXT_tessellation_shader is implemented.
break;
default:
UNREACHABLE();
break;
}
}
mLocalDirtyBits &= ~(bitMask);
return angle::Result::Continue;
}
void StateManagerGL::setFramebufferSRGBEnabled(const gl::Context *context, bool enabled)
{
if (!mFramebufferSRGBAvailable)
{
return;
}
if (mFramebufferSRGBEnabled != enabled)
{
mFramebufferSRGBEnabled = enabled;
if (mFramebufferSRGBEnabled)
{
mFunctions->enable(GL_FRAMEBUFFER_SRGB);
}
else
{
mFunctions->disable(GL_FRAMEBUFFER_SRGB);
}
mLocalDirtyBits.set(gl::State::DIRTY_BIT_FRAMEBUFFER_SRGB_WRITE_CONTROL_MODE);
}
}
void StateManagerGL::setFramebufferSRGBEnabledForFramebuffer(const gl::Context *context,
bool enabled,
const FramebufferGL *framebuffer)
{
if (framebuffer->isDefault())
{
// Obey the framebuffer sRGB state for blending on all framebuffers except the default
// framebuffer.
// When SRGB blending is enabled, only SRGB capable formats will use it but the default
// framebuffer will always use it if it is enabled.
// TODO(geofflang): Update this when the framebuffer binding dirty changes, when it exists.
setFramebufferSRGBEnabled(context, false);
}
else
{
setFramebufferSRGBEnabled(context, enabled);
}
}
void StateManagerGL::setColorMaskForFramebuffer(const gl::BlendStateExt &blendStateExt,
const bool disableAlpha)
{
bool r, g, b, a;
// Given that disableAlpha can be true only on macOS backbuffers and color mask is re-synced on
// bound draw framebuffer change, switch all draw buffers color masks to avoid special case
// later.
if (!mIndependentBlendStates || disableAlpha)
{
blendStateExt.getColorMaskIndexed(0, &r, &g, &b, &a);
setColorMask(r, g, b, disableAlpha ? false : a);
return;
}
// Check if the current mask already matches the new state
if (mBlendStateExt.getColorMaskBits() == blendStateExt.getColorMaskBits())
{
return;
}
// Get DrawBufferMask of buffers with different color masks
gl::DrawBufferMask diffMask = mBlendStateExt.compareColorMask(blendStateExt.getColorMaskBits());
size_t diffCount = diffMask.count();
// Check if setting all buffers to the same value reduces the number of subsequent indexed
// commands. Implicitly handles the case when the new mask is the same for all buffers.
// For instance, let's say that previously synced mask is ccccff00 and the new state is
// ffeeeeee. Instead of calling colorMaski 8 times, ANGLE can set all buffers to `e` and then
// use colorMaski only twice. On the other hand, if the new state is cceeee00, a non-indexed
// call will increase the total number of GL commands.
if (diffCount > 1)
{
bool found = false;
gl::BlendStateExt::ColorMaskStorage::Type commonColorMask = 0;
for (size_t i = 0; i < mBlendStateExt.getDrawBufferCount() - 1; i++)
{
const gl::BlendStateExt::ColorMaskStorage::Type tempCommonColorMask =
blendStateExt.expandColorMaskIndexed(i);
const gl::DrawBufferMask tempDiffMask =
blendStateExt.compareColorMask(tempCommonColorMask);
const size_t tempDiffCount = tempDiffMask.count();
if (tempDiffCount < diffCount)
{
found = true;
diffMask = tempDiffMask;
diffCount = tempDiffCount;
commonColorMask = tempCommonColorMask;
if (tempDiffCount == 0)
{
break; // the new mask is the same for all buffers
}
}
}
if (found)
{
gl::BlendStateExt::UnpackColorMask(commonColorMask, &r, &g, &b, &a);
mFunctions->colorMask(r, g, b, a);
}
}
for (size_t drawBufferIndex : diffMask)
{
blendStateExt.getColorMaskIndexed(drawBufferIndex, &r, &g, &b, &a);
mFunctions->colorMaski(static_cast<GLuint>(drawBufferIndex), r, g, b, a);
}
mBlendStateExt.setColorMaskBits(blendStateExt.getColorMaskBits());
mLocalDirtyBits.set(gl::State::DIRTY_BIT_COLOR_MASK);
}
void StateManagerGL::setDitherEnabled(bool enabled)
