/* * 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 GrGLGpu_DEFINED #define GrGLGpu_DEFINED #include "GrGLContext.h" #include "GrGLIRect.h" #include "GrGLIndexBuffer.h" #include "GrGLPathRendering.h" #include "GrGLProgram.h" #include "GrGLRenderTarget.h" #include "GrGLStencilAttachment.h" #include "GrGLTexture.h" #include "GrGLVertexArray.h" #include "GrGLVertexBuffer.h" #include "GrGpu.h" #include "GrPipelineBuilder.h" #include "GrXferProcessor.h" #include "SkTypes.h" class GrPipeline; class GrNonInstancedVertices; #ifdef SK_DEVELOPER #define PROGRAM_CACHE_STATS #endif class GrGLGpu : public GrGpu { public: static GrGpu* Create(GrBackendContext backendContext, const GrContextOptions& options, GrContext* context); ~GrGLGpu() override; void contextAbandoned() override; const GrGLContext& glContext() const { return *fGLContext; } const GrGLInterface* glInterface() const { return fGLContext->interface(); } const GrGLContextInfo& ctxInfo() const { return *fGLContext; } GrGLStandard glStandard() const { return fGLContext->standard(); } GrGLVersion glVersion() const { return fGLContext->version(); } GrGLSLGeneration glslGeneration() const { return fGLContext->glslGeneration(); } const GrGLCaps& glCaps() const { return *fGLContext->caps(); } GrGLPathRendering* glPathRendering() { SkASSERT(glCaps().shaderCaps()->pathRenderingSupport()); return static_cast(pathRendering()); } void discard(GrRenderTarget*) override; // Used by GrGLProgram to configure OpenGL state. void bindTexture(int unitIdx, const GrTextureParams& params, GrGLTexture* texture); bool onGetReadPixelsInfo(GrSurface* srcSurface, int readWidth, int readHeight, size_t rowBytes, GrPixelConfig readConfig, DrawPreference*, ReadPixelTempDrawInfo*) override; bool onGetWritePixelsInfo(GrSurface* dstSurface, int width, int height, size_t rowBytes, GrPixelConfig srcConfig, DrawPreference*, WritePixelTempDrawInfo*) override; bool initCopySurfaceDstDesc(const GrSurface* src, GrSurfaceDesc* desc) const override; // 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 buildProgramDesc(GrProgramDesc*, const GrPrimitiveProcessor&, const GrPipeline&) const override; // id and type (GL_ARRAY_BUFFER or GL_ELEMENT_ARRAY_BUFFER) of buffer to bind void bindBuffer(GrGLuint id, GrGLenum type); void releaseBuffer(GrGLuint id, GrGLenum type); // sizes are in bytes void* mapBuffer(GrGLuint id, GrGLenum type, bool dynamic, size_t currentSize, size_t requestedSize); void unmapBuffer(GrGLuint id, GrGLenum type, void* mapPtr); void bufferData(GrGLuint id, GrGLenum type, bool dynamic, size_t currentSize, const void* src, size_t srcSizeInBytes); const GrGLContext* glContextForTesting() const override { return &this->glContext(); } void clearStencil(GrRenderTarget*) override; void invalidateBoundRenderTarget() { fHWBoundRenderTargetUniqueID = SK_InvalidUniqueID; } GrStencilAttachment* createStencilAttachmentForRenderTarget(const GrRenderTarget* rt, int width, int height) override; GrBackendObject createTestingOnlyBackendTexture(void* pixels, int w, int h, GrPixelConfig config) const override; bool isTestingOnlyBackendTexture(GrBackendObject id) const override; void deleteTestingOnlyBackendTexture(GrBackendObject id) const override; private: GrGLGpu(GrGLContext* ctx, GrContext* context); // GrGpu overrides void onResetContext(uint32_t resetBits) override; void xferBarrier(GrRenderTarget*, GrXferBarrierType) override; GrTexture* onCreateTexture(const GrSurfaceDesc& desc, GrGpuResource::LifeCycle lifeCycle, const void* srcData, size_t rowBytes) override; GrTexture* onCreateCompressedTexture(const GrSurfaceDesc& desc, GrGpuResource::LifeCycle lifeCycle, const void* srcData) override; GrVertexBuffer* onCreateVertexBuffer(size_t size, bool dynamic) override; GrIndexBuffer* onCreateIndexBuffer(size_t size, bool dynamic) override; GrTexture* onWrapBackendTexture(const GrBackendTextureDesc&, GrWrapOwnership) override; GrRenderTarget* onWrapBackendRenderTarget(const GrBackendRenderTargetDesc&, GrWrapOwnership) override; // Given a GrPixelConfig return the index into the stencil format array on GrGLCaps to a // compatible stencil format. int getCompatibleStencilIndex(GrPixelConfig config); void onClear(GrRenderTarget*, const