1 //
2 // Copyright 2018 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6
7 // Context.inl.h: Defines inline functions of gl::Context class
8 // Has to be included after libANGLE/Context.h when using one
9 // of the defined functions
10
11 #ifndef LIBANGLE_CONTEXT_INL_H_
12 #define LIBANGLE_CONTEXT_INL_H_
13
14 #include "libANGLE/Context.h"
15 #include "libANGLE/GLES1Renderer.h"
16 #include "libANGLE/renderer/ContextImpl.h"
17
18 #define ANGLE_HANDLE_ERR(X) \
19 (void)(X); \
20 return;
21 #define ANGLE_CONTEXT_TRY(EXPR) ANGLE_TRY_TEMPLATE(EXPR, ANGLE_HANDLE_ERR)
22
23 namespace gl
24 {
25 constexpr angle::PackedEnumMap<PrimitiveMode, GLsizei> kMinimumPrimitiveCounts = {{
26 {PrimitiveMode::Points, 1},
27 {PrimitiveMode::Lines, 2},
28 {PrimitiveMode::LineLoop, 2},
29 {PrimitiveMode::LineStrip, 2},
30 {PrimitiveMode::Triangles, 3},
31 {PrimitiveMode::TriangleStrip, 3},
32 {PrimitiveMode::TriangleFan, 3},
33 {PrimitiveMode::LinesAdjacency, 2},
34 {PrimitiveMode::LineStripAdjacency, 2},
35 {PrimitiveMode::TrianglesAdjacency, 3},
36 {PrimitiveMode::TriangleStripAdjacency, 3},
37 }};
38
MarkTransformFeedbackBufferUsage(const Context * context,GLsizei count,GLsizei instanceCount)39 ANGLE_INLINE void MarkTransformFeedbackBufferUsage(const Context *context,
40 GLsizei count,
41 GLsizei instanceCount)
42 {
43 if (context->getStateCache().isTransformFeedbackActiveUnpaused())
44 {
45 TransformFeedback *transformFeedback = context->getState().getCurrentTransformFeedback();
46 transformFeedback->onVerticesDrawn(context, count, instanceCount);
47 }
48 }
49
MarkShaderStorageUsage(const Context * context)50 ANGLE_INLINE void MarkShaderStorageUsage(const Context *context)
51 {
52 for (size_t index : context->getStateCache().getActiveShaderStorageBufferIndices())
53 {
54 Buffer *buffer = context->getState().getIndexedShaderStorageBuffer(index).get();
55 if (buffer)
56 {
57 buffer->onDataChanged();
58 }
59 }
60
61 for (size_t index : context->getStateCache().getActiveImageUnitIndices())
62 {
63 const ImageUnit &imageUnit = context->getState().getImageUnit(index);
64 const Texture *texture = imageUnit.texture.get();
65 if (texture)
66 {
67 texture->onStateChange(angle::SubjectMessage::ContentsChanged);
68 }
69 }
70 }
71
72 // Return true if the draw is a no-op, else return false.
73 // If there is no active program for the vertex or fragment shader stages, the results of vertex
74 // and fragment shader execution will respectively be undefined. However, this is not
75 // an error. ANGLE will treat this as a no-op.
76 // A no-op draw occurs if the count of vertices is less than the minimum required to
77 // have a valid primitive for this mode (0 for points, 0-1 for lines, 0-2 for tris).
noopDraw(PrimitiveMode mode,GLsizei count)78 ANGLE_INLINE bool Context::noopDraw(PrimitiveMode mode, GLsizei count) const
79 {
80 // Make sure any pending link is done before checking whether draw is allowed.
