2 * Copyright (c) 2023 Samsung Electronics Co., Ltd.
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
8 * http://www.apache.org/licenses/LICENSE-2.0
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.
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>
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"
35 #include <EGL/eglext.h>
37 #include <unordered_map>
39 namespace Dali::Graphics::GLES
43 explicit Impl(EglGraphicsController& controller)
44 : mController(controller)
51 * Binds (and creates) VAO
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.
57 void BindProgramVAO(const GLES::ProgramImpl* program, const VertexInputState& vertexInputState)
59 // Calculate attributes location hash unordered.
61 for(const auto& attr : vertexInputState.attributes)
63 hash ^= std::hash<uint32_t>{}(attr.location);
66 auto& gl = *mController.GetGL();
67 auto iter = mProgramVAOMap.find(program);
68 if(iter != mProgramVAOMap.end())
70 auto attributeIter = iter->second.find(hash);
71 if(attributeIter != iter->second.end())
73 if(mProgramVAOCurrentState != attributeIter->second)
75 mProgramVAOCurrentState = attributeIter->second;
76 gl.BindVertexArray(attributeIter->second);
78 // Binding VAO seems to reset the index buffer binding so the cache must be reset
79 mGlStateCache.mBoundElementArrayBufferId = 0;
86 gl.GenVertexArrays(1, &vao);
87 gl.BindVertexArray(vao);
89 // Binding VAO seems to reset the index buffer binding so the cache must be reset
90 mGlStateCache.mBoundElementArrayBufferId = 0;
92 mProgramVAOMap[program][hash] = vao;
93 for(const auto& attr : vertexInputState.attributes)
95 gl.EnableVertexAttribArray(attr.location);
98 mProgramVAOCurrentState = vao;
102 * Sets the initial GL state.
104 void InitializeGlState()
106 auto& gl = *mController.GetGL();
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;
117 gl.Disable(GL_DITHER);
119 mGlStateCache.mBoundArrayBufferId = 0;
120 mGlStateCache.mBoundElementArrayBufferId = 0;
121 mGlStateCache.mActiveTextureUnit = 0;
123 mGlStateCache.mBlendFuncSeparateSrcRGB = BlendFactor::ONE;
124 mGlStateCache.mBlendFuncSeparateDstRGB = BlendFactor::ZERO;
125 mGlStateCache.mBlendFuncSeparateSrcAlpha = BlendFactor::ONE;
126 mGlStateCache.mBlendFuncSeparateDstAlpha = BlendFactor::ZERO;
128 // initial state is GL_FUNC_ADD for both RGB and Alpha blend modes
129 mGlStateCache.mBlendEquationSeparateModeRGB = BlendOp::ADD;
130 mGlStateCache.mBlendEquationSeparateModeAlpha = BlendOp::ADD;
132 mGlStateCache.mCullFaceMode = CullMode::NONE; //By default cullface is disabled, front face is set to CCW and cull face is set to back
134 //Initialze vertex attribute cache
135 memset(&mGlStateCache.mVertexAttributeCachedState, 0, sizeof(mGlStateCache.mVertexAttributeCachedState));
136 memset(&mGlStateCache.mVertexAttributeCurrentState, 0, sizeof(mGlStateCache.mVertexAttributeCurrentState));
138 //Initialize bound 2d texture cache
139 memset(&mGlStateCache.mBoundTextureId, 0, sizeof(mGlStateCache.mBoundTextureId));
141 mGlStateCache.mFrameBufferStateCache.Reset();
144 gl.GetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextures);
145 DALI_LOG_RELEASE_INFO("GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: %d\n", maxTextures);
149 * Flushes vertex attribute location changes to the driver
151 void FlushVertexAttributeLocations()
153 auto& gl = *mController.GetGL();
155 for(unsigned int i = 0; i < MAX_ATTRIBUTE_CACHE_SIZE; ++i)
157 // see if the cached state is different to the actual state
158 if(mGlStateCache.mVertexAttributeCurrentState[i] != mGlStateCache.mVertexAttributeCachedState[i])
160 // it's different so make the change to the driver and update the cached state
161 mGlStateCache.mVertexAttributeCurrentState[i] = mGlStateCache.mVertexAttributeCachedState[i];
163 if(mGlStateCache.mVertexAttributeCurrentState[i])
165 gl.EnableVertexAttribArray(i);
169 gl.DisableVertexAttribArray(i);
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
181 void SetVertexAttributeLocation(unsigned int location, bool state)
183 auto& gl = *mController.GetGL();
185 if(location >= MAX_ATTRIBUTE_CACHE_SIZE)
187 // not cached, make the gl call through context
190 gl.EnableVertexAttribArray(location);
194 gl.DisableVertexAttribArray(location);
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;
205 EglGraphicsController& mController;
207 const GLES::PipelineImpl* mCurrentPipeline{nullptr}; ///< Currently bound pipeline
208 const GLES::PipelineImpl* mNewPipeline{nullptr}; ///< New pipeline to be set on flush
210 std::vector<Graphics::TextureBinding> mCurrentTextureBindings{};
211 std::vector<Graphics::SamplerBinding> mCurrentSamplerBindings{};
212 GLES::IndexBufferBindingDescriptor mCurrentIndexBufferBinding{};
214 struct VertexBufferBinding
216 GLES::Buffer* buffer{nullptr};
220 // Currently bound buffers
221 std::vector<VertexBufferBindingDescriptor> mCurrentVertexBufferBindings{};
223 // Currently bound UBOs (check if it's needed per program!)
