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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 "GrBinHashKey.h"
#include "GrDrawState.h"
#include "GrGLContext.h"
#include "GrGLIRect.h"
#include "GrGLIndexBuffer.h"
#include "GrGLProgram.h"
#include "GrGLStencilBuffer.h"
#include "GrGLTexture.h"
#include "GrGLVertexArray.h"
#include "GrGLVertexBuffer.h"
#include "GrGpu.h"
#include "GrTHashTable.h"
#include "SkTypes.h"
#ifdef SK_DEVELOPER
#define PROGRAM_CACHE_STATS
#endif
class GrGpuGL : public GrGpu {
public:
GrGpuGL(const GrGLContext& ctx, GrContext* context);
virtual ~GrGpuGL();
const GrGLContext& glContext() const { return fGLContext; }
const GrGLInterface* glInterface() const { return fGLContext.interface(); }
const GrGLContextInfo& ctxInfo() const { return fGLContext.info(); }
GrGLBinding glBinding() const { return fGLContext.info().binding(); }
GrGLVersion glVersion() const { return fGLContext.info().version(); }
GrGLSLGeneration glslGeneration() const { return fGLContext.info().glslGeneration(); }
// Used by GrGLProgram and GrGLTexGenProgramEffects to configure OpenGL state.
void bindTexture(int unitIdx, const GrTextureParams& params, GrGLTexture* texture);
void setProjectionMatrix(const SkMatrix& matrix,
const SkISize& renderTargetSize,
GrSurfaceOrigin renderTargetOrigin);
enum TexGenComponents {
kS_TexGenComponents = 1,
kST_TexGenComponents = 2,
kSTR_TexGenComponents = 3
};
void enableTexGen(int unitIdx, TexGenComponents, const GrGLfloat* coefficients);
void enableTexGen(int unitIdx, TexGenComponents, const SkMatrix& matrix);
void flushTexGenSettings(int numUsedTexCoordSets);
bool shouldUseFixedFunctionTexturing() const {
return this->glCaps().fixedFunctionSupport() &&
this->glCaps().pathRenderingSupport();
}
bool programUnitTest(int maxStages);
// GrGpu overrides
virtual GrPixelConfig preferredReadPixelsConfig(GrPixelConfig readConfig,
GrPixelConfig surfaceConfig) const SK_OVERRIDE;
virtual GrPixelConfig preferredWritePixelsConfig(GrPixelConfig writeConfig,
GrPixelConfig surfaceConfig) const SK_OVERRIDE;
virtual bool canWriteTexturePixels(const GrTexture*, GrPixelConfig srcConfig) const SK_OVERRIDE;
virtual bool readPixelsWillPayForYFlip(
GrRenderTarget* renderTarget,
int left, int top,
int width, int height,
GrPixelConfig config,
size_t rowBytes) const SK_OVERRIDE;
virtual bool fullReadPixelsIsFasterThanPartial() const SK_OVERRIDE;
virtual void initCopySurfaceDstDesc(const GrSurface* src, GrTextureDesc* desc) SK_OVERRIDE;
virtual void abandonResources() SK_OVERRIDE;
const GrGLCaps& glCaps() const { return *fGLContext.info().caps(); }
// These functions should be used to bind GL objects. They track the GL state and skip redundant
// bindings. Making the equivalent glBind calls directly will confuse the state tracking.
void bindVertexArray(GrGLuint id) {
fHWGeometryState.setVertexArrayID(this, id);
}
void bindIndexBufferAndDefaultVertexArray(GrGLuint id) {
fHWGeometryState.setIndexBufferIDOnDefaultVertexArray(this, id);
}
void bindVertexBuffer(GrGLuint id) {
fHWGeometryState.setVertexBufferID(this, id);
}
// These callbacks update state tracking when GL objects are deleted. They are called from
// GrGLResource onRelease functions.
