skia2/include/gpu/gl/GrGLInterface.h
Chris Dalton 4c56b03cfd Drop support for GL_EXT_raster_multisample
We had only used this extension in conjunction with
GL_NV_framebuffer_mixed_samples to draw directly to the framebuffer.
However, it's faster and higher quality to just use our own analytic
AA if we can draw directly to the framebuffer.

It might have been interesting to fake mixed samples using
GL_EXT_raster_multisample and PLS together, but those two extensions
don't appear to ever exist together.

Bug: skia:
Change-Id: Iea489cb0e03fc55aa64d3ea7fccc61b539cc461e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/197082
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
2019-03-05 11:35:21 +00:00

348 lines
18 KiB
C++

/*
* 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 GrGLInterface_DEFINED
#define GrGLInterface_DEFINED
#include "GrGLFunctions.h"
#include "GrGLExtensions.h"
#include "SkRefCnt.h"
////////////////////////////////////////////////////////////////////////////////
typedef void(*GrGLFuncPtr)();
struct GrGLInterface;
/**
* Rather than depend on platform-specific GL headers and libraries, we require
* the client to provide a struct of GL function pointers. This struct can be
* specified per-GrContext as a parameter to GrContext::MakeGL. If no interface is
* passed to MakeGL then a default GL interface is created using GrGLMakeNativeInterface().
* If this returns nullptr then GrContext::MakeGL() will fail.
*
* The implementation of GrGLMakeNativeInterface is platform-specific. Several
* implementations have been provided (for GLX, WGL, EGL, etc), along with an
* implementation that simply returns nullptr. Clients should select the most
* appropriate one to build.
*/
SK_API sk_sp<const GrGLInterface> GrGLMakeNativeInterface();
// Deprecated alternative to GrGLMakeNativeInterface().
SK_API const GrGLInterface* GrGLCreateNativeInterface();
/**
* Creates a null GrGLInterface that doesn't draw anything. Used for measuring
* CPU overhead. TODO: We would like to move this to tools/gpu/gl/null but currently
* Chromium is using it in its unit tests.
*/
const SK_API GrGLInterface* GrGLCreateNullInterface(bool enableNVPR = false);
/**
* GrContext uses the following interface to make all calls into OpenGL. When a
* GrContext is created it is given a GrGLInterface. The interface's function
* pointers must be valid for the OpenGL context associated with the GrContext.
* On some platforms, such as Windows, function pointers for OpenGL extensions
* may vary between OpenGL contexts. So the caller must be careful to use a
* GrGLInterface initialized for the correct context. All functions that should
* be available based on the OpenGL's version and extension string must be
* non-NULL or GrContext creation will fail. This can be tested with the
* validate() method when the OpenGL context has been made current.
*/
struct SK_API GrGLInterface : public SkRefCnt {
private:
typedef SkRefCnt INHERITED;
public:
GrGLInterface();
// Validates that the GrGLInterface supports its advertised standard. This means the necessary
// function pointers have been initialized for both the GL version and any advertised
// extensions.
bool validate() const;
// Indicates the type of GL implementation
union {
GrGLStandard fStandard;
GrGLStandard fBindingsExported; // Legacy name, will be remove when Chromium is updated.
};
GrGLExtensions fExtensions;
bool hasExtension(const char ext[]) const { return fExtensions.has(ext); }
/**
* The function pointers are in a struct so that we can have a compiler generated assignment
* operator.