{
if (mDitherEnabled != enabled)
{
mDitherEnabled = enabled;
if (mDitherEnabled)
{
mFunctions->enable(GL_DITHER);
}
else
{
mFunctions->disable(GL_DITHER);
}
}
}
void StateManagerGL::setMultisamplingStateEnabled(bool enabled)
{
if (mMultisamplingEnabled != enabled)
{
mMultisamplingEnabled = enabled;
if (mMultisamplingEnabled)
{
mFunctions->enable(GL_MULTISAMPLE_EXT);
}
else
{
mFunctions->disable(GL_MULTISAMPLE_EXT);
}
mLocalDirtyBits.set(gl::State::DIRTY_BIT_MULTISAMPLING);
}
}
void StateManagerGL::setSampleAlphaToOneStateEnabled(bool enabled)
{
if (mSampleAlphaToOneEnabled != enabled)
{
mSampleAlphaToOneEnabled = enabled;
if (mSampleAlphaToOneEnabled)
{
mFunctions->enable(GL_SAMPLE_ALPHA_TO_ONE);
}
else
{
mFunctions->disable(GL_SAMPLE_ALPHA_TO_ONE);
}
mLocalDirtyBits.set(gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_ONE);
}
}
void StateManagerGL::setCoverageModulation(GLenum components)
{
if (mCoverageModulation != components)
{
mCoverageModulation = components;
mFunctions->coverageModulationNV(components);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_COVERAGE_MODULATION);
}
}
void StateManagerGL::setProvokingVertex(GLenum mode)
{
if (mode != mProvokingVertex)
{
mFunctions->provokingVertex(mode);
mProvokingVertex = mode;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_PROVOKING_VERTEX);
}
}
void StateManagerGL::setClipDistancesEnable(const gl::State::ClipDistanceEnableBits &enables)
{
if (enables == mEnabledClipDistances)
{
return;
}
ASSERT(mMaxClipDistances <= gl::IMPLEMENTATION_MAX_CLIP_DISTANCES);
gl::State::ClipDistanceEnableBits diff = enables ^ mEnabledClipDistances;
for (size_t i : diff)
{
if (enables.test(i))
{
mFunctions->enable(GL_CLIP_DISTANCE0_EXT + static_cast<uint32_t>(i));
}
else
{
mFunctions->disable(GL_CLIP_DISTANCE0_EXT + static_cast<uint32_t>(i));
}
}
mEnabledClipDistances = enables;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_EXTENDED);
}
void StateManagerGL::setTextureCubemapSeamlessEnabled(bool enabled)
{
// TODO(jmadill): Also check for seamless extension.
if (!mFunctions->isAtLeastGL(gl::Version(3, 2)))
{
return;
}
if (mTextureCubemapSeamlessEnabled != enabled)
{
mTextureCubemapSeamlessEnabled = enabled;
if (mTextureCubemapSeamlessEnabled)
{
mFunctions->enable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
else
{
mFunctions->disable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
}
}
angle::Result StateManagerGL::propagateProgramToVAO(const gl::Context *context,
const gl::Program *program,
VertexArrayGL *vao)
{
if (vao == nullptr)
{
return angle::Result::Continue;
}
// Number of views:
if (mIsMultiviewEnabled)
{
int programNumViews = 1;
if (program && program->usesMultiview())
{
programNumViews = program->getNumViews();
}
ANGLE_TRY(vao->applyNumViewsToDivisor(context, programNumViews));
}
// Attribute enabled mask:
if (program)
{
ANGLE_TRY(vao->applyActiveAttribLocationsMask(
context, program->getExecutable().getActiveAttribLocationsMask()));
}
return angle::Result::Continue;
}
void StateManagerGL::updateMultiviewBaseViewLayerIndexUniformImpl(
const gl::Program *program,
const gl::FramebufferState &drawFramebufferState) const
{
ASSERT(mIsMultiviewEnabled && program && program->usesMultiview());
const ProgramGL *programGL = GetImplAs<ProgramGL>(program);
if (drawFramebufferState.isMultiview())
{
programGL->enableLayeredRenderingPath(drawFramebufferState.getBaseViewIndex());
}
}
void StateManagerGL::syncSamplersState(const gl::Context *context)
{
const gl::SamplerBindingVector &samplers = context->getState().getSamplers();
// This could be optimized by using a separate binding dirty bit per sampler.
