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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.
//
// RendererGL.cpp: Implements the class methods for RendererGL.
#include "libANGLE/renderer/gl/RendererGL.h"
#include <EGL/eglext.h>
#include "common/debug.h"
#include "libANGLE/AttributeMap.h"
#include "libANGLE/Data.h"
#include "libANGLE/Surface.h"
#include "libANGLE/renderer/gl/BlitGL.h"
#include "libANGLE/renderer/gl/BufferGL.h"
#include "libANGLE/renderer/gl/CompilerGL.h"
#include "libANGLE/renderer/gl/FenceNVGL.h"
#include "libANGLE/renderer/gl/FenceSyncGL.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/RenderbufferGL.h"
#include "libANGLE/renderer/gl/ShaderGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
#include "libANGLE/renderer/gl/SurfaceGL.h"
#include "libANGLE/renderer/gl/TextureGL.h"
#include "libANGLE/renderer/gl/TransformFeedbackGL.h"
#include "libANGLE/renderer/gl/VertexArrayGL.h"
#include "libANGLE/renderer/gl/renderergl_utils.h"
#ifndef NDEBUG
static void INTERNAL_GL_APIENTRY LogGLDebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length,
const GLchar *message, const void *userParam)
{
std::string sourceText;
switch (source)
{
case GL_DEBUG_SOURCE_API: sourceText = "OpenGL"; break;
case GL_DEBUG_SOURCE_WINDOW_SYSTEM: sourceText = "Windows"; break;
case GL_DEBUG_SOURCE_SHADER_COMPILER: sourceText = "Shader Compiler"; break;
case GL_DEBUG_SOURCE_THIRD_PARTY: sourceText = "Third Party"; break;
case GL_DEBUG_SOURCE_APPLICATION: sourceText = "Application"; break;
case GL_DEBUG_SOURCE_OTHER: sourceText = "Other"; break;
default: sourceText = "UNKNOWN"; break;
}
std::string typeText;
switch (type)
{
case GL_DEBUG_TYPE_ERROR: typeText = "Error"; break;
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR: typeText = "Deprecated behavior"; break;
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR: typeText = "Undefined behavior"; break;
case GL_DEBUG_TYPE_PORTABILITY: typeText = "Portability"; break;
case GL_DEBUG_TYPE_PERFORMANCE: typeText = "Performance"; break;
case GL_DEBUG_TYPE_OTHER: typeText = "Other"; break;
case GL_DEBUG_TYPE_MARKER: typeText = "Marker"; break;
default: typeText = "UNKNOWN"; break;
}
std::string severityText;
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH: severityText = "High"; break;
case GL_DEBUG_SEVERITY_MEDIUM: severityText = "Medium"; break;
case GL_DEBUG_SEVERITY_LOW: severityText = "Low"; break;
case GL_DEBUG_SEVERITY_NOTIFICATION: severityText = "Notification"; break;
default: severityText = "UNKNOWN"; break;
}
ERR("\n\tSource: %s\n\tType: %s\n\tID: %d\n\tSeverity: %s\n\tMessage: %s", sourceText.c_str(), typeText.c_str(), id,
severityText.c_str(), message);
}
#endif
namespace rx
{
RendererGL::RendererGL(const FunctionsGL *functions, const egl::AttributeMap &attribMap)
: Renderer(),
mMaxSupportedESVersion(0, 0),
mFunctions(functions),
mStateManager(nullptr),
mBlitter(nullptr),
mSkipDrawCalls(false)
{
ASSERT(mFunctions);
mStateManager = new StateManagerGL(mFunctions, getRendererCaps());
nativegl_gl::GenerateWorkarounds(mFunctions, &mWorkarounds);
mBlitter = new BlitGL(functions, mWorkarounds, mStateManager);
#ifndef NDEBUG
if (mFunctions->debugMessageControl && mFunctions->debugMessageCallback)
{
mFunctions->enable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
mFunctions->debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH, 0, nullptr, GL_TRUE);
mFunctions->debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM, 0, nullptr, GL_TRUE);
mFunctions->debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, nullptr, GL_FALSE);
mFunctions->debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr, GL_FALSE);
mFunctions->debugMessageCallback(&LogGLDebugMessage, nullptr);
}
#endif
EGLint deviceType = attribMap.get(EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_NONE);
if (deviceType == EGL_PLATFORM_ANGLE_DEVICE_TYPE_NULL_ANGLE)
{
mSkipDrawCalls = true;
}
}
RendererGL::~RendererGL()
{
SafeDelete(mStateManager);
SafeDelete(mBlitter);
}
gl::Error RendererGL::flush()
{
mFunctions->flush();
return gl::Error(GL_NO_ERROR);
}
gl::Error RendererGL::finish()
{
mFunctions->finish();
return gl::Error(GL_NO_ERROR);
}
gl::Error RendererGL::drawArrays(const gl::Data &data, GLenum mode, GLint first, GLsizei count)
{
gl::Error error = mStateManager->setDrawArraysState(data, first, count, 0);
if (error.isError())
{
return error;
}
if (!mSkipDrawCalls)
{
mFunctions->drawArrays(mode, first, count);
}
return gl::Error(GL_NO_ERROR);
}
gl::Error RendererGL::drawArraysInstanced(const gl::Data &data,
GLenum mode,
GLint first,
GLsizei count,
GLsizei instanceCount)
{
gl::Error error = mStateManager->setDrawArraysState(data, first, count, instanceCount);
if (error.isError())
{
return error;
}
if (!mSkipDrawCalls)
{
mFunctions->drawArraysInstanced(mode, first, count, instanceCount);
