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// Copyright (c) 2012 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.
#include "gpu/command_buffer/service/context_state.h"
#include <cmath>
#include "gpu/command_buffer/common/gles2_cmd_utils.h"
#include "gpu/command_buffer/service/buffer_manager.h"
#include "gpu/command_buffer/service/error_state.h"
#include "gpu/command_buffer/service/framebuffer_manager.h"
#include "gpu/command_buffer/service/program_manager.h"
#include "gpu/command_buffer/service/renderbuffer_manager.h"
#include "ui/gl/gl_bindings.h"
#include "ui/gl/gl_implementation.h"
#include "ui/gl/gl_version_info.h"
namespace gpu {
namespace gles2 {
namespace {
GLuint Get2dServiceId(const TextureUnit& unit) {
return unit.bound_texture_2d.get()
? unit.bound_texture_2d->service_id() : 0;
}
GLuint GetCubeServiceId(const TextureUnit& unit) {
return unit.bound_texture_cube_map.get()
? unit.bound_texture_cube_map->service_id() : 0;
}
GLuint GetOesServiceId(const TextureUnit& unit) {
return unit.bound_texture_external_oes.get()
? unit.bound_texture_external_oes->service_id() : 0;
}
GLuint GetArbServiceId(const TextureUnit& unit) {
return unit.bound_texture_rectangle_arb.get()
? unit.bound_texture_rectangle_arb->service_id() : 0;
}
GLuint GetServiceId(const TextureUnit& unit, GLuint target) {
switch (target) {
case GL_TEXTURE_2D:
return Get2dServiceId(unit);
case GL_TEXTURE_CUBE_MAP:
return GetCubeServiceId(unit);
case GL_TEXTURE_RECTANGLE_ARB:
return GetArbServiceId(unit);
case GL_TEXTURE_EXTERNAL_OES:
return GetOesServiceId(unit);
default:
NOTREACHED();
return 0;
}
}
bool TargetIsSupported(const FeatureInfo* feature_info, GLuint target) {
switch (target) {
case GL_TEXTURE_2D:
return true;
case GL_TEXTURE_CUBE_MAP:
return true;
case GL_TEXTURE_RECTANGLE_ARB:
return feature_info->feature_flags().arb_texture_rectangle;
case GL_TEXTURE_EXTERNAL_OES:
return feature_info->feature_flags().oes_egl_image_external;
default:
NOTREACHED();
return false;
}
}
GLuint GetBufferId(const Buffer* buffer) {
if (buffer)
return buffer->service_id();
return 0;
}
} // anonymous namespace.
TextureUnit::TextureUnit()
: bind_target(GL_TEXTURE_2D) {
}
TextureUnit::~TextureUnit() {
}
bool Vec4::Equal(const Vec4& other) const {
if (type_ != other.type_)
return false;
switch (type_) {
case kFloat:
for (size_t ii = 0; ii < 4; ++ii) {
if (v_[ii].float_value != other.v_[ii].float_value)
return false;
}
break;
case kInt:
for (size_t ii = 0; ii < 4; ++ii) {
if (v_[ii].int_value != other.v_[ii].int_value)
return false;
}
break;
case kUInt:
for (size_t ii = 0; ii < 4; ++ii) {
if (v_[ii].uint_value != other.v_[ii].uint_value)
return false;
}
break;
}
return true;
}
template <>
void Vec4::GetValues<GLfloat>(GLfloat* values) const {
DCHECK(values);
switch (type_) {
case kFloat:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = v_[ii].float_value;
break;
case kInt:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = static_cast<GLfloat>(v_[ii].int_value);
break;
case kUInt:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = static_cast<GLfloat>(v_[ii].uint_value);
break;
}
}
template <>
void Vec4::GetValues<GLint>(GLint* values) const {
DCHECK(values);
switch (type_) {
case kFloat:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = static_cast<GLint>(v_[ii].float_value);
break;
case kInt:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = v_[ii].int_value;
break;
case kUInt:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = static_cast<GLint>(v_[ii].uint_value);
break;
}
}
template<>
void Vec4::GetValues<GLuint>(GLuint* values) const {
DCHECK(values);
switch (type_) {
case kFloat:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = static_cast<GLuint>(v_[ii].float_value);
break;
case kInt:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = static_cast<GLuint>(v_[ii].int_value);
break;
case kUInt:
