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();
312 for(const auto& binding : mImpl->mCurrentTextureBindings)
314 auto texture = const_cast<GLES::Texture*>(static_cast<const GLES::Texture*>(binding.texture));
316 // Texture may not have been initialized yet...(tbm_surface timing issue?)
317 if(!texture->GetGLTexture())
319 // Attempt to reinitialize
320 // @todo need to put this somewhere else where it isn't const.
321 // Maybe post it back on end of initialize queue if initialization fails?
322 texture->InitializeResource();
325 // Warning, this may cause glWaitSync to occur on the GPU.
326 dependencyChecker.CheckNeedsSync(this, texture);
328 texture->Bind(binding);
330 texture->Prepare(); // @todo also non-const.
332 if(binding.binding < samplers.size()) // binding maps to texture unit. (texture bindings should also be in binding order)
334 // Offset is set to the lexical offset within the frag shader, map it to the texture unit
335 // @todo Explicitly set the texture unit through the graphics interface
336 gl.Uniform1i(samplers[binding.binding].location, samplers[binding.binding].offset);
340 // for each attribute bind vertices
342 const auto& pipelineState = mImpl->mNewPipeline ? mImpl->mNewPipeline->GetCreateInfo() : mImpl->mCurrentPipeline->GetCreateInfo();
343 const auto& vertexInputState = pipelineState.vertexInputState;
347 mImpl->BindProgramVAO(static_cast<const GLES::Program*>(pipelineState.programState->program)->GetImplementation(), *vertexInputState);
350 for(const auto& attr : vertexInputState->attributes)
355 mImpl->SetVertexAttributeLocation(attr.location, true);
358 const auto& bufferSlot = mImpl->mCurrentVertexBufferBindings[attr.binding];
359 const auto& bufferBinding = vertexInputState->bufferBindings[attr.binding];
361 auto glesBuffer = bufferSlot.buffer->GetGLBuffer();
364 BindBuffer(GL_ARRAY_BUFFER, glesBuffer);
366 gl.VertexAttribPointer(attr.location,
367 GLVertexFormat(attr.format).size,
368 GLVertexFormat(attr.format).format,
370 bufferBinding.stride,
371 reinterpret_cast<void*>(attr.offset));
373 switch(bufferBinding.inputRate)
375 case Graphics::VertexInputRate::PER_VERTEX:
377 gl.VertexAttribDivisor(attr.location, 0);
380 case Graphics::VertexInputRate::PER_INSTANCE:
382 //@todo Get actual instance rate...
383 gl.VertexAttribDivisor(attr.location, 1);
390 const auto& ia = pipelineState.inputAssemblyState;
395 switch(drawCall.type)
397 case DrawCallDescriptor::Type::DRAW:
399 mImpl->mGlStateCache.mFrameBufferStateCache.DrawOperation(mImpl->mGlStateCache.mColorMask,
400 mImpl->mGlStateCache.DepthBufferWriteEnabled(),
401 mImpl->mGlStateCache.StencilBufferWriteEnabled());
402 // For GLES3+ we use VAO, for GLES2 internal cache
405 mImpl->FlushVertexAttributeLocations();
408 if(drawCall.draw.instanceCount == 0)
410 gl.DrawArrays(GLESTopology(ia->topology),
411 drawCall.draw.firstVertex,
412 drawCall.draw.vertexCount);
416 gl.DrawArraysInstanced(GLESTopology(ia->topology),
417 drawCall.draw.firstVertex,
418 drawCall.draw.vertexCount,
419 drawCall.draw.instanceCount);
423 case DrawCallDescriptor::Type::DRAW_INDEXED:
425 const auto& binding = mImpl->mCurrentIndexBufferBinding;
426 BindBuffer(GL_ELEMENT_ARRAY_BUFFER, binding.buffer->GetGLBuffer());
428 mImpl->mGlStateCache.mFrameBufferStateCache.DrawOperation(mImpl->mGlStateCache.mColorMask,
429 mImpl->mGlStateCache.DepthBufferWriteEnabled(),
430 mImpl->mGlStateCache.StencilBufferWriteEnabled());
432 // For GLES3+ we use VAO, for GLES2 internal cache
435 mImpl->FlushVertexAttributeLocations();
438 auto indexBufferFormat = GLIndexFormat(binding.format).format;
