/* * 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 "GrGLStencilBuffer.h" #include "GrGLTexture.h" #include "GrGLVertexArray.h" #include "GrGLVertexBuffer.h" #include "GrGpu.h" #include "GrPipelineBuilder.h" #include "GrXferProcessor.h" #include "SkTypes.h" class GrPipeline; #ifdef SK_DEVELOPER #define PROGRAM_CACHE_STATS #endif class GrGLGpu : public GrGpu { public: GrGLGpu(const GrGLContext& ctx, GrContext* context); ~GrGLGpu() SK_OVERRIDE; void contextAbandoned() SK_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().pathRenderingSupport()); return static_cast(pathRendering()); } void discard(GrRenderTarget*) SK_OVERRIDE; // Used by GrGLProgram and GrGLPathTexGenProgramEffects to configure OpenGL // state. void bindTexture(int unitIdx, const GrTextureParams& params, GrGLTexture* texture); // GrGpu overrides GrPixelConfig preferredReadPixelsConfig(GrPixelConfig readConfig, GrPixelConfig surfaceConfig) const SK_OVERRIDE; GrPixelConfig preferredWritePixelsConfig(GrPixelConfig writeConfig, GrPixelConfig surfaceConfig) const SK_OVERRIDE; bool canWriteTexturePixels(const GrTexture*, GrPixelConfig srcConfig) const SK_OVERRIDE; bool readPixelsWillPayForYFlip(GrRenderTarget* renderTarget, int left, int top, int width, int height, GrPixelConfig config, size_t rowBytes) const SK_OVERRIDE; bool fullReadPixelsIsFasterThanPartial() const SK_OVERRIDE; bool initCopySurfaceDstDesc(const GrSurface* src, GrSurfaceDesc* desc) SK_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); } bool copySurface(GrSurface* dst, GrSurface* src, const SkIRect& srcRect, const SkIPoint& dstPoint) SK_OVERRIDE; bool canCopySurface(const GrSurface* dst, const GrSurface* src, const SkIRect& srcRect, const SkIPoint& dstPoint) SK_OVERRIDE; void buildProgramDesc(GrProgramDesc*, const GrPrimitiveProcessor&, const GrPipeline&, const GrBatchTracker&) const SK_OVERRIDE; private: // GrGpu overrides void onResetContext(uint32_t resetBits) SK_OVERRIDE; GrTexture* onCreateTexture(const GrSurfaceDesc& desc, bool budgeted, const void* srcData, size_t rowBytes) SK_OVERRIDE; GrTexture* onCreateCompressedTexture(const GrSurfaceDesc& desc, bool budgeted, const void* srcData) SK_OVERRIDE; GrVertexBuffer* onCreateVertexBuffer(size_t size, bool dynamic) SK_OVERRIDE; GrIndexBuffer* onCreateIndexBuffer(size_t size, bool dynamic) SK_OVERRIDE; GrTexture* onWrapBackendTexture(const GrBackendTextureDesc&) SK_OVERRIDE; GrRenderTarget* onWrapBackendRenderTarget(const GrBackendRenderTargetDesc&) SK_OVERRIDE; bool createStencilBufferForRenderTarget(GrRenderTarget* rt, bool budgeted, int width, int height) SK_OVERRIDE; bool attachStencilBufferToRenderTarget(GrStencilBuffer* sb, GrRenderTarget* rt) SK_OVERRIDE; void onClear(GrRenderTarget*, const SkIRect* rect, GrColor color, bool canIgnoreRect) SK_OVERRIDE; void onClearStencilClip(GrRenderTarget*, const SkIRect& rect, bool insideClip) SK_OVERRIDE; bool onReadPixels(GrRenderTarget* target, int left, int top, int width, int height, GrPixelConfig, void* buffer, size_t rowBytes) SK_OVERRIDE; bool onWriteTexturePixels(GrTexture* texture, int left, int top, int width, int height, GrPixelConfig config, const void* buffer, size_t rowBytes) SK_OVERRIDE; void onResolveRenderTarget(GrRenderTarget* target) SK_OVERRIDE; void onDraw(const DrawArgs&, const GrDrawTarget::DrawInfo&) SK_OVERRIDE; void onStencilPath(const GrPath*, const StencilPathState&) SK_OVERRIDE; void onDrawPath(const DrawArgs&, const GrPath*, const