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/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGpuGL_DEFINED
#define GrGpuGL_DEFINED
#include "GrGpu.h"
#include "GrGLIndexBuffer.h"
#include "GrGLIRect.h"
#include "GrGLStencilBuffer.h"
#include "GrGLTexture.h"
#include "GrGLVertexBuffer.h"
#include "SkString.h"
class GrGpuGL : public GrGpu {
public:
virtual ~GrGpuGL();
const GrGLInterface* glInterface() const { return fGL; }
GrGLBinding glBinding() const { return fGLBinding; }
GrGLVersion glVersion() const { return fGLVersion; }
protected:
GrGpuGL(const GrGLInterface* glInterface, GrGLBinding glBinding);
struct {
size_t fVertexOffset;
GrVertexLayout fVertexLayout;
const GrVertexBuffer* fVertexBuffer;
const GrIndexBuffer* fIndexBuffer;
bool fArrayPtrsDirty;
} fHWGeometryState;
struct AAState {
bool fMSAAEnabled;
bool fSmoothLineEnabled;
} fHWAAState;
DrState fHWDrawState;
bool fHWStencilClip;
// As flush of GL state proceeds it updates fHDrawState
// to reflect the new state. Later parts of the state flush
// may perform cascaded changes but cannot refer to fHWDrawState.
// These code paths can refer to the dirty flags. Subclass should
// call resetDirtyFlags after its flush is complete
struct {
bool fRenderTargetChanged : 1;
int fTextureChangedMask;
} fDirtyFlags;
GR_STATIC_ASSERT(8 * sizeof(int) >= kNumStages);
// clears the dirty flags
void resetDirtyFlags();
// last scissor / viewport scissor state seen by the GL.
struct {
bool fScissorEnabled;
GrGLIRect fScissorRect;
GrGLIRect fViewportRect;
} fHWBounds;
// GrGpu overrides
virtual void resetContext();
virtual GrTexture* onCreateTexture(const GrTextureDesc& desc,
const void* srcData,
size_t rowBytes);
virtual GrVertexBuffer* onCreateVertexBuffer(uint32_t size,
bool dynamic);
virtual GrIndexBuffer* onCreateIndexBuffer(uint32_t size,
bool dynamic);
virtual GrResource* onCreatePlatformSurface(const GrPlatformSurfaceDesc& desc);
virtual bool createStencilBufferForRenderTarget(GrRenderTarget* rt,
int width, int height);
virtual bool attachStencilBufferToRenderTarget(GrStencilBuffer* sb,
GrRenderTarget* rt);
virtual void onClear(const GrIRect* rect, GrColor color);
virtual void onForceRenderTargetFlush();
virtual bool onReadPixels(GrRenderTarget* target,
int left, int top, int width, int height,
GrPixelConfig, void* buffer);
virtual void onGpuDrawIndexed(GrPrimitiveType type,
uint32_t startVertex,
uint32_t startIndex,
uint32_t vertexCount,
uint32_t indexCount);
virtual void onGpuDrawNonIndexed(GrPrimitiveType type,
uint32_t vertexCount,
uint32_t numVertices);
virtual void flushScissor(const GrIRect* rect);
virtual void clearStencil();
virtual void clearStencilClip(const GrIRect& rect, bool insideClip);
virtual int getMaxEdges() const;
// binds texture unit in GL
void setTextureUnit(int unitIdx);
// binds appropriate vertex and index buffers, also returns any extra
// extra verts or indices to offset by.
void setBuffers(bool indexed,
int* extraVertexOffset,
int* extraIndexOffset);
// flushes state that is common to fixed and programmable GL
// dither
// line smoothing
// texture binding
// sampler state (filtering, tiling)
// FBO binding
// line width
bool flushGLStateCommon(GrPrimitiveType type);
// subclass should call this to flush the blend state
void flushBlend(GrPrimitiveType type,
GrBlendCoeff srcCoeff,
GrBlendCoeff dstCoeff);
bool hasExtension(const char* ext) {
return GrGLHasExtensionFromString(ext, fExtensionString.c_str());
}
// adjusts texture matrix to account for orientation, size, and npotness
static void AdjustTextureMatrix(const GrGLTexture* texture,
GrSamplerState::SampleMode mode,
GrMatrix* matrix);
// subclass may try to take advantage of identity tex matrices.
// This helper determines if matrix will be identity after all
// adjustments are applied.
static bool TextureMatrixIsIdentity(const GrGLTexture* texture,
const GrSamplerState& sampler);
static bool BlendCoeffReferencesConstant(GrBlendCoeff coeff);
private:
// determines valid stencil formats
void setupStencilFormats();
// notify callbacks to update state tracking when related
// objects are bound to GL or deleted outside of the class
void notifyVertexBufferBind(const GrGLVertexBuffer* buffer);
void notifyVertexBufferDelete(const GrGLVertexBuffer* buffer);
void notifyIndexBufferBind(const GrGLIndexBuffer* buffer);
void notifyIndexBufferDelete(const GrGLIndexBuffer* buffer);
void notifyTextureDelete(GrGLTexture* texture);
void notifyRenderTargetDelete(GrRenderTarget* renderTarget);
void setSpareTextureUnit();
// bound is region that may be modified and therefore has to be resolved.
// NULL means whole target. Can be an empty rect.
void flushRenderTarget(const GrIRect* bound);
void flushStencil();
void flushAAState(GrPrimitiveType type);
void resolveRenderTarget(GrGLRenderTarget* texture);
bool canBeTexture(GrPixelConfig config,
GrGLenum* internalFormat,
GrGLenum* format,
GrGLenum* type);
// helpers for onCreateTexture
void allocateAndUploadTexData(const GrGLTexture::Desc& desc,
GrGLenum internalFormat,
const void* data,
size_t rowBytes);
bool createRenderTargetObjects(int width, int height,
GrGLuint texID,
GrGLRenderTarget::Desc* desc);
bool fboInternalFormat(GrPixelConfig config, GrGLenum* format);
friend class GrGLVertexBuffer;
friend class GrGLIndexBuffer;
friend class GrGLTexture;
friend class GrGLRenderTarget;
// read these once at begining and then never again
SkString fExtensionString;
GrGLVersion fGLVersion;
SkTArray<GrGLStencilBuffer::Format, true> fStencilFormats;
// we want to clear stencil buffers when they are created. We want to clear
// the entire buffer even if it is larger than the color attachment. We
// attach it to this fbo with no color attachment to do the initial clear.
GrGLuint fStencilClearFBO;
bool fHWBlendDisabled;
GrGLuint fAASamples[4];
enum {
kNone_MSFBO = 0, //<! no support for MSAA FBOs
kDesktopARB_MSFBO,//<! GL3.0-style MSAA FBO (GL_ARB_framebuffer_object)
kDesktopEXT_MSFBO,//<! earlier GL_EXT_framebuffer* extensions
kAppleES_MSFBO, //<! GL_APPLE_framebuffer_multisample ES extension
} fMSFBOType;
// Do we have stencil wrap ops.
bool fHasStencilWrap;
// The maximum number of fragment uniform vectors (GLES has min. 16).
int fMaxFragmentUniformVectors;
// ES requires an extension to support RGBA8 in RenderBufferStorage
bool fRGBA8Renderbuffer;
int fActiveTextureUnitIdx;
// we record what stencil format worked last time to hopefully exit early
// from our loop that tries stencil formats and calls check fb status.
int fLastSuccessfulStencilFmtIdx;
const GrGLInterface* fGL;
GrGLBinding fGLBinding;
typedef GrGpu INHERITED;
};
#endif