*/
struct Functions {
GrGLFunction<GrGLActiveTextureFn> fActiveTexture;
GrGLFunction<GrGLAttachShaderFn> fAttachShader;
GrGLFunction<GrGLBeginQueryFn> fBeginQuery;
GrGLFunction<GrGLBindAttribLocationFn> fBindAttribLocation;
GrGLFunction<GrGLBindBufferFn> fBindBuffer;
GrGLFunction<GrGLBindFragDataLocationFn> fBindFragDataLocation;
GrGLFunction<GrGLBindFragDataLocationIndexedFn> fBindFragDataLocationIndexed;
GrGLFunction<GrGLBindFramebufferFn> fBindFramebuffer;
GrGLFunction<GrGLBindRenderbufferFn> fBindRenderbuffer;
GrGLFunction<GrGLBindSamplerFn> fBindSampler;
GrGLFunction<GrGLBindTextureFn> fBindTexture;
GrGLFunction<GrGLBindVertexArrayFn> fBindVertexArray;
GrGLFunction<GrGLBlendBarrierFn> fBlendBarrier;
GrGLFunction<GrGLBlendColorFn> fBlendColor;
GrGLFunction<GrGLBlendEquationFn> fBlendEquation;
GrGLFunction<GrGLBlendFuncFn> fBlendFunc;
GrGLFunction<GrGLBlitFramebufferFn> fBlitFramebuffer;
GrGLFunction<GrGLBufferDataFn> fBufferData;
GrGLFunction<GrGLBufferSubDataFn> fBufferSubData;
GrGLFunction<GrGLCheckFramebufferStatusFn> fCheckFramebufferStatus;
GrGLFunction<GrGLClearFn> fClear;
GrGLFunction<GrGLClearColorFn> fClearColor;
GrGLFunction<GrGLClearStencilFn> fClearStencil;
GrGLFunction<GrGLClearTexImageFn> fClearTexImage;
GrGLFunction<GrGLClearTexSubImageFn> fClearTexSubImage;
GrGLFunction<GrGLColorMaskFn> fColorMask;
GrGLFunction<GrGLCompileShaderFn> fCompileShader;
GrGLFunction<GrGLCompressedTexImage2DFn> fCompressedTexImage2D;
GrGLFunction<GrGLCompressedTexSubImage2DFn> fCompressedTexSubImage2D;
GrGLFunction<GrGLCopyTexSubImage2DFn> fCopyTexSubImage2D;
GrGLFunction<GrGLCreateProgramFn> fCreateProgram;
GrGLFunction<GrGLCreateShaderFn> fCreateShader;
GrGLFunction<GrGLCullFaceFn> fCullFace;
GrGLFunction<GrGLDeleteBuffersFn> fDeleteBuffers;
GrGLFunction<GrGLDeleteFramebuffersFn> fDeleteFramebuffers;
GrGLFunction<GrGLDeleteProgramFn> fDeleteProgram;
GrGLFunction<GrGLDeleteQueriesFn> fDeleteQueries;
GrGLFunction<GrGLDeleteRenderbuffersFn> fDeleteRenderbuffers;
GrGLFunction<GrGLDeleteSamplersFn> fDeleteSamplers;
GrGLFunction<GrGLDeleteShaderFn> fDeleteShader;
GrGLFunction<GrGLDeleteTexturesFn> fDeleteTextures;
GrGLFunction<GrGLDeleteVertexArraysFn> fDeleteVertexArrays;
GrGLFunction<GrGLDepthMaskFn> fDepthMask;
GrGLFunction<GrGLDisableFn> fDisable;
GrGLFunction<GrGLDisableVertexAttribArrayFn> fDisableVertexAttribArray;
GrGLFunction<GrGLDrawArraysFn> fDrawArrays;
GrGLFunction<GrGLDrawArraysIndirectFn> fDrawArraysIndirect;
GrGLFunction<GrGLDrawArraysInstancedFn> fDrawArraysInstanced;
GrGLFunction<GrGLDrawBufferFn> fDrawBuffer;
GrGLFunction<GrGLDrawBuffersFn> fDrawBuffers;
GrGLFunction<GrGLDrawElementsFn> fDrawElements;
