ee64d6ef49
Review URL: https://codereview.chromium.org/778703003
364 lines
17 KiB
C++
364 lines
17 KiB
C++
/*
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* Copyright 2011 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrGLInterface_DEFINED
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#define GrGLInterface_DEFINED
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#include "GrGLFunctions.h"
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#include "GrGLExtensions.h"
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#include "SkRefCnt.h"
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////////////////////////////////////////////////////////////////////////////////
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/**
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* Rather than depend on platform-specific GL headers and libraries, we require
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* the client to provide a struct of GL function pointers. This struct can be
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* specified per-GrContext as a parameter to GrContext::Create. If NULL is
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* passed to Create then a "default" GL interface is created. If the default is
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* also NULL GrContext creation will fail.
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*
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* The default interface is returned by GrGLDefaultInterface. This function's
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* implementation is platform-specific. Several have been provided, along with
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* an implementation that simply returns NULL.
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*
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* By defining GR_GL_PER_GL_CALL_IFACE_CALLBACK to 1 the client can specify a
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* callback function that will be called prior to each GL function call. See
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* comments in GrGLConfig.h
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*/
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struct GrGLInterface;
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const GrGLInterface* GrGLDefaultInterface();
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/**
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* Creates a GrGLInterface for a "native" GL context (e.g. WGL on windows,
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* GLX on linux, AGL on Mac). The interface is only valid for the GL context
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* that is current when the interface is created.
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*/
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const GrGLInterface* GrGLCreateNativeInterface();
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#if SK_MESA
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/**
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* Creates a GrGLInterface for an OSMesa context.
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*/
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const GrGLInterface* GrGLCreateMesaInterface();
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#endif
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#if SK_ANGLE
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/**
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* Creates a GrGLInterface for an ANGLE context.
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*/
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const GrGLInterface* GrGLCreateANGLEInterface();
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#endif
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/**
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* Creates a null GrGLInterface that doesn't draw anything. Used for measuring
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* CPU overhead.
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*/
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const SK_API GrGLInterface* GrGLCreateNullInterface();
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/**
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* Creates a debugging GrGLInterface that doesn't draw anything. Used for
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* finding memory leaks and invalid memory accesses.
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*/
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const GrGLInterface* GrGLCreateDebugInterface();
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#if GR_GL_PER_GL_FUNC_CALLBACK
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typedef void (*GrGLInterfaceCallbackProc)(const GrGLInterface*);
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typedef intptr_t GrGLInterfaceCallbackData;
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#endif
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/** Function that returns a new interface identical to "interface" but without support for
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GL_NV_path_rendering. */
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const GrGLInterface* GrGLInterfaceRemoveNVPR(const GrGLInterface*);
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/** Function that returns a new interface identical to "interface" but with support for
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test version of GL_EXT_debug_marker. */
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const GrGLInterface* GrGLInterfaceAddTestDebugMarker(const GrGLInterface*,
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GrGLInsertEventMarkerProc insertEventMarkerFn,
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GrGLPushGroupMarkerProc pushGroupMarkerFn,
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GrGLPopGroupMarkerProc popGroupMarkerFn);
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/**
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* GrContext uses the following interface to make all calls into OpenGL. When a
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* GrContext is created it is given a GrGLInterface. The interface's function
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* pointers must be valid for the OpenGL context associated with the GrContext.
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* On some platforms, such as Windows, function pointers for OpenGL extensions
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* may vary between OpenGL contexts. So the caller must be careful to use a
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* GrGLInterface initialized for the correct context. All functions that should
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* be available based on the OpenGL's version and extension string must be
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* non-NULL or GrContext creation will fail. This can be tested with the
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* validate() method when the OpenGL context has been made current.
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*/
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struct SK_API GrGLInterface : public SkRefCnt {
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private:
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// simple wrapper class that exists only to initialize a pointer to NULL
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template <typename FNPTR_TYPE> class GLPtr {
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public:
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GLPtr() : fPtr(NULL) {}
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GLPtr operator=(FNPTR_TYPE ptr) { fPtr = ptr; return *this; }
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operator FNPTR_TYPE() const { return fPtr; }
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private:
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FNPTR_TYPE fPtr;
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};
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// This is a temporary workaround to keep Chromium's GrGLInterface factories compiling until
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// they're updated to use the Functions struct.
