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// Copyright (c) 2009 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef GPU_COMMAND_BUFFER_CLIENT_GLES2_IMPLEMENTATION_H_
#define GPU_COMMAND_BUFFER_CLIENT_GLES2_IMPLEMENTATION_H_
#include <map>
#include <string>
#include <vector>
#include "../common/gles2_cmd_utils.h"
#include "../common/scoped_ptr.h"
#include "../client/gles2_cmd_helper.h"
#include "../client/id_allocator.h"
#include "../client/ring_buffer.h"
#define GLES2_SUPPORT_CLIENT_SIDE_BUFFERS 1
namespace gpu {
namespace gles2 {
class ClientSideBufferHelper;
// This class emulates GLES2 over command buffers. It can be used by a client
// program so that the program does not need deal with shared memory and command
// buffer management. See gl2_lib.h. Note that there is a performance gain to
// be had by changing your code to use command buffers directly by using the
// GLES2CmdHelper but that entails changing your code to use and deal with
// shared memory and synchronization issues.
class GLES2Implementation {
public:
// The maxiumum result size from simple GL get commands.
static const size_t kMaxSizeOfSimpleResult = 16 * sizeof(uint32); // NOLINT.
// used for testing only. If more things are reseved add them here.
static const unsigned int kStartingOffset = kMaxSizeOfSimpleResult;
// The bucket used for results. Public for testing only.
static const uint32 kResultBucketId = 1;
// Alignment of allocations.
static const unsigned int kAlignment = 4;
// GL names for the buffers used to emulate client side buffers.
static const GLuint kClientSideArrayId = 0xFEDCBA98u;
static const GLuint kClientSideElementArrayId = 0xFEDCBA99u;
GLES2Implementation(
GLES2CmdHelper* helper,
size_t transfer_buffer_size,
void* transfer_buffer,
int32 transfer_buffer_id);
~GLES2Implementation();
// The GLES2CmdHelper being used by this GLES2Implementation. You can use
// this to issue cmds at a lower level for certain kinds of optimization.
GLES2CmdHelper* helper() const {
return helper_;
}
// Include the auto-generated part of this class. We split this because
// it means we can easily edit the non-auto generated parts right here in
// this file instead of having to edit some template or the code generator.
#include "../client/gles2_implementation_autogen.h"
#if defined(GLES2_SUPPORT_CLIENT_SIDE_BUFFERS)
void BindBuffer(GLenum target, GLuint buffer);
void DeleteBuffers(GLsizei n, const GLuint* buffers);
void DisableVertexAttribArray(GLuint index);
void DrawArrays(GLenum mode, GLint first, GLsizei count);
void EnableVertexAttribArray(GLuint index);
void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params);
void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params);
#else
void BindBuffer(GLenum target, GLuint buffer) {
if (IsReservedId(buffer)) {
SetGLError(GL_INVALID_OPERATION);
return;
}
if (buffer != 0) {
id_allocator_.MarkAsUsed(buffer);
}
helper_->BindBuffer(target, buffer);
}
void DeleteBuffers(GLsizei n, const GLuint* buffers) {
FreeIds(n, buffers);
helper_->DeleteBuffersImmediate(n, buffers);
}
void DisableVertexAttribArray(GLuint index) {
helper_->DisableVertexAttribArray(index);
}
void DrawArrays(GLenum mode, GLint first, GLsizei count) {
if (count < 0) {
SetGLError(GL_INVALID_VALUE);
return;
}
helper_->DrawArrays(mode, first, count);
}
void EnableVertexAttribArray(GLuint index) {
helper_->EnableVertexAttribArray(index);
}
void GetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) {
typedef GetVertexAttribfv::Result Result;
Result* result = GetResultAs<Result*>();
result->SetNumResults(0);
helper_->GetVertexAttribfv(
index, pname, result_shm_id(), result_shm_offset());
WaitForCmd();
result->CopyResult(params);
}
void GetVertexAttribiv(GLuint index, GLenum pname, GLint* params) {
typedef GetVertexAttribiv::Result Result;
Result* result = GetResultAs<Result*>();
result->SetNumResults(0);
helper_->GetVertexAttribiv(
index, pname, result_shm_id(), result_shm_offset());
WaitForCmd();
result->CopyResult(params);
}
#endif
void MakeIds(IdAllocator* id_allocator, GLsizei n, GLuint* ids);
void FreeIds(IdAllocator* id_allocator, GLsizei n, const GLuint* ids);
GLuint MakeTextureId() {
return texture_id_allocator_.AllocateID();
}
void FreeTextureId(GLuint id) {
texture_id_allocator_.FreeID(id);
}
private:
// Wraps RingBufferWrapper to provide aligned allocations.