}
return gl::Error(GL_NO_ERROR);
}
gl::Error RendererGL::drawElements(const gl::Data &data,
GLenum mode,
GLsizei count,
GLenum type,
const GLvoid *indices,
const gl::RangeUI &indexRange)
{
const GLvoid *drawIndexPointer = nullptr;
gl::Error error =
mStateManager->setDrawElementsState(data, count, type, indices, 0, &drawIndexPointer);
if (error.isError())
{
return error;
}
if (!mSkipDrawCalls)
{
mFunctions->drawElements(mode, count, type, drawIndexPointer);
}
return gl::Error(GL_NO_ERROR);
}
gl::Error RendererGL::drawElementsInstanced(const gl::Data &data,
GLenum mode,
GLsizei count,
GLenum type,
const GLvoid *indices,
GLsizei instances,
const gl::RangeUI &indexRange)
{
const GLvoid *drawIndexPointer = nullptr;
gl::Error error = mStateManager->setDrawElementsState(data, count, type, indices, instances,
&drawIndexPointer);
if (error.isError())
{
return error;
}
if (!mSkipDrawCalls)
{
mFunctions->drawElementsInstanced(mode, count, type, drawIndexPointer, instances);
}
return gl::Error(GL_NO_ERROR);
}
gl::Error RendererGL::drawRangeElements(const gl::Data &data,
GLenum mode,
GLuint start,
GLuint end,
GLsizei count,
GLenum type,
const GLvoid *indices,
const gl::RangeUI &indexRange)
{
UNIMPLEMENTED();
return gl::Error(GL_NO_ERROR);
}
CompilerImpl *RendererGL::createCompiler(const gl::Data &data)
{
return new CompilerGL(data, mFunctions);
}
ShaderImpl *RendererGL::createShader(GLenum type)
{
return new ShaderGL(type, mFunctions);
}
ProgramImpl *RendererGL::createProgram(const gl::Program::Data &data)
{
return new ProgramGL(data, mFunctions, mStateManager);
}
FramebufferImpl *RendererGL::createFramebuffer(const gl::Framebuffer::Data &data)
{
return new FramebufferGL(data, mFunctions, mStateManager, false);
}
TextureImpl *RendererGL::createTexture(GLenum target)
{
return new TextureGL(target, mFunctions, mWorkarounds, mStateManager, mBlitter);
}
RenderbufferImpl *RendererGL::createRenderbuffer()
{
return new RenderbufferGL(mFunctions, mWorkarounds, mStateManager, getRendererTextureCaps());
}
BufferImpl *RendererGL::createBuffer()
{
return new BufferGL(mFunctions, mStateManager);
}
VertexArrayImpl *RendererGL::createVertexArray(const gl::VertexArray::Data &data)
{
return new VertexArrayGL(data, mFunctions, mStateManager);
}
QueryImpl *RendererGL::createQuery(GLenum type)
{
return new QueryGL(type);
}
FenceNVImpl *RendererGL::createFenceNV()
{
return new FenceNVGL(mFunctions);
}
FenceSyncImpl *RendererGL::createFenceSync()
{
return new FenceSyncGL(mFunctions);
}
TransformFeedbackImpl *RendererGL::createTransformFeedback()
{
return new TransformFeedbackGL();
}
void RendererGL::insertEventMarker(GLsizei, const char *)
{
UNREACHABLE();
}
void RendererGL::pushGroupMarker(GLsizei, const char *)
{
UNREACHABLE();
}
void RendererGL::popGroupMarker()
{
UNREACHABLE();
}
void RendererGL::notifyDeviceLost()
{
UNIMPLEMENTED();
}
bool RendererGL::isDeviceLost() const
{
UNIMPLEMENTED();
return bool();
}
bool RendererGL::testDeviceLost()
{
UNIMPLEMENTED();
return bool();
}
bool RendererGL::testDeviceResettable()
{
UNIMPLEMENTED();
return bool();
}
VendorID RendererGL::getVendorId() const
{
UNIMPLEMENTED();
return VendorID();
}
std::string RendererGL::getVendorString() const
{
return std::string(reinterpret_cast<const char*>(mFunctions->getString(GL_VENDOR)));
}
std::string RendererGL::getRendererDescription() const
{
std::string nativeVendorString(reinterpret_cast<const char*>(mFunctions->getString(GL_VENDOR)));
std::string nativeRendererString(reinterpret_cast<const char*>(mFunctions->getString(GL_RENDERER)));
std::ostringstream rendererString;
rendererString << nativeVendorString << " " << nativeRendererString << " OpenGL";
if (mFunctions->standard == STANDARD_GL_ES)
{
rendererString << " ES";
}
rendererString << " " << mFunctions->version.major << "." << mFunctions->version.minor;
if (mFunctions->standard == STANDARD_GL_DESKTOP)
{
// Some drivers (NVIDIA) use a profile mask of 0 when in compatibility profile.
if ((mFunctions->profile & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0 ||
(mFunctions->isAtLeastGL(gl::Version(3, 2)) && mFunctions->profile == 0))
{
rendererString << " compatibility";
}
else if ((mFunctions->profile & GL_CONTEXT_CORE_PROFILE_BIT) != 0)
{
rendererString << " core";
}
}
return rendererString.str();
}
const gl::Version &RendererGL::getMaxSupportedESVersion() const
{
// Force generation of caps
getRendererCaps();
return mMaxSupportedESVersion;
}
void RendererGL::generateCaps(gl::Caps *outCaps, gl::TextureCapsMap* outTextureCaps,
gl::Extensions *outExtensions,
gl::Limitations * /* outLimitations */) const
{
nativegl_gl::GenerateCaps(mFunctions, outCaps, outTextureCaps, outExtensions, &mMaxSupportedESVersion);
}
void RendererGL::syncState(const gl::State &state, const gl::State::DirtyBits &dirtyBits)
{
mStateManager->syncState(state, dirtyBits);
}
}