for (size_t samplerIndex = 0; samplerIndex < samplers.size(); ++samplerIndex)
{
const gl::Sampler *sampler = samplers[samplerIndex].get();
if (sampler != nullptr)
{
SamplerGL *samplerGL = GetImplAs<SamplerGL>(sampler);
bindSampler(samplerIndex, samplerGL->getSamplerID());
}
else
{
bindSampler(samplerIndex, 0);
}
}
}
void StateManagerGL::syncTransformFeedbackState(const gl::Context *context)
{
// Set the current transform feedback state
gl::TransformFeedback *transformFeedback = context->getState().getCurrentTransformFeedback();
if (transformFeedback)
{
TransformFeedbackGL *transformFeedbackGL =
GetImplAs<TransformFeedbackGL>(transformFeedback);
bindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedbackGL->getTransformFeedbackID());
transformFeedbackGL->syncActiveState(context, transformFeedback->isActive(),
transformFeedback->getPrimitiveMode());
transformFeedbackGL->syncPausedState(transformFeedback->isPaused());
mCurrentTransformFeedback = transformFeedbackGL;
}
else
{
bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0);
mCurrentTransformFeedback = nullptr;
}
}
GLuint StateManagerGL::getDefaultVAO() const
{
return mDefaultVAO;
}
VertexArrayStateGL *StateManagerGL::getDefaultVAOState()
{
return &mDefaultVAOState;
}
void StateManagerGL::validateState() const
{
// Current program
ValidateStateHelper(mFunctions, mProgram, GL_CURRENT_PROGRAM, "mProgram", "GL_CURRENT_PROGRAM");
// Buffers
for (gl::BufferBinding bindingType : angle::AllEnums<gl::BufferBinding>())
{
// These binding types need compute support to be queried
if (bindingType == gl::BufferBinding::AtomicCounter ||
bindingType == gl::BufferBinding::DispatchIndirect ||
bindingType == gl::BufferBinding::ShaderStorage)
{
if (!nativegl::SupportsCompute(mFunctions))
{
continue;
}
}
// Transform feedback buffer bindings are tracked in TransformFeedbackGL
if (bindingType == gl::BufferBinding::TransformFeedback)
{
continue;
}
GLenum bindingTypeGL = nativegl::GetBufferBindingQuery(bindingType);
std::string localName = "mBuffers[" + ToString(bindingType) + "]";
ValidateStateHelper(mFunctions, mBuffers[bindingType], bindingTypeGL, localName.c_str(),
nativegl::GetBufferBindingString(bindingType).c_str());
}
// Vertex array object
ValidateStateHelper(mFunctions, mVAO, GL_VERTEX_ARRAY_BINDING, "mVAO",
"GL_VERTEX_ARRAY_BINDING");
}
template <>
void StateManagerGL::get(GLenum name, GLboolean *value)
{
mFunctions->getBooleanv(name, value);
}
template <>
void StateManagerGL::get(GLenum name, bool *value)
{
GLboolean v;
get(name, &v);
*value = (v == GL_TRUE);
}
template <>
void StateManagerGL::get(GLenum name, std::array<bool, 4> *values)
{
GLboolean v[4];
get(name, v);
for (size_t i = 0; i < 4; i++)
{
(*values)[i] = (v[i] == GL_TRUE);
}
}
template <>
void StateManagerGL::get(GLenum name, GLint *value)
{
mFunctions->getIntegerv(name, value);
}
template <>
void StateManagerGL::get(GLenum name, GLenum *value)
{
GLint v;
get(name, &v);
*value = static_cast<GLenum>(v);
}
template <>
void StateManagerGL::get(GLenum name, gl::Rectangle *rect)
{
GLint v[4];
get(name, v);
*rect = gl::Rectangle(v[0], v[1], v[2], v[3]);
}
template <>
void StateManagerGL::get(GLenum name, GLfloat *value)
{
mFunctions->getFloatv(name, value);
}
template <>
void StateManagerGL::get(GLenum name, gl::ColorF *color)
{
GLfloat v[4];
get(name, v);
*color = gl::ColorF(v[0], v[1], v[2], v[3]);
}
void StateManagerGL::syncFromNativeContext(const gl::Extensions &extensions,
ExternalContextState *state)
{
ASSERT(mFunctions->getError() == GL_NO_ERROR);
get(GL_VIEWPORT, &state->viewport);
if (mViewport != state->viewport)
{
mViewport = state->viewport;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_VIEWPORT);
}
get(GL_SCISSOR_TEST, &state->scissorTest);
if (mScissorTestEnabled != static_cast<bool>(state->scissorTest))
{
mScissorTestEnabled = state->scissorTest;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_SCISSOR_TEST_ENABLED);
}
