/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "gl/GrGLInterface.h" #include "GrDebugGL.h" #include "GrShaderObj.h" #include "GrProgramObj.h" #include "GrBufferObj.h" #include "GrTextureUnitObj.h" #include "GrTextureObj.h" #include "GrFrameBufferObj.h" #include "GrRenderBufferObj.h" #include "SkFloatingPoint.h" // the OpenGLES 2.0 spec says this must be >= 128 static const GrGLint kDefaultMaxVertexUniformVectors = 128; // the OpenGLES 2.0 spec says this must be >=16 static const GrGLint kDefaultMaxFragmentUniformVectors = 16; // the OpenGLES 2.0 spec says this must be >= 8 static const GrGLint kDefaultMaxVertexAttribs = 8; // the OpenGLES 2.0 spec says this must be >= 8 static const GrGLint kDefaultMaxVaryingVectors = 8; namespace { // suppress no previsous prototype warning //////////////////////////////////////////////////////////////////////////////// GrGLvoid GR_GL_FUNCTION_TYPE debugGLActiveTexture(GrGLenum texture) { // Ganesh offsets the texture unit indices texture -= GR_GL_TEXTURE0; GrAlwaysAssert(texture < GrDebugGL::getInstance()->getMaxTextureUnits()); GrDebugGL::getInstance()->setCurTextureUnit(texture); } //////////////////////////////////////////////////////////////////////////////// GrGLvoid GR_GL_FUNCTION_TYPE debugGLAttachShader(GrGLuint programID, GrGLuint shaderID) { GrProgramObj *program = GR_FIND(programID, GrProgramObj, GrDebugGL::kProgram_ObjTypes); GrAlwaysAssert(program); GrShaderObj *shader = GR_FIND(shaderID, GrShaderObj, GrDebugGL::kShader_ObjTypes); GrAlwaysAssert(shader); program->AttachShader(shader); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLBeginQuery(GrGLenum target, GrGLuint id) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindAttribLocation(GrGLuint program, GrGLuint index, const char* name) {} //////////////////////////////////////////////////////////////////////////////// GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindTexture(GrGLenum target, GrGLuint textureID) { // we don't use cube maps GrAlwaysAssert(target == GR_GL_TEXTURE_2D); // || target == GR_GL_TEXTURE_CUBE_MAP); // a textureID of 0 is acceptable - it binds to the default texture target GrTextureObj *texture = GR_FIND(textureID, GrTextureObj, GrDebugGL::kTexture_ObjTypes); GrDebugGL::getInstance()->setTexture(texture); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLBlendColor(GrGLclampf red, GrGLclampf green, GrGLclampf blue, GrGLclampf alpha) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindFragDataLocation(GrGLuint program, GrGLuint colorNumber, const GrGLchar* name) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBlendFunc(GrGLenum sfactor, GrGLenum dfactor) {} //////////////////////////////////////////////////////////////////////////////// GrGLvoid GR_GL_FUNCTION_TYPE debugGLBufferData(GrGLenum target, GrGLsizeiptr size, const GrGLvoid* data, GrGLenum usage) { GrAlwaysAssert(GR_GL_ARRAY_BUFFER == target || GR_GL_ELEMENT_ARRAY_BUFFER == target); GrAlwaysAssert(size >= 0); GrAlwaysAssert(GR_GL_STREAM_DRAW == usage || GR_GL_STATIC_DRAW == usage || GR_GL_DYNAMIC_DRAW == usage); GrBufferObj *buffer = NULL; switch (target) { case GR_GL_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getArrayBuffer(); break; case GR_GL_ELEMENT_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getElementArrayBuffer(); break; default: GrCrash("Unexpected target to glBufferData"); break; } GrAlwaysAssert(buffer); GrAlwaysAssert(buffer->getBound()); buffer->allocate(size, reinterpret_cast(data)); buffer->setUsage(usage); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLBufferSubData(GrGLenum target, GrGLintptr offset, GrGLsizeiptr size, const GrGLvoid* data) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLClear(GrGLbitfield mask) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLClearColor(GrGLclampf red, GrGLclampf green, GrGLclampf blue, GrGLclampf alpha) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLClearStencil(GrGLint s) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLColorMask(GrGLboolean red, GrGLboolean green, GrGLboolean blue, GrGLboolean alpha) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLCompileShader(GrGLuint shader) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLCompressedTexImage2D(GrGLenum target, GrGLint level, GrGLenum internalformat, GrGLsizei width, GrGLsizei height, GrGLint border, GrGLsizei imageSize, const GrGLvoid* data) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLCullFace(GrGLenum mode) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLDepthMask(GrGLboolean flag) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLDisable(GrGLenum cap) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLDisableVertexAttribArray(GrGLuint index) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLDrawArrays(GrGLenum mode, GrGLint first, GrGLsizei count) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLDrawBuffer(GrGLenum