void notifyVertexArrayDelete(GrGLuint id) {
fHWGeometryState.notifyVertexArrayDelete(id);
}
void notifyVertexBufferDelete(GrGLuint id) {
fHWGeometryState.notifyVertexBufferDelete(id);
}
void notifyIndexBufferDelete(GrGLuint id) {
fHWGeometryState.notifyIndexBufferDelete(id);
}
void notifyTextureDelete(GrGLTexture* texture);
void notifyRenderTargetDelete(GrRenderTarget* renderTarget);
protected:
virtual bool onCopySurface(GrSurface* dst,
GrSurface* src,
const SkIRect& srcRect,
const SkIPoint& dstPoint) SK_OVERRIDE;
virtual bool onCanCopySurface(GrSurface* dst,
GrSurface* src,
const SkIRect& srcRect,
const SkIPoint& dstPoint) SK_OVERRIDE;
private:
// GrGpu overrides
virtual void onResetContext(uint32_t resetBits) SK_OVERRIDE;
virtual GrTexture* onCreateTexture(const GrTextureDesc& desc,
const void* srcData,
size_t rowBytes) SK_OVERRIDE;
virtual GrVertexBuffer* onCreateVertexBuffer(size_t size, bool dynamic) SK_OVERRIDE;
virtual GrIndexBuffer* onCreateIndexBuffer(size_t size, bool dynamic) SK_OVERRIDE;
virtual GrPath* onCreatePath(const SkPath&, const SkStrokeRec&) SK_OVERRIDE;
virtual GrTexture* onWrapBackendTexture(const GrBackendTextureDesc&) SK_OVERRIDE;
virtual GrRenderTarget* onWrapBackendRenderTarget(const GrBackendRenderTargetDesc&) SK_OVERRIDE;
virtual bool createStencilBufferForRenderTarget(GrRenderTarget* rt,
int width,
int height) SK_OVERRIDE;
virtual bool attachStencilBufferToRenderTarget(
GrStencilBuffer* sb,
GrRenderTarget* rt) SK_OVERRIDE;
virtual void onClear(const SkIRect* rect, GrColor color, bool canIgnoreRect) SK_OVERRIDE;
virtual void onForceRenderTargetFlush() SK_OVERRIDE;
virtual bool onReadPixels(GrRenderTarget* target,
int left, int top,
int width, int height,
GrPixelConfig,
void* buffer,
size_t rowBytes) SK_OVERRIDE;
virtual bool onWriteTexturePixels(GrTexture* texture,
int left, int top, int width, int height,
GrPixelConfig config, const void* buffer,
size_t rowBytes) SK_OVERRIDE;
virtual void onResolveRenderTarget(GrRenderTarget* target) SK_OVERRIDE;
virtual void onGpuDraw(const DrawInfo&) SK_OVERRIDE;
virtual void onGpuStencilPath(const GrPath*, SkPath::FillType) SK_OVERRIDE;
virtual void onGpuDrawPath(const GrPath*, SkPath::FillType) SK_OVERRIDE;
virtual void clearStencil() SK_OVERRIDE;
virtual void clearStencilClip(const SkIRect& rect,
bool insideClip) SK_OVERRIDE;
virtual bool flushGraphicsState(DrawType, const GrDeviceCoordTexture* dstCopy) SK_OVERRIDE;
// binds texture unit in GL
void setTextureUnit(int unitIdx);
// Sets up vertex attribute pointers and strides. On return indexOffsetInBytes gives the offset
// an into the index buffer. It does not account for drawInfo.startIndex() but rather the start
// index is relative to the returned offset.
void setupGeometry(const DrawInfo& info, size_t* indexOffsetInBytes);
// Subclasses should call this to flush the blend state.
// The params should be the final coefficients to apply
// (after any blending optimizations or dual source blending considerations
// have been accounted for).
void flushBlend(bool isLines, GrBlendCoeff srcCoeff, GrBlendCoeff dstCoeff);
bool hasExtension(const char* ext) const { return fGLContext.info().hasExtension(ext); }
static bool BlendCoeffReferencesConstant(GrBlendCoeff coeff);
class ProgramCache : public ::SkNoncopyable {
public:
ProgramCache(GrGpuGL* gpu);
~ProgramCache();
void abandon();
GrGLProgram* getProgram(const GrGLProgramDesc& desc,
const GrEffectStage* colorStages[],
const GrEffectStage* coverageStages[]);
private:
enum {
// We may actually have kMaxEntries+1 shaders in the GL context because we create a new
// shader before evicting from the cache.
kMaxEntries = 32,
kHashBits = 6,
};
struct Entry;
struct ProgDescLess;
// binary search for entry matching desc. returns index into fEntries that matches desc or ~
// of the index of where it should be inserted.
int search(const GrGLProgramDesc& desc) const;
// sorted array of all the entries
Entry* fEntries[kMaxEntries];
// hash table based on lowest kHashBits bits of the program key. Used to avoid binary
// searching fEntries.