get(GL_SCISSOR_BOX, &state->scissorBox);
if (mScissor != state->scissorBox)
{
mScissor = state->scissorBox;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_SCISSOR);
}
get(GL_DEPTH_TEST, &state->depthTest);
if (mDepthTestEnabled != state->depthTest)
{
mDepthTestEnabled = state->depthTest;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_DEPTH_TEST_ENABLED);
}
get(GL_CULL_FACE, &state->cullFace);
if (mCullFaceEnabled != state->cullFace)
{
mCullFaceEnabled = state->cullFace;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_CULL_FACE_ENABLED);
}
get(GL_CULL_FACE_MODE, &state->cullFaceMode);
if (mCullFace != gl::FromGLenum<gl::CullFaceMode>(state->cullFaceMode))
{
mCullFace = gl::FromGLenum<gl::CullFaceMode>(state->cullFaceMode);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_CULL_FACE);
}
get(GL_COLOR_WRITEMASK, &state->colorMask);
auto colorMask = mBlendStateExt.expandColorMaskValue(state->colorMask[0], state->colorMask[1],
state->colorMask[2], state->colorMask[3]);
if (mBlendStateExt.getColorMaskBits() != colorMask)
{
mBlendStateExt.setColorMaskBits(colorMask);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_COLOR_MASK);
}
get(GL_CURRENT_PROGRAM, &state->currentProgram);
if (mProgram != static_cast<GLuint>(state->currentProgram))
{
mProgram = state->currentProgram;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_PROGRAM_BINDING);
}
get(GL_COLOR_CLEAR_VALUE, &state->colorClear);
if (mClearColor != state->colorClear)
{
mClearColor = state->colorClear;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_CLEAR_COLOR);
}
get(GL_DEPTH_CLEAR_VALUE, &state->depthClear);
if (mClearDepth != state->depthClear)
{
mClearDepth = state->depthClear;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_CLEAR_DEPTH);
}
get(GL_DEPTH_FUNC, &state->depthFunc);
if (mDepthFunc != static_cast<GLenum>(state->depthFunc))
{
mDepthFunc = state->depthFunc;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_DEPTH_FUNC);
}
get(GL_DEPTH_WRITEMASK, &state->depthMask);
if (mDepthMask != state->depthMask)
{
mDepthMask = state->depthMask;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_DEPTH_MASK);
}
get(GL_DEPTH_RANGE, state->depthRage);
if (mNear != state->depthRage[0] || mFar != state->depthRage[1])
{
mNear = state->depthRage[0];
mFar = state->depthRage[1];
mLocalDirtyBits.set(gl::State::DIRTY_BIT_DEPTH_RANGE);
}
get(GL_FRONT_FACE, &state->frontFace);
if (mFrontFace != static_cast<GLenum>(state->frontFace))
{
mFrontFace = state->frontFace;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_FRONT_FACE);
}
get(GL_LINE_WIDTH, &state->lineWidth);
if (mLineWidth != state->lineWidth)
{
mLineWidth = state->lineWidth;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_LINE_WIDTH);
}
get(GL_POLYGON_OFFSET_FACTOR, &state->polygonOffsetFactor);
get(GL_POLYGON_OFFSET_UNITS, &state->polygonOffsetUnits);
if (mPolygonOffsetFactor != state->polygonOffsetFactor ||
mPolygonOffsetUnits != state->polygonOffsetUnits)
{
mPolygonOffsetFactor = state->polygonOffsetFactor;
mPolygonOffsetUnits = state->polygonOffsetUnits;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_POLYGON_OFFSET);
}
get(GL_SAMPLE_COVERAGE_VALUE, &state->sampleCoverageValue);
get(GL_SAMPLE_COVERAGE_INVERT, &state->sampleCoverageInvert);
if (mSampleCoverageValue != state->sampleCoverageValue ||
mSampleCoverageInvert != state->sampleCoverageInvert)
{
mSampleCoverageValue = state->sampleCoverageValue;
mSampleCoverageInvert = state->sampleCoverageInvert;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_SAMPLE_COVERAGE);
}
get(GL_DITHER, &state->enableDither);
if (mDitherEnabled != state->enableDither)
{
mDitherEnabled = state->enableDither;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_DITHER_ENABLED);
}
get(GL_POLYGON_OFFSET_FILL, &state->enablePolygonOffsetFill);
if (mPolygonOffsetFillEnabled != state->enablePolygonOffsetFill)
{
mPolygonOffsetFillEnabled = state->enablePolygonOffsetFill;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED);