mode) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLDrawBuffers(GrGLsizei n, const GrGLenum* bufs) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLDrawElements(GrGLenum mode, GrGLsizei count, GrGLenum type, const GrGLvoid* indices) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLEnable(GrGLenum cap) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLEnableVertexAttribArray(GrGLuint index) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLEndQuery(GrGLenum target) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLFinish() {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLFlush() {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLFrontFace(GrGLenum mode) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLLineWidth(GrGLfloat width) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLLinkProgram(GrGLuint program) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLPixelStorei(GrGLenum pname, GrGLint param) { switch (pname) { case GR_GL_UNPACK_ROW_LENGTH: GrDebugGL::getInstance()->setUnPackRowLength(param); break; case GR_GL_PACK_ROW_LENGTH: GrDebugGL::getInstance()->setPackRowLength(param); break; case GR_GL_UNPACK_ALIGNMENT: break; case GR_GL_PACK_ALIGNMENT: GrAlwaysAssert(false); break; default: GrAlwaysAssert(false); break; } } GrGLvoid GR_GL_FUNCTION_TYPE debugGLQueryCounter(GrGLuint id, GrGLenum target) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLReadBuffer(GrGLenum src) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLReadPixels(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height, GrGLenum format, GrGLenum type, GrGLvoid* pixels) { GrGLint pixelsInRow = width; if (0 < GrDebugGL::getInstance()->getPackRowLength()) { pixelsInRow = GrDebugGL::getInstance()->getPackRowLength(); } GrGLint componentsPerPixel = 0; switch (format) { case GR_GL_RGBA: // fallthrough case GR_GL_BGRA: componentsPerPixel = 4; break; case GR_GL_RGB: componentsPerPixel = 3; break; case GR_GL_RED: componentsPerPixel = 1; break; default: GrAlwaysAssert(false); break; } GrGLint alignment = 4; // the pack alignment (one of 1, 2, 4 or 8) // Ganesh currently doesn't support setting GR_GL_PACK_ALIGNMENT GrGLint componentSize = 0; // size (in bytes) of a single component switch (type) { case GR_GL_UNSIGNED_BYTE: componentSize = 1; break; default: GrAlwaysAssert(false); break; } GrGLint rowStride = 0; // number of components (not bytes) to skip if (componentSize >= alignment) { rowStride = componentsPerPixel * pixelsInRow; } else { float fTemp = sk_float_ceil(componentSize * componentsPerPixel * pixelsInRow / static_cast(alignment)); rowStride = static_cast(alignment * fTemp / componentSize); } GrGLchar *scanline = static_cast(pixels); for (int y = 0; y < height; ++y) { memset(scanline, 0, componentsPerPixel * componentSize * width); scanline += rowStride; } } GrGLvoid GR_GL_FUNCTION_TYPE debugGLScissor(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLShaderSource(GrGLuint shader, GrGLsizei count, const char** str, const GrGLint* length) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilFunc(GrGLenum func, GrGLint ref, GrGLuint mask) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilFuncSeparate(GrGLenum face, GrGLenum func, GrGLint ref, GrGLuint mask) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilMask(GrGLuint mask) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilMaskSeparate(GrGLenum face, GrGLuint mask) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilOp(GrGLenum fail, GrGLenum zfail, GrGLenum zpass) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLStencilOpSeparate(GrGLenum face, GrGLenum fail, GrGLenum zfail, GrGLenum zpass) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLTexImage2D(GrGLenum target, GrGLint level, GrGLint internalformat, GrGLsizei width, GrGLsizei height, GrGLint border, GrGLenum format, GrGLenum type, const GrGLvoid* pixels) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLTexParameteri(GrGLenum target, GrGLenum pname, GrGLint param) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLTexParameteriv(GrGLenum target, GrGLenum pname, const GrGLint* params) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLTexStorage2D(GrGLenum target, GrGLsizei levels, GrGLenum internalformat, GrGLsizei width, GrGLsizei height) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLTexSubImage2D(GrGLenum target, GrGLint level, GrGLint xoffset, GrGLint yoffset, GrGLsizei width, GrGLsizei height, GrGLenum format, GrGLenum type, const GrGLvoid* pixels) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform1f(GrGLint location, GrGLfloat v0) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform1i(GrGLint location, GrGLint v0) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform1fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform1iv(GrGLint location, GrGLsizei count, const GrGLint* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform2f(GrGLint