224 std::vector<UniformBufferBindingDescriptor> mCurrentUBOBindings{};
225 UniformBufferBindingDescriptor mCurrentStandaloneUBOBinding{};
227 // Current render pass and render target
228 const GLES::RenderTarget* mCurrentRenderTarget{nullptr};
229 const GLES::RenderPass* mCurrentRenderPass{nullptr};
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
236 bool mGlContextCreated{false}; ///< True if the OpenGL context has been created
238 EGLContext mNativeDrawContext{0u}; ///< Native rendering EGL context compatible with window context
240 EGLSurface mCacheDrawReadSurface{0u}; ///< cached 'read' surface
241 EGLSurface mCacheDrawWriteSurface{0u}; ///< cached 'write' surface
242 EGLContext mCacheEGLGraphicsContext{0u}; ///< cached window context
245 Context::Context(EglGraphicsController& controller)
247 mImpl = std::make_unique<Impl>(controller);
252 // Destroy native rendering context if one exists
253 if(mImpl->mNativeDrawContext)
255 eglDestroyContext(eglGetCurrentDisplay(), mImpl->mNativeDrawContext);
256 mImpl->mNativeDrawContext = EGL_NO_CONTEXT;
260 void Context::Flush(bool reset, const GLES::DrawCallDescriptor& drawCall, GLES::TextureDependencyChecker& dependencyChecker)
262 auto& gl = *mImpl->mController.GetGL();
264 static const bool hasGLES3(mImpl->mController.GetGLESVersion() >= GLESVersion::GLES_30);
266 // early out if neither current nor new pipelines are set
267 // this behaviour may be valid so no assert
268 if(!mImpl->mCurrentPipeline && !mImpl->mNewPipeline)
273 // Execute states if pipeline is changed
274 const auto currentProgram = mImpl->mCurrentPipeline ? static_cast<const GLES::Program*>(mImpl->mCurrentPipeline->GetCreateInfo().programState->program) : nullptr;
276 // case when new pipeline has been set
277 const GLES::Program* newProgram = nullptr;
279 if(mImpl->mNewPipeline)
281 newProgram = static_cast<const GLES::Program*>(mImpl->mNewPipeline->GetCreateInfo().programState->program);
284 if(!currentProgram && !newProgram)
286 // Early out if we have no program for this pipeline.
287 DALI_LOG_ERROR("No program defined for pipeline\n");
291 if(mImpl->mNewPipeline && mImpl->mCurrentPipeline != mImpl->mNewPipeline)
293 if(!currentProgram || currentProgram->GetImplementation()->GetGlProgram() != newProgram->GetImplementation()->GetGlProgram())
295 mImpl->mNewPipeline->Bind(newProgram->GetImplementation()->GetGlProgram());
301 // Resolve rasterization state
302 ResolveRasterizationState();
305 // Resolve uniform buffers
306 ResolveUniformBuffers();
309 // Map binding# to sampler location
310 const auto& reflection = !newProgram ? currentProgram->GetReflection() : newProgram->GetReflection();
311 const auto& samplers = reflection.GetSamplers();
313 uint32_t currentSampler = 0;
314 uint32_t currentElement = 0;
316 // @warning Assume that binding.binding is strictly linear in the same order as mCurrentTextureBindings
317 // elements. This avoids having to sort the bindings.
318 for(const auto& binding : mImpl->mCurrentTextureBindings)
320 auto texture = const_cast<GLES::Texture*>(static_cast<const GLES::Texture*>(binding.texture));
322 // Texture may not have been initialized yet...(tbm_surface timing issue?)
323 if(!texture->GetGLTexture())
325 texture->InitializeResource();
328 // Warning, this may cause glWaitSync to occur on the GPU.
329 dependencyChecker.CheckNeedsSync(this, texture);
330 texture->Bind(binding);
333 // @warning Assume that location of array elements is sequential.
334 // @warning GL does not guarantee this, but in practice, it is.
335 gl.Uniform1i(samplers[currentSampler].location + currentElement,
336 samplers[currentSampler].offset + currentElement);
338 if(currentElement >= samplers[currentSampler].elementCount)
343 if(currentSampler >= samplers.size())
345 // Don't bind more textures than there are active samplers.