for (size_t ii = 0; ii < 4; ++ii)
values[ii] = v_[ii].uint_value;
break;
}
}
template <>
void Vec4::SetValues<GLfloat>(const GLfloat* values) {
DCHECK(values);
for (size_t ii = 0; ii < 4; ++ii)
v_[ii].float_value = values[ii];
type_ = kFloat;
}
template <>
void Vec4::SetValues<GLint>(const GLint* values) {
DCHECK(values);
for (size_t ii = 0; ii < 4; ++ii)
v_[ii].int_value = values[ii];
type_ = kInt;
}
template <>
void Vec4::SetValues<GLuint>(const GLuint* values) {
DCHECK(values);
for (size_t ii = 0; ii < 4; ++ii)
v_[ii].uint_value = values[ii];
type_ = kUInt;
}
ContextState::ContextState(FeatureInfo* feature_info,
ErrorStateClient* error_state_client,
Logger* logger)
: active_texture_unit(0),
bound_renderbuffer_valid(false),
pack_reverse_row_order(false),
ignore_cached_state(false),
fbo_binding_for_scissor_workaround_dirty(false),
feature_info_(feature_info),
error_state_(ErrorState::Create(error_state_client, logger)) {
Initialize();
}
ContextState::~ContextState() {
}
void ContextState::RestoreTextureUnitBindings(
GLuint unit, const ContextState* prev_state) const {
DCHECK_LT(unit, texture_units.size());
const TextureUnit& texture_unit = texture_units[unit];
GLuint service_id_2d = Get2dServiceId(texture_unit);
GLuint service_id_cube = GetCubeServiceId(texture_unit);
GLuint service_id_oes = GetOesServiceId(texture_unit);
GLuint service_id_arb = GetArbServiceId(texture_unit);
bool bind_texture_2d = true;
bool bind_texture_cube = true;
bool bind_texture_oes = feature_info_->feature_flags().oes_egl_image_external;
bool bind_texture_arb = feature_info_->feature_flags().arb_texture_rectangle;
if (prev_state) {
const TextureUnit& prev_unit = prev_state->texture_units[unit];
bind_texture_2d = service_id_2d != Get2dServiceId(prev_unit);
bind_texture_cube = service_id_cube != GetCubeServiceId(prev_unit);
bind_texture_oes =
bind_texture_oes && service_id_oes != GetOesServiceId(prev_unit);
bind_texture_arb =
bind_texture_arb && service_id_arb != GetArbServiceId(prev_unit);
}
// Early-out if nothing has changed from the previous state.
if (!bind_texture_2d && !bind_texture_cube
&& !bind_texture_oes && !bind_texture_arb) {
return;
}
glActiveTexture(GL_TEXTURE0 + unit);
if (bind_texture_2d) {
glBindTexture(GL_TEXTURE_2D, service_id_2d);
}
if (bind_texture_cube) {
glBindTexture(GL_TEXTURE_CUBE_MAP, service_id_cube);
}
if (bind_texture_oes) {
glBindTexture(GL_TEXTURE_EXTERNAL_OES, service_id_oes);
}
if (bind_texture_arb) {
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, service_id_arb);
}
}
void ContextState::RestoreBufferBindings() const {
if (vertex_attrib_manager.get()) {
Buffer* element_array_buffer =
vertex_attrib_manager->element_array_buffer();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, GetBufferId(element_array_buffer));
}
glBindBuffer(GL_ARRAY_BUFFER, GetBufferId(bound_array_buffer.get()));
if (feature_info_->IsES3Capable()) {
glBindBuffer(GL_COPY_READ_BUFFER,
GetBufferId(bound_copy_read_buffer.get()));
glBindBuffer(GL_COPY_WRITE_BUFFER,
GetBufferId(bound_copy_write_buffer.get()));
glBindBuffer(GL_PIXEL_PACK_BUFFER,
GetBufferId(bound_pixel_pack_buffer.get()));
glBindBuffer(GL_PIXEL_UNPACK_BUFFER,
GetBufferId(bound_pixel_unpack_buffer.get()));
glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER,
GetBufferId(bound_transform_feedback_buffer.get()));
glBindBuffer(GL_UNIFORM_BUFFER, GetBufferId(bound_uniform_buffer.get()));
}
}
void ContextState::RestoreRenderbufferBindings() {
// Require Renderbuffer rebind.
bound_renderbuffer_valid = false;
}
void ContextState::RestoreProgramBindings() const {
glUseProgram(current_program.get() ? current_program->service_id() : 0);
}
void ContextState::RestoreActiveTexture() const {
glActiveTexture(GL_TEXTURE0 + active_texture_unit);
}
void ContextState::RestoreAllTextureUnitBindings(
const ContextState* prev_state) const {
// Restore Texture state.
