073bf62599f13620032c8247f067df4497ee9b1d
[platform/core/uifw/dali-adaptor.git] / dali / internal / graphics / gles-impl / gles-context.cpp
1 /*
2  * Copyright (c) 2023 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 #include "gles-context.h"
19 #include <dali/integration-api/adaptor-framework/render-surface-interface.h>
20 #include <dali/integration-api/debug.h>
21 #include <dali/integration-api/gl-abstraction.h>
22 #include <dali/integration-api/gl-defines.h>
23 #include <dali/internal/graphics/common/graphics-interface.h>
24 #include <dali/public-api/math/math-utils.h>
25
26 #include "egl-graphics-controller.h"
27 #include "gles-graphics-buffer.h"
28 #include "gles-graphics-pipeline.h"
29 #include "gles-graphics-program.h"
30 #include "gles-graphics-render-pass.h"
31 #include "gles-graphics-render-target.h"
32 #include "gles-texture-dependency-checker.h"
33
34 #include <EGL/egl.h>
35 #include <EGL/eglext.h>
36 #include <map>
37 #include <unordered_map>
38
39 namespace Dali::Graphics::GLES
40 {
41 struct Context::Impl
42 {
43   explicit Impl(EglGraphicsController& controller)
44   : mController(controller)
45   {
46   }
47
48   ~Impl() = default;
49
50   /**
51    * Binds (and creates) VAO
52    *
53    * VAO is fixed per program so it has to be created only once assuming
54    * that VertexInputState has been set correctly for the pipeline.
55    *
56    */
57   void BindProgramVAO(const GLES::ProgramImpl* program, const VertexInputState& vertexInputState)
58   {
59     // Calculate attributes location hash unordered.
60     std::size_t hash = 0;
61     for(const auto& attr : vertexInputState.attributes)
62     {
63       hash ^= std::hash<uint32_t>{}(attr.location);
64     }
65
66     auto& gl   = *mController.GetGL();
67     auto  iter = mProgramVAOMap.find(program);
68     if(iter != mProgramVAOMap.end())
69     {
70       auto attributeIter = iter->second.find(hash);
71       if(attributeIter != iter->second.end())
72       {
73         if(mProgramVAOCurrentState != attributeIter->second)
74         {
75           mProgramVAOCurrentState = attributeIter->second;
76           gl.BindVertexArray(attributeIter->second);
77
78           // Binding VAO seems to reset the index buffer binding so the cache must be reset
79           mGlStateCache.mBoundElementArrayBufferId = 0;
80         }
81         return;
82       }
83     }
84
85     uint32_t vao;
86     gl.GenVertexArrays(1, &vao);
87     gl.BindVertexArray(vao);
88
89     // Binding VAO seems to reset the index buffer binding so the cache must be reset
90     mGlStateCache.mBoundElementArrayBufferId = 0;
91
92     mProgramVAOMap[program][hash] = vao;
93     for(const auto& attr : vertexInputState.attributes)
94     {
95       gl.EnableVertexAttribArray(attr.location);
96     }
97
98     mProgramVAOCurrentState = vao;
99   }
100
101   /**
102    * Sets the initial GL state.
103    */
104   void InitializeGlState()
105   {
106     auto& gl = *mController.GetGL();
107
108     mGlStateCache.mClearColorSet        = false;
109     mGlStateCache.mColorMask            = true;
110     mGlStateCache.mStencilMask          = 0xFF;
111     mGlStateCache.mBlendEnabled         = false;
112     mGlStateCache.mDepthBufferEnabled   = false;
113     mGlStateCache.mDepthMaskEnabled     = false;
114     mGlStateCache.mScissorTestEnabled   = false;
115     mGlStateCache.mStencilBufferEnabled = false;
116
117     gl.Disable(GL_DITHER);
118
119     mGlStateCache.mBoundArrayBufferId        = 0;
120     mGlStateCache.mBoundElementArrayBufferId = 0;
121     mGlStateCache.mActiveTextureUnit         = 0;
122
123     mGlStateCache.mBlendFuncSeparateSrcRGB   = BlendFactor::ONE;
124     mGlStateCache.mBlendFuncSeparateDstRGB   = BlendFactor::ZERO;
125     mGlStateCache.mBlendFuncSeparateSrcAlpha = BlendFactor::ONE;
126     mGlStateCache.mBlendFuncSeparateDstAlpha = BlendFactor::ZERO;
127
128     // initial state is GL_FUNC_ADD for both RGB and Alpha blend modes
129     mGlStateCache.mBlendEquationSeparateModeRGB   = BlendOp::ADD;
130     mGlStateCache.mBlendEquationSeparateModeAlpha = BlendOp::ADD;
131
132     mGlStateCache.mCullFaceMode = CullMode::NONE; //By default cullface is disabled, front face is set to CCW and cull face is set to back
133
134     //Initialze vertex attribute cache
135     memset(&mGlStateCache.mVertexAttributeCachedState, 0, sizeof(mGlStateCache.mVertexAttributeCachedState));
136     memset(&mGlStateCache.mVertexAttributeCurrentState, 0, sizeof(mGlStateCache.mVertexAttributeCurrentState));
137
138     //Initialize bound 2d texture cache
139     memset(&mGlStateCache.mBoundTextureId, 0, sizeof(mGlStateCache.mBoundTextureId));
140
141     mGlStateCache.mFrameBufferStateCache.Reset();
142
143     GLint maxTextures;
144     gl.GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextures);
145     DALI_LOG_RELEASE_INFO("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: %d\n", maxTextures);
146   }
147
148   /**
149    * Flushes vertex attribute location changes to the driver
150    */
151   void FlushVertexAttributeLocations()
152   {
153     auto& gl = *mController.GetGL();
154
155     for(unsigned int i = 0; i < MAX_ATTRIBUTE_CACHE_SIZE; ++i)
156     {
157       // see if the cached state is different to the actual state
158       if(mGlStateCache.mVertexAttributeCurrentState[i] != mGlStateCache.mVertexAttributeCachedState[i])
159       {
160         // it's different so make the change to the driver and update the cached state
161         mGlStateCache.mVertexAttributeCurrentState[i] = mGlStateCache.mVertexAttributeCachedState[i];
162
163         if(mGlStateCache.mVertexAttributeCurrentState[i])
164         {
165           gl.EnableVertexAttribArray(i);
166         }
167         else
168         {
169           gl.DisableVertexAttribArray(i);
170         }
171       }
172     }
173   }
174
175   /**