350 // for each attribute bind vertices
352 const auto& pipelineState = mImpl->mNewPipeline ? mImpl->mNewPipeline->GetCreateInfo() : mImpl->mCurrentPipeline->GetCreateInfo();
353 const auto& vertexInputState = pipelineState.vertexInputState;
357 mImpl->BindProgramVAO(static_cast<const GLES::Program*>(pipelineState.programState->program)->GetImplementation(), *vertexInputState);
360 for(const auto& attr : vertexInputState->attributes)
365 mImpl->SetVertexAttributeLocation(attr.location, true);
368 const auto& bufferSlot = mImpl->mCurrentVertexBufferBindings[attr.binding];
369 const auto& bufferBinding = vertexInputState->bufferBindings[attr.binding];
371 auto glesBuffer = bufferSlot.buffer->GetGLBuffer();
374 BindBuffer(GL_ARRAY_BUFFER, glesBuffer);
376 gl.VertexAttribPointer(attr.location,
377 GLVertexFormat(attr.format).size,
378 GLVertexFormat(attr.format).format,
380 bufferBinding.stride,
381 reinterpret_cast<void*>(attr.offset));
383 switch(bufferBinding.inputRate)
385 case Graphics::VertexInputRate::PER_VERTEX:
387 gl.VertexAttribDivisor(attr.location, 0);
390 case Graphics::VertexInputRate::PER_INSTANCE:
392 //@todo Get actual instance rate...
393 gl.VertexAttribDivisor(attr.location, 1);
400 const auto& ia = pipelineState.inputAssemblyState;
405 switch(drawCall.type)
407 case DrawCallDescriptor::Type::DRAW:
409 mImpl->mGlStateCache.mFrameBufferStateCache.DrawOperation(mImpl->mGlStateCache.mColorMask,
410 mImpl->mGlStateCache.DepthBufferWriteEnabled(),
411 mImpl->mGlStateCache.StencilBufferWriteEnabled());
412 // For GLES3+ we use VAO, for GLES2 internal cache
415 mImpl->FlushVertexAttributeLocations();
418 if(drawCall.draw.instanceCount == 0)
420 gl.DrawArrays(GLESTopology(ia->topology),
421 drawCall.draw.firstVertex,
422 drawCall.draw.vertexCount);
426 gl.DrawArraysInstanced(GLESTopology(ia->topology),
427 drawCall.draw.firstVertex,
428 drawCall.draw.vertexCount,
429 drawCall.draw.instanceCount);
433 case DrawCallDescriptor::Type::DRAW_INDEXED:
435 const auto& binding = mImpl->mCurrentIndexBufferBinding;
436 BindBuffer(GL_ELEMENT_ARRAY_BUFFER, binding.buffer->GetGLBuffer());
438 mImpl->mGlStateCache.mFrameBufferStateCache.DrawOperation(mImpl->mGlStateCache.mColorMask,
439 mImpl->mGlStateCache.DepthBufferWriteEnabled(),
440 mImpl->mGlStateCache.StencilBufferWriteEnabled());
442 // For GLES3+ we use VAO, for GLES2 internal cache
445 mImpl->FlushVertexAttributeLocations();
448 auto indexBufferFormat = GLIndexFormat(binding.format).format;
449 if(drawCall.drawIndexed.instanceCount == 0)
451 gl.DrawElements(GLESTopology(ia->topology),
452 drawCall.drawIndexed.indexCount,
454 reinterpret_cast<void*>(binding.offset));
458 gl.DrawElementsInstanced(GLESTopology(ia->topology),
459 drawCall.drawIndexed.indexCount,
461 reinterpret_cast<void*>(binding.offset),
462 drawCall.drawIndexed.instanceCount);
466 case DrawCallDescriptor::Type::DRAW_INDEXED_INDIRECT:
475 if(mImpl->mNewPipeline)
477 mImpl->mCurrentPipeline = mImpl->mNewPipeline;
478 mImpl->mNewPipeline = nullptr;
482 void Context::BindTextures(const Graphics::TextureBinding* bindings, uint32_t count)
484 // for each texture allocate slot
485 for(auto i = 0u; i < count; ++i)
487 auto& binding = bindings[i];
489 // Resize binding array if needed
490 if(mImpl->mCurrentTextureBindings.size() <= binding.binding)
492 mImpl->mCurrentTextureBindings.resize(binding.binding + 1);
494 // Store the binding details
495 mImpl->mCurrentTextureBindings[binding.binding] = binding;
499 void Context::BindVertexBuffers(const GLES::VertexBufferBindingDescriptor* bindings, uint32_t count)