439 if(drawCall.drawIndexed.instanceCount == 0)
441 gl.DrawElements(GLESTopology(ia->topology),
442 drawCall.drawIndexed.indexCount,
444 reinterpret_cast<void*>(binding.offset));
448 gl.DrawElementsInstanced(GLESTopology(ia->topology),
449 drawCall.drawIndexed.indexCount,
451 reinterpret_cast<void*>(binding.offset),
452 drawCall.drawIndexed.instanceCount);
456 case DrawCallDescriptor::Type::DRAW_INDEXED_INDIRECT:
465 if(mImpl->mNewPipeline)
467 mImpl->mCurrentPipeline = mImpl->mNewPipeline;
468 mImpl->mNewPipeline = nullptr;
472 void Context::BindTextures(const Graphics::TextureBinding* bindings, uint32_t count)
474 // for each texture allocate slot
475 for(auto i = 0u; i < count; ++i)
477 auto& binding = bindings[i];
479 // Resize binding array if needed
480 if(mImpl->mCurrentTextureBindings.size() <= binding.binding)
482 mImpl->mCurrentTextureBindings.resize(binding.binding + 1);
484 // Store the binding details
485 mImpl->mCurrentTextureBindings[binding.binding] = binding;
489 void Context::BindVertexBuffers(const GLES::VertexBufferBindingDescriptor* bindings, uint32_t count)
491 if(count > mImpl->mCurrentVertexBufferBindings.size())
493 mImpl->mCurrentVertexBufferBindings.resize(count);
495 // Copy only set slots
496 std::copy_if(bindings, bindings + count, mImpl->mCurrentVertexBufferBindings.begin(), [](auto& item) {
497 return (nullptr != item.buffer);
501 void Context::BindIndexBuffer(const IndexBufferBindingDescriptor& indexBufferBinding)
503 mImpl->mCurrentIndexBufferBinding = indexBufferBinding;
506 void Context::BindPipeline(const GLES::Pipeline* newPipeline)
508 DALI_ASSERT_ALWAYS(newPipeline && "Invalid pipeline");
509 mImpl->mNewPipeline = &newPipeline->GetPipeline();
512 void Context::BindUniformBuffers(const UniformBufferBindingDescriptor* uboBindings,
514 const UniformBufferBindingDescriptor& standaloneBindings)
516 if(standaloneBindings.buffer)
518 mImpl->mCurrentStandaloneUBOBinding = standaloneBindings;
521 if(uboCount >= mImpl->mCurrentUBOBindings.size())
523 mImpl->mCurrentUBOBindings.resize(uboCount + 1);
526 auto it = uboBindings;
527 for(auto i = 0u; i < uboCount; ++i)
531 mImpl->mCurrentUBOBindings[i] = *it;
536 void Context::ResolveBlendState()
538 const auto& currentBlendState = mImpl->mCurrentPipeline ? mImpl->mCurrentPipeline->GetCreateInfo().colorBlendState : nullptr;
539 const auto& newBlendState = mImpl->mNewPipeline->GetCreateInfo().colorBlendState;
541 // TODO: prevent leaking the state
547 auto& gl = *mImpl->mController.GetGL();
549 if(!currentBlendState || currentBlendState->blendEnable != newBlendState->blendEnable)
551 if(newBlendState->blendEnable != mImpl->mGlStateCache.mBlendEnabled)
553 mImpl->mGlStateCache.mBlendEnabled = newBlendState->blendEnable;
554 newBlendState->blendEnable ? gl.Enable(GL_BLEND) : gl.Disable(GL_BLEND);
558 if(!newBlendState->blendEnable)
563 BlendFactor newSrcRGB(newBlendState->srcColorBlendFactor);
564 BlendFactor newDstRGB(newBlendState->dstColorBlendFactor);
565 BlendFactor newSrcAlpha(newBlendState->srcAlphaBlendFactor);
566 BlendFactor newDstAlpha(newBlendState->dstAlphaBlendFactor);
568 if(!currentBlendState ||
569 currentBlendState->srcColorBlendFactor != newSrcRGB ||
570 currentBlendState->dstColorBlendFactor != newDstRGB ||
571 currentBlendState->srcAlphaBlendFactor != newSrcAlpha ||
572 currentBlendState->dstAlphaBlendFactor != newDstAlpha)
574 if((mImpl->mGlStateCache.mBlendFuncSeparateSrcRGB != newSrcRGB) ||
575 (mImpl->mGlStateCache.mBlendFuncSeparateDstRGB != newDstRGB) ||
576 (mImpl->mGlStateCache.mBlendFuncSeparateSrcAlpha != newSrcAlpha) ||
577 (mImpl->mGlStateCache.mBlendFuncSeparateDstAlpha != newDstAlpha))