GrGLFunction<GrGLDrawElementsIndirectFn> fDrawElementsIndirect;
GrGLFunction<GrGLDrawElementsInstancedFn> fDrawElementsInstanced;
GrGLFunction<GrGLDrawRangeElementsFn> fDrawRangeElements;
GrGLFunction<GrGLEnableFn> fEnable;
GrGLFunction<GrGLEnableVertexAttribArrayFn> fEnableVertexAttribArray;
GrGLFunction<GrGLEndQueryFn> fEndQuery;
GrGLFunction<GrGLFinishFn> fFinish;
GrGLFunction<GrGLFlushFn> fFlush;
GrGLFunction<GrGLFlushMappedBufferRangeFn> fFlushMappedBufferRange;
GrGLFunction<GrGLFramebufferRenderbufferFn> fFramebufferRenderbuffer;
GrGLFunction<GrGLFramebufferTexture2DFn> fFramebufferTexture2D;
GrGLFunction<GrGLFramebufferTexture2DMultisampleFn> fFramebufferTexture2DMultisample;
GrGLFunction<GrGLFrontFaceFn> fFrontFace;
GrGLFunction<GrGLGenBuffersFn> fGenBuffers;
GrGLFunction<GrGLGenFramebuffersFn> fGenFramebuffers;
GrGLFunction<GrGLGenerateMipmapFn> fGenerateMipmap;
GrGLFunction<GrGLGenQueriesFn> fGenQueries;
GrGLFunction<GrGLGenRenderbuffersFn> fGenRenderbuffers;
GrGLFunction<GrGLGenSamplersFn> fGenSamplers;
GrGLFunction<GrGLGenTexturesFn> fGenTextures;
GrGLFunction<GrGLGenVertexArraysFn> fGenVertexArrays;
GrGLFunction<GrGLGetBufferParameterivFn> fGetBufferParameteriv;
GrGLFunction<GrGLGetErrorFn> fGetError;
GrGLFunction<GrGLGetFramebufferAttachmentParameterivFn> fGetFramebufferAttachmentParameteriv;
GrGLFunction<GrGLGetIntegervFn> fGetIntegerv;
GrGLFunction<GrGLGetMultisamplefvFn> fGetMultisamplefv;
GrGLFunction<GrGLGetProgramBinaryFn> fGetProgramBinary;
GrGLFunction<GrGLGetProgramInfoLogFn> fGetProgramInfoLog;
GrGLFunction<GrGLGetProgramivFn> fGetProgramiv;
GrGLFunction<GrGLGetQueryObjecti64vFn> fGetQueryObjecti64v;
GrGLFunction<GrGLGetQueryObjectivFn> fGetQueryObjectiv;
GrGLFunction<GrGLGetQueryObjectui64vFn> fGetQueryObjectui64v;
GrGLFunction<GrGLGetQueryObjectuivFn> fGetQueryObjectuiv;
GrGLFunction<GrGLGetQueryivFn> fGetQueryiv;
GrGLFunction<GrGLGetRenderbufferParameterivFn> fGetRenderbufferParameteriv;
GrGLFunction<GrGLGetShaderInfoLogFn> fGetShaderInfoLog;
GrGLFunction<GrGLGetShaderivFn> fGetShaderiv;
GrGLFunction<GrGLGetShaderPrecisionFormatFn> fGetShaderPrecisionFormat;
GrGLFunction<GrGLGetStringFn> fGetString;
GrGLFunction<GrGLGetStringiFn> fGetStringi;
GrGLFunction<GrGLGetTexLevelParameterivFn> fGetTexLevelParameteriv;
GrGLFunction<GrGLGetUniformLocationFn> fGetUniformLocation;
GrGLFunction<GrGLInsertEventMarkerFn> fInsertEventMarker;
GrGLFunction<GrGLInvalidateBufferDataFn> fInvalidateBufferData;
GrGLFunction<GrGLInvalidateBufferSubDataFn> fInvalidateBufferSubData;
GrGLFunction<GrGLInvalidateFramebufferFn> fInvalidateFramebuffer;
GrGLFunction<GrGLInvalidateSubFramebufferFn> fInvalidateSubFramebuffer;