501 if(count > mImpl->mCurrentVertexBufferBindings.size())
503 mImpl->mCurrentVertexBufferBindings.resize(count);
505 // Copy only set slots
506 std::copy_if(bindings, bindings + count, mImpl->mCurrentVertexBufferBindings.begin(), [](auto& item) {
507 return (nullptr != item.buffer);
511 void Context::BindIndexBuffer(const IndexBufferBindingDescriptor& indexBufferBinding)
513 mImpl->mCurrentIndexBufferBinding = indexBufferBinding;
516 void Context::BindPipeline(const GLES::Pipeline* newPipeline)
518 DALI_ASSERT_ALWAYS(newPipeline && "Invalid pipeline");
519 mImpl->mNewPipeline = &newPipeline->GetPipeline();
522 void Context::BindUniformBuffers(const UniformBufferBindingDescriptor* uboBindings,
524 const UniformBufferBindingDescriptor& standaloneBindings)
526 if(standaloneBindings.buffer)
528 mImpl->mCurrentStandaloneUBOBinding = standaloneBindings;
531 if(uboCount >= mImpl->mCurrentUBOBindings.size())
533 mImpl->mCurrentUBOBindings.resize(uboCount + 1);
536 auto it = uboBindings;
537 for(auto i = 0u; i < uboCount; ++i)
541 mImpl->mCurrentUBOBindings[i] = *it;
546 void Context::ResolveBlendState()
548 const auto& currentBlendState = mImpl->mCurrentPipeline ? mImpl->mCurrentPipeline->GetCreateInfo().colorBlendState : nullptr;
549 const auto& newBlendState = mImpl->mNewPipeline->GetCreateInfo().colorBlendState;
551 // TODO: prevent leaking the state
557 auto& gl = *mImpl->mController.GetGL();
559 if(!currentBlendState || currentBlendState->blendEnable != newBlendState->blendEnable)
561 if(newBlendState->blendEnable != mImpl->mGlStateCache.mBlendEnabled)
563 mImpl->mGlStateCache.mBlendEnabled = newBlendState->blendEnable;
564 newBlendState->blendEnable ? gl.Enable(GL_BLEND) : gl.Disable(GL_BLEND);
568 if(!newBlendState->blendEnable)
573 BlendFactor newSrcRGB(newBlendState->srcColorBlendFactor);
574 BlendFactor newDstRGB(newBlendState->dstColorBlendFactor);
575 BlendFactor newSrcAlpha(newBlendState->srcAlphaBlendFactor);
576 BlendFactor newDstAlpha(newBlendState->dstAlphaBlendFactor);
578 if(!currentBlendState ||
579 currentBlendState->srcColorBlendFactor != newSrcRGB ||
580 currentBlendState->dstColorBlendFactor != newDstRGB ||
581 currentBlendState->srcAlphaBlendFactor != newSrcAlpha ||
582 currentBlendState->dstAlphaBlendFactor != newDstAlpha)
584 if((mImpl->mGlStateCache.mBlendFuncSeparateSrcRGB != newSrcRGB) ||
585 (mImpl->mGlStateCache.mBlendFuncSeparateDstRGB != newDstRGB) ||
586 (mImpl->mGlStateCache.mBlendFuncSeparateSrcAlpha != newSrcAlpha) ||
587 (mImpl->mGlStateCache.mBlendFuncSeparateDstAlpha != newDstAlpha))
589 mImpl->mGlStateCache.mBlendFuncSeparateSrcRGB = newSrcRGB;
590 mImpl->mGlStateCache.mBlendFuncSeparateDstRGB = newDstRGB;
591 mImpl->mGlStateCache.mBlendFuncSeparateSrcAlpha = newSrcAlpha;
592 mImpl->mGlStateCache.mBlendFuncSeparateDstAlpha = newDstAlpha;
594 if(newSrcRGB == newSrcAlpha && newDstRGB == newDstAlpha)
596 gl.BlendFunc(GLBlendFunc(newSrcRGB), GLBlendFunc(newDstRGB));
600 gl.BlendFuncSeparate(GLBlendFunc(newSrcRGB), GLBlendFunc(newDstRGB), GLBlendFunc(newSrcAlpha), GLBlendFunc(newDstAlpha));
605 if(!currentBlendState ||
606 currentBlendState->colorBlendOp != newBlendState->colorBlendOp ||
607 currentBlendState->alphaBlendOp != newBlendState->alphaBlendOp)
609 if(mImpl->mGlStateCache.mBlendEquationSeparateModeRGB != newBlendState->colorBlendOp ||
610 mImpl->mGlStateCache.mBlendEquationSeparateModeAlpha != newBlendState->alphaBlendOp)
612 mImpl->mGlStateCache.mBlendEquationSeparateModeRGB = newBlendState->colorBlendOp;