Entry* fHashTable[1 << kHashBits];
int fCount;
unsigned int fCurrLRUStamp;
GrGpuGL* fGpu;
#ifdef PROGRAM_CACHE_STATS
int fTotalRequests;
int fCacheMisses;
int fHashMisses; // cache hit but hash table missed
#endif
};
// flushes dithering, color-mask, and face culling stat
void flushMiscFixedFunctionState();
// flushes the scissor. see the note on flushBoundTextureAndParams about
// flushing the scissor after that function is called.
void flushScissor();
void initFSAASupport();
// determines valid stencil formats
void initStencilFormats();
// sets a texture unit to use for texture operations other than binding a texture to a program.
// ensures that such operations don't negatively interact with tracking bound textures.
void setScratchTextureUnit();
// 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 SkIRect* bound);
void flushStencil(DrawType);
void flushAAState(DrawType);
void flushPathStencilSettings(SkPath::FillType fill);
bool configToGLFormats(GrPixelConfig config,
bool getSizedInternal,
GrGLenum* internalFormat,
GrGLenum* externalFormat,
GrGLenum* externalType);
// helper for onCreateTexture and writeTexturePixels
bool uploadTexData(const GrGLTexture::Desc& desc,
bool isNewTexture,
int left, int top, int width, int height,
GrPixelConfig dataConfig,
const void* data,
size_t rowBytes);
bool createRenderTargetObjects(int width, int height,
GrGLuint texID,
GrGLRenderTarget::Desc* desc);
GrGLContext fGLContext;
// GL program-related state
ProgramCache* fProgramCache;
SkAutoTUnref<GrGLProgram> fCurrentProgram;
///////////////////////////////////////////////////////////////////////////
///@name Caching of GL State
///@{
int fHWActiveTextureUnitIdx;
GrGLuint fHWProgramID;
GrGLProgram::SharedGLState fSharedGLProgramState;
enum TriState {
kNo_TriState,
kYes_TriState,
kUnknown_TriState
};
// last scissor / viewport scissor state seen by the GL.
struct {
TriState fEnabled;
GrGLIRect fRect;
void invalidate() {
fEnabled = kUnknown_TriState;
fRect.invalidate();
}
} fHWScissorSettings;
GrGLIRect fHWViewport;
/**
* Tracks bound vertex and index buffers and vertex attrib array state.
*/
class HWGeometryState {
public:
HWGeometryState() { fVBOVertexArray = NULL; this->invalidate(); }
~HWGeometryState() { SkSafeUnref(fVBOVertexArray); }
void invalidate() {
fBoundVertexArrayIDIsValid = false;
fBoundVertexBufferIDIsValid = false;
fDefaultVertexArrayBoundIndexBufferID = false;
fDefaultVertexArrayBoundIndexBufferIDIsValid = false;
fDefaultVertexArrayAttribState.invalidate();
if (NULL != fVBOVertexArray) {
fVBOVertexArray->invalidateCachedState();
}
}
void notifyVertexArrayDelete(GrGLuint id) {
if (fBoundVertexArrayIDIsValid && fBoundVertexArrayID == id) {
// Does implicit bind to 0
fBoundVertexArrayID = 0;
}
}
void setVertexArrayID(GrGpuGL* gpu, GrGLuint arrayID) {
if (!gpu->glCaps().vertexArrayObjectSupport()) {
SkASSERT(0 == arrayID);
return;
}
if (!fBoundVertexArrayIDIsValid || arrayID != fBoundVertexArrayID) {
GR_GL_CALL(gpu->glInterface(), BindVertexArray(arrayID));
fBoundVertexArrayIDIsValid = true;
fBoundVertexArrayID = arrayID;
}
}
void notifyVertexBufferDelete(GrGLuint id) {
if (fBoundVertexBufferIDIsValid && id == fBoundVertexBufferID) {
fBoundVertexBufferID = 0;
}
if (NULL != fVBOVertexArray) {
fVBOVertexArray->notifyVertexBufferDelete(id);
}
fDefaultVertexArrayAttribState.notifyVertexBufferDelete(id);
}
void notifyIndexBufferDelete(GrGLuint id) {
if (fDefaultVertexArrayBoundIndexBufferIDIsValid &&
id == fDefaultVertexArrayBoundIndexBufferID) {
fDefaultVertexArrayBoundIndexBufferID = 0;
}
if (NULL != fVBOVertexArray) {
fVBOVertexArray->notifyIndexBufferDelete(id);
}
}
void setVertexBufferID(GrGpuGL* gpu, GrGLuint id) {
if (!fBoundVertexBufferIDIsValid || id != fBoundVertexBufferID) {
GR_GL_CALL(gpu->glInterface(), BindBuffer(GR_GL_ARRAY_BUFFER, id));
fBoundVertexBufferIDIsValid = true;
fBoundVertexBufferID = id;
}
}
/**
* Binds the default vertex array and binds the index buffer. This is used when binding
* an index buffer in order to update it.
