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//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// GLES1Renderer.h: Defines GLES1 emulation rendering operations on top of a GLES3
// context. Used by Context.h.
#ifndef LIBANGLE_GLES1_RENDERER_H_
#define LIBANGLE_GLES1_RENDERER_H_
#include "GLES1State.h"
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/angletypes.h"
#include <memory>
#include <string>
#include <unordered_map>
namespace gl
{
class Context;
class GLES1State;
class Program;
class State;
class Shader;
class ShaderProgramManager;
enum class GLES1StateEnables : uint64_t
{
Lighting = 0,
Fog = 1,
ClipPlanes = 2,
DrawTexture = 3,
PointRasterization = 4,
PointSprite = 5,
RescaleNormal = 6,
Normalize = 7,
AlphaTest = 8,
ShadeModelFlat = 9,
ColorMaterial = 10,
LightModelTwoSided = 11,
LogicOpThroughFramebufferFetch = 12,
InvalidEnum = 13,
EnumCount = 13,
};
constexpr int kClipPlaneCount = 6;
constexpr int kTexUnitCount = 4;
constexpr int kLightCount = 8;
using GLES1StateEnabledBitSet = angle::PackedEnumBitSet<GLES1StateEnables, uint64_t>;
struct GLES1ShaderState
{
GLES1ShaderState();
~GLES1ShaderState();
GLES1ShaderState(const GLES1ShaderState &other);
size_t hash() const;
GLES1StateEnabledBitSet mGLES1StateEnabled;
using BoolLightArray = bool[kLightCount];
using BoolTexArray = bool[kTexUnitCount];
using BoolClipPlaneArray = bool[kClipPlaneCount];
using IntTexArray = int[kTexUnitCount];
BoolTexArray tex2DEnables = {false, false, false, false};
BoolTexArray texCubeEnables = {false, false, false, false};
IntTexArray tex2DFormats = {GL_RGBA, GL_RGBA, GL_RGBA, GL_RGBA};
IntTexArray texEnvModes = {};
IntTexArray texCombineRgbs = {};
IntTexArray texCombineAlphas = {};
IntTexArray texCombineSrc0Rgbs = {};
IntTexArray texCombineSrc0Alphas = {};
IntTexArray texCombineSrc1Rgbs = {};
IntTexArray texCombineSrc1Alphas = {};
IntTexArray texCombineSrc2Rgbs = {};
IntTexArray texCombineSrc2Alphas = {};
IntTexArray texCombineOp0Rgbs = {};
IntTexArray texCombineOp0Alphas = {};
IntTexArray texCombineOp1Rgbs = {};
IntTexArray texCombineOp1Alphas = {};
IntTexArray texCombineOp2Rgbs = {};
IntTexArray texCombineOp2Alphas = {};
BoolTexArray pointSpriteCoordReplaces = {};
BoolLightArray lightEnables = {};
BoolClipPlaneArray clipPlaneEnables = {};
AlphaTestFunc alphaTestFunc = {};
FogMode fogMode = {};
};
bool operator==(const GLES1ShaderState &a, const GLES1ShaderState &b);
bool operator!=(const GLES1ShaderState &a, const GLES1ShaderState &b);
} // namespace gl
namespace std
{
template <>
struct hash<gl::GLES1ShaderState>
{
size_t operator()(const gl::GLES1ShaderState &key) const { return key.hash(); }
};
} // namespace std
namespace gl
{
class GLES1Renderer final : angle::NonCopyable
{
public:
GLES1Renderer();
~GLES1Renderer();
void onDestroy(Context *context, State *state);
angle::Result prepareForDraw(PrimitiveMode mode, Context *context, State *glState);
static int VertexArrayIndex(ClientVertexArrayType type, const GLES1State &gles1);
static ClientVertexArrayType VertexArrayType(int attribIndex);
static int TexCoordArrayIndex(unsigned int unit);
void drawTexture(Context *context,
State *glState,
float x,
float y,
float z,
float width,
float height);
private:
using Mat4Uniform = float[16];
using Vec4Uniform = float[4];
using Vec3Uniform = float[3];
Shader *getShader(ShaderProgramID handle) const;
Program *getProgram(ShaderProgramID handle) const;
angle::Result compileShader(Context *context,
ShaderType shaderType,
const char *src,
ShaderProgramID *shaderOut);
angle::Result linkProgram(Context *context,
State *glState,
ShaderProgramID vshader,
ShaderProgramID fshader,
const angle::HashMap<GLint, std::string> &attribLocs,
ShaderProgramID *programOut);
angle::Result initializeRendererProgram(Context *context, State *glState);
void setUniform1i(Context *context,
Program *programObject,
UniformLocation location,
GLint value);
void setUniform1ui(Program *programObject, UniformLocation location, GLuint value);
void setUniform1iv(Context *context,
Program *programObject,
UniformLocation location,
GLint count,
const GLint *value);
void setUniformMatrix4fv(Program *programObject,
UniformLocation location,
GLint count,
GLboolean transpose,
const GLfloat *value);
void setUniform4fv(Program *programObject,
UniformLocation location,
GLint count,
const GLfloat *value);
void setUniform3fv(Program *programObject,
UniformLocation location,
GLint count,
const GLfloat *value);
void setUniform2fv(Program *programObject,
UniformLocation location,
GLint count,
const GLfloat *value);