SkIRect& rect, GrColor color) override; void onClearStencilClip(GrRenderTarget*, const SkIRect& rect, bool insideClip) override; bool onReadPixels(GrSurface*, int left, int top, int width, int height, GrPixelConfig, void* buffer, size_t rowBytes) override; bool onWritePixels(GrSurface*, int left, int top, int width, int height, GrPixelConfig config, const void* buffer, size_t rowBytes) override; void onResolveRenderTarget(GrRenderTarget* target) override; void onDraw(const DrawArgs&, const GrNonInstancedVertices&) override; bool onCopySurface(GrSurface* dst, GrSurface* src, const SkIRect& srcRect, const SkIPoint& dstPoint) override; // binds texture unit in GL void setTextureUnit(int unitIdx); // Flushes state from GrPipeline to GL. Returns false if the state couldn't be set. bool flushGLState(const DrawArgs&); // Sets up vertex attribute pointers and strides. On return indexOffsetInBytes gives the offset // an into the index buffer. It does not account for vertices.startIndex() but rather the start // index is relative to the returned offset. void setupGeometry(const GrPrimitiveProcessor&, const GrNonInstancedVertices& vertices, size_t* indexOffsetInBytes); // Subclasses should call this to flush the blend state. void flushBlend(const GrXferProcessor::BlendInfo& blendInfo); bool hasExtension(const char* ext) const { return fGLContext->hasExtension(ext); } void copySurfaceAsDraw(GrSurface* dst, GrSurface* src, const SkIRect& srcRect, const SkIPoint& dstPoint); void copySurfaceAsCopyTexSubImage(GrSurface* dst, GrSurface* src, const SkIRect& srcRect, const SkIPoint& dstPoint); bool copySurfaceAsBlitFramebuffer(GrSurface* dst, GrSurface* src, const SkIRect& srcRect, const SkIPoint& dstPoint); static bool BlendCoeffReferencesConstant(GrBlendCoeff coeff); class ProgramCache : public ::SkNoncopyable { public: ProgramCache(GrGLGpu* gpu); ~ProgramCache(); void abandon(); GrGLProgram* refProgram(const DrawArgs&); 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 = 128, 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 GrProgramDesc& 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; GrGLGpu* fGpu; #ifdef PROGRAM_CACHE_STATS int fTotalRequests; int fCacheMisses; int fHashMisses; // cache hit but hash table missed #endif }; void flushColorWrite(bool writeColor); void flushDrawFace(GrPipelineBuilder::DrawFace face); // flushes the scissor. see the note on flushBoundTextureAndParams about // flushing the scissor after that function is called. void flushScissor(const GrScissorState&, const GrGLIRect& rtViewport, GrSurfaceOrigin rtOrigin); // disables the scissor void disableScissor(); 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(); // bounds is region that may be modified and therefore has to be resolved. // nullptr means whole target. Can be an empty rect. void flushRenderTarget(GrGLRenderTarget*, const SkIRect* bounds, bool coCenterSamples = false); void flushStencil(const GrStencilSettings&); void flushHWAAState(GrRenderTarget* rt, bool useHWAA); bool configToGLFormats(GrPixelConfig config, bool getSizedInternal, GrGLenum* internalFormat, GrGLenum* externalFormat, GrGLenum* externalType) const; // helper for onCreateTexture and writeTexturePixels bool uploadTexData(const GrSurfaceDesc& desc, GrGLenum target, bool isNewTexture, int left, int top, int width, int height, GrPixelConfig dataConfig, const void* data, size_t rowBytes); // helper for onCreateCompressedTexture. If width and height are // set to -1, then this function will use desc.fWidth and desc.fHeight // for the size of the data. The isNewTexture flag should be set to true // whenever a new texture needs to be created. Otherwise, we assume that // the texture is already in GPU memory and that it's going to be updated // with new data. bool uploadCompressedTexData(const GrSurfaceDesc& desc, GrGLenum target, const void* data, bool isNewTexture = true, int left = 0, int top = 0, int width = -1, int height = -1); bool createRenderTargetObjects(const GrSurfaceDesc&, GrGpuResource::LifeCycle lifeCycle, const GrGLTextureInfo& texInfo, GrGLRenderTarget::IDDesc*); enum TempFBOTarget { kSrc_TempFBOTarget, kDst_TempFBOTarget }; // Binds a surface as a FBO for a copy