613 mImpl->mGlStateCache.mBlendEquationSeparateModeAlpha = newBlendState->alphaBlendOp;
615 if(newBlendState->colorBlendOp == newBlendState->alphaBlendOp)
617 gl.BlendEquation(GLBlendOp(newBlendState->colorBlendOp));
618 if(newBlendState->colorBlendOp >= Graphics::ADVANCED_BLEND_OPTIONS_START)
625 gl.BlendEquationSeparate(GLBlendOp(newBlendState->colorBlendOp), GLBlendOp(newBlendState->alphaBlendOp));
631 void Context::ResolveRasterizationState()
633 const auto& currentRasterizationState = mImpl->mCurrentPipeline ? mImpl->mCurrentPipeline->GetCreateInfo().rasterizationState : nullptr;
634 const auto& newRasterizationState = mImpl->mNewPipeline->GetCreateInfo().rasterizationState;
636 // TODO: prevent leaking the state
637 if(!newRasterizationState)
642 auto& gl = *mImpl->mController.GetGL();
644 if(!currentRasterizationState ||
645 currentRasterizationState->cullMode != newRasterizationState->cullMode)
647 if(mImpl->mGlStateCache.mCullFaceMode != newRasterizationState->cullMode)
649 mImpl->mGlStateCache.mCullFaceMode = newRasterizationState->cullMode;
650 if(newRasterizationState->cullMode == CullMode::NONE)
652 gl.Disable(GL_CULL_FACE);
656 gl.Enable(GL_CULL_FACE);
657 gl.CullFace(GLCullMode(newRasterizationState->cullMode));
661 // TODO: implement polygon mode (fill, line, points)
662 // seems like we don't support it (no glPolygonMode())
665 void Context::ResolveUniformBuffers()
667 // Resolve standalone uniforms if we have binding
668 if(mImpl->mCurrentStandaloneUBOBinding.buffer)
670 ResolveStandaloneUniforms();
674 void Context::ResolveStandaloneUniforms()
676 // Find reflection for program
677 const GLES::Program* program{nullptr};
679 if(mImpl->mNewPipeline)
681 program = static_cast<const GLES::Program*>(mImpl->mNewPipeline->GetCreateInfo().programState->program);
683 else if(mImpl->mCurrentPipeline)
685 program = static_cast<const GLES::Program*>(mImpl->mCurrentPipeline->GetCreateInfo().programState->program);
690 const auto ptr = reinterpret_cast<const char*>(mImpl->mCurrentStandaloneUBOBinding.buffer->GetCPUAllocatedAddress()) + mImpl->mCurrentStandaloneUBOBinding.offset;
691 // Update program uniforms
692 program->GetImplementation()->UpdateStandaloneUniformBlock(ptr);
696 void Context::BeginRenderPass(const BeginRenderPassDescriptor& renderPassBegin)
698 auto& renderPass = *renderPassBegin.renderPass;
699 auto& renderTarget = *renderPassBegin.renderTarget;
701 const auto& targetInfo = renderTarget.GetCreateInfo();
703 auto& gl = *mImpl->mController.GetGL();
705 if(targetInfo.surface)
708 BindFrameBuffer(GL_FRAMEBUFFER, 0);
710 else if(targetInfo.framebuffer)
712 // bind framebuffer and swap.
713 auto framebuffer = renderTarget.GetFramebuffer();
717 // clear (ideally cache the setup)
719 // In GL we assume that the last attachment is depth/stencil (we may need
720 // to cache extra information inside GLES RenderTarget if we want to be
721 // more specific in case of MRT)
723 const auto& attachments = *renderPass.GetCreateInfo().attachments;
724 const auto& color0 = attachments[0];
727 if(color0.loadOp == AttachmentLoadOp::CLEAR)
729 mask |= GL_COLOR_BUFFER_BIT;
732 // Something goes wrong here if Alpha mask is GL_TRUE
735 const auto clearValues = renderPassBegin.clearValues.Ptr();
737 if(!Dali::Equals(mImpl->mGlStateCache.mClearColor.r, clearValues[0].color.r) ||
738 !Dali::Equals(mImpl->mGlStateCache.mClearColor.g, clearValues[0].color.g) ||
739 !Dali::Equals(mImpl->mGlStateCache.mClearColor.b, clearValues[0].color.b) ||
740 !Dali::Equals(mImpl->mGlStateCache.mClearColor.a, clearValues[0].color.a) ||