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template <typename FNPTR_TYPE> class GLPtrAlias {
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public:
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GLPtrAlias(GLPtr<FNPTR_TYPE>* base) : fBase(base) {}
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void operator=(FNPTR_TYPE ptr) { *fBase = ptr; }
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private:
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GLPtr<FNPTR_TYPE>* fBase;
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};
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typedef SkRefCnt INHERITED;
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public:
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SK_DECLARE_INST_COUNT(GrGLInterface)
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GrGLInterface();
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static GrGLInterface* NewClone(const GrGLInterface*);
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// Validates that the GrGLInterface supports its advertised standard. This means the necessary
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// function pointers have been initialized for both the GL version and any advertised
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// extensions.
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bool validate() const;
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// Indicates the type of GL implementation
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union {
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GrGLStandard fStandard;
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GrGLStandard fBindingsExported; // Legacy name, will be remove when Chromium is updated.
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};
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GrGLExtensions fExtensions;
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bool hasExtension(const char ext[]) const { return fExtensions.has(ext); }
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/**
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* The function pointers are in a struct so that we can have a compiler generated assignment
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* operator.
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*/
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struct Functions {
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GLPtr<GrGLActiveTextureProc> fActiveTexture;
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GLPtr<GrGLAttachShaderProc> fAttachShader;
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GLPtr<GrGLBeginQueryProc> fBeginQuery;
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GLPtr<GrGLBindAttribLocationProc> fBindAttribLocation;
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GLPtr<GrGLBindBufferProc> fBindBuffer;
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GLPtr<GrGLBindFragDataLocationProc> fBindFragDataLocation;
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GLPtr<GrGLBindFragDataLocationIndexedProc> fBindFragDataLocationIndexed;
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GLPtr<GrGLBindFramebufferProc> fBindFramebuffer;
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GLPtr<GrGLBindRenderbufferProc> fBindRenderbuffer;
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GLPtr<GrGLBindTextureProc> fBindTexture;
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GLPtr<GrGLBindVertexArrayProc> fBindVertexArray;
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GLPtr<GrGLBlendColorProc> fBlendColor;
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GLPtr<GrGLBlendFuncProc> fBlendFunc;
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GLPtr<GrGLBlitFramebufferProc> fBlitFramebuffer;
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GLPtr<GrGLBufferDataProc> fBufferData;
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GLPtr<GrGLBufferSubDataProc> fBufferSubData;
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GLPtr<GrGLCheckFramebufferStatusProc> fCheckFramebufferStatus;
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GLPtr<GrGLClearProc> fClear;
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GLPtr<GrGLClearColorProc> fClearColor;
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GLPtr<GrGLClearStencilProc> fClearStencil;
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GLPtr<GrGLColorMaskProc> fColorMask;
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GLPtr<GrGLCompileShaderProc> fCompileShader;
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GLPtr<GrGLCompressedTexImage2DProc> fCompressedTexImage2D;
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GLPtr<GrGLCompressedTexSubImage2DProc> fCompressedTexSubImage2D;
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GLPtr<GrGLCopyTexSubImage2DProc> fCopyTexSubImage2D;
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GLPtr<GrGLCopyTextureCHROMIUMProc> fCopyTextureCHROMIUM;
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GLPtr<GrGLCreateProgramProc> fCreateProgram;
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GLPtr<GrGLCreateShaderProc> fCreateShader;
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GLPtr<GrGLCullFaceProc> fCullFace;
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GLPtr<GrGLDeleteBuffersProc> fDeleteBuffers;
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GLPtr<GrGLDeleteFramebuffersProc> fDeleteFramebuffers;
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GLPtr<GrGLDeleteProgramProc> fDeleteProgram;
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GLPtr<GrGLDeleteQueriesProc> fDeleteQueries;
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GLPtr<GrGLDeleteRenderbuffersProc> fDeleteRenderbuffers;
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GLPtr<GrGLDeleteShaderProc> fDeleteShader;
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GLPtr<GrGLDeleteTexturesProc> fDeleteTextures;
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GLPtr<GrGLDeleteVertexArraysProc> fDeleteVertexArrays;
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GLPtr<GrGLDepthMaskProc> fDepthMask;
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GLPtr<GrGLDisableProc> fDisable;
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GLPtr<GrGLDisableVertexAttribArrayProc> fDisableVertexAttribArray;
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GLPtr<GrGLDrawArraysProc> fDrawArrays;
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GLPtr<GrGLDrawBufferProc> fDrawBuffer;
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GLPtr<GrGLDrawBuffersProc> fDrawBuffers;