579 mImpl->mGlStateCache.mBlendFuncSeparateSrcRGB = newSrcRGB;
580 mImpl->mGlStateCache.mBlendFuncSeparateDstRGB = newDstRGB;
581 mImpl->mGlStateCache.mBlendFuncSeparateSrcAlpha = newSrcAlpha;
582 mImpl->mGlStateCache.mBlendFuncSeparateDstAlpha = newDstAlpha;
584 if(newSrcRGB == newSrcAlpha && newDstRGB == newDstAlpha)
586 gl.BlendFunc(GLBlendFunc(newSrcRGB), GLBlendFunc(newDstRGB));
590 gl.BlendFuncSeparate(GLBlendFunc(newSrcRGB), GLBlendFunc(newDstRGB), GLBlendFunc(newSrcAlpha), GLBlendFunc(newDstAlpha));
595 if(!currentBlendState ||
596 currentBlendState->colorBlendOp != newBlendState->colorBlendOp ||
597 currentBlendState->alphaBlendOp != newBlendState->alphaBlendOp)
599 if(mImpl->mGlStateCache.mBlendEquationSeparateModeRGB != newBlendState->colorBlendOp ||
600 mImpl->mGlStateCache.mBlendEquationSeparateModeAlpha != newBlendState->alphaBlendOp)
602 mImpl->mGlStateCache.mBlendEquationSeparateModeRGB = newBlendState->colorBlendOp;
603 mImpl->mGlStateCache.mBlendEquationSeparateModeAlpha = newBlendState->alphaBlendOp;
605 if(newBlendState->colorBlendOp == newBlendState->alphaBlendOp)
607 gl.BlendEquation(GLBlendOp(newBlendState->colorBlendOp));
608 if(newBlendState->colorBlendOp >= Graphics::ADVANCED_BLEND_OPTIONS_START)
615 gl.BlendEquationSeparate(GLBlendOp(newBlendState->colorBlendOp), GLBlendOp(newBlendState->alphaBlendOp));
621 void Context::ResolveRasterizationState()
623 const auto& currentRasterizationState = mImpl->mCurrentPipeline ? mImpl->mCurrentPipeline->GetCreateInfo().rasterizationState : nullptr;
624 const auto& newRasterizationState = mImpl->mNewPipeline->GetCreateInfo().rasterizationState;
626 // TODO: prevent leaking the state
627 if(!newRasterizationState)
632 auto& gl = *mImpl->mController.GetGL();
634 if(!currentRasterizationState ||
635 currentRasterizationState->cullMode != newRasterizationState->cullMode)
637 if(mImpl->mGlStateCache.mCullFaceMode != newRasterizationState->cullMode)
639 mImpl->mGlStateCache.mCullFaceMode = newRasterizationState->cullMode;
640 if(newRasterizationState->cullMode == CullMode::NONE)
642 gl.Disable(GL_CULL_FACE);
646 gl.Enable(GL_CULL_FACE);
647 gl.CullFace(GLCullMode(newRasterizationState->cullMode));
651 // TODO: implement polygon mode (fill, line, points)
652 // seems like we don't support it (no glPolygonMode())
655 void Context::ResolveUniformBuffers()
657 // Resolve standalone uniforms if we have binding
658 if(mImpl->mCurrentStandaloneUBOBinding.buffer)
660 ResolveStandaloneUniforms();
664 void Context::ResolveStandaloneUniforms()
666 // Find reflection for program
667 const GLES::Program* program{nullptr};
669 if(mImpl->mNewPipeline)
671 program = static_cast<const GLES::Program*>(mImpl->mNewPipeline->GetCreateInfo().programState->program);
673 else if(mImpl->mCurrentPipeline)
675 program = static_cast<const GLES::Program*>(mImpl->mCurrentPipeline->GetCreateInfo().programState->program);
680 const auto ptr = reinterpret_cast<const char*>(mImpl->mCurrentStandaloneUBOBinding.buffer->GetCPUAllocatedAddress()) + mImpl->mCurrentStandaloneUBOBinding.offset;
681 // Update program uniforms
682 program->GetImplementation()->UpdateStandaloneUniformBlock(ptr);
686 void Context::BeginRenderPass(const BeginRenderPassDescriptor& renderPassBegin)
688 auto& renderPass = *renderPassBegin.renderPass;
689 auto& renderTarget = *renderPassBegin.renderTarget;
691 const auto& targetInfo = renderTarget.GetCreateInfo();
693 auto& gl = *mImpl->mController.GetGL();
695 if(targetInfo.surface)
698 BindFrameBuffer(GL_FRAMEBUFFER, 0);
700 else if(targetInfo.framebuffer)
702 // bind framebuffer and swap.