741 !mImpl->mGlStateCache.mClearColorSet)
743 gl.ClearColor(clearValues[0].color.r,
744 clearValues[0].color.g,
745 clearValues[0].color.b,
746 clearValues[0].color.a);
748 mImpl->mGlStateCache.mClearColorSet = true;
749 mImpl->mGlStateCache.mClearColor = Vector4(clearValues[0].color.r,
750 clearValues[0].color.g,
751 clearValues[0].color.b,
752 clearValues[0].color.a);
756 // check for depth stencil
757 if(attachments.size() > 1)
759 const auto& depthStencil = attachments.back();
760 if(depthStencil.loadOp == AttachmentLoadOp::CLEAR)
762 if(!mImpl->mGlStateCache.mDepthMaskEnabled)
764 mImpl->mGlStateCache.mDepthMaskEnabled = true;
767 mask |= GL_DEPTH_BUFFER_BIT;
769 if(depthStencil.stencilLoadOp == AttachmentLoadOp::CLEAR)
771 if(mImpl->mGlStateCache.mStencilMask != 0xFF)
773 mImpl->mGlStateCache.mStencilMask = 0xFF;
774 gl.StencilMask(0xFF);
776 mask |= GL_STENCIL_BUFFER_BIT;
780 SetScissorTestEnabled(true);
781 gl.Scissor(renderPassBegin.renderArea.x, renderPassBegin.renderArea.y, renderPassBegin.renderArea.width, renderPassBegin.renderArea.height);
782 ClearBuffer(mask, true);
783 SetScissorTestEnabled(false);
785 mImpl->mCurrentRenderPass = &renderPass;
786 mImpl->mCurrentRenderTarget = &renderTarget;
789 void Context::EndRenderPass(GLES::TextureDependencyChecker& dependencyChecker)
791 if(mImpl->mCurrentRenderTarget)
793 GLES::Framebuffer* framebuffer = mImpl->mCurrentRenderTarget->GetFramebuffer();
796 auto& gl = *mImpl->mController.GetGL();
799 /* @todo Full dependency checking would need to store textures in Begin, and create
800 * fence objects here; but we're going to draw all fbos on shared context in serial,
801 * so no real need (yet). Might want to consider ensuring order of render passes,
802 * but that needs doing in the controller, and would need doing before ProcessCommandQueues.
804 * Currently up to the client to create render tasks in the right order.
807 /* Create fence sync objects. Other contexts can then wait on these fences before reading
810 dependencyChecker.AddTextures(this, framebuffer);
815 void Context::ClearState()
817 mImpl->mCurrentTextureBindings.clear();
820 void Context::ColorMask(bool enabled)
822 if(enabled != mImpl->mGlStateCache.mColorMask)
824 mImpl->mGlStateCache.mColorMask = enabled;
826 auto& gl = *mImpl->mController.GetGL();
827 gl.ColorMask(enabled, enabled, enabled, enabled);
831 void Context::ClearStencilBuffer()
833 ClearBuffer(GL_STENCIL_BUFFER_BIT, false);
836 void Context::ClearDepthBuffer()
838 ClearBuffer(GL_DEPTH_BUFFER_BIT, false);
841 void Context::ClearBuffer(uint32_t mask, bool forceClear)
843 mask = mImpl->mGlStateCache.mFrameBufferStateCache.GetClearMask(mask, forceClear, mImpl->mGlStateCache.mScissorTestEnabled);
846 auto& gl = *mImpl->mController.GetGL();
851 void Context::InvalidateDepthStencilBuffers()
853 auto& gl = *mImpl->mController.GetGL();
855 GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
856 gl.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
859 void Context::SetScissorTestEnabled(bool scissorEnabled)
861 if(mImpl->mGlStateCache.mScissorTestEnabled != scissorEnabled)
863 mImpl->mGlStateCache.mScissorTestEnabled = scissorEnabled;
865 auto& gl = *mImpl->mController.GetGL();
868 gl.Enable(GL_SCISSOR_TEST);
872 gl.Disable(GL_SCISSOR_TEST);
877 void Context::SetStencilTestEnable(bool stencilEnable)
879 if(stencilEnable != mImpl->mGlStateCache.mStencilBufferEnabled)
881 mImpl->mGlStateCache.mStencilBufferEnabled = stencilEnable;
883 auto& gl = *mImpl->mController.GetGL();