GrGLFunction<GrGLInvalidateTexImageFn> fInvalidateTexImage;
GrGLFunction<GrGLInvalidateTexSubImageFn> fInvalidateTexSubImage;
GrGLFunction<GrGLIsTextureFn> fIsTexture;
GrGLFunction<GrGLLineWidthFn> fLineWidth;
GrGLFunction<GrGLLinkProgramFn> fLinkProgram;
GrGLFunction<GrGLProgramBinaryFn> fProgramBinary;
GrGLFunction<GrGLProgramParameteriFn> fProgramParameteri;
GrGLFunction<GrGLMapBufferFn> fMapBuffer;
GrGLFunction<GrGLMapBufferRangeFn> fMapBufferRange;
GrGLFunction<GrGLMapBufferSubDataFn> fMapBufferSubData;
GrGLFunction<GrGLMapTexSubImage2DFn> fMapTexSubImage2D;
GrGLFunction<GrGLMultiDrawArraysIndirectFn> fMultiDrawArraysIndirect;
GrGLFunction<GrGLMultiDrawElementsIndirectFn> fMultiDrawElementsIndirect;
GrGLFunction<GrGLPixelStoreiFn> fPixelStorei;
GrGLFunction<GrGLPolygonModeFn> fPolygonMode;
GrGLFunction<GrGLPopGroupMarkerFn> fPopGroupMarker;
GrGLFunction<GrGLPushGroupMarkerFn> fPushGroupMarker;
GrGLFunction<GrGLQueryCounterFn> fQueryCounter;
GrGLFunction<GrGLReadBufferFn> fReadBuffer;
GrGLFunction<GrGLReadPixelsFn> fReadPixels;
GrGLFunction<GrGLRenderbufferStorageFn> fRenderbufferStorage;
// On OpenGL ES there are multiple incompatible extensions that add support for MSAA
// and ES3 adds MSAA support to the standard. On an ES3 driver we may still use the
// older extensions for performance reasons or due to ES3 driver bugs. We want the function
// that creates the GrGLInterface to provide all available functions and internally
// we will select among them. They all have a method called glRenderbufferStorageMultisample*.
// So we have separate function pointers for GL_IMG/EXT_multisampled_to_texture,
// GL_CHROMIUM/ANGLE_framebuffer_multisample/ES3, and GL_APPLE_framebuffer_multisample
// variations.
//
// If a driver supports multiple GL_ARB_framebuffer_multisample-style extensions then we will
// assume the function pointers for the standard (or equivalent GL_ARB) version have
// been preferred over GL_EXT, GL_CHROMIUM, or GL_ANGLE variations that have reduced
// functionality.
// GL_EXT_multisampled_render_to_texture (preferred) or GL_IMG_multisampled_render_to_texture
GrGLFunction<GrGLRenderbufferStorageMultisampleFn> fRenderbufferStorageMultisampleES2EXT;
// GL_APPLE_framebuffer_multisample
GrGLFunction<GrGLRenderbufferStorageMultisampleFn> fRenderbufferStorageMultisampleES2APPLE;
// This is used to store the pointer for GL_ARB/EXT/ANGLE/CHROMIUM_framebuffer_multisample or
// the standard function in ES3+ or GL 3.0+.
GrGLFunction<GrGLRenderbufferStorageMultisampleFn> fRenderbufferStorageMultisample;
// Pointer to BindUniformLocationCHROMIUM from the GL_CHROMIUM_bind_uniform_location extension.