void setUniform1f(Program *programObject, UniformLocation location, GLfloat value);
void setUniform1fv(Program *programObject,
UniformLocation location,
GLint count,
const GLfloat *value);
void setAttributesEnabled(Context *context, State *glState, AttributesMask mask);
static constexpr int kVertexAttribIndex = 0;
static constexpr int kNormalAttribIndex = 1;
static constexpr int kColorAttribIndex = 2;
static constexpr int kPointSizeAttribIndex = 3;
static constexpr int kTextureCoordAttribIndexBase = 4;
bool mRendererProgramInitialized;
ShaderProgramManager *mShaderPrograms;
GLES1ShaderState mShaderState = {};
const char *getShaderBool(GLES1StateEnables state);
void addShaderDefine(std::stringstream &outStream,
GLES1StateEnables state,
const char *enableString);
void addShaderInt(std::stringstream &outStream, const char *name, int value);
void addShaderIntTexArray(std::stringstream &outStream,
const char *texString,
GLES1ShaderState::IntTexArray &texState);
void addShaderBoolTexArray(std::stringstream &outStream,
const char *texString,
GLES1ShaderState::BoolTexArray &texState);
void addShaderBoolLightArray(std::stringstream &outStream,
const char *name,
GLES1ShaderState::BoolLightArray &value);
void addShaderBoolClipPlaneArray(std::stringstream &outStream,
const char *name,
GLES1ShaderState::BoolClipPlaneArray &value);
void addVertexShaderDefs(std::stringstream &outStream);
void addFragmentShaderDefs(std::stringstream &outStream);
struct GLES1ProgramState
{
ShaderProgramID program;
UniformLocation projMatrixLoc;
UniformLocation modelviewMatrixLoc;
UniformLocation textureMatrixLoc;
UniformLocation modelviewInvTrLoc;
// Texturing
std::array<UniformLocation, kTexUnitCount> tex2DSamplerLocs;
std::array<UniformLocation, kTexUnitCount> texCubeSamplerLocs;
UniformLocation textureEnvColorLoc;
UniformLocation rgbScaleLoc;
UniformLocation alphaScaleLoc;
// Alpha test
UniformLocation alphaTestRefLoc;
// Shading, materials, and lighting
UniformLocation materialAmbientLoc;
UniformLocation materialDiffuseLoc;
UniformLocation materialSpecularLoc;
UniformLocation materialEmissiveLoc;
UniformLocation materialSpecularExponentLoc;
UniformLocation lightModelSceneAmbientLoc;
UniformLocation lightAmbientsLoc;
UniformLocation lightDiffusesLoc;
UniformLocation lightSpecularsLoc;
UniformLocation lightPositionsLoc;
UniformLocation lightDirectionsLoc;
UniformLocation lightSpotlightExponentsLoc;
UniformLocation lightSpotlightCutoffAnglesLoc;
UniformLocation lightAttenuationConstsLoc;
UniformLocation lightAttenuationLinearsLoc;
UniformLocation lightAttenuationQuadraticsLoc;
// Fog
UniformLocation fogDensityLoc;
UniformLocation fogStartLoc;
UniformLocation fogEndLoc;
UniformLocation fogColorLoc;
// Clip planes
UniformLocation clipPlanesLoc;
// Logic op
UniformLocation logicOpLoc;
// Point rasterization
UniformLocation pointSizeMinLoc;
UniformLocation pointSizeMaxLoc;
UniformLocation pointDistanceAttenuationLoc;
// Draw texture
UniformLocation drawTextureCoordsLoc;
UniformLocation drawTextureDimsLoc;
UniformLocation drawTextureNormalizedCropRectLoc;
};
struct GLES1UniformBuffers
{
std::array<Mat4Uniform, kTexUnitCount> textureMatrices;
std::array<Vec4Uniform, kTexUnitCount> texEnvColors;
std::array<GLfloat, kTexUnitCount> texEnvRgbScales;
std::array<GLfloat, kTexUnitCount> texEnvAlphaScales;
// Lighting
std::array<Vec4Uniform, kLightCount> lightAmbients;
std::array<Vec4Uniform, kLightCount> lightDiffuses;
std::array<Vec4Uniform, kLightCount> lightSpeculars;
std::array<Vec4Uniform, kLightCount> lightPositions;
std::array<Vec3Uniform, kLightCount> lightDirections;
std::array<GLfloat, kLightCount> spotlightExponents;
std::array<GLfloat, kLightCount> spotlightCutoffAngles;
std::array<GLfloat, kLightCount> attenuationConsts;
std::array<GLfloat, kLightCount> attenuationLinears;
std::array<GLfloat, kLightCount> attenuationQuadratics;
// Clip planes
std::array<Vec4Uniform, kClipPlaneCount> clipPlanes;
// Texture crop rectangles
std::array<Vec4Uniform, kTexUnitCount> texCropRects;
};
struct GLES1UberShaderState
{
GLES1UniformBuffers uniformBuffers;
GLES1ProgramState programState;
};
GLES1UberShaderState &getUberShaderState()
{
ASSERT(mUberShaderState.find(mShaderState) != mUberShaderState.end());
return mUberShaderState[mShaderState];
}
angle::HashMap<GLES1ShaderState, GLES1UberShaderState> mUberShaderState;
bool mDrawTextureEnabled = false;
GLfloat mDrawTextureCoords[4] = {0.0f, 0.0f, 0.0f, 0.0f};
GLfloat mDrawTextureDims[2] = {0.0f, 0.0f};
};
} // namespace gl
#endif // LIBANGLE_GLES1_RENDERER_H_