176    * Either enables or disables a vertex attribute location in the cache
177    * The cahnges won't take affect until FlushVertexAttributeLocations is called
178    * @param location attribute location
179    * @param state attribute state
180    */
181   void SetVertexAttributeLocation(unsigned int location, bool state)
182   {
183     auto& gl = *mController.GetGL();
184
185     if(location >= MAX_ATTRIBUTE_CACHE_SIZE)
186     {
187       // not cached, make the gl call through context
188       if(state)
189       {
190         gl.EnableVertexAttribArray(location);
191       }
192       else
193       {
194         gl.DisableVertexAttribArray(location);
195       }
196     }
197     else
198     {
199       // set the cached state, it will be set at the next draw call
200       // if it's different from the current driver state
201       mGlStateCache.mVertexAttributeCachedState[location] = state;
202     }
203   }
204
205   EglGraphicsController& mController;
206
207   const GLES::PipelineImpl* mCurrentPipeline{nullptr}; ///< Currently bound pipeline
208   const GLES::PipelineImpl* mNewPipeline{nullptr};     ///< New pipeline to be set on flush
209
210   std::vector<Graphics::TextureBinding> mCurrentTextureBindings{};
211   std::vector<Graphics::SamplerBinding> mCurrentSamplerBindings{};
212   GLES::IndexBufferBindingDescriptor    mCurrentIndexBufferBinding{};
213
214   struct VertexBufferBinding
215   {
216     GLES::Buffer* buffer{nullptr};
217     uint32_t      offset{0u};
218   };
219
220   // Currently bound buffers
221   std::vector<VertexBufferBindingDescriptor> mCurrentVertexBufferBindings{};
222
223   // Currently bound UBOs (check if it's needed per program!)
224   std::vector<UniformBufferBindingDescriptor> mCurrentUBOBindings{};
225   UniformBufferBindingDescriptor              mCurrentStandaloneUBOBinding{};
226
227   // Current render pass and render target
228   const GLES::RenderTarget* mCurrentRenderTarget{nullptr};
229   const GLES::RenderPass*   mCurrentRenderPass{nullptr};
230
231   // Each context must have own VAOs as they cannot be shared
232   std::unordered_map<const GLES::ProgramImpl*, std::map<std::size_t, uint32_t>> mProgramVAOMap;              ///< GL program-VAO map
233   uint32_t                                                                      mProgramVAOCurrentState{0u}; ///< Currently bound VAO
234   GLStateCache                                                                  mGlStateCache{};             ///< GL status cache
235
236   bool mGlContextCreated{false};    ///< True if the OpenGL context has been created
237   bool mVertexBuffersChanged{true}; ///< True if BindVertexBuffers changed any buffer bindings
238
239   EGLContext mNativeDrawContext{0u}; ///< Native rendering EGL context compatible with window context
240
241   EGLSurface mCacheDrawReadSurface{0u};    ///< cached 'read' surface
242   EGLSurface mCacheDrawWriteSurface{0u};   ///< cached 'write' surface
243   EGLContext mCacheEGLGraphicsContext{0u}; ///< cached window context
244 };
245
246 Context::Context(EglGraphicsController& controller)
247 {
248   mImpl = std::make_unique<Impl>(controller);
249 }
250
251 Context::~Context()
252 {
253   // Destroy native rendering context if one exists
254   if(mImpl->mNativeDrawContext)
255   {
256     eglDestroyContext(eglGetCurrentDisplay(), mImpl->mNativeDrawContext);
257     mImpl->mNativeDrawContext = EGL_NO_CONTEXT;
258   }
259 }
260
261 void Context::Flush(bool reset, const GLES::DrawCallDescriptor& drawCall, GLES::TextureDependencyChecker& dependencyChecker)
262 {
263   auto& gl = *mImpl->mController.GetGL();
264
265   static const bool hasGLES3(mImpl->mController.GetGLESVersion() >= GLESVersion::GLES_30);
266
267   // early out if neither current nor new pipelines are set
268   // this behaviour may be valid so no assert
269   if(!mImpl->mCurrentPipeline && !mImpl->mNewPipeline)
270   {
271     return;
272   }
273
274   // Execute states if pipeline is changed
275   const auto currentProgram = mImpl->mCurrentPipeline ? static_cast<const GLES::Program*>(mImpl->mCurrentPipeline->GetCreateInfo().programState->program) : nullptr;
276
277   // case when new pipeline has been set
278   const GLES::Program* newProgram = nullptr;
279
280   if(mImpl->mNewPipeline)
281   {
282     newProgram = static_cast<const GLES::Program*>(mImpl->mNewPipeline->GetCreateInfo().programState->program);
283   }
284
285   if(!currentProgram && !newProgram)
286   {
287     // Early out if we have no program for this pipeline.
288     DALI_LOG_ERROR("No program defined for pipeline\n");
289     return;
290   }
291
292   // If this draw uses a different pipeline _AND_ the pipeline has a different GL Program,
293   // Then bind the new program. Ensure vertex atrributes are set.
294
295   bool programChanged = false;
296   if(mImpl->mNewPipeline && mImpl->mCurrentPipeline != mImpl->mNewPipeline)
297   {
298     if(!currentProgram || currentProgram->GetImplementation()->GetGlProgram() != newProgram->GetImplementation()->GetGlProgram())
299     {
300       mImpl->mNewPipeline->Bind(newProgram->GetImplementation()->GetGlProgram());
301       programChanged = true;
302     }
303
304     // Blend state
305     ResolveBlendState();
306
307     // Resolve rasterization state
308     ResolveRasterizationState();
309   }
310
311   // Resolve uniform buffers
312   ResolveUniformBuffers();
313
314   // Bind textures
315   // Map binding# to sampler location
316   const auto& reflection = !newProgram ? currentProgram->GetReflection() : newProgram->GetReflection();
317   const auto& samplers   = reflection.GetSamplers();
318
319   uint32_t currentSampler = 0;
320   uint32_t currentElement = 0;
321
322   // @warning Assume that binding.binding is strictly linear in the same order as mCurrentTextureBindings
323   // elements. This avoids having to sort the bindings.