GrGLFunction<GrGLBindUniformLocationFn> fBindUniformLocation;
GrGLFunction<GrGLResolveMultisampleFramebufferFn> fResolveMultisampleFramebuffer;
GrGLFunction<GrGLSamplerParameteriFn> fSamplerParameteri;
GrGLFunction<GrGLSamplerParameterivFn> fSamplerParameteriv;
GrGLFunction<GrGLScissorFn> fScissor;
GrGLFunction<GrGLShaderSourceFn> fShaderSource;
GrGLFunction<GrGLStencilFuncFn> fStencilFunc;
GrGLFunction<GrGLStencilFuncSeparateFn> fStencilFuncSeparate;
GrGLFunction<GrGLStencilMaskFn> fStencilMask;
GrGLFunction<GrGLStencilMaskSeparateFn> fStencilMaskSeparate;
GrGLFunction<GrGLStencilOpFn> fStencilOp;
GrGLFunction<GrGLStencilOpSeparateFn> fStencilOpSeparate;
GrGLFunction<GrGLTexBufferFn> fTexBuffer;
GrGLFunction<GrGLTexBufferRangeFn> fTexBufferRange;
GrGLFunction<GrGLTexImage2DFn> fTexImage2D;
GrGLFunction<GrGLTexParameterfFn> fTexParameterf;
GrGLFunction<GrGLTexParameterfvFn> fTexParameterfv;
GrGLFunction<GrGLTexParameteriFn> fTexParameteri;
GrGLFunction<GrGLTexParameterivFn> fTexParameteriv;
GrGLFunction<GrGLTexSubImage2DFn> fTexSubImage2D;
GrGLFunction<GrGLTexStorage2DFn> fTexStorage2D;
GrGLFunction<GrGLTextureBarrierFn> fTextureBarrier;
GrGLFunction<GrGLDiscardFramebufferFn> fDiscardFramebuffer;
GrGLFunction<GrGLUniform1fFn> fUniform1f;
GrGLFunction<GrGLUniform1iFn> fUniform1i;
GrGLFunction<GrGLUniform1fvFn> fUniform1fv;
GrGLFunction<GrGLUniform1ivFn> fUniform1iv;
GrGLFunction<GrGLUniform2fFn> fUniform2f;
GrGLFunction<GrGLUniform2iFn> fUniform2i;
GrGLFunction<GrGLUniform2fvFn> fUniform2fv;
GrGLFunction<GrGLUniform2ivFn> fUniform2iv;
GrGLFunction<GrGLUniform3fFn> fUniform3f;
GrGLFunction<GrGLUniform3iFn> fUniform3i;
GrGLFunction<GrGLUniform3fvFn> fUniform3fv;
GrGLFunction<GrGLUniform3ivFn> fUniform3iv;
GrGLFunction<GrGLUniform4fFn> fUniform4f;
GrGLFunction<GrGLUniform4iFn> fUniform4i;
GrGLFunction<GrGLUniform4fvFn> fUniform4fv;
GrGLFunction<GrGLUniform4ivFn> fUniform4iv;
GrGLFunction<GrGLUniformMatrix2fvFn> fUniformMatrix2fv;
GrGLFunction<GrGLUniformMatrix3fvFn> fUniformMatrix3fv;
GrGLFunction<GrGLUniformMatrix4fvFn> fUniformMatrix4fv;
GrGLFunction<GrGLUnmapBufferFn> fUnmapBuffer;
GrGLFunction<GrGLUnmapBufferSubDataFn> fUnmapBufferSubData;
GrGLFunction<GrGLUnmapTexSubImage2DFn> fUnmapTexSubImage2D;
GrGLFunction<GrGLUseProgramFn> fUseProgram;
GrGLFunction<GrGLVertexAttrib1fFn> fVertexAttrib1f;
GrGLFunction<GrGLVertexAttrib2fvFn> fVertexAttrib2fv;
GrGLFunction<GrGLVertexAttrib3fvFn> fVertexAttrib3fv;
GrGLFunction<GrGLVertexAttrib4fvFn> fVertexAttrib4fv;
GrGLFunction<GrGLVertexAttribDivisorFn> fVertexAttribDivisor;
GrGLFunction<GrGLVertexAttribIPointerFn> fVertexAttribIPointer;
GrGLFunction<GrGLVertexAttribPointerFn> fVertexAttribPointer;
GrGLFunction<GrGLViewportFn> fViewport;
/* GL_NV_path_rendering */