for (size_t ii = 0; ii < texture_units.size(); ++ii) {
RestoreTextureUnitBindings(ii, prev_state);
}
RestoreActiveTexture();
}
void ContextState::RestoreActiveTextureUnitBinding(unsigned int target) const {
DCHECK_LT(active_texture_unit, texture_units.size());
const TextureUnit& texture_unit = texture_units[active_texture_unit];
if (TargetIsSupported(feature_info_, target))
glBindTexture(target, GetServiceId(texture_unit, target));
}
void ContextState::RestoreVertexAttribValues() const {
for (size_t attrib = 0; attrib < vertex_attrib_manager->num_attribs();
++attrib) {
switch (attrib_values[attrib].type()) {
case Vec4::kFloat:
{
GLfloat v[4];
attrib_values[attrib].GetValues(v);
glVertexAttrib4fv(attrib, v);
}
break;
case Vec4::kInt:
{
GLint v[4];
attrib_values[attrib].GetValues(v);
glVertexAttribI4iv(attrib, v);
}
break;
case Vec4::kUInt:
{
GLuint v[4];
attrib_values[attrib].GetValues(v);
glVertexAttribI4uiv(attrib, v);
}
break;
}
}
}
void ContextState::RestoreVertexAttribArrays(
const scoped_refptr<VertexAttribManager> attrib_manager) const {
// This is expected to be called only for VAO with service_id 0,
// either to restore the default VAO or a virtual VAO with service_id 0.
GLuint vao_service_id = attrib_manager->service_id();
DCHECK(vao_service_id == 0);
// Bind VAO if supported.
if (feature_info_->feature_flags().native_vertex_array_object)
glBindVertexArrayOES(vao_service_id);
// Restore vertex attrib arrays.
for (size_t attrib_index = 0; attrib_index < attrib_manager->num_attribs();
++attrib_index) {
const VertexAttrib* attrib = attrib_manager->GetVertexAttrib(attrib_index);
// Restore vertex array.
Buffer* buffer = attrib->buffer();
GLuint buffer_service_id = buffer ? buffer->service_id() : 0;
glBindBuffer(GL_ARRAY_BUFFER, buffer_service_id);
const void* ptr = reinterpret_cast<const void*>(attrib->offset());
glVertexAttribPointer(attrib_index,
attrib->size(),
attrib->type(),
attrib->normalized(),
attrib->gl_stride(),
ptr);
// Restore attrib divisor if supported.
if (feature_info_->feature_flags().angle_instanced_arrays)
glVertexAttribDivisorANGLE(attrib_index, attrib->divisor());
// Never touch vertex attribute 0's state (in particular, never
// disable it) when running on desktop GL because it will never be
// re-enabled.
if (attrib_index != 0 ||
gfx::GetGLImplementation() == gfx::kGLImplementationEGLGLES2) {
if (attrib->enabled()) {
glEnableVertexAttribArray(attrib_index);
} else {
glDisableVertexAttribArray(attrib_index);
}
}
}
}
void ContextState::RestoreVertexAttribs() const {
// Restore Vertex Attrib Arrays
// TODO: This if should not be needed. RestoreState is getting called
// before GLES2Decoder::Initialize which is a bug.
if (vertex_attrib_manager.get()) {
// Restore VAOs.
if (feature_info_->feature_flags().native_vertex_array_object) {
// If default VAO is still using shared id 0 instead of unique ids
// per-context, default VAO state must be restored.
GLuint default_vao_service_id =
default_vertex_attrib_manager->service_id();
if (default_vao_service_id == 0)
RestoreVertexAttribArrays(default_vertex_attrib_manager);
// Restore the current VAO binding, unless it's the same as the
// default above.
GLuint curr_vao_service_id = vertex_attrib_manager->service_id();
if (curr_vao_service_id != 0)
glBindVertexArrayOES(curr_vao_service_id);
} else {
// If native VAO isn't supported, emulated VAOs are used.
// Restore to the currently bound VAO.
RestoreVertexAttribArrays(vertex_attrib_manager);
}
}
// glVertexAttrib4fv aren't part of VAO state and must be restored.