}
get(GL_SAMPLE_ALPHA_TO_COVERAGE, &state->enableSampleAlphaToCoverage);
if (mSampleAlphaToOneEnabled != state->enableSampleAlphaToCoverage)
{
mSampleAlphaToOneEnabled = state->enableSampleAlphaToCoverage;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_SAMPLE_ALPHA_TO_ONE);
}
get(GL_SAMPLE_COVERAGE, &state->enableSampleCoverage);
if (mSampleCoverageEnabled != state->enableSampleCoverage)
{
mSampleCoverageEnabled = state->enableSampleCoverage;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_SAMPLE_COVERAGE_ENABLED);
}
if (extensions.multisampleCompatibilityEXT)
{
get(GL_MULTISAMPLE, &state->multisampleEnabled);
if (mMultisamplingEnabled != state->multisampleEnabled)
{
mMultisamplingEnabled = state->multisampleEnabled;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_MULTISAMPLING);
}
}
syncBlendFromNativeContext(extensions, state);
syncFramebufferFromNativeContext(extensions, state);
syncPixelPackUnpackFromNativeContext(extensions, state);
syncStencilFromNativeContext(extensions, state);
syncVertexArraysFromNativeContext(extensions, state);
syncBufferBindingsFromNativeContext(extensions, state);
syncTextureUnitsFromNativeContext(extensions, state);
ASSERT(mFunctions->getError() == GL_NO_ERROR);
}
void StateManagerGL::restoreNativeContext(const gl::Extensions &extensions,
const ExternalContextState *state)
{
ASSERT(mFunctions->getError() == GL_NO_ERROR);
setViewport(state->viewport);
setScissorTestEnabled(state->scissorTest);
setScissor(state->scissorBox);
setDepthTestEnabled(state->depthTest);
setCullFaceEnabled(state->cullFace);
setCullFace(gl::FromGLenum<gl::CullFaceMode>(state->cullFaceMode));
setColorMask(state->colorMask[0], state->colorMask[1], state->colorMask[2],
state->colorMask[3]);
forceUseProgram(state->currentProgram);
setClearColor(state->colorClear);
setClearDepth(state->depthClear);
setDepthFunc(state->depthFunc);
setDepthMask(state->depthMask);
setDepthRange(state->depthRage[0], state->depthRage[1]);
setFrontFace(state->frontFace);
setLineWidth(state->lineWidth);
setPolygonOffset(state->polygonOffsetFactor, state->polygonOffsetUnits);
setSampleCoverage(state->sampleCoverageValue, state->sampleCoverageInvert);
setDitherEnabled(state->enableDither);
setPolygonOffsetFillEnabled(state->enablePolygonOffsetFill);
setSampleAlphaToOneStateEnabled(state->enableSampleAlphaToCoverage);
setSampleCoverageEnabled(state->enableSampleCoverage);
if (extensions.multisampleCompatibilityEXT)
setMultisamplingStateEnabled(state->multisampleEnabled);
restoreBlendNativeContext(extensions, state);
restoreFramebufferNativeContext(extensions, state);
restorePixelPackUnpackNativeContext(extensions, state);
restoreStencilNativeContext(extensions, state);
restoreVertexArraysNativeContext(extensions, state);
restoreBufferBindingsNativeContext(extensions, state);
restoreTextureUnitsNativeContext(extensions, state);
// if (mFunctions->coverageModulationNV) ?
setCoverageModulation(GL_NONE);
ASSERT(mFunctions->getError() == GL_NO_ERROR);
}
void StateManagerGL::syncBlendFromNativeContext(const gl::Extensions &extensions,
ExternalContextState *state)
{
get(GL_BLEND, &state->blendEnabled);
if (mBlendStateExt.getEnabledMask() !=
(state->blendEnabled ? mBlendStateExt.getAllEnabledMask() : gl::DrawBufferMask::Zero()))
{
mBlendStateExt.setEnabled(state->blendEnabled);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_BLEND_ENABLED);
}
get(GL_BLEND_SRC_RGB, &state->blendSrcRgb);
get(GL_BLEND_DST_RGB, &state->blendDestRgb);
get(GL_BLEND_SRC_ALPHA, &state->blendSrcAlpha);
get(GL_BLEND_DST_ALPHA, &state->blendDestAlpha);
if (mBlendStateExt.getSrcColorBits() != mBlendStateExt.expandFactorValue(state->blendSrcRgb) ||
mBlendStateExt.getDstColorBits() != mBlendStateExt.expandFactorValue(state->blendDestRgb) ||
mBlendStateExt.getSrcAlphaBits() !=
mBlendStateExt.expandFactorValue(state->blendSrcAlpha) ||