81 mState.ensureNoPendingLink(this);
82
83 if (!mStateCache.getCanDraw())
84 {
85 return true;
86 }
87
88 return count < kMinimumPrimitiveCounts[mode];
89 }
90
noopMultiDraw(GLsizei drawcount)91 ANGLE_INLINE bool Context::noopMultiDraw(GLsizei drawcount) const
92 {
93 return drawcount == 0 || !mStateCache.getCanDraw();
94 }
95
syncAllDirtyBits(Command command)96 ANGLE_INLINE angle::Result Context::syncAllDirtyBits(Command command)
97 {
98 constexpr state::DirtyBits kAllDirtyBits = state::DirtyBits().set();
99 constexpr state::ExtendedDirtyBits kAllExtendedDirtyBits = state::ExtendedDirtyBits().set();
100 const state::DirtyBits dirtyBits = mState.getDirtyBits();
101 const state::ExtendedDirtyBits extendedDirtyBits = mState.getExtendedDirtyBits();
102 ANGLE_TRY(mImplementation->syncState(this, dirtyBits, kAllDirtyBits, extendedDirtyBits,
103 kAllExtendedDirtyBits, command));
104 mState.clearDirtyBits();
105 mState.clearExtendedDirtyBits();
106 return angle::Result::Continue;
107 }
108
syncDirtyBits(const state::DirtyBits bitMask,const state::ExtendedDirtyBits extendedBitMask,Command command)109 ANGLE_INLINE angle::Result Context::syncDirtyBits(const state::DirtyBits bitMask,
110 const state::ExtendedDirtyBits extendedBitMask,
111 Command command)
112 {
113 const state::DirtyBits dirtyBits = (mState.getDirtyBits() & bitMask);
114 const state::ExtendedDirtyBits extendedDirtyBits =
115 (mState.getExtendedDirtyBits() & extendedBitMask);
116 ANGLE_TRY(mImplementation->syncState(this, dirtyBits, bitMask, extendedDirtyBits,
117 extendedBitMask, command));
118 mState.clearDirtyBits(dirtyBits);
119 mState.clearExtendedDirtyBits(extendedDirtyBits);
120 return angle::Result::Continue;
121 }
122
syncDirtyObjects(const state::DirtyObjects & objectMask,Command command)123 ANGLE_INLINE angle::Result Context::syncDirtyObjects(const state::DirtyObjects &objectMask,
124 Command command)
125 {
126 return mState.syncDirtyObjects(this, objectMask, command);
127 }
128
prepareForDraw(PrimitiveMode mode)129 ANGLE_INLINE angle::Result Context::prepareForDraw(PrimitiveMode mode)
130 {
131 if (mGLES1Renderer)
132 {
133 ANGLE_TRY(mGLES1Renderer->prepareForDraw(mode, this, &mState, getMutableGLES1State()));
134 }
135
136 ANGLE_TRY(syncDirtyObjects(mDrawDirtyObjects, Command::Draw));
137 ASSERT(!isRobustResourceInitEnabled() ||
138 !mState.getDrawFramebuffer()->hasResourceThatNeedsInit());
139 return syncAllDirtyBits(Command::Draw);
140 }
141
drawArrays(PrimitiveMode mode,GLint first,GLsizei count)142 ANGLE_INLINE void Context::drawArrays(PrimitiveMode mode, GLint first, GLsizei count)
143 {
144 // No-op if count draws no primitives for given mode
145 if (noopDraw(mode, count))
146 {
147 ANGLE_CONTEXT_TRY(mImplementation->handleNoopDrawEvent());
148 return;
149 }
150
151 ANGLE_CONTEXT_TRY(prepareForDraw(mode));
152 ANGLE_CONTEXT_TRY(mImplementation->drawArrays(this, mode, first, count));
153 MarkTransformFeedbackBufferUsage(this, count, 1);
154 }
155
drawElements(PrimitiveMode mode,GLsizei count,DrawElementsType type,const void * indices)156 ANGLE_INLINE void Context::drawElements(PrimitiveMode mode,
157 GLsizei count,
158 DrawElementsType type,
159 const void *indices)
160 {
161 // No-op if count draws no primitives for given mode
162 if (noopDraw(mode, count))
163 {
164 ANGLE_CONTEXT_TRY(mImplementation->handleNoopDrawEvent());
165 return;
166 }
167
168 ANGLE_CONTEXT_TRY(prepareForDraw(mode));
169 ANGLE_CONTEXT_TRY(mImplementation->drawElements(this, mode, count, type, indices));
170 }
171
onBufferBindingChange(Context * context)172 ANGLE_INLINE void StateCache::onBufferBindingChange(Context *context)
