// // Copyright (c) 2014 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. // // ContextState: Container class for all GL context state, caps and objects. #ifndef LIBANGLE_CONTEXTSTATE_H_ #define LIBANGLE_CONTEXTSTATE_H_ #include "common/MemoryBuffer.h" #include "common/angleutils.h" #include "libANGLE/State.h" #include "libANGLE/Version.h" #include "libANGLE/params.h" namespace gl { class BufferManager; class ContextState; class FramebufferManager; class PathManager; class ProgramPipelineManager; class RenderbufferManager; class SamplerManager; class ShaderProgramManager; class SyncManager; class TextureManager; class ValidationContext; static constexpr Version ES_2_0 = Version(2, 0); static constexpr Version ES_3_0 = Version(3, 0); static constexpr Version ES_3_1 = Version(3, 1); using ContextID = uintptr_t; class ContextState final : angle::NonCopyable { public: ContextState(ContextID context, const ContextState *shareContextState, TextureManager *shareTextures, const Version &clientVersion, State *state, const Caps &caps, const TextureCapsMap &textureCaps, const Extensions &extensions, const Limitations &limitations); ~ContextState(); ContextID getContextID() const { return mContext; } GLint getClientMajorVersion() const { return mClientVersion.major; } GLint getClientMinorVersion() const { return mClientVersion.minor; } const Version &getClientVersion() const { return mClientVersion; } const State &getState() const { return *mState; } const Caps &getCaps() const { return mCaps; } const TextureCapsMap &getTextureCaps() const { return mTextureCaps; } const Extensions &getExtensions() const { return mExtensions; } const Limitations &getLimitations() const { return mLimitations; } const TextureCaps &getTextureCap(GLenum internalFormat) const; bool usingDisplayTextureShareGroup() const; bool isWebGL() const; bool isWebGL1() const; private: friend class Context; friend class ValidationContext; Version mClientVersion; ContextID mContext; State *mState; const Caps &mCaps; const TextureCapsMap &mTextureCaps; const Extensions &mExtensions; const Limitations &mLimitations; BufferManager *mBuffers; ShaderProgramManager *mShaderPrograms; TextureManager *mTextures; RenderbufferManager *mRenderbuffers; SamplerManager *mSamplers; SyncManager *mSyncs; PathManager *mPaths; FramebufferManager *mFramebuffers; ProgramPipelineManager *mPipelines; }; class ValidationContext : angle::NonCopyable { public: ValidationContext(const ValidationContext *shareContext, TextureManager *shareTextures, const Version &clientVersion, State *state, const Caps &caps, const TextureCapsMap &textureCaps, const Extensions &extensions, const Limitations &limitations, bool skipValidation); virtual ~ValidationContext(); virtual void handleError(const Error &error) = 0; const ContextState &getContextState() const { return mState; } GLint getClientMajorVersion() const { return mState.getClientMajorVersion(); } GLint getClientMinorVersion() const { return mState.getClientMinorVersion(); } const Version &getClientVersion() const { return mState.getClientVersion(); } const State &getGLState() const { return mState.getState(); } const Caps &getCaps() const { return mState.getCaps(); } const TextureCapsMap &getTextureCaps() const { return mState.getTextureCaps(); } const Extensions &getExtensions() const { return mState.getExtensions(); } const Limitations &getLimitations() const { return mState.getLimitations(); } bool skipValidation() const { return mSkipValidation; } // Specific methods needed for validation. bool getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams); bool getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams); Program *getProgram(GLuint handle) const; Shader *getShader(GLuint handle) const; bool isTextureGenerated(GLuint texture) const; bool isBufferGenerated(GLuint buffer) const; bool isRenderbufferGenerated(GLuint renderbuffer) const; bool isFramebufferGenerated(GLuint framebuffer) const; bool isProgramPipelineGenerated(GLuint pipeline) const; bool usingDisplayTextureShareGroup() const; // Hack for the special WebGL 1 "DEPTH_STENCIL" internal format. GLenum getConvertedRenderbufferFormat(GLenum internalformat) const; bool isWebGL() const { return mState.isWebGL(); } bool isWebGL1() const { return mState.isWebGL1(); } template const T &getParams() const; protected: ContextState mState; bool mSkipValidation; bool mDisplayTextureShareGroup; // Caches entry point parameters and values re-used between layers. mutable const ParamTypeInfo *mSavedArgsType; static constexpr size_t kParamsBufferSize = 64u; mutable std::array mParamsBuffer; }; template const T &ValidationContext::getParams() const { const T *params = reinterpret_cast(mParamsBuffer.data()); ASSERT(mSavedArgsType->hasDynamicType(T::TypeInfo)); return *params; } } // namespace gl #endif // LIBANGLE_CONTEXTSTATE_H_