location, GrGLfloat v0, GrGLfloat v1) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform2i(GrGLint location, GrGLint v0, GrGLint v1) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform2fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform2iv(GrGLint location, GrGLsizei count, const GrGLint* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform3f(GrGLint location, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform3i(GrGLint location, GrGLint v0, GrGLint v1, GrGLint v2) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform3fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform3iv(GrGLint location, GrGLsizei count, const GrGLint* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform4f(GrGLint location, GrGLfloat v0, GrGLfloat v1, GrGLfloat v2, GrGLfloat v3) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform4i(GrGLint location, GrGLint v0, GrGLint v1, GrGLint v2, GrGLint v3) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform4fv(GrGLint location, GrGLsizei count, const GrGLfloat* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniform4iv(GrGLint location, GrGLsizei count, const GrGLint* v) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniformMatrix2fv(GrGLint location, GrGLsizei count, GrGLboolean transpose, const GrGLfloat* value) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniformMatrix3fv(GrGLint location, GrGLsizei count, GrGLboolean transpose, const GrGLfloat* value) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUniformMatrix4fv(GrGLint location, GrGLsizei count, GrGLboolean transpose, const GrGLfloat* value) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLUseProgram(GrGLuint programID) { // A programID of 0 is legal GrProgramObj *program = GR_FIND(programID, GrProgramObj, GrDebugGL::kProgram_ObjTypes); GrDebugGL::getInstance()->useProgram(program); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLVertexAttrib4fv(GrGLuint indx, const GrGLfloat* values) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLVertexAttribPointer(GrGLuint indx, GrGLint size, GrGLenum type, GrGLboolean normalized, GrGLsizei stride, const GrGLvoid* ptr) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLViewport(GrGLint x, GrGLint y, GrGLsizei width, GrGLsizei height) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindFramebuffer(GrGLenum target, GrGLuint frameBufferID) { GrAlwaysAssert(GR_GL_FRAMEBUFFER == target); // a frameBufferID of 0 is acceptable - it binds to the default frame buffer GrFrameBufferObj *frameBuffer = GR_FIND(frameBufferID, GrFrameBufferObj, GrDebugGL::kFrameBuffer_ObjTypes); GrDebugGL::getInstance()->setFrameBuffer(frameBuffer); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindRenderbuffer(GrGLenum target, GrGLuint renderBufferID) { GrAlwaysAssert(GR_GL_RENDERBUFFER == target); // a renderBufferID of 0 is acceptable - it unbinds the bound render buffer GrRenderBufferObj *renderBuffer = GR_FIND(renderBufferID, GrRenderBufferObj, GrDebugGL::kRenderBuffer_ObjTypes); GrDebugGL::getInstance()->setRenderBuffer(renderBuffer); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteTextures(GrGLsizei n, const GrGLuint* textures) { // first potentially unbind the texture // TODO: move this into GrDebugGL as unBindTexture? for (unsigned int i = 0; i < GrDebugGL::getInstance()->getMaxTextureUnits(); ++i) { GrTextureUnitObj *pTU = GrDebugGL::getInstance()->getTextureUnit(i); if (pTU->getTexture()) { for (int j = 0; j < n; ++j) { if (textures[j] == pTU->getTexture()->getID()) { // this ID is the current texture - revert the binding to 0 pTU->setTexture(NULL); } } } } // TODO: fuse the following block with DeleteRenderBuffers? // Open GL will remove a deleted render buffer from the active frame buffer but not // from any other frame buffer if (GrDebugGL::getInstance()->getFrameBuffer()) { GrFrameBufferObj *frameBuffer = GrDebugGL::getInstance()->getFrameBuffer(); for (int i = 0; i < n; ++i) { if (NULL != frameBuffer->getColor() && textures[i] == frameBuffer->getColor()->getID()) { frameBuffer->setColor(NULL); } if (NULL != frameBuffer->getDepth() && textures[i] == frameBuffer->getDepth()->getID()) { frameBuffer->setDepth(NULL); } if (NULL != frameBuffer->getStencil() && textures[i] == frameBuffer->getStencil()->getID()) { frameBuffer->setStencil(NULL); } } } // then actually "delete" the buffers for (int i = 0; i < n; ++i) { GrTextureObj *buffer = GR_FIND(textures[i], GrTextureObj, GrDebugGL::kTexture_ObjTypes); GrAlwaysAssert(buffer); // OpenGL gives no guarantees if a texture is deleted while attached to // something other than the currently bound frame buffer GrAlwaysAssert(!buffer->getBound()); GrAlwaysAssert(!buffer->getDeleted()); buffer->deleteAction(); } } GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteFramebuffers(GrGLsizei n, const GrGLuint *frameBuffers) { // first potentially unbind the buffers if (GrDebugGL::getInstance()->getFrameBuffer()) { for (int i = 0; i < n; ++i) { if (frameBuffers[i] == GrDebugGL::getInstance()->getFrameBuffer()->getID()) { // this ID is the current frame buffer - rebind to the default GrDebugGL::getInstance()->setFrameBuffer(NULL); } } } // then actually "delete" the buffers for (int i = 0; i < n; ++i) { GrFrameBufferObj *buffer = GR_FIND(frameBuffers[i], GrFrameBufferObj, GrDebugGL::kFrameBuffer_ObjTypes); GrAlwaysAssert(buffer); GrAlwaysAssert(!buffer->getDeleted()); buffer->deleteAction(); } } GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteRenderbuffers(GrGLsizei n, const GrGLuint *renderBuffers) { // first potentially unbind the buffers if (GrDebugGL::getInstance()->getRenderBuffer()) { for (int i = 0; i < n; ++i) { if (renderBuffers[i] == GrDebugGL::getInstance()->getRenderBuffer()->getID()) { // this ID is the current render buffer - make no render buffer be bound GrDebugGL::getInstance()->setRenderBuffer(NULL); } } } // TODO: fuse the following block with DeleteTextures? // Open GL will remove a deleted render buffer from the active frame buffer but not // from any other frame buffer if (GrDebugGL::getInstance()->getFrameBuffer()) { GrFrameBufferObj *frameBuffer = GrDebugGL::getInstance()->getFrameBuffer(); for (int i = 0; i < n; ++i) { if (NULL != frameBuffer->getColor() && renderBuffers[i] == frameBuffer->getColor()->getID()) { frameBuffer->setColor(NULL); } if (NULL != frameBuffer->getDepth() && renderBuffers[i] == frameBuffer->getDepth()->getID()) { frameBuffer->setDepth(NULL); } if (NULL != frameBuffer->getStencil() && renderBuffers[i] == frameBuffer->getStencil()->getID()) { frameBuffer->setStencil(NULL); } } } // then actually "delete" the buffers for (int i = 0; i < n; ++i) { GrRenderBufferObj *buffer = GR_FIND(renderBuffers[i], GrRenderBufferObj, GrDebugGL::kRenderBuffer_ObjTypes); GrAlwaysAssert(buffer); // OpenGL gives no guarantees if a render buffer is deleted while attached to // something other than the currently bound frame buffer GrAlwaysAssert(!buffer->getColorBound()); GrAlwaysAssert(!buffer->getDepthBound()); GrAlwaysAssert(!buffer->getStencilBound()); GrAlwaysAssert(!buffer->getDeleted()); buffer->deleteAction(); } } GrGLvoid GR_GL_FUNCTION_TYPE debugGLFramebufferRenderbuffer(GrGLenum target, GrGLenum attachment, GrGLenum renderbuffertarget, GrGLuint renderBufferID) { GrAlwaysAssert(GR_GL_FRAMEBUFFER == target); GrAlwaysAssert(GR_GL_COLOR_ATTACHMENT0 == attachment || GR_GL_DEPTH_ATTACHMENT == attachment || GR_GL_STENCIL_ATTACHMENT == attachment); GrAlwaysAssert(GR_GL_RENDERBUFFER == renderbuffertarget); GrFrameBufferObj *framebuffer = GrDebugGL::getInstance()->getFrameBuffer(); // A render buffer cannot be attached to the default framebuffer GrAlwaysAssert(NULL != framebuffer); // a renderBufferID of 0 is acceptable - it unbinds the current render buffer GrRenderBufferObj *renderbuffer = GR_FIND(renderBufferID, GrRenderBufferObj, GrDebugGL::kRenderBuffer_ObjTypes); switch (attachment) { case GR_GL_COLOR_ATTACHMENT0: framebuffer->setColor(renderbuffer); break; case GR_GL_DEPTH_ATTACHMENT: framebuffer->setDepth(renderbuffer); break; case GR_GL_STENCIL_ATTACHMENT: framebuffer->setStencil(renderbuffer); break; default: GrAlwaysAssert(false); break; }; } //////////////////////////////////////////////////////////////////////////////// GrGLvoid GR_GL_FUNCTION_TYPE debugGLFramebufferTexture2D(GrGLenum target, GrGLenum attachment, GrGLenum textarget, GrGLuint textureID, GrGLint level) { GrAlwaysAssert(GR_GL_FRAMEBUFFER == target); GrAlwaysAssert(GR_GL_COLOR_ATTACHMENT0 == attachment || GR_GL_DEPTH_ATTACHMENT == attachment || GR_GL_STENCIL_ATTACHMENT == attachment); GrAlwaysAssert(GR_GL_TEXTURE_2D == textarget); GrFrameBufferObj *framebuffer = GrDebugGL::getInstance()->getFrameBuffer(); // A texture cannot be attached to the default framebuffer GrAlwaysAssert(NULL != framebuffer); // A textureID of 0 is allowed - it unbinds the currently bound texture GrTextureObj *texture = GR_FIND(textureID, GrTextureObj, GrDebugGL::kTexture_ObjTypes); if (texture) { // The texture shouldn't be bound to a texture unit - this could lead to a feedback loop GrAlwaysAssert(!texture->getBound()); } GrAlwaysAssert(0 == level); switch (attachment) { case GR_GL_COLOR_ATTACHMENT0: framebuffer->setColor(texture); break; case GR_GL_DEPTH_ATTACHMENT: framebuffer->setDepth(texture); break; case GR_GL_STENCIL_ATTACHMENT: framebuffer->setStencil(texture); break; default: GrAlwaysAssert(false); break; }; } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetFramebufferAttachmentParameteriv(GrGLenum target, GrGLenum attachment, GrGLenum pname, GrGLint* params) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetRenderbufferParameteriv(GrGLenum target, GrGLenum pname, GrGLint* params) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLRenderbufferStorage(GrGLenum target, GrGLenum internalformat, GrGLsizei width, GrGLsizei height) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLRenderbufferStorageMultisample(GrGLenum target, GrGLsizei samples, GrGLenum internalformat, GrGLsizei width, GrGLsizei height) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBlitFramebuffer(GrGLint srcX0, GrGLint srcY0, GrGLint srcX1, GrGLint srcY1, GrGLint dstX0, GrGLint dstY0, GrGLint dstX1, GrGLint dstY1, GrGLbitfield mask, GrGLenum filter) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLResolveMultisampleFramebuffer() {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindFragDataLocationIndexed(GrGLuint program, GrGLuint colorNumber, GrGLuint index, const GrGLchar * name) {} GrGLenum GR_GL_FUNCTION_TYPE debugGLCheckFramebufferStatus(GrGLenum target) { GrAlwaysAssert(GR_GL_FRAMEBUFFER == target); return GR_GL_FRAMEBUFFER_COMPLETE; } GrGLuint GR_GL_FUNCTION_TYPE debugGLCreateProgram() { GrProgramObj *program = GR_CREATE(GrProgramObj, GrDebugGL::kProgram_ObjTypes); return program->getID(); } GrGLuint GR_GL_FUNCTION_TYPE debugGLCreateShader(GrGLenum type) { GrAlwaysAssert(GR_GL_VERTEX_SHADER == type || GR_GL_FRAGMENT_SHADER == type); GrShaderObj *shader = GR_CREATE(GrShaderObj, GrDebugGL::kShader_ObjTypes); shader->setType(type); return shader->getID(); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteProgram(GrGLuint programID) { GrProgramObj *program = GR_FIND(programID, GrProgramObj, GrDebugGL::kProgram_ObjTypes); GrAlwaysAssert(program); if (program->getRefCount()) { // someone is still using this program so we can't delete it here program->setMarkedForDeletion(); } else { program->deleteAction(); } } GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteShader(GrGLuint shaderID) { GrShaderObj *shader = GR_FIND(shaderID, GrShaderObj, GrDebugGL::kShader_ObjTypes); GrAlwaysAssert(shader); if (shader->getRefCount()) { // someone is still using this shader so we can't delete it here shader->setMarkedForDeletion(); } else { shader->deleteAction(); } } // same function used for all glGen*(GLsize i, GLuint*) functions GrGLvoid GR_GL_FUNCTION_TYPE debugGLGenIds(GrGLsizei n, GrGLuint* ids) { static int gCurrID = 1; for (int i = 0; i < n; ++i) { ids[i] = ++gCurrID; } } GrGLvoid debugGenObjs(GrDebugGL::GrObjTypes type, GrGLsizei n, GrGLuint* ids) { for (int i = 0; i < n; ++i) { GrFakeRefObj *obj = GrDebugGL::getInstance()->createObj(type); GrAlwaysAssert(obj); ids[i] = obj->getID(); } } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGenBuffers(GrGLsizei n, GrGLuint* ids) { debugGenObjs(GrDebugGL::kBuffer_ObjTypes, n, ids); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGenFramebuffers(GrGLsizei n, GrGLuint* ids) { debugGenObjs(GrDebugGL::kFrameBuffer_ObjTypes, n, ids); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGenRenderbuffers(GrGLsizei n, GrGLuint* ids) { debugGenObjs(GrDebugGL::kRenderBuffer_ObjTypes, n, ids); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGenTextures(GrGLsizei n, GrGLuint* ids) { debugGenObjs(GrDebugGL::kTexture_ObjTypes, n, ids); } // same delete function for all glDelete*(GLsize i, const GLuint*) except buffers GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteIds(GrGLsizei n, const GrGLuint* ids) {} GrGLvoid GR_GL_FUNCTION_TYPE debugGLBindBuffer(GrGLenum target, GrGLuint bufferID) { GrAlwaysAssert(GR_GL_ARRAY_BUFFER == target || GR_GL_ELEMENT_ARRAY_BUFFER == target); GrBufferObj *buffer = GR_FIND(bufferID, GrBufferObj, GrDebugGL::kBuffer_ObjTypes); // 0 is a permissable bufferID - it unbinds the current buffer switch (target) { case GR_GL_ARRAY_BUFFER: GrDebugGL::getInstance()->setArrayBuffer(buffer); break; case GR_GL_ELEMENT_ARRAY_BUFFER: GrDebugGL::getInstance()->setElementArrayBuffer(buffer); break; default: GrCrash("Unexpected target to glBindBuffer"); break; } } // deleting a bound buffer has the side effect of binding 0 GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteBuffers(GrGLsizei n, const GrGLuint* ids) { // first potentially unbind the buffers for (int i = 0; i < n; ++i) { if (GrDebugGL::getInstance()->getArrayBuffer() && ids[i] == GrDebugGL::getInstance()->getArrayBuffer()->getID()) { // this ID is the current array buffer GrDebugGL::getInstance()->setArrayBuffer(NULL); } if (GrDebugGL::getInstance()->getElementArrayBuffer() && ids[i] == GrDebugGL::getInstance()->getElementArrayBuffer()->getID()) { // this ID is the current element array buffer GrDebugGL::getInstance()->setElementArrayBuffer(NULL); } } // then actually "delete" the buffers for (int i = 0; i < n; ++i) { GrBufferObj *buffer = GR_FIND(ids[i], GrBufferObj, GrDebugGL::kBuffer_ObjTypes); GrAlwaysAssert(buffer); GrAlwaysAssert(!buffer->getDeleted()); buffer->deleteAction(); } } // map a buffer to the caller's address space GrGLvoid* GR_GL_FUNCTION_TYPE debugGLMapBuffer(GrGLenum target, GrGLenum access) { GrAlwaysAssert(GR_GL_ARRAY_BUFFER == target || GR_GL_ELEMENT_ARRAY_BUFFER == target); GrAlwaysAssert(GR_GL_WRITE_ONLY == access); // GR_GL_READ_ONLY == access || || GR_GL_READ_WRIT == access); GrBufferObj *buffer = NULL; switch (target) { case GR_GL_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getArrayBuffer(); break; case GR_GL_ELEMENT_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getElementArrayBuffer(); break; default: GrCrash("Unexpected target to glMapBuffer"); break; } if (buffer) { GrAlwaysAssert(!buffer->getMapped()); buffer->setMapped(); return buffer->getDataPtr(); } GrAlwaysAssert(false); return NULL; // no buffer bound to the target } // remove a buffer from the caller's address space // TODO: check if the "access" method from "glMapBuffer" was honored GrGLboolean GR_GL_FUNCTION_TYPE debugGLUnmapBuffer(GrGLenum target) { GrAlwaysAssert(GR_GL_ARRAY_BUFFER == target || GR_GL_ELEMENT_ARRAY_BUFFER == target); GrBufferObj *buffer = NULL; switch (target) { case GR_GL_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getArrayBuffer(); break; case GR_GL_ELEMENT_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getElementArrayBuffer(); break; default: GrCrash("Unexpected target to glUnmapBuffer"); break; } if (buffer) { GrAlwaysAssert(buffer->getMapped()); buffer->resetMapped(); return GR_GL_TRUE; } GrAlwaysAssert(false); return GR_GL_FALSE; // GR_GL_INVALID_OPERATION; } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetBufferParameteriv(GrGLenum target, GrGLenum value, GrGLint* params) { GrAlwaysAssert(GR_GL_ARRAY_BUFFER == target || GR_GL_ELEMENT_ARRAY_BUFFER == target); GrAlwaysAssert(GR_GL_BUFFER_SIZE == value || GR_GL_BUFFER_USAGE == value); GrBufferObj *buffer = NULL; switch (target) { case GR_GL_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getArrayBuffer(); break; case GR_GL_ELEMENT_ARRAY_BUFFER: buffer = GrDebugGL::getInstance()->getElementArrayBuffer(); break; } GrAlwaysAssert(buffer); switch (value) { case GR_GL_BUFFER_MAPPED: *params = GR_GL_FALSE; if (buffer) *params = buffer->getMapped() ? GR_GL_TRUE : GR_GL_FALSE; break; case GR_GL_BUFFER_SIZE: *params = 0; if (buffer) *params = buffer->getSize(); break; case GR_GL_BUFFER_USAGE: *params = GR_GL_STATIC_DRAW; if (buffer) *params = buffer->getUsage(); break; default: GrCrash("Unexpected value to glGetBufferParamateriv"); break; } }; GrGLenum GR_GL_FUNCTION_TYPE debugGLGetError() { return GR_GL_NO_ERROR; } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetIntegerv(GrGLenum pname, GrGLint* params) { // TODO: remove from Ganesh the #defines for gets we don't use. // We would like to minimize gets overall due to performance issues switch (pname) { case GR_GL_STENCIL_BITS: *params = 8; break; case GR_GL_SAMPLES: *params = 1; break; case GR_GL_FRAMEBUFFER_BINDING: *params = 0; break; case GR_GL_VIEWPORT: params[0] = 0; params[1] = 0; params[2] = 800; params[3] = 600; break; case GR_GL_MAX_TEXTURE_IMAGE_UNITS: *params = 8; break; case GR_GL_MAX_VERTEX_UNIFORM_VECTORS: *params = kDefaultMaxVertexUniformVectors; break; case GR_GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = kDefaultMaxFragmentUniformVectors; break; case GR_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: *params = 16 * 4; break; case GR_GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = 0; break; case GR_GL_COMPRESSED_TEXTURE_FORMATS: break; case GR_GL_MAX_TEXTURE_SIZE: *params = 8192; break; case GR_GL_MAX_RENDERBUFFER_SIZE: *params = 8192; break; case GR_GL_MAX_SAMPLES: *params = 32; break; case GR_GL_MAX_VERTEX_ATTRIBS: *params = kDefaultMaxVertexAttribs; break; case GR_GL_MAX_VARYING_VECTORS: *params = kDefaultMaxVaryingVectors; break; default: GrCrash("Unexpected pname to GetIntegerv"); } } // used for both the program and shader info logs GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetInfoLog(GrGLuint program, GrGLsizei bufsize, GrGLsizei* length, char* infolog) { if (length) { *length = 0; } if (bufsize > 0) { *infolog = 0; } } // used for both the program and shader params GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetShaderOrProgramiv(GrGLuint program, GrGLenum pname, GrGLint* params) { switch (pname) { case GR_GL_LINK_STATUS: // fallthru case GR_GL_COMPILE_STATUS: *params = GR_GL_TRUE; break; case GR_GL_INFO_LOG_LENGTH: *params = 0; break; // we don't expect any other pnames default: GrCrash("Unexpected pname to GetProgramiv"); break; } } namespace { template void query_result(GrGLenum GLtarget, GrGLenum pname, T *params) { switch (pname) { case GR_GL_QUERY_RESULT_AVAILABLE: *params = GR_GL_TRUE; break; case GR_GL_QUERY_RESULT: *params = 0; break; default: GrCrash("Unexpected pname passed to GetQueryObject."); break; } } } // Queries on the null GL just don't do anything at all. We could potentially make // the timers work. GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetQueryiv(GrGLenum GLtarget, GrGLenum pname, GrGLint *params) { switch (pname) { case GR_GL_CURRENT_QUERY: *params = 0; break; case GR_GL_QUERY_COUNTER_BITS: *params = 