173 {
174 updateBasicDrawStatesError();
175 updateBasicDrawElementsError();
176 }
177
bindBuffer(BufferBinding target,BufferID buffer)178 ANGLE_INLINE void Context::bindBuffer(BufferBinding target, BufferID buffer)
179 {
180 Buffer *bufferObject =
181 mState.mBufferManager->checkBufferAllocation(mImplementation.get(), buffer);
182
183 // Early return if rebinding the same buffer
184 if (bufferObject == mState.getTargetBuffer(target))
185 {
186 return;
187 }
188
189 mState.setBufferBinding(this, target, bufferObject);
190 mStateCache.onBufferBindingChange(this);
191
192 if (bufferObject)
193 {
194 bufferObject->onBind(this, target);
195 }
196 }
197
uniform1f(UniformLocation location,GLfloat x)198 ANGLE_INLINE void Context::uniform1f(UniformLocation location, GLfloat x)
199 {
200 Program *program = getActiveLinkedProgram();
201 program->getExecutable().setUniform1fv(location, 1, &x);
202 }
203
uniform1fv(UniformLocation location,GLsizei count,const GLfloat * v)204 ANGLE_INLINE void Context::uniform1fv(UniformLocation location, GLsizei count, const GLfloat *v)
205 {
206 Program *program = getActiveLinkedProgram();
207 program->getExecutable().setUniform1fv(location, count, v);
208 }
209
setUniform1iImpl(Program * program,UniformLocation location,GLsizei count,const GLint * v)210 ANGLE_INLINE void Context::setUniform1iImpl(Program *program,
211 UniformLocation location,
212 GLsizei count,
213 const GLint *v)
214 {
215 program->getExecutable().setUniform1iv(this, location, count, v);
216 }
217
uniform1i(UniformLocation location,GLint x)218 ANGLE_INLINE void Context::uniform1i(UniformLocation location, GLint x)
219 {
220 Program *program = getActiveLinkedProgram();
221 setUniform1iImpl(program, location, 1, &x);
222 }
223
uniform1iv(UniformLocation location,GLsizei count,const GLint * v)224 ANGLE_INLINE void Context::uniform1iv(UniformLocation location, GLsizei count, const GLint *v)
225 {
226 Program *program = getActiveLinkedProgram();
227 setUniform1iImpl(program, location, count, v);
228 }
229
uniform2f(UniformLocation location,GLfloat x,GLfloat y)230 ANGLE_INLINE void Context::uniform2f(UniformLocation location, GLfloat x, GLfloat y)
231 {
232 GLfloat xy[2] = {x, y};
233 Program *program = getActiveLinkedProgram();
234 program->getExecutable().setUniform2fv(location, 1, xy);
235 }
236
uniform2fv(UniformLocation location,GLsizei count,const GLfloat * v)237 ANGLE_INLINE void Context::uniform2fv(UniformLocation location, GLsizei count, const GLfloat *v)
238 {
239 Program *program = getActiveLinkedProgram();
240 program->getExecutable().setUniform2fv(location, count, v);
241 }
242
uniform2i(UniformLocation location,GLint x,GLint y)243 ANGLE_INLINE void Context::uniform2i(UniformLocation location, GLint x, GLint y)
244 {
245 GLint xy[2] = {x, y};
246 Program *program = getActiveLinkedProgram();
247 program->getExecutable().setUniform2iv(location, 1, xy);
248 }
249
uniform2iv(UniformLocation location,GLsizei count,const GLint * v)250 ANGLE_INLINE void Context::uniform2iv(UniformLocation location, GLsizei count, const GLint *v)
251 {
252 Program *program = getActiveLinkedProgram();
253 program->getExecutable().setUniform2iv(location, count, v);
254 }
255
uniform3f(UniformLocation location,GLfloat x,GLfloat y,GLfloat z)256 ANGLE_INLINE void Context::uniform3f(UniformLocation location, GLfloat x, GLfloat y, GLfloat z)
257 {
258 GLfloat xyz[3] = {x, y, z};
259 Program *program = getActiveLinkedProgram();
260 program->getExecutable().setUniform3fv(location, 1, xyz);
261 }