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GLPtr<GrGLDrawElementsProc> fDrawElements;
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GLPtr<GrGLEnableProc> fEnable;
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GLPtr<GrGLEnableVertexAttribArrayProc> fEnableVertexAttribArray;
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GLPtr<GrGLEndQueryProc> fEndQuery;
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GLPtr<GrGLFinishProc> fFinish;
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GLPtr<GrGLFlushProc> fFlush;
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GLPtr<GrGLFlushMappedBufferRangeProc> fFlushMappedBufferRange;
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GLPtr<GrGLFramebufferRenderbufferProc> fFramebufferRenderbuffer;
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GLPtr<GrGLFramebufferTexture2DProc> fFramebufferTexture2D;
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GLPtr<GrGLFramebufferTexture2DMultisampleProc> fFramebufferTexture2DMultisample;
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GLPtr<GrGLFrontFaceProc> fFrontFace;
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GLPtr<GrGLGenBuffersProc> fGenBuffers;
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GLPtr<GrGLGenFramebuffersProc> fGenFramebuffers;
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GLPtr<GrGLGenerateMipmapProc> fGenerateMipmap;
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GLPtr<GrGLGenQueriesProc> fGenQueries;
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GLPtr<GrGLGenRenderbuffersProc> fGenRenderbuffers;
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GLPtr<GrGLGenTexturesProc> fGenTextures;
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GLPtr<GrGLGenVertexArraysProc> fGenVertexArrays;
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GLPtr<GrGLGetBufferParameterivProc> fGetBufferParameteriv;
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GLPtr<GrGLGetErrorProc> fGetError;
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GLPtr<GrGLGetFramebufferAttachmentParameterivProc> fGetFramebufferAttachmentParameteriv;
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GLPtr<GrGLGetIntegervProc> fGetIntegerv;
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GLPtr<GrGLGetQueryObjecti64vProc> fGetQueryObjecti64v;
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GLPtr<GrGLGetQueryObjectivProc> fGetQueryObjectiv;
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GLPtr<GrGLGetQueryObjectui64vProc> fGetQueryObjectui64v;
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GLPtr<GrGLGetQueryObjectuivProc> fGetQueryObjectuiv;
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GLPtr<GrGLGetQueryivProc> fGetQueryiv;
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GLPtr<GrGLGetProgramInfoLogProc> fGetProgramInfoLog;
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GLPtr<GrGLGetProgramivProc> fGetProgramiv;
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GLPtr<GrGLGetRenderbufferParameterivProc> fGetRenderbufferParameteriv;
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GLPtr<GrGLGetShaderInfoLogProc> fGetShaderInfoLog;
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GLPtr<GrGLGetShaderivProc> fGetShaderiv;
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GLPtr<GrGLGetShaderPrecisionFormatProc> fGetShaderPrecisionFormat;
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GLPtr<GrGLGetStringProc> fGetString;
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GLPtr<GrGLGetStringiProc> fGetStringi;
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GLPtr<GrGLGetTexLevelParameterivProc> fGetTexLevelParameteriv;
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GLPtr<GrGLGetUniformLocationProc> fGetUniformLocation;
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GLPtr<GrGLInsertEventMarkerProc> fInsertEventMarker;
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GLPtr<GrGLInvalidateBufferDataProc> fInvalidateBufferData;
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GLPtr<GrGLInvalidateBufferSubDataProc> fInvalidateBufferSubData;
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GLPtr<GrGLInvalidateFramebufferProc> fInvalidateFramebuffer;
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GLPtr<GrGLInvalidateSubFramebufferProc> fInvalidateSubFramebuffer;
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GLPtr<GrGLInvalidateTexImageProc> fInvalidateTexImage;
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GLPtr<GrGLInvalidateTexSubImageProc> fInvalidateTexSubImage;
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GLPtr<GrGLLineWidthProc> fLineWidth;
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GLPtr<GrGLLinkProgramProc> fLinkProgram;
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GLPtr<GrGLMapBufferProc> fMapBuffer;
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GLPtr<GrGLMapBufferRangeProc> fMapBufferRange;
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GLPtr<GrGLMapBufferSubDataProc> fMapBufferSubData;
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GLPtr<GrGLMapTexSubImage2DProc> fMapTexSubImage2D;
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GLPtr<GrGLMatrixLoadfProc> fMatrixLoadf;
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GLPtr<GrGLMatrixLoadIdentityProc> fMatrixLoadIdentity;
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GLPtr<GrGLPixelStoreiProc> fPixelStorei;
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GLPtr<GrGLPopGroupMarkerProc> fPopGroupMarker;
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GLPtr<GrGLPushGroupMarkerProc> fPushGroupMarker;
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GLPtr<GrGLQueryCounterProc> fQueryCounter;
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GLPtr<GrGLReadBufferProc> fReadBuffer;
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GLPtr<GrGLReadPixelsProc> fReadPixels;
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GLPtr<GrGLRenderbufferStorageProc> fRenderbufferStorage;
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// On OpenGL ES there are multiple incompatible extensions that add support for MSAA
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// and ES3 adds MSAA support to the standard. On an ES3 driver we may still use the
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// older extensions for performance reasons or due to ES3 driver bugs. We want the function
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// that creates the GrGLInterface to provide all available functions and internally
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// we will select among them. They all have a method called glRenderbufferStorageMultisample*.