703 auto framebuffer = renderTarget.GetFramebuffer();
707 // clear (ideally cache the setup)
709 // In GL we assume that the last attachment is depth/stencil (we may need
710 // to cache extra information inside GLES RenderTarget if we want to be
711 // more specific in case of MRT)
713 const auto& attachments = *renderPass.GetCreateInfo().attachments;
714 const auto& color0 = attachments[0];
717 if(color0.loadOp == AttachmentLoadOp::CLEAR)
719 mask |= GL_COLOR_BUFFER_BIT;
722 // Something goes wrong here if Alpha mask is GL_TRUE
725 const auto clearValues = renderPassBegin.clearValues.Ptr();
727 if(!Dali::Equals(mImpl->mGlStateCache.mClearColor.r, clearValues[0].color.r) ||
728 !Dali::Equals(mImpl->mGlStateCache.mClearColor.g, clearValues[0].color.g) ||
729 !Dali::Equals(mImpl->mGlStateCache.mClearColor.b, clearValues[0].color.b) ||
730 !Dali::Equals(mImpl->mGlStateCache.mClearColor.a, clearValues[0].color.a) ||
731 !mImpl->mGlStateCache.mClearColorSet)
733 gl.ClearColor(clearValues[0].color.r,
734 clearValues[0].color.g,
735 clearValues[0].color.b,
736 clearValues[0].color.a);
738 mImpl->mGlStateCache.mClearColorSet = true;
739 mImpl->mGlStateCache.mClearColor = Vector4(clearValues[0].color.r,
740 clearValues[0].color.g,
741 clearValues[0].color.b,
742 clearValues[0].color.a);
746 // check for depth stencil
747 if(attachments.size() > 1)
749 const auto& depthStencil = attachments.back();
750 if(depthStencil.loadOp == AttachmentLoadOp::CLEAR)
752 if(!mImpl->mGlStateCache.mDepthMaskEnabled)
754 mImpl->mGlStateCache.mDepthMaskEnabled = true;
757 mask |= GL_DEPTH_BUFFER_BIT;
759 if(depthStencil.stencilLoadOp == AttachmentLoadOp::CLEAR)
761 if(mImpl->mGlStateCache.mStencilMask != 0xFF)
763 mImpl->mGlStateCache.mStencilMask = 0xFF;
764 gl.StencilMask(0xFF);
766 mask |= GL_STENCIL_BUFFER_BIT;
770 SetScissorTestEnabled(true);
771 gl.Scissor(renderPassBegin.renderArea.x, renderPassBegin.renderArea.y, renderPassBegin.renderArea.width, renderPassBegin.renderArea.height);
772 ClearBuffer(mask, true);
773 SetScissorTestEnabled(false);
775 mImpl->mCurrentRenderPass = &renderPass;
776 mImpl->mCurrentRenderTarget = &renderTarget;
779 void Context::EndRenderPass(GLES::TextureDependencyChecker& dependencyChecker)
781 if(mImpl->mCurrentRenderTarget)
783 GLES::Framebuffer* framebuffer = mImpl->mCurrentRenderTarget->GetFramebuffer();
786 auto& gl = *mImpl->mController.GetGL();
789 /* @todo Full dependency checking would need to store textures in Begin, and create
790 * fence objects here; but we're going to draw all fbos on shared context in serial,
791 * so no real need (yet). Might want to consider ensuring order of render passes,
792 * but that needs doing in the controller, and would need doing before ProcessCommandQueues.