886 gl.Enable(GL_STENCIL_TEST);
890 gl.Disable(GL_STENCIL_TEST);
895 void Context::StencilMask(uint32_t writeMask)
897 if(writeMask != mImpl->mGlStateCache.mStencilMask)
899 mImpl->mGlStateCache.mStencilMask = writeMask;
901 auto& gl = *mImpl->mController.GetGL();
902 gl.StencilMask(writeMask);
906 void Context::StencilFunc(Graphics::CompareOp compareOp,
908 uint32_t compareMask)
910 if(compareOp != mImpl->mGlStateCache.mStencilFunc ||
911 reference != mImpl->mGlStateCache.mStencilFuncRef ||
912 compareMask != mImpl->mGlStateCache.mStencilFuncMask)
914 mImpl->mGlStateCache.mStencilFunc = compareOp;
915 mImpl->mGlStateCache.mStencilFuncRef = reference;
916 mImpl->mGlStateCache.mStencilFuncMask = compareMask;
918 auto& gl = *mImpl->mController.GetGL();
919 gl.StencilFunc(GLCompareOp(compareOp).op, reference, compareMask);
923 void Context::StencilOp(Graphics::StencilOp failOp,
924 Graphics::StencilOp depthFailOp,
925 Graphics::StencilOp passOp)
927 if(failOp != mImpl->mGlStateCache.mStencilOpFail ||
928 depthFailOp != mImpl->mGlStateCache.mStencilOpDepthFail ||
929 passOp != mImpl->mGlStateCache.mStencilOpDepthPass)
931 mImpl->mGlStateCache.mStencilOpFail = failOp;
932 mImpl->mGlStateCache.mStencilOpDepthFail = depthFailOp;
933 mImpl->mGlStateCache.mStencilOpDepthPass = passOp;
935 auto& gl = *mImpl->mController.GetGL();
936 gl.StencilOp(GLStencilOp(failOp).op, GLStencilOp(depthFailOp).op, GLStencilOp(passOp).op);
940 void Context::SetDepthCompareOp(Graphics::CompareOp compareOp)
942 if(compareOp != mImpl->mGlStateCache.mDepthFunction)
944 mImpl->mGlStateCache.mDepthFunction = compareOp;
945 auto& gl = *mImpl->mController.GetGL();
946 gl.DepthFunc(GLCompareOp(compareOp).op);
950 void Context::SetDepthTestEnable(bool depthTestEnable)
952 if(depthTestEnable != mImpl->mGlStateCache.mDepthBufferEnabled)
954 mImpl->mGlStateCache.mDepthBufferEnabled = depthTestEnable;
956 auto& gl = *mImpl->mController.GetGL();
959 gl.Enable(GL_DEPTH_TEST);
963 gl.Disable(GL_DEPTH_TEST);
968 void Context::SetDepthWriteEnable(bool depthWriteEnable)
970 if(depthWriteEnable != mImpl->mGlStateCache.mDepthMaskEnabled)
972 mImpl->mGlStateCache.mDepthMaskEnabled = depthWriteEnable;
974 auto& gl = *mImpl->mController.GetGL();
975 gl.DepthMask(depthWriteEnable);
979 void Context::ActiveTexture(uint32_t textureBindingIndex)
981 if(mImpl->mGlStateCache.mActiveTextureUnit != textureBindingIndex)
983 mImpl->mGlStateCache.mActiveTextureUnit = textureBindingIndex;
985 auto& gl = *mImpl->mController.GetGL();
986 gl.ActiveTexture(GL_TEXTURE0 + textureBindingIndex);
990 void Context::BindTexture(GLenum target, BoundTextureType textureTypeId, uint32_t textureId)
992 uint32_t typeId = static_cast<uint32_t>(textureTypeId);
993 if(mImpl->mGlStateCache.mBoundTextureId[mImpl->mGlStateCache.mActiveTextureUnit][typeId] != textureId)
995 mImpl->mGlStateCache.mBoundTextureId[mImpl->mGlStateCache.mActiveTextureUnit][typeId] = textureId;
997 auto& gl = *mImpl->mController.GetGL();
998 gl.BindTexture(target, textureId);
1002 void Context::GenerateMipmap(GLenum target)
1004 auto& gl = *mImpl->mController.GetGL();
1005 gl.GenerateMipmap(target);
1008 void Context::BindBuffer(GLenum target, uint32_t bufferId)
1012 case GL_ARRAY_BUFFER:
1014 if(mImpl->mGlStateCache.mBoundArrayBufferId == bufferId)
1018 mImpl->mGlStateCache.mBoundArrayBufferId = bufferId;
1021 case GL_ELEMENT_ARRAY_BUFFER:
1023 if(mImpl->mGlStateCache.mBoundElementArrayBufferId == bufferId)
1027 mImpl->mGlStateCache.mBoundElementArrayBufferId = bufferId;
1032 // Cache miss. Bind buffer.