*/
void setIndexBufferIDOnDefaultVertexArray(GrGpuGL* gpu, GrGLuint id) {
this->setVertexArrayID(gpu, 0);
if (!fDefaultVertexArrayBoundIndexBufferIDIsValid ||
id != fDefaultVertexArrayBoundIndexBufferID) {
GR_GL_CALL(gpu->glInterface(), BindBuffer(GR_GL_ELEMENT_ARRAY_BUFFER, id));
fDefaultVertexArrayBoundIndexBufferIDIsValid = true;
fDefaultVertexArrayBoundIndexBufferID = id;
}
}
/**
* Binds the vertex array object that should be used to render from the vertex buffer.
* The vertex array is bound and its attrib array state object is returned. The vertex
* buffer is bound. The index buffer (if non-NULL) is bound to the vertex array. The
* returned GrGLAttribArrayState should be used to set vertex attribute arrays.
*/
GrGLAttribArrayState* bindArrayAndBuffersToDraw(GrGpuGL* gpu,
const GrGLVertexBuffer* vbuffer,
const GrGLIndexBuffer* ibuffer);
private:
GrGLuint fBoundVertexArrayID;
GrGLuint fBoundVertexBufferID;
bool fBoundVertexArrayIDIsValid;
bool fBoundVertexBufferIDIsValid;
GrGLuint fDefaultVertexArrayBoundIndexBufferID;
bool fDefaultVertexArrayBoundIndexBufferIDIsValid;
// We return a non-const pointer to this from bindArrayAndBuffersToDraw when vertex array 0
// is bound. However, this class is internal to GrGpuGL and this object never leaks out of
// GrGpuGL.
GrGLAttribArrayState fDefaultVertexArrayAttribState;
// This is used when we're using a core profile and the vertices are in a VBO.
GrGLVertexArray* fVBOVertexArray;
} fHWGeometryState;
struct {
GrBlendCoeff fSrcCoeff;
GrBlendCoeff fDstCoeff;
GrColor fConstColor;
bool fConstColorValid;
TriState fEnabled;
void invalidate() {
fSrcCoeff = kInvalid_GrBlendCoeff;
fDstCoeff = kInvalid_GrBlendCoeff;
fConstColorValid = false;
fEnabled = kUnknown_TriState;
}
} fHWBlendState;
struct {
TriState fMSAAEnabled;
TriState fSmoothLineEnabled;
void invalidate() {
fMSAAEnabled = kUnknown_TriState;
fSmoothLineEnabled = kUnknown_TriState;
}
} fHWAAState;
GrGLProgram::MatrixState fHWProjectionMatrixState;
GrStencilSettings fHWStencilSettings;
TriState fHWStencilTestEnabled;
GrStencilSettings fHWPathStencilSettings;
GrDrawState::DrawFace fHWDrawFace;
TriState fHWWriteToColor;
TriState fHWDitherEnabled;
GrRenderTarget* fHWBoundRenderTarget;
SkTArray<GrTexture*, true> fHWBoundTextures;
struct TexGenData {
GrGLenum fMode;
GrGLint fNumComponents;
GrGLfloat fCoefficients[3 * 3];
};
int fHWActiveTexGenSets;
SkTArray<TexGenData, true> fHWTexGenSettings;
///@}
// 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;
typedef GrGpu INHERITED;
};
#endif