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// So we have separate function pointers for GL_IMG/EXT_multisampled_to_texture,
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// GL_CHROMIUM/ANGLE_framebuffer_multisample/ES3, and GL_APPLE_framebuffer_multisample
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// variations.
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//
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// If a driver supports multiple GL_ARB_framebuffer_multisample-style extensions then we will
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// assume the function pointers for the standard (or equivalent GL_ARB) version have
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// been preferred over GL_EXT, GL_CHROMIUM, or GL_ANGLE variations that have reduced
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// functionality.
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// GL_EXT_multisampled_render_to_texture (preferred) or GL_IMG_multisampled_render_to_texture
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GLPtr<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisampleES2EXT;
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// GL_APPLE_framebuffer_multisample
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GLPtr<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisampleES2APPLE;
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// This is used to store the pointer for GL_ARB/EXT/ANGLE/CHROMIUM_framebuffer_multisample or
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// the standard function in ES3+ or GL 3.0+.
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GLPtr<GrGLRenderbufferStorageMultisampleProc> fRenderbufferStorageMultisample;
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// Pointer to BindUniformLocationCHROMIUM from the GL_CHROMIUM_bind_uniform_location extension.
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GLPtr<GrGLBindUniformLocation> fBindUniformLocation;
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GLPtr<GrGLResolveMultisampleFramebufferProc> fResolveMultisampleFramebuffer;
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GLPtr<GrGLScissorProc> fScissor;
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GLPtr<GrGLShaderSourceProc> fShaderSource;
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GLPtr<GrGLStencilFuncProc> fStencilFunc;
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GLPtr<GrGLStencilFuncSeparateProc> fStencilFuncSeparate;
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GLPtr<GrGLStencilMaskProc> fStencilMask;
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GLPtr<GrGLStencilMaskSeparateProc> fStencilMaskSeparate;
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GLPtr<GrGLStencilOpProc> fStencilOp;
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GLPtr<GrGLStencilOpSeparateProc> fStencilOpSeparate;
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GLPtr<GrGLTexImage2DProc> fTexImage2D;
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GLPtr<GrGLTexParameteriProc> fTexParameteri;
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GLPtr<GrGLTexParameterivProc> fTexParameteriv;
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GLPtr<GrGLTexSubImage2DProc> fTexSubImage2D;
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GLPtr<GrGLTexStorage2DProc> fTexStorage2D;
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GLPtr<GrGLDiscardFramebufferProc> fDiscardFramebuffer;
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GLPtr<GrGLUniform1fProc> fUniform1f;
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GLPtr<GrGLUniform1iProc> fUniform1i;
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GLPtr<GrGLUniform1fvProc> fUniform1fv;
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GLPtr<GrGLUniform1ivProc> fUniform1iv;
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GLPtr<GrGLUniform2fProc> fUniform2f;
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GLPtr<GrGLUniform2iProc> fUniform2i;
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GLPtr<GrGLUniform2fvProc> fUniform2fv;
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GLPtr<GrGLUniform2ivProc> fUniform2iv;
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GLPtr<GrGLUniform3fProc> fUniform3f;
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GLPtr<GrGLUniform3iProc> fUniform3i;
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GLPtr<GrGLUniform3fvProc> fUniform3fv;
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GLPtr<GrGLUniform3ivProc> fUniform3iv;
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GLPtr<GrGLUniform4fProc> fUniform4f;
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GLPtr<GrGLUniform4iProc> fUniform4i;
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GLPtr<GrGLUniform4fvProc> fUniform4fv;
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GLPtr<GrGLUniform4ivProc> fUniform4iv;
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GLPtr<GrGLUniformMatrix2fvProc> fUniformMatrix2fv;