mBlendStateExt.getDstAlphaBits() != mBlendStateExt.expandFactorValue(state->blendDestAlpha))
{
mBlendStateExt.setFactors(state->blendSrcRgb, state->blendDestRgb, state->blendSrcAlpha,
state->blendDestAlpha);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_BLEND_FUNCS);
}
get(GL_BLEND_COLOR, &state->blendColor);
if (mBlendColor != state->blendColor)
{
mBlendColor = state->blendColor;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_BLEND_COLOR);
}
get(GL_BLEND_EQUATION_RGB, &state->blendEquationRgb);
get(GL_BLEND_EQUATION_ALPHA, &state->blendEquationAlpha);
if (mBlendStateExt.getEquationColorBits() !=
mBlendStateExt.expandEquationValue(state->blendEquationRgb) ||
mBlendStateExt.getEquationAlphaBits() !=
mBlendStateExt.expandEquationValue(state->blendEquationAlpha))
{
mBlendStateExt.setEquations(state->blendEquationRgb, state->blendEquationAlpha);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_BLEND_EQUATIONS);
}
}
void StateManagerGL::restoreBlendNativeContext(const gl::Extensions &extensions,
const ExternalContextState *state)
{
setBlendEnabled(state->blendEnabled);
mFunctions->blendFuncSeparate(state->blendSrcRgb, state->blendDestRgb, state->blendSrcAlpha,
state->blendDestAlpha);
mBlendStateExt.setFactors(state->blendSrcRgb, state->blendDestRgb, state->blendSrcAlpha,
state->blendDestAlpha);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_BLEND_FUNCS);
setBlendColor(state->blendColor);
mFunctions->blendEquationSeparate(state->blendEquationRgb, state->blendEquationAlpha);
mBlendStateExt.setEquations(state->blendEquationRgb, state->blendEquationAlpha);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_BLEND_EQUATIONS);
}
void StateManagerGL::syncFramebufferFromNativeContext(const gl::Extensions &extensions,
ExternalContextState *state)
{
// TODO: wrap fbo into an EGLSurface
get(GL_FRAMEBUFFER_BINDING, &state->framebufferBinding);
if (mFramebuffers[angle::FramebufferBindingDraw] !=
static_cast<GLenum>(state->framebufferBinding))
{
mFramebuffers[angle::FramebufferBindingDraw] =
static_cast<GLenum>(state->framebufferBinding);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING);
}
if (mFramebuffers[angle::FramebufferBindingRead] !=
static_cast<GLenum>(state->framebufferBinding))
{
mFramebuffers[angle::FramebufferBindingRead] =
static_cast<GLenum>(state->framebufferBinding);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_READ_FRAMEBUFFER_BINDING);
}
}
void StateManagerGL::restoreFramebufferNativeContext(const gl::Extensions &extensions,
const ExternalContextState *state)
{
bindFramebuffer(GL_FRAMEBUFFER, state->framebufferBinding);
}
void StateManagerGL::syncPixelPackUnpackFromNativeContext(const gl::Extensions &extensions,
ExternalContextState *state)
{
get(GL_PACK_ALIGNMENT, &state->packAlignment);
if (mPackAlignment != state->packAlignment)
{
mPackAlignment = state->packAlignment;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_PACK_STATE);
}
get(GL_UNPACK_ALIGNMENT, &state->unpackAlignment);
if (mUnpackAlignment != state->unpackAlignment)
{
mUnpackAlignment = state->unpackAlignment;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_UNPACK_STATE);
}
}
void StateManagerGL::restorePixelPackUnpackNativeContext(const gl::Extensions &extensions,
const ExternalContextState *state)
{
if (mPackAlignment != state->packAlignment)
{
mFunctions->pixelStorei(GL_PACK_ALIGNMENT, state->packAlignment);
mPackAlignment = state->packAlignment;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_PACK_STATE);
}
if (mUnpackAlignment != state->unpackAlignment)
{
mFunctions->pixelStorei(GL_UNPACK_ALIGNMENT, state->unpackAlignment);
mUnpackAlignment = state->unpackAlignment;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_UNPACK_STATE);
}
}
void StateManagerGL::syncStencilFromNativeContext(const gl::Extensions &extensions,
ExternalContextState *state)
{
get(GL_STENCIL_TEST, &state->stencilState.stencilTestEnabled);
if (state->stencilState.stencilTestEnabled != mStencilTestEnabled)
