// // Copyright 2016 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. // // ContextImpl: // Implementation-specific functionality associated with a GL Context. // #ifndef LIBANGLE_RENDERER_CONTEXTIMPL_H_ #define LIBANGLE_RENDERER_CONTEXTIMPL_H_ #include #include "common/angleutils.h" #include "libANGLE/ContextState.h" #include "libANGLE/renderer/GLImplFactory.h" namespace gl { class MemoryProgramCache; class Path; struct Workarounds; } namespace rx { class ContextImpl : public GLImplFactory { public: ContextImpl(const gl::ContextState &state); ~ContextImpl() override; virtual void onDestroy(const gl::Context *context) {} virtual gl::Error initialize() = 0; // Flush and finish. virtual gl::Error flush(const gl::Context *context) = 0; virtual gl::Error finish(const gl::Context *context) = 0; // Drawing methods. virtual gl::Error drawArrays(const gl::Context *context, GLenum mode, GLint first, GLsizei count) = 0; virtual gl::Error drawArraysInstanced(const gl::Context *context, GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) = 0; virtual gl::Error drawElements(const gl::Context *context, GLenum mode, GLsizei count, GLenum type, const void *indices) = 0; virtual gl::Error drawElementsInstanced(const gl::Context *context, GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instances) = 0; virtual gl::Error drawRangeElements(const gl::Context *context, GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices) = 0; virtual gl::Error drawArraysIndirect(const gl::Context *context, GLenum mode, const void *indirect) = 0; virtual gl::Error drawElementsIndirect(const gl::Context *context, GLenum mode, GLenum type, const void *indirect) = 0; // CHROMIUM_path_rendering path drawing methods. virtual void stencilFillPath(const gl::Path *path, GLenum fillMode, GLuint mask); virtual void stencilStrokePath(const gl::Path *path, GLint reference, GLuint mask); virtual void coverFillPath(const gl::Path *path, GLenum coverMode); virtual void coverStrokePath(const gl::Path *path, GLenum coverMode); virtual void stencilThenCoverFillPath(const gl::Path *path, GLenum fillMode, GLuint mask, GLenum coverMode); virtual void stencilThenCoverStrokePath(const gl::Path *path, GLint reference, GLuint mask, GLenum coverMode); virtual void coverFillPathInstanced(const std::vector &paths, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); virtual void coverStrokePathInstanced(const std::vector &paths, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); virtual void stencilFillPathInstanced(const std::vector &paths, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); virtual void stencilStrokePathInstanced(const std::vector &paths, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); virtual void stencilThenCoverFillPathInstanced(const std::vector &paths, GLenum coverMode, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); virtual void stencilThenCoverStrokePathInstanced(const std::vector &paths, GLenum coverMode, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); // Device loss virtual GLenum getResetStatus() = 0; // Vendor and description strings. virtual std::string getVendorString() const = 0; virtual std::string getRendererDescription() const = 0; // EXT_debug_marker virtual void insertEventMarker(GLsizei length, const char *marker) = 0; virtual void pushGroupMarker(GLsizei length, const char *marker) = 0; virtual void popGroupMarker() = 0; // KHR_debug virtual void pushDebugGroup(GLenum source, GLuint id, GLsizei length, const char *message) = 0; virtual void popDebugGroup() = 0; // State sync with dirty bits. virtual void syncState(const gl::Context *context, const gl::State::DirtyBits &dirtyBits) = 0; // Disjoint timer queries virtual GLint getGPUDisjoint() = 0; virtual GLint64 getTimestamp() = 0; // Context switching virtual void onMakeCurrent(const gl::Context *context) = 0; // Native capabilities, unmodified by gl::Context. virtual const gl::Caps &getNativeCaps() const = 0; virtual const gl::TextureCapsMap &getNativeTextureCaps() const = 0; virtual const gl::Extensions &getNativeExtensions() const = 0; virtual const gl::Limitations &getNativeLimitations() const = 0; virtual void applyNativeWorkarounds(gl::Workarounds *workarounds) const {} virtual gl::Error dispatchCompute(const gl::Context *context, GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ) = 0; const gl::ContextState &getContextState() { return mState; } int getClientMajorVersion() const { return mState.getClientMajorVersion(); } int getClientMinorVersion() const { return mState.getClientMinorVersion(); } const gl::State &getGLState() const { return mState.getState(); } const gl::Caps &getCaps() const { return mState.getCaps(); } const gl::TextureCapsMap &getTextureCaps() const { return mState.getTextureCaps(); } const gl::Extensions &getExtensions() const { return mState.getExtensions(); } const gl::Limitations &getLimitations() const { return mState.getLimitations(); } // A common GL driver behaviour is to trigger dynamic shader recompilation on a draw call, // based on the current render states. We store a mutable pointer to the program cache so // on draw calls we can store the refreshed shaders in the cache. void setMemoryProgramCache(gl::MemoryProgramCache *memoryProgramCache); protected: const gl::ContextState &mState; gl::MemoryProgramCache *mMemoryProgramCache; }; } // namespace rx #endif // LIBANGLE_RENDERER_CONTEXTIMPL_H_