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GLPtr<GrGLUniformMatrix3fvProc> fUniformMatrix3fv;
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GLPtr<GrGLUniformMatrix4fvProc> fUniformMatrix4fv;
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GLPtr<GrGLUnmapBufferProc> fUnmapBuffer;
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GLPtr<GrGLUnmapBufferSubDataProc> fUnmapBufferSubData;
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GLPtr<GrGLUnmapTexSubImage2DProc> fUnmapTexSubImage2D;
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GLPtr<GrGLUseProgramProc> fUseProgram;
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GLPtr<GrGLVertexAttrib1fProc> fVertexAttrib1f;
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GLPtr<GrGLVertexAttrib2fvProc> fVertexAttrib2fv;
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GLPtr<GrGLVertexAttrib3fvProc> fVertexAttrib3fv;
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GLPtr<GrGLVertexAttrib4fvProc> fVertexAttrib4fv;
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GLPtr<GrGLVertexAttribPointerProc> fVertexAttribPointer;
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GLPtr<GrGLViewportProc> fViewport;
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// Experimental: Functions for GL_NV_path_rendering. These will be
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// alphabetized with the above functions once this is fully supported
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// (and functions we are unlikely to use will possibly be omitted).
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GLPtr<GrGLGetProgramResourceLocationProc> fGetProgramResourceLocation;
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GLPtr<GrGLPathCommandsProc> fPathCommands;
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GLPtr<GrGLPathCoordsProc> fPathCoords;
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GLPtr<GrGLPathParameteriProc> fPathParameteri;
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GLPtr<GrGLPathParameterfProc> fPathParameterf;
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GLPtr<GrGLGenPathsProc> fGenPaths;
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GLPtr<GrGLDeletePathsProc> fDeletePaths;
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GLPtr<GrGLIsPathProc> fIsPath;
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GLPtr<GrGLPathStencilFuncProc> fPathStencilFunc;
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GLPtr<GrGLStencilFillPathProc> fStencilFillPath;
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GLPtr<GrGLStencilStrokePathProc> fStencilStrokePath;
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GLPtr<GrGLStencilFillPathInstancedProc> fStencilFillPathInstanced;
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GLPtr<GrGLStencilStrokePathInstancedProc> fStencilStrokePathInstanced;
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GLPtr<GrGLPathTexGenProc> fPathTexGen;
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GLPtr<GrGLCoverFillPathProc> fCoverFillPath;
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GLPtr<GrGLCoverStrokePathProc> fCoverStrokePath;
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GLPtr<GrGLCoverFillPathInstancedProc> fCoverFillPathInstanced;
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GLPtr<GrGLCoverStrokePathInstancedProc> fCoverStrokePathInstanced;
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// NV_path_rendering v1.2
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GLPtr<GrGLStencilThenCoverFillPathProc> fStencilThenCoverFillPath;
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GLPtr<GrGLStencilThenCoverStrokePathProc> fStencilThenCoverStrokePath;
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GLPtr<GrGLStencilThenCoverFillPathInstancedProc> fStencilThenCoverFillPathInstanced;
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GLPtr<GrGLStencilThenCoverStrokePathInstancedProc> fStencilThenCoverStrokePathInstanced;
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// NV_path_rendering v1.3
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GLPtr<GrGLProgramPathFragmentInputGenProc> fProgramPathFragmentInputGen;
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GLPtr<GrGLPathMemoryGlyphIndexArrayProc> fPathMemoryGlyphIndexArray;
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} fFunctions;
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// Per-GL func callback
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#if GR_GL_PER_GL_FUNC_CALLBACK
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GrGLInterfaceCallbackProc fCallback;
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GrGLInterfaceCallbackData fCallbackData;
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#endif
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// This exists for internal testing.
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virtual void abandon() const {}
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};
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#endif
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