{
mStencilTestEnabled = state->stencilState.stencilTestEnabled;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_STENCIL_TEST_ENABLED);
}
get(GL_STENCIL_FUNC, &state->stencilState.stencilFrontFunc);
get(GL_STENCIL_VALUE_MASK, &state->stencilState.stencilFrontMask);
get(GL_STENCIL_REF, &state->stencilState.stencilFrontRef);
if (state->stencilState.stencilFrontFunc != mStencilFrontFunc ||
state->stencilState.stencilFrontMask != mStencilFrontValueMask ||
state->stencilState.stencilFrontRef != mStencilFrontRef)
{
mStencilFrontFunc = state->stencilState.stencilFrontFunc;
mStencilFrontValueMask = state->stencilState.stencilFrontMask;
mStencilFrontRef = state->stencilState.stencilFrontRef;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_STENCIL_FUNCS_FRONT);
}
get(GL_STENCIL_BACK_FUNC, &state->stencilState.stencilBackFunc);
get(GL_STENCIL_BACK_VALUE_MASK, &state->stencilState.stencilBackMask);
get(GL_STENCIL_BACK_REF, &state->stencilState.stencilBackRef);
if (state->stencilState.stencilBackFunc != mStencilBackFunc ||
state->stencilState.stencilBackMask != mStencilBackValueMask ||
state->stencilState.stencilBackRef != mStencilBackRef)
{
mStencilBackFunc = state->stencilState.stencilBackFunc;
mStencilBackValueMask = state->stencilState.stencilBackMask;
mStencilBackRef = state->stencilState.stencilBackRef;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_STENCIL_FUNCS_BACK);
}
get(GL_STENCIL_CLEAR_VALUE, &state->stencilState.stencilClear);
if (mClearStencil != state->stencilState.stencilClear)
{
mClearStencil = state->stencilState.stencilClear;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_CLEAR_STENCIL);
}
get(GL_STENCIL_WRITEMASK, &state->stencilState.stencilFrontWritemask);
if (mStencilFrontWritemask != static_cast<GLenum>(state->stencilState.stencilFrontWritemask))
{
mStencilFrontWritemask = state->stencilState.stencilFrontWritemask;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT);
}
get(GL_STENCIL_BACK_WRITEMASK, &state->stencilState.stencilBackWritemask);
if (mStencilBackWritemask != static_cast<GLenum>(state->stencilState.stencilBackWritemask))
{
mStencilBackWritemask = state->stencilState.stencilBackWritemask;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_STENCIL_WRITEMASK_FRONT);
}
get(GL_STENCIL_FAIL, &state->stencilState.stencilFrontFailOp);
get(GL_STENCIL_PASS_DEPTH_FAIL, &state->stencilState.stencilFrontZFailOp);
get(GL_STENCIL_PASS_DEPTH_PASS, &state->stencilState.stencilFrontZPassOp);
if (mStencilFrontStencilFailOp != static_cast<GLenum>(state->stencilState.stencilFrontFailOp) ||
mStencilFrontStencilPassDepthFailOp !=
static_cast<GLenum>(state->stencilState.stencilFrontZFailOp) ||
mStencilFrontStencilPassDepthPassOp !=
static_cast<GLenum>(state->stencilState.stencilFrontZPassOp))
{
mStencilFrontStencilFailOp = static_cast<GLenum>(state->stencilState.stencilFrontFailOp);
mStencilFrontStencilPassDepthFailOp =
static_cast<GLenum>(state->stencilState.stencilFrontZFailOp);
mStencilFrontStencilPassDepthPassOp =
static_cast<GLenum>(state->stencilState.stencilFrontZPassOp);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_STENCIL_OPS_FRONT);
}
get(GL_STENCIL_BACK_FAIL, &state->stencilState.stencilBackFailOp);
get(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &state->stencilState.stencilBackZFailOp);
get(GL_STENCIL_BACK_PASS_DEPTH_PASS, &state->stencilState.stencilBackZPassOp);
if (mStencilBackStencilFailOp != static_cast<GLenum>(state->stencilState.stencilBackFailOp) ||
mStencilBackStencilPassDepthFailOp !=
static_cast<GLenum>(state->stencilState.stencilBackZFailOp) ||
mStencilBackStencilPassDepthPassOp !=
static_cast<GLenum>(state->stencilState.stencilBackZPassOp))
{
mStencilBackStencilFailOp = static_cast<GLenum>(state->stencilState.stencilBackFailOp);
mStencilBackStencilPassDepthFailOp =
static_cast<GLenum>(state->stencilState.stencilBackZFailOp);
mStencilBackStencilPassDepthPassOp =