262
uniform3fv(UniformLocation location,GLsizei count,const GLfloat * v)263 ANGLE_INLINE void Context::uniform3fv(UniformLocation location, GLsizei count, const GLfloat *v)
264 {
265 Program *program = getActiveLinkedProgram();
266 program->getExecutable().setUniform3fv(location, count, v);
267 }
268
uniform3i(UniformLocation location,GLint x,GLint y,GLint z)269 ANGLE_INLINE void Context::uniform3i(UniformLocation location, GLint x, GLint y, GLint z)
270 {
271 GLint xyz[3] = {x, y, z};
272 Program *program = getActiveLinkedProgram();
273 program->getExecutable().setUniform3iv(location, 1, xyz);
274 }
275
uniform3iv(UniformLocation location,GLsizei count,const GLint * v)276 ANGLE_INLINE void Context::uniform3iv(UniformLocation location, GLsizei count, const GLint *v)
277 {
278 Program *program = getActiveLinkedProgram();
279 program->getExecutable().setUniform3iv(location, count, v);
280 }
281
uniform4f(UniformLocation location,GLfloat x,GLfloat y,GLfloat z,GLfloat w)282 ANGLE_INLINE void Context::uniform4f(UniformLocation location,
283 GLfloat x,
284 GLfloat y,
285 GLfloat z,
286 GLfloat w)
287 {
288 GLfloat xyzw[4] = {x, y, z, w};
289 Program *program = getActiveLinkedProgram();
290 program->getExecutable().setUniform4fv(location, 1, xyzw);
291 }
292
uniform4fv(UniformLocation location,GLsizei count,const GLfloat * v)293 ANGLE_INLINE void Context::uniform4fv(UniformLocation location, GLsizei count, const GLfloat *v)
294 {
295 Program *program = getActiveLinkedProgram();
296 program->getExecutable().setUniform4fv(location, count, v);
297 }
298
uniform4i(UniformLocation location,GLint x,GLint y,GLint z,GLint w)299 ANGLE_INLINE void Context::uniform4i(UniformLocation location, GLint x, GLint y, GLint z, GLint w)
300 {
301 GLint xyzw[4] = {x, y, z, w};
302 Program *program = getActiveLinkedProgram();
303 program->getExecutable().setUniform4iv(location, 1, xyzw);
304 }
305
uniform4iv(UniformLocation location,GLsizei count,const GLint * v)306 ANGLE_INLINE void Context::uniform4iv(UniformLocation location, GLsizei count, const GLint *v)
307 {
308 Program *program = getActiveLinkedProgram();
309 program->getExecutable().setUniform4iv(location, count, v);
310 }
311
uniform1ui(UniformLocation location,GLuint v0)312 ANGLE_INLINE void Context::uniform1ui(UniformLocation location, GLuint v0)
313 {
314 Program *program = getActiveLinkedProgram();
315 program->getExecutable().setUniform1uiv(location, 1, &v0);
316 }
317
uniform2ui(UniformLocation location,GLuint v0,GLuint v1)318 ANGLE_INLINE void Context::uniform2ui(UniformLocation location, GLuint v0, GLuint v1)
319 {
320 Program *program = getActiveLinkedProgram();
321 const GLuint xy[] = {v0, v1};
322 program->getExecutable().setUniform2uiv(location, 1, xy);
323 }
324
uniform3ui(UniformLocation location,GLuint v0,GLuint v1,GLuint v2)325 ANGLE_INLINE void Context::uniform3ui(UniformLocation location, GLuint v0, GLuint v1, GLuint v2)
326 {
327 Program *program = getActiveLinkedProgram();
328 const GLuint xyz[] = {v0, v1, v2};
329 program->getExecutable().setUniform3uiv(location, 1, xyz);
330 }
331
uniform4ui(UniformLocation location,GLuint v0,GLuint v1,GLuint v2,GLuint v3)332 ANGLE_INLINE void Context::uniform4ui(UniformLocation location,
333 GLuint v0,
334 GLuint v1,
335 GLuint v2,
336 GLuint v3)
337 {
338 Program *program = getActiveLinkedProgram();
339 const GLuint xyzw[] = {v0, v1, v2, v3};
340 program->getExecutable().setUniform4uiv(location, 1, xyzw);
341 }
342
uniform1uiv(UniformLocation location,GLsizei count,const GLuint * value)343 ANGLE_INLINE void Context::uniform1uiv(UniformLocation location, GLsizei count, const GLuint *value)