324   for(const auto& binding : mImpl->mCurrentTextureBindings)
325   {
326     auto texture = const_cast<GLES::Texture*>(static_cast<const GLES::Texture*>(binding.texture));
327
328     // Texture may not have been initialized yet...(tbm_surface timing issue?)
329     if(!texture->GetGLTexture())
330     {
331       texture->InitializeResource();
332     }
333
334     // Warning, this may cause glWaitSync to occur on the GPU.
335     dependencyChecker.CheckNeedsSync(this, texture);
336     texture->Bind(binding);
337     texture->Prepare();
338
339     if(programChanged)
340     {
341       // @warning Assume that location of array elements is sequential.
342       // @warning GL does not guarantee this, but in practice, it is.
343       gl.Uniform1i(samplers[currentSampler].location + currentElement,
344                    samplers[currentSampler].offset + currentElement);
345       ++currentElement;
346       if(currentElement >= samplers[currentSampler].elementCount)
347       {
348         ++currentSampler;
349         currentElement = 0;
350       }
351     }
352     if(currentSampler >= samplers.size())
353     {
354       // Don't bind more textures than there are active samplers.
355       break;
356     }
357   }
358
359   const auto& pipelineState    = mImpl->mNewPipeline ? mImpl->mNewPipeline->GetCreateInfo() : mImpl->mCurrentPipeline->GetCreateInfo();
360   const auto& vertexInputState = pipelineState.vertexInputState;
361
362   // for each attribute bind vertices, unless the pipeline+buffer is the same
363   if(programChanged || mImpl->mVertexBuffersChanged)
364   {
365     if(hasGLES3)
366     {
367       mImpl->BindProgramVAO(static_cast<const GLES::Program*>(pipelineState.programState->program)->GetImplementation(), *vertexInputState);
368     }
369
370     for(const auto& attr : vertexInputState->attributes)
371     {
372       // Enable location
373       if(!hasGLES3)
374       {
375         mImpl->SetVertexAttributeLocation(attr.location, true);
376       }
377
378       const auto& bufferSlot    = mImpl->mCurrentVertexBufferBindings[attr.binding];
379       const auto& bufferBinding = vertexInputState->bufferBindings[attr.binding];
380
381       auto glesBuffer = bufferSlot.buffer->GetGLBuffer();
382
383       BindBuffer(GL_ARRAY_BUFFER, glesBuffer); // Cached
384
385       if(attr.format == VertexInputFormat::FLOAT ||
386          attr.format == VertexInputFormat::FVECTOR2 ||
387          attr.format == VertexInputFormat::FVECTOR3 ||
388          attr.format == VertexInputFormat::FVECTOR4)
389       {
390         gl.VertexAttribPointer(attr.location, // Not cached...
391                                GLVertexFormat(attr.format).size,
392                                GLVertexFormat(attr.format).format,
393                                GL_FALSE,
394                                bufferBinding.stride,
395                                reinterpret_cast<void*>(attr.offset));
396       }
397       else
398       {
399         gl.VertexAttribIPointer(attr.location,
400                                 GLVertexFormat(attr.format).size,
401                                 GLVertexFormat(attr.format).format,
402                                 bufferBinding.stride,
403                                 reinterpret_cast<void*>(attr.offset));
404       }
405
406       switch(bufferBinding.inputRate)
407       {
408         case Graphics::VertexInputRate::PER_VERTEX:
409         {
410           gl.VertexAttribDivisor(attr.location, 0);
411           break;
412         }
413         case Graphics::VertexInputRate::PER_INSTANCE:
414         {
415           //@todo Get actual instance rate...
416           gl.VertexAttribDivisor(attr.location, 1);
417           break;
418         }
419       }
420     }
421   }
422
423   // Resolve topology
424   const auto& ia = pipelineState.inputAssemblyState;
425
426   // Resolve draw call
427   switch(drawCall.type)
428   {
429     case DrawCallDescriptor::Type::DRAW:
430     {
431       mImpl->mGlStateCache.mFrameBufferStateCache.DrawOperation(mImpl->mGlStateCache.mColorMask,
432                                                                 mImpl->mGlStateCache.DepthBufferWriteEnabled(),
433                                                                 mImpl->mGlStateCache.StencilBufferWriteEnabled());
434       // For GLES3+ we use VAO, for GLES2 internal cache
435       if(!hasGLES3)
436       {
437         mImpl->FlushVertexAttributeLocations();
438       }
439
440       if(drawCall.draw.instanceCount == 0)
441       {
442         gl.DrawArrays(GLESTopology(ia->topology),
443                       drawCall.draw.firstVertex,
444                       drawCall.draw.vertexCount);
445       }
446       else
447       {
448         gl.DrawArraysInstanced(GLESTopology(ia->topology),
449                                drawCall.draw.firstVertex,
450                                drawCall.draw.vertexCount,
451                                drawCall.draw.instanceCount);
452       }
453       break;
454     }
455     case DrawCallDescriptor::Type::DRAW_INDEXED:
456     {
457       const auto& binding = mImpl->mCurrentIndexBufferBinding;