GrGLFunction<GrGLMatrixLoadfFn> fMatrixLoadf;
GrGLFunction<GrGLMatrixLoadIdentityFn> fMatrixLoadIdentity;
GrGLFunction<GrGLGetProgramResourceLocationFn> fGetProgramResourceLocation;
GrGLFunction<GrGLPathCommandsFn> fPathCommands;
GrGLFunction<GrGLPathParameteriFn> fPathParameteri;
GrGLFunction<GrGLPathParameterfFn> fPathParameterf;
GrGLFunction<GrGLGenPathsFn> fGenPaths;
GrGLFunction<GrGLDeletePathsFn> fDeletePaths;
GrGLFunction<GrGLIsPathFn> fIsPath;
GrGLFunction<GrGLPathStencilFuncFn> fPathStencilFunc;
GrGLFunction<GrGLStencilFillPathFn> fStencilFillPath;
GrGLFunction<GrGLStencilStrokePathFn> fStencilStrokePath;
GrGLFunction<GrGLStencilFillPathInstancedFn> fStencilFillPathInstanced;
GrGLFunction<GrGLStencilStrokePathInstancedFn> fStencilStrokePathInstanced;
GrGLFunction<GrGLCoverFillPathFn> fCoverFillPath;
GrGLFunction<GrGLCoverStrokePathFn> fCoverStrokePath;
GrGLFunction<GrGLCoverFillPathInstancedFn> fCoverFillPathInstanced;
GrGLFunction<GrGLCoverStrokePathInstancedFn> fCoverStrokePathInstanced;
// NV_path_rendering v1.2
GrGLFunction<GrGLStencilThenCoverFillPathFn> fStencilThenCoverFillPath;
GrGLFunction<GrGLStencilThenCoverStrokePathFn> fStencilThenCoverStrokePath;
GrGLFunction<GrGLStencilThenCoverFillPathInstancedFn> fStencilThenCoverFillPathInstanced;
GrGLFunction<GrGLStencilThenCoverStrokePathInstancedFn> fStencilThenCoverStrokePathInstanced;
// NV_path_rendering v1.3
GrGLFunction<GrGLProgramPathFragmentInputGenFn> fProgramPathFragmentInputGen;
// CHROMIUM_path_rendering
GrGLFunction<GrGLBindFragmentInputLocationFn> fBindFragmentInputLocation;
/* NV_framebuffer_mixed_samples */
GrGLFunction<GrGLCoverageModulationFn> fCoverageModulation;
/* ARB_sync */
GrGLFunction<GrGLFenceSyncFn> fFenceSync;
GrGLFunction<GrGLIsSyncFn> fIsSync;
GrGLFunction<GrGLClientWaitSyncFn> fClientWaitSync;
GrGLFunction<GrGLWaitSyncFn> fWaitSync;
GrGLFunction<GrGLDeleteSyncFn> fDeleteSync;
/* ARB_internalforamt_query */
GrGLFunction<GrGLGetInternalformativFn> fGetInternalformativ;
/* KHR_debug */
GrGLFunction<GrGLDebugMessageControlFn> fDebugMessageControl;
GrGLFunction<GrGLDebugMessageInsertFn> fDebugMessageInsert;
GrGLFunction<GrGLDebugMessageCallbackFn> fDebugMessageCallback;
GrGLFunction<GrGLGetDebugMessageLogFn> fGetDebugMessageLog;
GrGLFunction<GrGLPushDebugGroupFn> fPushDebugGroup;
GrGLFunction<GrGLPopDebugGroupFn> fPopDebugGroup;
GrGLFunction<GrGLObjectLabelFn> fObjectLabel;
/* EXT_window_rectangles */
GrGLFunction<GrGLWindowRectanglesFn> fWindowRectangles;
/* EGL functions */
GrGLFunction<GrEGLCreateImageFn> fEGLCreateImage;
GrGLFunction<GrEGLDestroyImageFn> fEGLDestroyImage;
} fFunctions;
#if GR_TEST_UTILS
// This exists for internal testing.
virtual void abandon() const;
#endif
};
#endif