794 * Currently up to the client to create render tasks in the right order.
797 /* Create fence sync objects. Other contexts can then wait on these fences before reading
800 dependencyChecker.AddTextures(this, framebuffer);
805 void Context::ClearState()
807 mImpl->mCurrentTextureBindings.clear();
810 void Context::ColorMask(bool enabled)
812 if(enabled != mImpl->mGlStateCache.mColorMask)
814 mImpl->mGlStateCache.mColorMask = enabled;
816 auto& gl = *mImpl->mController.GetGL();
817 gl.ColorMask(enabled, enabled, enabled, enabled);
821 void Context::ClearStencilBuffer()
823 ClearBuffer(GL_STENCIL_BUFFER_BIT, false);
826 void Context::ClearDepthBuffer()
828 ClearBuffer(GL_DEPTH_BUFFER_BIT, false);
831 void Context::ClearBuffer(uint32_t mask, bool forceClear)
833 mask = mImpl->mGlStateCache.mFrameBufferStateCache.GetClearMask(mask, forceClear, mImpl->mGlStateCache.mScissorTestEnabled);
836 auto& gl = *mImpl->mController.GetGL();
841 void Context::InvalidateDepthStencilBuffers()
843 auto& gl = *mImpl->mController.GetGL();
845 GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
846 gl.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
849 void Context::SetScissorTestEnabled(bool scissorEnabled)
851 if(mImpl->mGlStateCache.mScissorTestEnabled != scissorEnabled)
853 mImpl->mGlStateCache.mScissorTestEnabled = scissorEnabled;
855 auto& gl = *mImpl->mController.GetGL();
858 gl.Enable(GL_SCISSOR_TEST);
862 gl.Disable(GL_SCISSOR_TEST);
867 void Context::SetStencilTestEnable(bool stencilEnable)
869 if(stencilEnable != mImpl->mGlStateCache.mStencilBufferEnabled)
871 mImpl->mGlStateCache.mStencilBufferEnabled = stencilEnable;
873 auto& gl = *mImpl->mController.GetGL();
876 gl.Enable(GL_STENCIL_TEST);
880 gl.Disable(GL_STENCIL_TEST);
885 void Context::StencilMask(uint32_t writeMask)
887 if(writeMask != mImpl->mGlStateCache.mStencilMask)
889 mImpl->mGlStateCache.mStencilMask = writeMask;
891 auto& gl = *mImpl->mController.GetGL();
892 gl.StencilMask(writeMask);
896 void Context::StencilFunc(Graphics::CompareOp compareOp,
898 uint32_t compareMask)
900 if(compareOp != mImpl->mGlStateCache.mStencilFunc ||
901 reference != mImpl->mGlStateCache.mStencilFuncRef ||
902 compareMask != mImpl->mGlStateCache.mStencilFuncMask)
904 mImpl->mGlStateCache.mStencilFunc = compareOp;
905 mImpl->mGlStateCache.mStencilFuncRef = reference;
906 mImpl->mGlStateCache.mStencilFuncMask = compareMask;
908 auto& gl = *mImpl->mController.GetGL();
909 gl.StencilFunc(GLCompareOp(compareOp).op, reference, compareMask);
913 void Context::StencilOp(Graphics::StencilOp failOp,
914 Graphics::StencilOp depthFailOp,
915 Graphics::StencilOp passOp)
917 if(failOp != mImpl->mGlStateCache.mStencilOpFail ||
918 depthFailOp != mImpl->mGlStateCache.mStencilOpDepthFail ||
919 passOp != mImpl->mGlStateCache.mStencilOpDepthPass)
921 mImpl->mGlStateCache.mStencilOpFail = failOp;
922 mImpl->mGlStateCache.mStencilOpDepthFail = depthFailOp;
923 mImpl->mGlStateCache.mStencilOpDepthPass = passOp;
925 auto& gl = *mImpl->mController.GetGL();
926 gl.StencilOp(GLStencilOp(failOp).op, GLStencilOp(depthFailOp).op, GLStencilOp(passOp).op);
930 void Context::SetDepthCompareOp(Graphics::CompareOp compareOp)
932 if(compareOp != mImpl->mGlStateCache.mDepthFunction)
934 mImpl->mGlStateCache.mDepthFunction = compareOp;
935 auto& gl = *mImpl->mController.GetGL();
936 gl.DepthFunc(GLCompareOp(compareOp).op);
940 void Context::SetDepthTestEnable(bool depthTestEnable)