458       BindBuffer(GL_ELEMENT_ARRAY_BUFFER, binding.buffer->GetGLBuffer());
459
460       mImpl->mGlStateCache.mFrameBufferStateCache.DrawOperation(mImpl->mGlStateCache.mColorMask,
461                                                                 mImpl->mGlStateCache.DepthBufferWriteEnabled(),
462                                                                 mImpl->mGlStateCache.StencilBufferWriteEnabled());
463
464       // For GLES3+ we use VAO, for GLES2 internal cache
465       if(!hasGLES3)
466       {
467         mImpl->FlushVertexAttributeLocations();
468       }
469
470       auto indexBufferFormat = GLIndexFormat(binding.format).format;
471       if(drawCall.drawIndexed.instanceCount == 0)
472       {
473         gl.DrawElements(GLESTopology(ia->topology),
474                         drawCall.drawIndexed.indexCount,
475                         indexBufferFormat,
476                         reinterpret_cast<void*>(binding.offset));
477       }
478       else
479       {
480         gl.DrawElementsInstanced(GLESTopology(ia->topology),
481                                  drawCall.drawIndexed.indexCount,
482                                  indexBufferFormat,
483                                  reinterpret_cast<void*>(binding.offset),
484                                  drawCall.drawIndexed.instanceCount);
485       }
486       break;
487     }
488     case DrawCallDescriptor::Type::DRAW_INDEXED_INDIRECT:
489     {
490       break;
491     }
492   }
493
494   ClearState();
495
496   // Change pipeline
497   if(mImpl->mNewPipeline)
498   {
499     mImpl->mCurrentPipeline = mImpl->mNewPipeline;
500     mImpl->mNewPipeline     = nullptr;
501   }
502 }
503
504 void Context::BindTextures(const Graphics::TextureBinding* bindings, uint32_t count)
505 {
506   // for each texture allocate slot
507   for(auto i = 0u; i < count; ++i)
508   {
509     auto& binding = bindings[i];
510
511     // Resize binding array if needed
512     if(mImpl->mCurrentTextureBindings.size() <= binding.binding)
513     {
514       mImpl->mCurrentTextureBindings.resize(binding.binding + 1);
515     }
516     // Store the binding details
517     mImpl->mCurrentTextureBindings[binding.binding] = binding;
518   }
519 }
520
521 void Context::BindVertexBuffers(const GLES::VertexBufferBindingDescriptor* bindings, uint32_t count)
522 {
523   if(count > mImpl->mCurrentVertexBufferBindings.size())
524   {
525     mImpl->mCurrentVertexBufferBindings.resize(count);
526   }
527   // Copy only set slots
528   mImpl->mVertexBuffersChanged = false;
529   auto toIter                  = mImpl->mCurrentVertexBufferBindings.begin();
530   for(auto fromIter = bindings, end = bindings + count; fromIter != end; ++fromIter)
531   {
532     if(fromIter->buffer != nullptr)
533     {
534       if(toIter->buffer != fromIter->buffer || toIter->offset != fromIter->offset)
535       {
536         mImpl->mVertexBuffersChanged = true;
537       }
538       *toIter++ = *fromIter;
539     }
540   }
541 }
542
543 void Context::BindIndexBuffer(const IndexBufferBindingDescriptor& indexBufferBinding)
544 {
545   mImpl->mCurrentIndexBufferBinding = indexBufferBinding;
546 }
547
548 void Context::BindPipeline(const GLES::Pipeline* newPipeline)
549 {
550   DALI_ASSERT_ALWAYS(newPipeline && "Invalid pipeline");
551   mImpl->mNewPipeline = &newPipeline->GetPipeline();
552 }
553
554 void Context::BindUniformBuffers(const UniformBufferBindingDescriptor* uboBindings,
555                                  uint32_t                              uboCount,
556                                  const UniformBufferBindingDescriptor& standaloneBindings)
557 {
558   if(standaloneBindings.buffer)
559   {
560     mImpl->mCurrentStandaloneUBOBinding = standaloneBindings;
561   }
562
563   if(uboCount >= mImpl->mCurrentUBOBindings.size())
564   {
565     mImpl->mCurrentUBOBindings.resize(uboCount + 1);
566   }
567
568   auto it = uboBindings;
569   for(auto i = 0u; i < uboCount; ++i)
570   {
571     if(it->buffer)
572     {
573       mImpl->mCurrentUBOBindings[i] = *it;
574     }
575   }
576 }
577
578 void Context::ResolveBlendState()
579 {
580   const auto& currentBlendState = mImpl->mCurrentPipeline ? mImpl->mCurrentPipeline->GetCreateInfo().colorBlendState : nullptr;
581   const auto& newBlendState     = mImpl->mNewPipeline->GetCreateInfo().colorBlendState;
582
583   // TODO: prevent leaking the state
584   if(!newBlendState)
585   {
586     return;
587   }
588
589   auto& gl = *mImpl->mController.GetGL();
590
591   if(!currentBlendState || currentBlendState->blendEnable != newBlendState->blendEnable)
592   {
593     if(newBlendState->blendEnable != mImpl->mGlStateCache.mBlendEnabled)
594     {
595       mImpl->mGlStateCache.mBlendEnabled = newBlendState->blendEnable;
596       newBlendState->blendEnable ? gl.Enable(GL_BLEND) : gl.Disable(GL_BLEND);
597     }
598   }
599
600   if(!newBlendState->blendEnable)
601   {
602     return;
603   }
604
605   BlendFactor newSrcRGB(newBlendState->srcColorBlendFactor);
606   BlendFactor newDstRGB(newBlendState->dstColorBlendFactor);
607   BlendFactor newSrcAlpha(newBlendState->srcAlphaBlendFactor);