GrStencilSettings&) SK_OVERRIDE; void onDrawPaths(const DrawArgs&, const GrPathRange*, const void* indices, GrDrawTarget::PathIndexType, const float transformValues[], GrDrawTarget::PathTransformType, int count, const GrStencilSettings&) SK_OVERRIDE; void clearStencil(GrRenderTarget*) SK_OVERRIDE; // GrDrawTarget overrides void didAddGpuTraceMarker() SK_OVERRIDE; void didRemoveGpuTraceMarker() SK_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. // TODO we only have need to know if this is a line draw for flushing AA state on some buggy // hardware. Evaluate if this is really necessary anymore bool flushGLState(const DrawArgs&, bool isLineDraw); // 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 GrPrimitiveProcessor&, const GrDrawTarget::DrawInfo& info, 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); } static bool BlendCoeffReferencesConstant(GrBlendCoeff coeff); class ProgramCache : public ::SkNoncopyable { public: ProgramCache(GrGLGpu* gpu); ~ProgramCache(); void abandon(); GrGLProgram* getProgram(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 flushDither(bool dither); 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. // NULL means whole target. Can be an empty rect. void flushRenderTarget(GrGLRenderTarget*, const SkIRect* bounds); void flushStencil(const GrStencilSettings&); void flushHWAAState(GrRenderTarget* rt, bool useHWAA, bool isLineDraw); bool configToGLFormats(GrPixelConfig config, bool getSizedInternal, GrGLenum* internalFormat, GrGLenum* externalFormat, GrGLenum* externalType); // helper for onCreateTexture and writeTexturePixels bool uploadTexData(const GrSurfaceDesc& desc, 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, const void* data, bool isNewTexture = true, int left = 0, int top = 0, int width = -1, int height = -1); bool createRenderTargetObjects(const GrSurfaceDesc&, bool budgeted, GrGLuint texID, GrGLRenderTarget::IDDesc*); enum TempFBOTarget { kSrc_TempFBOTarget, kDst_TempFBOTarget }; GrGLuint bindSurfaceAsFBO(GrSurface* surface, GrGLenum fboTarget, GrGLIRect* viewport, TempFBOTarget tempFBOTarget); void unbindTextureFromFBO(GrGLenum fboTarget); GrGLContext fGLContext; // GL program-related state ProgramCache* fProgramCache; SkAutoTUnref fCurrentProgram; /////////////////////////////////////////////////////////////////////////// ///@name Caching of GL State ///@{ int fHWActiveTextureUnitIdx; GrGLuint fHWProgramID; enum TriState { kNo_TriState, kYes_TriState, kUnknown_TriState }; GrGLuint fTempSrcFBOID; GrGLuint fTempDstFBOID; // 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 (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-NULL) 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); 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 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 { GrBlendCoeff fSrcCoeff; GrBlendCoeff fDstCoeff; GrColor fConstColor; bool fConstColorValid; TriState fEnabled; void invalidate() { fSrcCoeff = kInvalid_GrBlendCoeff; fDstCoeff = kInvalid_GrBlendCoeff; fConstColorValid = false; fEnabled = kUnknown_TriState; } } fHWBlendState; TriState fMSAAEnabled; GrStencilSettings fHWStencilSettings; TriState fHWStencilTestEnabled; GrPipelineBuilder::DrawFace fHWDrawFace; TriState fHWWriteToColor; TriState fHWDitherEnabled; uint32_t fHWBoundRenderTargetUniqueID; SkTArray fHWBoundTextureUniqueIDs; ///@} // 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; friend class GrGLPathRendering; // For accessing setTextureUnit. }; #endif