32; break; default: GrCrash("Unexpected pname passed GetQueryiv."); } } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetQueryObjecti64v(GrGLuint id, GrGLenum pname, GrGLint64 *params) { query_result(id, pname, params); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetQueryObjectiv(GrGLuint id, GrGLenum pname, GrGLint *params) { query_result(id, pname, params); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetQueryObjectui64v(GrGLuint id, GrGLenum pname, GrGLuint64 *params) { query_result(id, pname, params); } GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetQueryObjectuiv(GrGLuint id, GrGLenum pname, GrGLuint *params) { query_result(id, pname, params); } const GrGLubyte* GR_GL_FUNCTION_TYPE debugGLGetString(GrGLenum name) { switch (name) { case GR_GL_EXTENSIONS: return (const GrGLubyte*)"GL_ARB_framebuffer_object GL_ARB_blend_func_extended GL_ARB_timer_query GL_ARB_draw_buffers GL_ARB_occlusion_query GL_EXT_blend_color GL_EXT_stencil_wrap"; case GR_GL_VERSION: return (const GrGLubyte*)"4.0 Debug GL"; case GR_GL_SHADING_LANGUAGE_VERSION: return (const GrGLubyte*)"4.20.8 Debug GLSL"; case GR_GL_VENDOR: return (const GrGLubyte*)"Debug Vendor"; case GR_GL_RENDERER: return (const GrGLubyte*)"The Debug (Non-)Renderer"; default: GrCrash("Unexpected name to GetString"); return NULL; } } // we used to use this to query stuff about externally created textures, now we just // require clients to tell us everything about the texture. GrGLvoid GR_GL_FUNCTION_TYPE debugGLGetTexLevelParameteriv(GrGLenum target, GrGLint level, GrGLenum pname, GrGLint* params) { GrCrash("Should never query texture parameters."); } GrGLint GR_GL_FUNCTION_TYPE debugGLGetUniformLocation(GrGLuint program, const char* name) { static int gUniLocation = 0; return ++gUniLocation; } } // end of namespace //////////////////////////////////////////////////////////////////////////////// struct GrDebugGLInterface : public GrGLInterface { public: GrDebugGLInterface() : fWrapped(NULL) { } void setWrapped(GrGLInterface *interface) { fWrapped.reset(interface); } // TODO: there are some issues w/ wrapping another GL interface inside the // debug interface: // Since none of the "gl" methods are member functions they don't get // a "this" pointer through which to access "fWrapped" // This could be worked around by having all of them access the // "glInterface" pointer - i.e., treating the debug interface as a // true singleton // // The problem with this is that we also want to handle OpenGL // contexts. The natural way to do this is to have multiple debug // interfaces. Each of which represents a separate context. The // static ID count would still uniquify IDs across all of them. // The problem then is that we couldn't treat the debug GL // interface as a singleton (since there would be one for each // context). // // The solution to this is probably to alter SkDebugGlContext's // "makeCurrent" method to make a call like "makeCurrent(this)" to // the debug GL interface (assuming that the application will create // multiple SkGLContext's) to let it switch between the active // context. Everything in the GrDebugGL object would then need to be // moved to a GrContextObj and the GrDebugGL object would just switch // between them. Note that this approach would also require that // SkDebugGLContext wrap an arbitrary other context // and then pass the wrapped interface to the debug GL interface. protected: private: SkAutoTUnref fWrapped; typedef GrGLInterface INHERITED; }; //////////////////////////////////////////////////////////////////////////////// const GrGLInterface* GrGLCreateDebugInterface() { // The gl functions are not context-specific so we create one global // interface static SkAutoTUnref glInterface; if (!glInterface.get()) { GrGLInterface* interface = new GrDebugGLInterface; glInterface.reset(interface); interface->fBindingsExported = kDesktop_GrGLBinding; interface->fActiveTexture = debugGLActiveTexture; interface->fAttachShader = debugGLAttachShader; interface->fBeginQuery = debugGLBeginQuery; interface->fBindAttribLocation = debugGLBindAttribLocation; interface->fBindBuffer = debugGLBindBuffer; interface->fBindFragDataLocation = debugGLBindFragDataLocation; interface->fBindTexture = debugGLBindTexture; interface->fBlendColor = debugGLBlendColor; interface->fBlendFunc = debugGLBlendFunc; interface->fBufferData = debugGLBufferData; interface->fBufferSubData = debugGLBufferSubData; interface->fClear = debugGLClear; interface->fClearColor = debugGLClearColor; interface->fClearStencil = debugGLClearStencil; interface->fColorMask = debugGLColorMask; interface->fCompileShader = debugGLCompileShader; interface->fCompressedTexImage2D = debugGLCompressedTexImage2D; interface->fCreateProgram = debugGLCreateProgram; interface->fCreateShader = debugGLCreateShader; interface->fCullFace = debugGLCullFace; interface->fDeleteBuffers = debugGLDeleteBuffers; interface->fDeleteProgram = debugGLDeleteProgram; interface->fDeleteQueries = debugGLDeleteIds; interface->fDeleteShader = debugGLDeleteShader; interface->fDeleteTextures = debugGLDeleteTextures; interface->fDepthMask = debugGLDepthMask; interface->fDisable = debugGLDisable; interface->fDisableVertexAttribArray = debugGLDisableVertexAttribArray; interface->fDrawArrays = debugGLDrawArrays; interface->fDrawBuffer = debugGLDrawBuffer; interface->fDrawBuffers = debugGLDrawBuffers; interface->fDrawElements = debugGLDrawElements; interface->fEnable = debugGLEnable; interface->fEnableVertexAttribArray = debugGLEnableVertexAttribArray; interface->fEndQuery = debugGLEndQuery; interface->fFinish = debugGLFinish; interface->fFlush = debugGLFlush; interface->fFrontFace = debugGLFrontFace; interface->fGenBuffers = debugGLGenBuffers; interface->fGenQueries = debugGLGenIds; interface->fGenTextures = debugGLGenTextures; interface->fGetBufferParameteriv = debugGLGetBufferParameteriv; interface->fGetError = debugGLGetError; interface->fGetIntegerv = debugGLGetIntegerv; interface->fGetQueryObjecti64v = debugGLGetQueryObjecti64v; interface->fGetQueryObjectiv = debugGLGetQueryObjectiv; interface->fGetQueryObjectui64v = debugGLGetQueryObjectui64v; interface->fGetQueryObjectuiv = debugGLGetQueryObjectuiv; interface->fGetQueryiv = debugGLGetQueryiv; interface->fGetProgramInfoLog = debugGLGetInfoLog; interface->fGetProgramiv = debugGLGetShaderOrProgramiv; interface->fGetShaderInfoLog = debugGLGetInfoLog; interface->fGetShaderiv = debugGLGetShaderOrProgramiv; interface->fGetString = debugGLGetString; interface->fGetTexLevelParameteriv = debugGLGetTexLevelParameteriv; interface->fGetUniformLocation = debugGLGetUniformLocation; interface->fLineWidth = debugGLLineWidth; interface->fLinkProgram = debugGLLinkProgram; interface->fPixelStorei = debugGLPixelStorei; interface->fQueryCounter = debugGLQueryCounter; interface->fReadBuffer = debugGLReadBuffer; interface->fReadPixels = debugGLReadPixels; interface->fScissor = debugGLScissor; interface->fShaderSource = debugGLShaderSource; interface->fStencilFunc = debugGLStencilFunc; interface->fStencilFuncSeparate = debugGLStencilFuncSeparate; interface->fStencilMask = debugGLStencilMask; interface->fStencilMaskSeparate = debugGLStencilMaskSeparate; interface->fStencilOp = debugGLStencilOp; interface->fStencilOpSeparate = debugGLStencilOpSeparate; interface->fTexImage2D = debugGLTexImage2D; interface->fTexParameteri = debugGLTexParameteri; interface->fTexParameteriv = debugGLTexParameteriv; interface->fTexSubImage2D = debugGLTexSubImage2D; interface->fTexStorage2D = debugGLTexStorage2D; interface->fUniform1f = debugGLUniform1f; interface->fUniform1i = debugGLUniform1i; interface->fUniform1fv = debugGLUniform1fv; interface->fUniform1iv = debugGLUniform1iv; interface->fUniform2f = debugGLUniform2f; interface->fUniform2i = debugGLUniform2i; interface->fUniform2fv = debugGLUniform2fv; interface->fUniform2iv = debugGLUniform2iv; interface->fUniform3f = debugGLUniform3f; interface->fUniform3i = debugGLUniform3i; interface->fUniform3fv = debugGLUniform3fv; interface->fUniform3iv = debugGLUniform3iv; interface->fUniform4f = debugGLUniform4f; interface->fUniform4i = debugGLUniform4i; interface->fUniform4fv = debugGLUniform4fv; interface->fUniform4iv = debugGLUniform4iv; interface->fUniformMatrix2fv = debugGLUniformMatrix2fv; interface->fUniformMatrix3fv = debugGLUniformMatrix3fv; interface->fUniformMatrix4fv = debugGLUniformMatrix4fv; interface->fUseProgram = debugGLUseProgram; interface->fVertexAttrib4fv = debugGLVertexAttrib4fv; interface->fVertexAttribPointer = debugGLVertexAttribPointer; interface->fViewport = debugGLViewport; interface->fBindFramebuffer = debugGLBindFramebuffer; interface->fBindRenderbuffer = debugGLBindRenderbuffer; interface->fCheckFramebufferStatus = debugGLCheckFramebufferStatus; interface->fDeleteFramebuffers = debugGLDeleteFramebuffers; interface->fDeleteRenderbuffers = debugGLDeleteRenderbuffers; interface->fFramebufferRenderbuffer = debugGLFramebufferRenderbuffer; interface->fFramebufferTexture2D = debugGLFramebufferTexture2D; interface->fGenFramebuffers = debugGLGenFramebuffers; interface->fGenRenderbuffers = debugGLGenRenderbuffers; interface->fGetFramebufferAttachmentParameteriv = debugGLGetFramebufferAttachmentParameteriv; interface->fGetRenderbufferParameteriv = debugGLGetRenderbufferParameteriv; interface->fRenderbufferStorage = debugGLRenderbufferStorage; interface->fRenderbufferStorageMultisample = debugGLRenderbufferStorageMultisample; interface->fBlitFramebuffer = debugGLBlitFramebuffer; interface->fResolveMultisampleFramebuffer = debugGLResolveMultisampleFramebuffer; interface->fMapBuffer = debugGLMapBuffer; interface->fUnmapBuffer = debugGLUnmapBuffer; interface->fBindFragDataLocationIndexed = debugGLBindFragDataLocationIndexed; } glInterface.get()->ref(); return glInterface.get(); }