608   BlendFactor newDstAlpha(newBlendState->dstAlphaBlendFactor);
609
610   if(!currentBlendState ||
611      currentBlendState->srcColorBlendFactor != newSrcRGB ||
612      currentBlendState->dstColorBlendFactor != newDstRGB ||
613      currentBlendState->srcAlphaBlendFactor != newSrcAlpha ||
614      currentBlendState->dstAlphaBlendFactor != newDstAlpha)
615   {
616     if((mImpl->mGlStateCache.mBlendFuncSeparateSrcRGB != newSrcRGB) ||
617        (mImpl->mGlStateCache.mBlendFuncSeparateDstRGB != newDstRGB) ||
618        (mImpl->mGlStateCache.mBlendFuncSeparateSrcAlpha != newSrcAlpha) ||
619        (mImpl->mGlStateCache.mBlendFuncSeparateDstAlpha != newDstAlpha))
620     {
621       mImpl->mGlStateCache.mBlendFuncSeparateSrcRGB   = newSrcRGB;
622       mImpl->mGlStateCache.mBlendFuncSeparateDstRGB   = newDstRGB;
623       mImpl->mGlStateCache.mBlendFuncSeparateSrcAlpha = newSrcAlpha;
624       mImpl->mGlStateCache.mBlendFuncSeparateDstAlpha = newDstAlpha;
625
626       if(newSrcRGB == newSrcAlpha && newDstRGB == newDstAlpha)
627       {
628         gl.BlendFunc(GLBlendFunc(newSrcRGB), GLBlendFunc(newDstRGB));
629       }
630       else
631       {
632         gl.BlendFuncSeparate(GLBlendFunc(newSrcRGB), GLBlendFunc(newDstRGB), GLBlendFunc(newSrcAlpha), GLBlendFunc(newDstAlpha));
633       }
634     }
635   }
636
637   if(!currentBlendState ||
638      currentBlendState->colorBlendOp != newBlendState->colorBlendOp ||
639      currentBlendState->alphaBlendOp != newBlendState->alphaBlendOp)
640   {
641     if(mImpl->mGlStateCache.mBlendEquationSeparateModeRGB != newBlendState->colorBlendOp ||
642        mImpl->mGlStateCache.mBlendEquationSeparateModeAlpha != newBlendState->alphaBlendOp)
643     {
644       mImpl->mGlStateCache.mBlendEquationSeparateModeRGB   = newBlendState->colorBlendOp;
645       mImpl->mGlStateCache.mBlendEquationSeparateModeAlpha = newBlendState->alphaBlendOp;
646
647       if(newBlendState->colorBlendOp == newBlendState->alphaBlendOp)
648       {
649         gl.BlendEquation(GLBlendOp(newBlendState->colorBlendOp));
650         if(newBlendState->colorBlendOp >= Graphics::ADVANCED_BLEND_OPTIONS_START)
651         {
652           gl.BlendBarrier();
653         }
654       }
655       else
656       {
657         gl.BlendEquationSeparate(GLBlendOp(newBlendState->colorBlendOp), GLBlendOp(newBlendState->alphaBlendOp));
658       }
659     }
660   }
661 }
662
663 void Context::ResolveRasterizationState()
664 {
665   const auto& currentRasterizationState = mImpl->mCurrentPipeline ? mImpl->mCurrentPipeline->GetCreateInfo().rasterizationState : nullptr;
666   const auto& newRasterizationState     = mImpl->mNewPipeline->GetCreateInfo().rasterizationState;
667
668   // TODO: prevent leaking the state
669   if(!newRasterizationState)
670   {
671     return;
672   }
673
674   auto& gl = *mImpl->mController.GetGL();
675
676   if(!currentRasterizationState ||
677      currentRasterizationState->cullMode != newRasterizationState->cullMode)
678   {
679     if(mImpl->mGlStateCache.mCullFaceMode != newRasterizationState->cullMode)
680     {
681       mImpl->mGlStateCache.mCullFaceMode = newRasterizationState->cullMode;
682       if(newRasterizationState->cullMode == CullMode::NONE)
683       {
684         gl.Disable(GL_CULL_FACE);
685       }
686       else
687       {
688         gl.Enable(GL_CULL_FACE);
689         gl.CullFace(GLCullMode(newRasterizationState->cullMode));
690       }
691     }
692   }
693   // TODO: implement polygon mode (fill, line, points)
694   //       seems like we don't support it (no glPolygonMode())
695 }
696
697 void Context::ResolveUniformBuffers()
698 {
699   // Resolve standalone uniforms if we have binding
700   if(mImpl->mCurrentStandaloneUBOBinding.buffer)
701   {
702     ResolveStandaloneUniforms();
703   }
704 }
705
706 void Context::ResolveStandaloneUniforms()
707 {
708   // Find reflection for program
709   const GLES::Program* program{nullptr};
710
711   if(mImpl->mNewPipeline)
712   {
713     program = static_cast<const GLES::Program*>(mImpl->mNewPipeline->GetCreateInfo().programState->program);
714   }
715   else if(mImpl->mCurrentPipeline)
716   {
717     program = static_cast<const GLES::Program*>(mImpl->mCurrentPipeline->GetCreateInfo().programState->program);
718   }
719
720   if(program)
721   {
722     const auto ptr = reinterpret_cast<const char*>(mImpl->mCurrentStandaloneUBOBinding.buffer->GetCPUAllocatedAddress()) + mImpl->mCurrentStandaloneUBOBinding.offset;
723     // Update program uniforms
724     program->GetImplementation()->UpdateStandaloneUniformBlock(ptr);
725   }
726 }
727
728 void Context::BeginRenderPass(const BeginRenderPassDescriptor& renderPassBegin)
729 {
730   auto& renderPass   = *renderPassBegin.renderPass;
731   auto& renderTarget = *renderPassBegin.renderTarget;
732
733   const auto& targetInfo = renderTarget.GetCreateInfo();
734
735   auto& gl = *mImpl->mController.GetGL();
736
737   if(targetInfo.surface)
738   {
739     // Bind surface FB
740     BindFrameBuffer(GL_FRAMEBUFFER, 0);
741   }
742   else if(targetInfo.framebuffer)
743   {
744     // bind framebuffer and swap.