RestoreVertexAttribValues();
}
void ContextState::RestoreGlobalState(const ContextState* prev_state) const {
InitCapabilities(prev_state);
InitState(prev_state);
}
void ContextState::RestoreState(const ContextState* prev_state) {
RestoreAllTextureUnitBindings(prev_state);
RestoreVertexAttribs();
RestoreBufferBindings();
RestoreRenderbufferBindings();
RestoreProgramBindings();
RestoreGlobalState(prev_state);
}
ErrorState* ContextState::GetErrorState() {
return error_state_.get();
}
void ContextState::EnableDisable(GLenum pname, bool enable) const {
if (pname == GL_PRIMITIVE_RESTART_FIXED_INDEX) {
if (feature_info_->feature_flags().emulate_primitive_restart_fixed_index)
pname = GL_PRIMITIVE_RESTART;
}
if (enable) {
glEnable(pname);
} else {
glDisable(pname);
}
}
void ContextState::SetBoundBuffer(GLenum target, Buffer* buffer) {
switch (target) {
case GL_ARRAY_BUFFER:
bound_array_buffer = buffer;
break;
case GL_ELEMENT_ARRAY_BUFFER:
vertex_attrib_manager->SetElementArrayBuffer(buffer);
break;
case GL_COPY_READ_BUFFER:
bound_copy_read_buffer = buffer;
break;
case GL_COPY_WRITE_BUFFER:
bound_copy_write_buffer = buffer;
break;
case GL_PIXEL_PACK_BUFFER:
bound_pixel_pack_buffer = buffer;
break;
case GL_PIXEL_UNPACK_BUFFER:
bound_pixel_unpack_buffer = buffer;
break;
case GL_TRANSFORM_FEEDBACK_BUFFER:
bound_transform_feedback_buffer = buffer;
break;
case GL_UNIFORM_BUFFER:
bound_uniform_buffer = buffer;
break;
default:
NOTREACHED();
break;
}
}
void ContextState::RemoveBoundBuffer(Buffer* buffer) {
DCHECK(buffer);
vertex_attrib_manager->Unbind(buffer);
if (bound_array_buffer.get() == buffer) {
bound_array_buffer = nullptr;
}
if (bound_copy_read_buffer.get() == buffer) {
bound_copy_read_buffer = nullptr;
}
if (bound_copy_write_buffer.get() == buffer) {
bound_copy_write_buffer = nullptr;
}
if (bound_pixel_pack_buffer.get() == buffer) {
bound_pixel_pack_buffer = nullptr;
}
if (bound_pixel_unpack_buffer.get() == buffer) {
bound_pixel_unpack_buffer = nullptr;
}
if (bound_transform_feedback_buffer.get() == buffer) {
bound_transform_feedback_buffer = nullptr;
}
if (bound_uniform_buffer.get() == buffer) {
bound_uniform_buffer = nullptr;
}
}
void ContextState::UnbindTexture(TextureRef* texture) {
GLuint active_unit = active_texture_unit;
for (size_t jj = 0; jj < texture_units.size(); ++jj) {
TextureUnit& unit = texture_units[jj];
if (unit.bound_texture_2d.get() == texture) {
unit.bound_texture_2d = NULL;
if (active_unit != jj) {
glActiveTexture(GL_TEXTURE0 + jj);
active_unit = jj;
}
glBindTexture(GL_TEXTURE_2D, 0);
} else if (unit.bound_texture_cube_map.get() == texture) {
unit.bound_texture_cube_map = NULL;
if (active_unit != jj) {
glActiveTexture(GL_TEXTURE0 + jj);
active_unit = jj;
}
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
} else if (unit.bound_texture_external_oes.get() == texture) {
unit.bound_texture_external_oes = NULL;
if (active_unit != jj) {
glActiveTexture(GL_TEXTURE0 + jj);
active_unit = jj;
}
glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
} else if (unit.bound_texture_3d.get() == texture) {
unit.bound_texture_3d = NULL;
if (active_unit != jj) {
glActiveTexture(GL_TEXTURE0 + jj);
active_unit = jj;
}
glBindTexture(GL_TEXTURE_3D, 0);
} else if (unit.bound_texture_2d_array.get() == texture) {
unit.bound_texture_2d_array = NULL;
if (active_unit != jj) {
glActiveTexture(GL_TEXTURE0 + jj);
active_unit = jj;
}
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
}
}
if (active_unit != active_texture_unit) {
glActiveTexture(GL_TEXTURE0 + active_texture_unit);
}
}
// Include the auto-generated part of this file. 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 "gpu/command_buffer/service/context_state_impl_autogen.h"
} // namespace gles2
} // namespace gpu
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