344 {
345 Program *program = getActiveLinkedProgram();
346 program->getExecutable().setUniform1uiv(location, count, value);
347 }
348
uniform2uiv(UniformLocation location,GLsizei count,const GLuint * value)349 ANGLE_INLINE void Context::uniform2uiv(UniformLocation location, GLsizei count, const GLuint *value)
350 {
351 Program *program = getActiveLinkedProgram();
352 program->getExecutable().setUniform2uiv(location, count, value);
353 }
354
uniform3uiv(UniformLocation location,GLsizei count,const GLuint * value)355 ANGLE_INLINE void Context::uniform3uiv(UniformLocation location, GLsizei count, const GLuint *value)
356 {
357 Program *program = getActiveLinkedProgram();
358 program->getExecutable().setUniform3uiv(location, count, value);
359 }
360
uniform4uiv(UniformLocation location,GLsizei count,const GLuint * value)361 ANGLE_INLINE void Context::uniform4uiv(UniformLocation location, GLsizei count, const GLuint *value)
362 {
363 Program *program = getActiveLinkedProgram();
364 program->getExecutable().setUniform4uiv(location, count, value);
365 }
366
uniformMatrix2x3fv(UniformLocation location,GLsizei count,GLboolean transpose,const GLfloat * value)367 ANGLE_INLINE void Context::uniformMatrix2x3fv(UniformLocation location,
368 GLsizei count,
369 GLboolean transpose,
370 const GLfloat *value)
371 {
372 Program *program = getActiveLinkedProgram();
373 program->getExecutable().setUniformMatrix2x3fv(location, count, transpose, value);
374 }
375
uniformMatrix3x2fv(UniformLocation location,GLsizei count,GLboolean transpose,const GLfloat * value)376 ANGLE_INLINE void Context::uniformMatrix3x2fv(UniformLocation location,
377 GLsizei count,
378 GLboolean transpose,
379 const GLfloat *value)
380 {
381 Program *program = getActiveLinkedProgram();
382 program->getExecutable().setUniformMatrix3x2fv(location, count, transpose, value);
383 }
384
uniformMatrix2x4fv(UniformLocation location,GLsizei count,GLboolean transpose,const GLfloat * value)385 ANGLE_INLINE void Context::uniformMatrix2x4fv(UniformLocation location,
386 GLsizei count,
387 GLboolean transpose,
388 const GLfloat *value)
389 {
390 Program *program = getActiveLinkedProgram();
391 program->getExecutable().setUniformMatrix2x4fv(location, count, transpose, value);
392 }
393
uniformMatrix4x2fv(UniformLocation location,GLsizei count,GLboolean transpose,const GLfloat * value)394 ANGLE_INLINE void Context::uniformMatrix4x2fv(UniformLocation location,
395 GLsizei count,
396 GLboolean transpose,
397 const GLfloat *value)
398 {
399 Program *program = getActiveLinkedProgram();
400 program->getExecutable().setUniformMatrix4x2fv(location, count, transpose, value);
401 }
402
uniformMatrix3x4fv(UniformLocation location,GLsizei count,GLboolean transpose,const GLfloat * value)403 ANGLE_INLINE void Context::uniformMatrix3x4fv(UniformLocation location,
404 GLsizei count,
405 GLboolean transpose,
406 const GLfloat *value)
407 {
408 Program *program = getActiveLinkedProgram();
409 program->getExecutable().setUniformMatrix3x4fv(location, count, transpose, value);
410 }
411
uniformMatrix4x3fv(UniformLocation location,GLsizei count,GLboolean transpose,const GLfloat * value)412 ANGLE_INLINE void Context::uniformMatrix4x3fv(UniformLocation location,
413 GLsizei count,
414 GLboolean transpose,
415 const GLfloat *value)
416 {
417 Program *program = getActiveLinkedProgram();
418 program->getExecutable().setUniformMatrix4x3fv(location, count, transpose, value);
419 }
420
421 } // namespace gl
422
423 #endif // LIBANGLE_CONTEXT_INL_H_
424