745     auto framebuffer = renderTarget.GetFramebuffer();
746     framebuffer->Bind();
747   }
748
749   // clear (ideally cache the setup)
750
751   // In GL we assume that the last attachment is depth/stencil (we may need
752   // to cache extra information inside GLES RenderTarget if we want to be
753   // more specific in case of MRT)
754
755   const auto& attachments = *renderPass.GetCreateInfo().attachments;
756   const auto& color0      = attachments[0];
757   GLuint      mask        = 0;
758
759   if(color0.loadOp == AttachmentLoadOp::CLEAR)
760   {
761     mask |= GL_COLOR_BUFFER_BIT;
762
763     // Set clear color
764     // Something goes wrong here if Alpha mask is GL_TRUE
765     ColorMask(true);
766
767     const auto clearValues = renderPassBegin.clearValues.Ptr();
768
769     if(!Dali::Equals(mImpl->mGlStateCache.mClearColor.r, clearValues[0].color.r) ||
770        !Dali::Equals(mImpl->mGlStateCache.mClearColor.g, clearValues[0].color.g) ||
771        !Dali::Equals(mImpl->mGlStateCache.mClearColor.b, clearValues[0].color.b) ||
772        !Dali::Equals(mImpl->mGlStateCache.mClearColor.a, clearValues[0].color.a) ||
773        !mImpl->mGlStateCache.mClearColorSet)
774     {
775       gl.ClearColor(clearValues[0].color.r,
776                     clearValues[0].color.g,
777                     clearValues[0].color.b,
778                     clearValues[0].color.a);
779
780       mImpl->mGlStateCache.mClearColorSet = true;
781       mImpl->mGlStateCache.mClearColor    = Vector4(clearValues[0].color.r,
782                                                  clearValues[0].color.g,
783                                                  clearValues[0].color.b,
784                                                  clearValues[0].color.a);
785     }
786   }
787
788   // check for depth stencil
789   if(attachments.size() > 1)
790   {
791     const auto& depthStencil = attachments.back();
792     if(depthStencil.loadOp == AttachmentLoadOp::CLEAR)
793     {
794       if(!mImpl->mGlStateCache.mDepthMaskEnabled)
795       {
796         mImpl->mGlStateCache.mDepthMaskEnabled = true;
797         gl.DepthMask(true);
798       }
799       mask |= GL_DEPTH_BUFFER_BIT;
800     }
801     if(depthStencil.stencilLoadOp == AttachmentLoadOp::CLEAR)
802     {
803       if(mImpl->mGlStateCache.mStencilMask != 0xFF)
804       {
805         mImpl->mGlStateCache.mStencilMask = 0xFF;
806         gl.StencilMask(0xFF);
807       }
808       mask |= GL_STENCIL_BUFFER_BIT;
809     }
810   }
811
812   SetScissorTestEnabled(true);
813   gl.Scissor(renderPassBegin.renderArea.x, renderPassBegin.renderArea.y, renderPassBegin.renderArea.width, renderPassBegin.renderArea.height);
814   ClearBuffer(mask, true);
815   SetScissorTestEnabled(false);
816
817   mImpl->mCurrentRenderPass   = &renderPass;
818   mImpl->mCurrentRenderTarget = &renderTarget;
819 }
820
821 void Context::EndRenderPass(GLES::TextureDependencyChecker& dependencyChecker)
822 {
823   if(mImpl->mCurrentRenderTarget)
824   {
825     GLES::Framebuffer* framebuffer = mImpl->mCurrentRenderTarget->GetFramebuffer();
826     if(framebuffer)
827     {
828       auto& gl = *mImpl->mController.GetGL();
829       gl.Flush();
830
831       /* @todo Full dependency checking would need to store textures in Begin, and create
832        * fence objects here; but we're going to draw all fbos on shared context in serial,
833        * so no real need (yet). Might want to consider ensuring order of render passes,
834        * but that needs doing in the controller, and would need doing before ProcessCommandQueues.
835        *
836        * Currently up to the client to create render tasks in the right order.
837        */
838
839       /* Create fence sync objects. Other contexts can then wait on these fences before reading
840        * textures.
841        */
842       dependencyChecker.AddTextures(this, framebuffer);
843     }
844   }
845 }
846
847 void Context::ClearState()
848 {
849   mImpl->mCurrentTextureBindings.clear();
850 }
851
852 void Context::ColorMask(bool enabled)
853 {
854   if(enabled != mImpl->mGlStateCache.mColorMask)
855   {
856     mImpl->mGlStateCache.mColorMask = enabled;
857
858     auto& gl = *mImpl->mController.GetGL();
859     gl.ColorMask(enabled, enabled, enabled, enabled);
860   }
861 }
862
863 void Context::ClearStencilBuffer()
864 {
865   ClearBuffer(GL_STENCIL_BUFFER_BIT, false);
866 }
867
868 void Context::ClearDepthBuffer()
869 {
870   ClearBuffer(GL_DEPTH_BUFFER_BIT, false);
871 }
872
873 void Context::ClearBuffer(uint32_t mask, bool forceClear)
874 {
875   mask = mImpl->mGlStateCache.mFrameBufferStateCache.GetClearMask(mask, forceClear, mImpl->mGlStateCache.mScissorTestEnabled);
876   if(mask > 0)
877   {
878     auto& gl = *mImpl->mController.GetGL();
879     gl.Clear(mask);
880   }
881 }
882
883 void Context::InvalidateDepthStencilBuffers()
884 {
885   auto& gl = *mImpl->mController.GetGL();
886
887   GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
888   gl.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
889 }
890
891 void Context::SetScissorTestEnabled(bool scissorEnabled)
892 {
893   if(mImpl->mGlStateCache.mScissorTestEnabled != scissorEnabled)
894   {