942 if(depthTestEnable != mImpl->mGlStateCache.mDepthBufferEnabled)
944 mImpl->mGlStateCache.mDepthBufferEnabled = depthTestEnable;
946 auto& gl = *mImpl->mController.GetGL();
949 gl.Enable(GL_DEPTH_TEST);
953 gl.Disable(GL_DEPTH_TEST);
958 void Context::SetDepthWriteEnable(bool depthWriteEnable)
960 if(depthWriteEnable != mImpl->mGlStateCache.mDepthMaskEnabled)
962 mImpl->mGlStateCache.mDepthMaskEnabled = depthWriteEnable;
964 auto& gl = *mImpl->mController.GetGL();
965 gl.DepthMask(depthWriteEnable);
969 void Context::ActiveTexture(uint32_t textureBindingIndex)
971 if(mImpl->mGlStateCache.mActiveTextureUnit != textureBindingIndex)
973 mImpl->mGlStateCache.mActiveTextureUnit = textureBindingIndex;
975 auto& gl = *mImpl->mController.GetGL();
976 gl.ActiveTexture(GL_TEXTURE0 + textureBindingIndex);
980 void Context::BindTexture(GLenum target, BoundTextureType textureTypeId, uint32_t textureId)
982 uint32_t typeId = static_cast<uint32_t>(textureTypeId);
983 if(mImpl->mGlStateCache.mBoundTextureId[mImpl->mGlStateCache.mActiveTextureUnit][typeId] != textureId)
985 mImpl->mGlStateCache.mBoundTextureId[mImpl->mGlStateCache.mActiveTextureUnit][typeId] = textureId;
987 auto& gl = *mImpl->mController.GetGL();
988 gl.BindTexture(target, textureId);
992 void Context::GenerateMipmap(GLenum target)
994 auto& gl = *mImpl->mController.GetGL();
995 gl.GenerateMipmap(target);
998 void Context::BindBuffer(GLenum target, uint32_t bufferId)
1002 case GL_ARRAY_BUFFER:
1004 if(mImpl->mGlStateCache.mBoundArrayBufferId == bufferId)
1008 mImpl->mGlStateCache.mBoundArrayBufferId = bufferId;
1011 case GL_ELEMENT_ARRAY_BUFFER:
1013 if(mImpl->mGlStateCache.mBoundElementArrayBufferId == bufferId)
1017 mImpl->mGlStateCache.mBoundElementArrayBufferId = bufferId;
1022 // Cache miss. Bind buffer.
1023 auto& gl = *mImpl->mController.GetGL();
1024 gl.BindBuffer(target, bufferId);
1027 void Context::DrawBuffers(uint32_t count, const GLenum* buffers)
1029 mImpl->mGlStateCache.mFrameBufferStateCache.DrawOperation(mImpl->mGlStateCache.mColorMask,
1030 mImpl->mGlStateCache.DepthBufferWriteEnabled(),
1031 mImpl->mGlStateCache.StencilBufferWriteEnabled());
1033 auto& gl = *mImpl->mController.GetGL();
1034 gl.DrawBuffers(count, buffers);
1037 void Context::BindFrameBuffer(GLenum target, uint32_t bufferId)
1039 mImpl->mGlStateCache.mFrameBufferStateCache.SetCurrentFrameBuffer(bufferId);
1041 auto& gl = *mImpl->mController.GetGL();
1042 gl.BindFramebuffer(target, bufferId);
1045 void Context::GenFramebuffers(uint32_t count, uint32_t* framebuffers)
1047 auto& gl = *mImpl->mController.GetGL();
1048 gl.GenFramebuffers(count, framebuffers);
1050 mImpl->mGlStateCache.mFrameBufferStateCache.FrameBuffersCreated(count, framebuffers);
1053 void Context::DeleteFramebuffers(uint32_t count, uint32_t* framebuffers)
1055 mImpl->mGlStateCache.mFrameBufferStateCache.FrameBuffersDeleted(count, framebuffers);
1057 auto& gl = *mImpl->mController.GetGL();
1058 gl.DeleteFramebuffers(count, framebuffers);
1061 GLStateCache& Context::GetGLStateCache()
1063 return mImpl->mGlStateCache;
1066 void Context::GlContextCreated()
1068 if(!mImpl->mGlContextCreated)
1070 mImpl->mGlContextCreated = true;
1072 // Set the initial GL state
1073 mImpl->InitializeGlState();
1077 void Context::GlContextDestroyed()
1079 mImpl->mGlContextCreated = false;
1082 void Context::InvalidateCachedPipeline(GLES::Pipeline* pipeline)
1084 // Since the pipeline is deleted, invalidate the cached pipeline.