static_cast<GLenum>(state->stencilState.stencilBackZPassOp);
mLocalDirtyBits.set(gl::State::DIRTY_BIT_STENCIL_OPS_BACK);
}
}
void StateManagerGL::restoreStencilNativeContext(const gl::Extensions &extensions,
const ExternalContextState *state)
{
setStencilTestEnabled(state->stencilState.stencilTestEnabled);
setStencilFrontFuncs(state->stencilState.stencilFrontFunc, state->stencilState.stencilFrontMask,
state->stencilState.stencilFrontRef);
setStencilBackFuncs(state->stencilState.stencilBackFunc, state->stencilState.stencilBackMask,
state->stencilState.stencilBackRef);
setClearStencil(state->stencilState.stencilClear);
setStencilFrontWritemask(state->stencilState.stencilFrontWritemask);
setStencilBackWritemask(state->stencilState.stencilBackWritemask);
setStencilFrontOps(state->stencilState.stencilFrontFailOp,
state->stencilState.stencilFrontZFailOp,
state->stencilState.stencilFrontZPassOp);
setStencilBackOps(state->stencilState.stencilBackFailOp, state->stencilState.stencilBackZFailOp,
state->stencilState.stencilBackZPassOp);
}
void StateManagerGL::syncBufferBindingsFromNativeContext(const gl::Extensions &extensions,
ExternalContextState *state)
{
get(GL_ARRAY_BUFFER_BINDING, &state->vertexArrayBufferBinding);
mBuffers[gl::BufferBinding::Array] = state->vertexArrayBufferBinding;
get(GL_ELEMENT_ARRAY_BUFFER_BINDING, &state->elementArrayBufferBinding);
mBuffers[gl::BufferBinding::ElementArray] = state->elementArrayBufferBinding;
}
void StateManagerGL::restoreBufferBindingsNativeContext(const gl::Extensions &extensions,
const ExternalContextState *state)
{
bindBuffer(gl::BufferBinding::Array, state->vertexArrayBufferBinding);
bindBuffer(gl::BufferBinding::ElementArray, state->elementArrayBufferBinding);
}
void StateManagerGL::syncTextureUnitsFromNativeContext(const gl::Extensions &extensions,
ExternalContextState *state)
{
get(GL_ACTIVE_TEXTURE, &state->activeTexture);
for (size_t i = 0; i < state->textureBindings.size(); ++i)
{
auto &bindings = state->textureBindings[i];
activeTexture(i);
get(GL_TEXTURE_BINDING_2D, &bindings.texture2d);
get(GL_TEXTURE_BINDING_CUBE_MAP, &bindings.textureCubeMap);
get(GL_TEXTURE_BINDING_EXTERNAL_OES, &bindings.textureExternalOES);
if (mTextures[gl::TextureType::_2D][i] != static_cast<GLuint>(bindings.texture2d) ||
mTextures[gl::TextureType::CubeMap][i] !=
static_cast<GLuint>(bindings.textureCubeMap) ||
mTextures[gl::TextureType::External][i] !=
static_cast<GLuint>(bindings.textureExternalOES))
{
mTextures[gl::TextureType::_2D][i] = bindings.texture2d;
mTextures[gl::TextureType::CubeMap][i] = bindings.textureCubeMap;
mTextures[gl::TextureType::External][i] = bindings.textureExternalOES;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_TEXTURE_BINDINGS);
}
}
}
void StateManagerGL::restoreTextureUnitsNativeContext(const gl::Extensions &extensions,
const ExternalContextState *state)
{
for (size_t i = 0; i < state->textureBindings.size(); ++i)
{
const auto &bindings = state->textureBindings[i];
activeTexture(i);
bindTexture(gl::TextureType::_2D, bindings.texture2d);
bindTexture(gl::TextureType::CubeMap, bindings.textureCubeMap);
bindTexture(gl::TextureType::External, bindings.textureExternalOES);
bindSampler(i, 0);
}
activeTexture(state->activeTexture - GL_TEXTURE0);
}
void StateManagerGL::syncVertexArraysFromNativeContext(const gl::Extensions &extensions,
ExternalContextState *state)
{
get(GL_VERTEX_ARRAY_BINDING, &state->vertexArrayBinding);
if (mVAO != static_cast<GLuint>(state->vertexArrayBinding))
{
mVAO = state->vertexArrayBinding;
mBuffers[gl::BufferBinding::ElementArray] = 0;
mLocalDirtyBits.set(gl::State::DIRTY_BIT_VERTEX_ARRAY_BINDING);
}
}
void StateManagerGL::restoreVertexArraysNativeContext(const gl::Extensions &extensions,
const ExternalContextState *state)
{
bindVertexArray(state->vertexArrayBinding, 0);
}
void StateManagerGL::setDefaultVAOStateDirty()
{
mLocalDirtyBits.set(gl::State::DIRTY_BIT_VERTEX_ARRAY_BINDING);
}
} // namespace rx