895     mImpl->mGlStateCache.mScissorTestEnabled = scissorEnabled;
896
897     auto& gl = *mImpl->mController.GetGL();
898     if(scissorEnabled)
899     {
900       gl.Enable(GL_SCISSOR_TEST);
901     }
902     else
903     {
904       gl.Disable(GL_SCISSOR_TEST);
905     }
906   }
907 }
908
909 void Context::SetStencilTestEnable(bool stencilEnable)
910 {
911   if(stencilEnable != mImpl->mGlStateCache.mStencilBufferEnabled)
912   {
913     mImpl->mGlStateCache.mStencilBufferEnabled = stencilEnable;
914
915     auto& gl = *mImpl->mController.GetGL();
916     if(stencilEnable)
917     {
918       gl.Enable(GL_STENCIL_TEST);
919     }
920     else
921     {
922       gl.Disable(GL_STENCIL_TEST);
923     }
924   }
925 }
926
927 void Context::StencilMask(uint32_t writeMask)
928 {
929   if(writeMask != mImpl->mGlStateCache.mStencilMask)
930   {
931     mImpl->mGlStateCache.mStencilMask = writeMask;
932
933     auto& gl = *mImpl->mController.GetGL();
934     gl.StencilMask(writeMask);
935   }
936 }
937
938 void Context::StencilFunc(Graphics::CompareOp compareOp,
939                           uint32_t            reference,
940                           uint32_t            compareMask)
941 {
942   if(compareOp != mImpl->mGlStateCache.mStencilFunc ||
943      reference != mImpl->mGlStateCache.mStencilFuncRef ||
944      compareMask != mImpl->mGlStateCache.mStencilFuncMask)
945   {
946     mImpl->mGlStateCache.mStencilFunc     = compareOp;
947     mImpl->mGlStateCache.mStencilFuncRef  = reference;
948     mImpl->mGlStateCache.mStencilFuncMask = compareMask;
949
950     auto& gl = *mImpl->mController.GetGL();
951     gl.StencilFunc(GLCompareOp(compareOp).op, reference, compareMask);
952   }
953 }
954
955 void Context::StencilOp(Graphics::StencilOp failOp,
956                         Graphics::StencilOp depthFailOp,
957                         Graphics::StencilOp passOp)
958 {
959   if(failOp != mImpl->mGlStateCache.mStencilOpFail ||
960      depthFailOp != mImpl->mGlStateCache.mStencilOpDepthFail ||
961      passOp != mImpl->mGlStateCache.mStencilOpDepthPass)
962   {
963     mImpl->mGlStateCache.mStencilOpFail      = failOp;
964     mImpl->mGlStateCache.mStencilOpDepthFail = depthFailOp;
965     mImpl->mGlStateCache.mStencilOpDepthPass = passOp;
966
967     auto& gl = *mImpl->mController.GetGL();
968     gl.StencilOp(GLStencilOp(failOp).op, GLStencilOp(depthFailOp).op, GLStencilOp(passOp).op);
969   }
970 }
971
972 void Context::SetDepthCompareOp(Graphics::CompareOp compareOp)
973 {
974   if(compareOp != mImpl->mGlStateCache.mDepthFunction)
975   {
976     mImpl->mGlStateCache.mDepthFunction = compareOp;
977     auto& gl                            = *mImpl->mController.GetGL();
978     gl.DepthFunc(GLCompareOp(compareOp).op);
979   }
980 }
981
982 void Context::SetDepthTestEnable(bool depthTestEnable)
983 {
984   if(depthTestEnable != mImpl->mGlStateCache.mDepthBufferEnabled)
985   {
986     mImpl->mGlStateCache.mDepthBufferEnabled = depthTestEnable;
987
988     auto& gl = *mImpl->mController.GetGL();
989     if(depthTestEnable)
990     {
991       gl.Enable(GL_DEPTH_TEST);
992     }
993     else
994     {
995       gl.Disable(GL_DEPTH_TEST);
996     }
997   }
998 }
999
1000 void Context::SetDepthWriteEnable(bool depthWriteEnable)
1001 {
1002   if(depthWriteEnable != mImpl->mGlStateCache.mDepthMaskEnabled)
1003   {
1004     mImpl->mGlStateCache.mDepthMaskEnabled = depthWriteEnable;
1005
1006     auto& gl = *mImpl->mController.GetGL();
1007     gl.DepthMask(depthWriteEnable);
1008   }
1009 }
1010
1011 void Context::ActiveTexture(uint32_t textureBindingIndex)
1012 {
1013   if(mImpl->mGlStateCache.mActiveTextureUnit != textureBindingIndex)
1014   {
1015     mImpl->mGlStateCache.mActiveTextureUnit = textureBindingIndex;
1016
1017     auto& gl = *mImpl->mController.GetGL();
1018     gl.ActiveTexture(GL_TEXTURE0 + textureBindingIndex);
1019   }
1020 }
1021
1022 void Context::BindTexture(GLenum target, BoundTextureType textureTypeId, uint32_t textureId)
1023 {
1024   uint32_t typeId = static_cast<uint32_t>(textureTypeId);
1025   if(mImpl->mGlStateCache.mBoundTextureId[mImpl->mGlStateCache.mActiveTextureUnit][typeId] != textureId)
1026   {
1027     mImpl->mGlStateCache.mBoundTextureId[mImpl->mGlStateCache.mActiveTextureUnit][typeId] = textureId;
1028
1029     auto& gl = *mImpl->mController.GetGL();
1030     gl.BindTexture(target, textureId);
1031   }
1032 }
1033
1034 void Context::GenerateMipmap(GLenum target)
1035 {
1036   auto& gl = *mImpl->mController.GetGL();
1037   gl.GenerateMipmap(target);
1038 }
1039
1040 bool Context::BindBuffer(GLenum target, uint32_t bufferId)
1041 {
1042   switch(target)
1043   {
1044     case GL_ARRAY_BUFFER:
1045     {
1046       if(mImpl->mGlStateCache.mBoundArrayBufferId == bufferId)
1047       {
1048         return false;
1049       }
1050       mImpl->mGlStateCache.mBoundArrayBufferId = bufferId;
1051       break;
1052     }
1053     case GL_ELEMENT_ARRAY_BUFFER:
1054     {
1055       if(mImpl->mGlStateCache.mBoundElementArrayBufferId == bufferId)
1056       {
1057         return false;
1058       }
1059       mImpl->mGlStateCache.mBoundElementArrayBufferId = bufferId;
1060       break;
1061     }
1062   }
1063
1064   // Cache miss. Bind buffer.