class AlignedRingBuffer : public RingBufferWrapper {
public:
AlignedRingBuffer(RingBuffer::Offset base_offset,
unsigned int size,
CommandBufferHelper *helper,
void *base)
: RingBufferWrapper(base_offset, size, helper, base) {
}
static unsigned int RoundToAlignment(unsigned int size) {
return (size + kAlignment - 1) & ~(kAlignment - 1);
}
// Overrriden from RingBufferWrapper
void *Alloc(unsigned int size) {
return RingBufferWrapper::Alloc(RoundToAlignment(size));
}
// Overrriden from RingBufferWrapper
template <typename T> T *AllocTyped(unsigned int count) {
return static_cast<T *>(Alloc(count * sizeof(T)));
}
};
// Gets the shared memory id for the result buffer.
uint32 result_shm_id() const {
return transfer_buffer_id_;
}
// Gets the shared memory offset for the result buffer.
uint32 result_shm_offset() const {
return result_shm_offset_;
}
// Gets the value of the result.
template <typename T>
T GetResultAs() const {
return static_cast<T>(result_buffer_);
}
// Gets the GLError through our wrapper.
GLenum GetGLError();
// Sets our wrapper for the GLError.
void SetGLError(GLenum error);
// Waits for all commands to execute.
void WaitForCmd();
// TODO(gman): These bucket functions really seem like they belong in
// CommandBufferHelper (or maybe BucketHelper?). Unfortunately they need
// a transfer buffer to function which is currently managed by this class.
// Gets the contents of a bucket.
void GetBucketContents(uint32 bucket_id, std::vector<int8>* data);
// Sets the contents of a bucket.
void SetBucketContents(uint32 bucket_id, const void* data, size_t size);
// Sets the contents of a bucket as a string.
void SetBucketAsCString(uint32 bucket_id, const char* str);
// Gets the contents of a bucket as a string. Returns false if there is no
// string available which is a separate case from the empty string.
bool GetBucketAsString(uint32 bucket_id, std::string* str);
// Sets the contents of a bucket as a string.
void SetBucketAsString(uint32 bucket_id, const std::string& str);
// Returns true if id is reserved.
bool IsBufferReservedId(GLuint id);
bool IsFramebufferReservedId(GLuint id) { return false; }
bool IsRenderbufferReservedId(GLuint id) { return false; }
bool IsTextureReservedId(GLuint id) { return false; }
#if defined(GLES2_SUPPORT_CLIENT_SIDE_BUFFERS)
// Helper for GetVertexAttrib
bool GetVertexAttribHelper(GLuint index, GLenum pname, uint32* param);
// Asks the service for the max index in an element array buffer.
GLsizei GetMaxIndexInElementArrayBuffer(
GLuint buffer_id, GLsizei count, GLenum type, GLuint offset);
#endif
GLES2Util util_;
GLES2CmdHelper* helper_;
IdAllocator buffer_id_allocator_;
IdAllocator framebuffer_id_allocator_;
IdAllocator renderbuffer_id_allocator_;
IdAllocator program_and_shader_id_allocator_;
IdAllocator texture_id_allocator_;
AlignedRingBuffer transfer_buffer_;
int transfer_buffer_id_;
void* result_buffer_;
uint32 result_shm_offset_;
// pack alignment as last set by glPixelStorei
GLint pack_alignment_;
// unpack alignment as last set by glPixelStorei
GLint unpack_alignment_;
#if defined(GLES2_SUPPORT_CLIENT_SIDE_BUFFERS)
// The currently bound array buffer.
GLuint bound_array_buffer_id_;
// The currently bound element array buffer.
GLuint bound_element_array_buffer_id_;
// Info for each vertex attribute saved so we can simulate client side
// buffers.
scoped_ptr<ClientSideBufferHelper> client_side_buffer_helper_;
GLuint reserved_ids_[2];
#endif
// Current GL error bits.
uint32 error_bits_;
// Map of GLenum to Strings for glGetString. We need to cache these because
// the pointer passed back to the client has to remain valid for eternity.
typedef std::map<uint32, std::string> GLStringMap;
GLStringMap gl_strings_;
DISALLOW_COPY_AND_ASSIGN(GLES2Implementation);
};
} // namespace gles2
} // namespace gpu
#endif // GPU_COMMAND_BUFFER_CLIENT_GLES2_IMPLEMENTATION_H_
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