operation. If the surface already owns an FBO ID then // that ID is bound. If not the surface is temporarily bound to a FBO and that FBO is bound. // This must be paired with a call to unbindSurfaceFBOForCopy(). void bindSurfaceFBOForCopy(GrSurface* surface, GrGLenum fboTarget, GrGLIRect* viewport, TempFBOTarget tempFBOTarget); // Must be called if bindSurfaceFBOForCopy was used to bind a surface for copying. void unbindTextureFBOForCopy(GrGLenum fboTarget, GrSurface* surface); SkAutoTUnref fGLContext; void createCopyProgram(); // GL program-related state ProgramCache* fProgramCache; /////////////////////////////////////////////////////////////////////////// ///@name Caching of GL State ///@{ int fHWActiveTextureUnitIdx; GrGLuint fHWProgramID; enum TriState { kNo_TriState, kYes_TriState, kUnknown_TriState }; GrGLuint fTempSrcFBOID; GrGLuint fTempDstFBOID; GrGLuint fStencilClearFBOID; // 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 = nullptr; this->invalidate(); } ~HWGeometryState() { delete fVBOVertexArray; } void invalidate() { fBoundVertexArrayIDIsValid = false; fBoundVertexBufferIDIsValid = false; fDefaultVertexArrayBoundIndexBufferID = false; fDefaultVertexArrayBoundIndexBufferIDIsValid = false; fDefaultVertexArrayAttribState.invalidate(); if (fVBOVertexArray) { fVBOVertexArray->invalidateCachedState(); } } void notifyVertexArrayDelete(GrGLuint id) { if (fBoundVertexArrayIDIsValid && fBoundVertexArrayID == id) { // Does implicit bind to 0 fBoundVertexArrayID = 0; } } void setVertexArrayID(GrGLGpu* 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 (fVBOVertexArray) { fVBOVertexArray->notifyVertexBufferDelete(id); } fDefaultVertexArrayAttribState.notifyVertexBufferDelete(id); } void notifyIndexBufferDelete(GrGLuint id) { if (fDefaultVertexArrayBoundIndexBufferIDIsValid && id == fDefaultVertexArrayBoundIndexBufferID) { fDefaultVertexArrayBoundIndexBufferID = 0; } if (fVBOVertexArray) { fVBOVertexArray->notifyIndexBufferDelete(id); } } void setVertexBufferID(GrGLGpu* 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(GrGLGpu* 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-nullptr) is bound to the vertex array. The * returned GrGLAttribArrayState should be used to set vertex attribute arrays. */ GrGLAttribArrayState* bindArrayAndBuffersToDraw(GrGLGpu* gpu, const GrGLVertexBuffer* vbuffer, const GrGLIndexBuffer* ibuffer); /** Variants of the above that takes GL buffer IDs. Note that 0 does not imply that a buffer won't be bound. The "default buffer" will be bound, which is used for client-side array rendering. */ GrGLAttribArrayState* bindArrayAndBufferToDraw(GrGLGpu* gpu, GrGLuint vbufferID); GrGLAttribArrayState* bindArrayAndBuffersToDraw(GrGLGpu* gpu, GrGLuint vbufferID, GrGLuint ibufferID); private: GrGLAttribArrayState* internalBind(GrGLGpu* gpu, GrGLuint vbufferID, GrGLuint* ibufferID); 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 GrGLGpu and this object never leaks out of // GrGLGpu. GrGLAttribArrayState fDefaultVertexArrayAttribState; // This is used when we're using a core profile and the vertices are in a VBO. GrGLVertexArray* fVBOVertexArray; } fHWGeometryState; struct { GrBlendEquation fEquation; GrBlendCoeff fSrcCoeff; GrBlendCoeff fDstCoeff; GrColor fConstColor; bool fConstColorValid; TriState fEnabled; void invalidate() { fEquation = static_cast(-1); fSrcCoeff = static_cast(-1); fDstCoeff = static_cast(-1); fConstColorValid = false; fEnabled = kUnknown_TriState; } } fHWBlendState; /** IDs for copy surface program. */ struct { GrGLuint fProgram; GrGLint fTextureUniform; GrGLint fTexCoordXformUniform; GrGLint fPosXformUniform; GrGLuint fArrayBuffer; } fCopyProgram; TriState fMSAAEnabled; GrStencilSettings fHWStencilSettings; TriState fHWStencilTestEnabled; GrPipelineBuilder::DrawFace fHWDrawFace; TriState fHWWriteToColor; uint32_t fHWBoundRenderTargetUniqueID; TriState fHWSRGBFramebuffer; SkTArray fHWBoundTextureUniqueIDs; ///@} // Mapping of pixel configs to known supported stencil formats to be used // when adding a stencil buffer to a framebuffer. int fPixelConfigToStencilIndex[kGrPixelConfigCnt]; typedef GrGpu INHERITED; friend class GrGLPathRendering; // For accessing setTextureUnit. }; #endif