1065   auto& gl = *mImpl->mController.GetGL();
1066   gl.BindBuffer(target, bufferId);
1067   return true;
1068 }
1069
1070 void Context::DrawBuffers(uint32_t count, const GLenum* buffers)
1071 {
1072   mImpl->mGlStateCache.mFrameBufferStateCache.DrawOperation(mImpl->mGlStateCache.mColorMask,
1073                                                             mImpl->mGlStateCache.DepthBufferWriteEnabled(),
1074                                                             mImpl->mGlStateCache.StencilBufferWriteEnabled());
1075
1076   auto& gl = *mImpl->mController.GetGL();
1077   gl.DrawBuffers(count, buffers);
1078 }
1079
1080 void Context::BindFrameBuffer(GLenum target, uint32_t bufferId)
1081 {
1082   mImpl->mGlStateCache.mFrameBufferStateCache.SetCurrentFrameBuffer(bufferId);
1083
1084   auto& gl = *mImpl->mController.GetGL();
1085   gl.BindFramebuffer(target, bufferId);
1086 }
1087
1088 void Context::GenFramebuffers(uint32_t count, uint32_t* framebuffers)
1089 {
1090   auto& gl = *mImpl->mController.GetGL();
1091   gl.GenFramebuffers(count, framebuffers);
1092
1093   mImpl->mGlStateCache.mFrameBufferStateCache.FrameBuffersCreated(count, framebuffers);
1094 }
1095
1096 void Context::DeleteFramebuffers(uint32_t count, uint32_t* framebuffers)
1097 {
1098   mImpl->mGlStateCache.mFrameBufferStateCache.FrameBuffersDeleted(count, framebuffers);
1099
1100   auto& gl = *mImpl->mController.GetGL();
1101   gl.DeleteFramebuffers(count, framebuffers);
1102 }
1103
1104 GLStateCache& Context::GetGLStateCache()
1105 {
1106   return mImpl->mGlStateCache;
1107 }
1108
1109 void Context::GlContextCreated()
1110 {
1111   if(!mImpl->mGlContextCreated)
1112   {
1113     mImpl->mGlContextCreated = true;
1114
1115     // Set the initial GL state
1116     mImpl->InitializeGlState();
1117   }
1118 }
1119
1120 void Context::GlContextDestroyed()
1121 {
1122   mImpl->mGlContextCreated = false;
1123 }
1124
1125 void Context::InvalidateCachedPipeline(GLES::Pipeline* pipeline)
1126 {
1127   // Since the pipeline is deleted, invalidate the cached pipeline.
1128   if(mImpl->mCurrentPipeline == &pipeline->GetPipeline())
1129   {
1130     mImpl->mCurrentPipeline = nullptr;
1131   }
1132
1133   // Remove cached VAO map
1134   auto* gl = mImpl->mController.GetGL();
1135   if(gl)
1136   {
1137     const auto* program = pipeline->GetCreateInfo().programState->program;
1138     if(program)
1139     {
1140       const auto* programImpl = static_cast<const GLES::Program*>(program)->GetImplementation();
1141       if(programImpl)
1142       {
1143         auto iter = mImpl->mProgramVAOMap.find(programImpl);
1144         if(iter != mImpl->mProgramVAOMap.end())
1145         {
1146           for(auto& attributeHashPair : iter->second)
1147           {
1148             auto vao = attributeHashPair.second;
1149             gl->DeleteVertexArrays(1, &vao);
1150             if(mImpl->mProgramVAOCurrentState == vao)
1151             {
1152               mImpl->mProgramVAOCurrentState = 0u;
1153             }
1154           }
1155           mImpl->mProgramVAOMap.erase(iter);
1156         }
1157       }
1158     }
1159   }
1160 }
1161
1162 void Context::PrepareForNativeRendering()
1163 {
1164   // this should be pretty much constant
1165   auto display     = eglGetCurrentDisplay();
1166   auto drawSurface = eglGetCurrentSurface(EGL_DRAW);
1167   auto readSurface = eglGetCurrentSurface(EGL_READ);
1168   auto context     = eglGetCurrentContext();
1169
1170   // push the surface and context data to the impl
1171   // It's needed to restore context
1172   if(!mImpl->mCacheEGLGraphicsContext)
1173   {
1174     mImpl->mCacheDrawWriteSurface   = drawSurface;
1175     mImpl->mCacheDrawReadSurface    = readSurface;
1176     mImpl->mCacheEGLGraphicsContext = context;
1177   }
1178
1179   if(!mImpl->mNativeDrawContext)
1180   {
1181     EGLint configId{0u};
1182     eglQueryContext(display, mImpl->mController.GetSharedContext(), EGL_CONFIG_ID, &configId);
1183
1184     EGLint configAttribs[3];
1185     configAttribs[0] = EGL_CONFIG_ID;
1186     configAttribs[1] = configId;
1187     configAttribs[2] = EGL_NONE;
1188
1189     EGLConfig config;
1190     EGLint    numConfigs;
1191     if(eglChooseConfig(display, configAttribs, &config, 1, &numConfigs) != EGL_TRUE)
1192     {
1193       DALI_LOG_ERROR("eglChooseConfig failed!\n");
1194       return;
1195     }
1196
1197     auto version = int(mImpl->mController.GetGLESVersion());
1198
1199     std::vector<EGLint> attribs;
1200     attribs.push_back(EGL_CONTEXT_MAJOR_VERSION_KHR);
1201     attribs.push_back(version / 10);
1202     attribs.push_back(EGL_CONTEXT_MINOR_VERSION_KHR);
1203     attribs.push_back(version % 10);
1204     attribs.push_back(EGL_NONE);
1205
1206     mImpl->mNativeDrawContext = eglCreateContext(display, config, mImpl->mController.GetSharedContext(), attribs.data());
1207     if(mImpl->mNativeDrawContext == EGL_NO_CONTEXT)
1208     {
1209       DALI_LOG_ERROR("eglCreateContext failed!\n");
1210       return;
1211     }
1212   }
1213
1214   eglMakeCurrent(display, drawSurface, readSurface, mImpl->mNativeDrawContext);
1215 }
1216
1217 void Context::RestoreFromNativeRendering()
1218 {
1219   auto display = eglGetCurrentDisplay();
1220
1221   // bring back original context
1222   eglMakeCurrent(display, mImpl->mCacheDrawWriteSurface, mImpl->mCacheDrawReadSurface, mImpl->mCacheEGLGraphicsContext);
1223 }
1224
1225 } // namespace Dali::Graphics::GLES