1085 if(mImpl->mCurrentPipeline == &pipeline->GetPipeline())
1087 mImpl->mCurrentPipeline = nullptr;
1090 // Remove cached VAO map
1091 auto* gl = mImpl->mController.GetGL();
1094 const auto* program = pipeline->GetCreateInfo().programState->program;
1097 const auto* programImpl = static_cast<const GLES::Program*>(program)->GetImplementation();
1100 auto iter = mImpl->mProgramVAOMap.find(programImpl);
1101 if(iter != mImpl->mProgramVAOMap.end())
1103 for(auto& attributeHashPair : iter->second)
1105 auto vao = attributeHashPair.second;
1106 gl->DeleteVertexArrays(1, &vao);
1107 if(mImpl->mProgramVAOCurrentState == vao)
1109 mImpl->mProgramVAOCurrentState = 0u;
1112 mImpl->mProgramVAOMap.erase(iter);
1119 void Context::PrepareForNativeRendering()
1121 // this should be pretty much constant
1122 auto display = eglGetCurrentDisplay();
1123 auto drawSurface = eglGetCurrentSurface(EGL_DRAW);
1124 auto readSurface = eglGetCurrentSurface(EGL_READ);
1125 auto context = eglGetCurrentContext();
1127 // push the surface and context data to the impl
1128 // It's needed to restore context
1129 if(!mImpl->mCacheEGLGraphicsContext)
1131 mImpl->mCacheDrawWriteSurface = drawSurface;
1132 mImpl->mCacheDrawReadSurface = readSurface;
1133 mImpl->mCacheEGLGraphicsContext = context;
1136 if(!mImpl->mNativeDrawContext)
1138 EGLint configId{0u};
1139 eglQueryContext(display, mImpl->mController.GetSharedContext(), EGL_CONFIG_ID, &configId);
1141 EGLint configAttribs[3];
1142 configAttribs[0] = EGL_CONFIG_ID;
1143 configAttribs[1] = configId;
1144 configAttribs[2] = EGL_NONE;
1148 if(eglChooseConfig(display, configAttribs, &config, 1, &numConfigs) != EGL_TRUE)
1150 DALI_LOG_ERROR("eglChooseConfig failed!\n");
1154 auto version = int(mImpl->mController.GetGLESVersion());
1156 std::vector<EGLint> attribs;
1157 attribs.push_back(EGL_CONTEXT_MAJOR_VERSION_KHR);
1158 attribs.push_back(version / 10);
1159 attribs.push_back(EGL_CONTEXT_MINOR_VERSION_KHR);
1160 attribs.push_back(version % 10);
1161 attribs.push_back(EGL_NONE);
1163 mImpl->mNativeDrawContext = eglCreateContext(display, config, mImpl->mController.GetSharedContext(), attribs.data());
1164 if(mImpl->mNativeDrawContext == EGL_NO_CONTEXT)
1166 DALI_LOG_ERROR("eglCreateContext failed!\n");
1171 eglMakeCurrent(display, drawSurface, readSurface, mImpl->mNativeDrawContext);
1174 void Context::RestoreFromNativeRendering()
1176 auto display = eglGetCurrentDisplay();
1178 // bring back original context
1179 eglMakeCurrent(display, mImpl->mCacheDrawWriteSurface, mImpl->mCacheDrawReadSurface, mImpl->mCacheEGLGraphicsContext);
1182 } // namespace Dali::Graphics::GLES