1033 auto& gl = *mImpl->mController.GetGL();
1034 gl.BindBuffer(target, bufferId);
1037 void Context::DrawBuffers(uint32_t count, const GLenum* buffers)
1039 mImpl->mGlStateCache.mFrameBufferStateCache.DrawOperation(mImpl->mGlStateCache.mColorMask,
1040 mImpl->mGlStateCache.DepthBufferWriteEnabled(),
1041 mImpl->mGlStateCache.StencilBufferWriteEnabled());
1043 auto& gl = *mImpl->mController.GetGL();
1044 gl.DrawBuffers(count, buffers);
1047 void Context::BindFrameBuffer(GLenum target, uint32_t bufferId)
1049 mImpl->mGlStateCache.mFrameBufferStateCache.SetCurrentFrameBuffer(bufferId);
1051 auto& gl = *mImpl->mController.GetGL();
1052 gl.BindFramebuffer(target, bufferId);
1055 void Context::GenFramebuffers(uint32_t count, uint32_t* framebuffers)
1057 auto& gl = *mImpl->mController.GetGL();
1058 gl.GenFramebuffers(count, framebuffers);
1060 mImpl->mGlStateCache.mFrameBufferStateCache.FrameBuffersCreated(count, framebuffers);
1063 void Context::DeleteFramebuffers(uint32_t count, uint32_t* framebuffers)
1065 mImpl->mGlStateCache.mFrameBufferStateCache.FrameBuffersDeleted(count, framebuffers);
1067 auto& gl = *mImpl->mController.GetGL();
1068 gl.DeleteFramebuffers(count, framebuffers);
1071 GLStateCache& Context::GetGLStateCache()
1073 return mImpl->mGlStateCache;
1076 void Context::GlContextCreated()
1078 if(!mImpl->mGlContextCreated)
1080 mImpl->mGlContextCreated = true;
1082 // Set the initial GL state
1083 mImpl->InitializeGlState();
1087 void Context::GlContextDestroyed()
1089 mImpl->mGlContextCreated = false;
1092 void Context::InvalidateCachedPipeline(GLES::Pipeline* pipeline)
1094 // Since the pipeline is deleted, invalidate the cached pipeline.
1095 if(mImpl->mCurrentPipeline == &pipeline->GetPipeline())
1097 mImpl->mCurrentPipeline = nullptr;
1100 // Remove cached VAO map
1101 auto* gl = mImpl->mController.GetGL();
1104 const auto* program = pipeline->GetCreateInfo().programState->program;
1107 const auto* programImpl = static_cast<const GLES::Program*>(program)->GetImplementation();
1110 auto iter = mImpl->mProgramVAOMap.find(programImpl);
1111 if(iter != mImpl->mProgramVAOMap.end())
1113 for(auto& attributeHashPair : iter->second)
1115 auto vao = attributeHashPair.second;
1116 gl->DeleteVertexArrays(1, &vao);
1117 if(mImpl->mProgramVAOCurrentState == vao)
1119 mImpl->mProgramVAOCurrentState = 0u;
1122 mImpl->mProgramVAOMap.erase(iter);
1129 void Context::PrepareForNativeRendering()
1131 // this should be pretty much constant
1132 auto display = eglGetCurrentDisplay();
1133 auto drawSurface = eglGetCurrentSurface(EGL_DRAW);
1134 auto readSurface = eglGetCurrentSurface(EGL_READ);
1135 auto context = eglGetCurrentContext();
1137 // push the surface and context data to the impl
1138 // It's needed to restore context
1139 if(!mImpl->mCacheEGLGraphicsContext)
1141 mImpl->mCacheDrawWriteSurface = drawSurface;
1142 mImpl->mCacheDrawReadSurface = readSurface;
1143 mImpl->mCacheEGLGraphicsContext = context;
1146 if(!mImpl->mNativeDrawContext)
1148 EGLint configId{0u};
1149 eglQueryContext(display, mImpl->mController.GetSharedContext(), EGL_CONFIG_ID, &configId);
1151 EGLint configAttribs[3];
1152 configAttribs[0] = EGL_CONFIG_ID;
1153 configAttribs[1] = configId;
1154 configAttribs[2] = EGL_NONE;
1158 if(eglChooseConfig(display, configAttribs, &config, 1, &numConfigs) != EGL_TRUE)
1160 DALI_LOG_ERROR("eglChooseConfig failed!\n");
1164 auto version = int(mImpl->mController.GetGLESVersion());
1166 std::vector<EGLint> attribs;
1167 attribs.push_back(EGL_CONTEXT_MAJOR_VERSION_KHR);
1168 attribs.push_back(version / 10);
1169 attribs.push_back(EGL_CONTEXT_MINOR_VERSION_KHR);
1170 attribs.push_back(version % 10);
1171 attribs.push_back(EGL_NONE);
1173 mImpl->mNativeDrawContext = eglCreateContext(display, config, mImpl->mController.GetSharedContext(), attribs.data());
1174 if(mImpl->mNativeDrawContext == EGL_NO_CONTEXT)
1176 DALI_LOG_ERROR("eglCreateContext failed!\n");
1181 eglMakeCurrent(display, drawSurface, readSurface, mImpl->mNativeDrawContext);
1184 void Context::RestoreFromNativeRendering()
1186 auto display = eglGetCurrentDisplay();
1188 // bring back original context
1189 eglMakeCurrent(display, mImpl->mCacheDrawWriteSurface, mImpl->mCacheDrawReadSurface, mImpl->mCacheEGLGraphicsContext);
1192 } // namespace Dali::Graphics::GLES