/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// EXTERNAL INCLUDES
#include <algorithm>
+#include <cstring>
+#include <type_traits>
// INTERNAL INCLUDES
#include <dali/public-api/common/constants.h>
-#include <dali/public-api/common/compile-time-assert.h>
+#include <dali/public-api/rendering/texture-set.h>
#include <dali/integration-api/platform-abstraction.h>
-#include <dali/internal/render/common/render-manager.h>
#include <dali/integration-api/debug.h>
+#include <dali/internal/render/common/render-manager.h>
namespace Dali
{
namespace // unnamed namespace
{
-DALI_COMPILE_TIME_ASSERT( TEXTURE_UNIT_LAST <= Context::MAX_TEXTURE_UNITS );
+static_assert( TEXTURE_UNIT_LAST <= Context::MAX_TEXTURE_UNITS, "TEXTURE_UNIT_LAST is greater than Context::MAX_TEXTURE_UNITS" );
/**
* GL error strings
mBlendFuncSeparateDstAlpha(GL_ZERO),
mBlendEquationSeparateModeRGB( GL_FUNC_ADD ),
mBlendEquationSeparateModeAlpha( GL_FUNC_ADD ),
+ mStencilFunc( GL_ALWAYS ),
+ mStencilFuncRef( 0 ),
+ mStencilFuncMask( 0xFFFFFFFF ),
+ mStencilOpFail( GL_KEEP ),
+ mStencilOpDepthFail( GL_KEEP ),
+ mStencilOpDepthPass( GL_KEEP ),
+ mDepthFunction( GL_LESS ),
mMaxTextureSize(0),
mClearColor(Color::WHITE), // initial color, never used until it's been set by the user
- mCullFaceMode(CullNone),
- mViewPort( 0, 0, 0, 0 ),
- mFrameCount( 0 ),
- mCulledCount( 0 ),
- mRendererCount( 0 )
+ mCullFaceMode( FaceCullingMode::NONE ),
+ mViewPort( 0, 0, 0, 0 )
{
}
mGlContextCreated = true;
// Set the initial GL state, and check it.
- ResetGlState();
+ InitializeGlState();
#ifdef DEBUG_ENABLED
PrintCurrentState();
}
}
-void Context::ResetVertexAttributeState()
-{
- // reset attribute cache
- for( unsigned int i=0; i < MAX_ATTRIBUTE_CACHE_SIZE; ++i )
- {
- mVertexAttributeCachedState[ i ] = false;
- mVertexAttributeCurrentState[ i ] = false;
-
- LOG_GL("DisableVertexAttribArray %d\n", i);
- CHECK_GL( mGlAbstraction, mGlAbstraction.DisableVertexAttribArray( i ) );
- }
-}
-
-void Context::ResetGlState()
+void Context::InitializeGlState()
{
- DALI_LOG_INFO(gContextLogFilter, Debug::Verbose, "Context::ResetGlState()\n");
+ DALI_LOG_INFO(gContextLogFilter, Debug::Verbose, "Context::InitializeGlState()\n");
DALI_ASSERT_DEBUG(mGlContextCreated);
mClearColorSet = false;
- // Render manager will call clear in next render
-
- // Reset internal state and Synchronize it with real OpenGL context.
- // This may seem like overkill, but the GL context is not owned by dali-core,
- // and no assumptions should be made about the initial state.
mColorMask = true;
- mGlAbstraction.ColorMask( true, true, true, true );
-
mStencilMask = 0xFF;
- mGlAbstraction.StencilMask( 0xFF );
-
mBlendEnabled = false;
- mGlAbstraction.Disable(GL_BLEND);
-
mDepthBufferEnabled = false;
- mGlAbstraction.Disable(GL_DEPTH_TEST);
-
mDepthMaskEnabled = false;
- mGlAbstraction.DepthMask(GL_FALSE);
-
- mDitherEnabled = false; // This the only GL capability which defaults to true
- mGlAbstraction.Disable(GL_DITHER);
-
mPolygonOffsetFillEnabled = false;
- mGlAbstraction.Disable(GL_POLYGON_OFFSET_FILL);
-
mSampleAlphaToCoverageEnabled = false;
- mGlAbstraction.Disable(GL_SAMPLE_ALPHA_TO_COVERAGE);
-
mSampleCoverageEnabled = false;
- mGlAbstraction.Disable(GL_SAMPLE_COVERAGE);
-
mScissorTestEnabled = false;
- mGlAbstraction.Disable(GL_SCISSOR_TEST);
-
mStencilBufferEnabled = false;
- mGlAbstraction.Disable(GL_STENCIL_TEST);
+ mDitherEnabled = false; // This and GL_MULTISAMPLE are the only GL capability which defaults to true
+ mGlAbstraction.Disable(GL_DITHER);
mBoundArrayBufferId = 0;
- LOG_GL("BindBuffer GL_ARRAY_BUFFER 0\n");
- mGlAbstraction.BindBuffer(GL_ARRAY_BUFFER, mBoundArrayBufferId);
-
mBoundElementArrayBufferId = 0;
- LOG_GL("BindBuffer GL_ELEMENT_ARRAY_BUFFER 0\n");
- mGlAbstraction.BindBuffer(GL_ELEMENT_ARRAY_BUFFER, mBoundElementArrayBufferId);
-
-#ifndef EMSCRIPTEN // not in WebGL
mBoundTransformFeedbackBufferId = 0;
- LOG_GL("BindBuffer GL_TRANSFORM_FEEDBACK_BUFFER 0\n");
- mGlAbstraction.BindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, mBoundTransformFeedbackBufferId);
-#endif
+ mActiveTextureUnit = TEXTURE_UNIT_IMAGE;
- mActiveTextureUnit = TEXTURE_UNIT_LAST;
-
- mUsingDefaultBlendColor = true;
- mGlAbstraction.BlendColor( 0.0f, 0.0f, 0.0f, 0.0f );
+ mUsingDefaultBlendColor = true; //Default blend color is (0,0,0,0)
mBlendFuncSeparateSrcRGB = GL_ONE;
mBlendFuncSeparateDstRGB = GL_ZERO;
mBlendFuncSeparateSrcAlpha = GL_ONE;
mBlendFuncSeparateDstAlpha = GL_ZERO;
- mGlAbstraction.BlendFuncSeparate( mBlendFuncSeparateSrcRGB, mBlendFuncSeparateDstRGB,
- mBlendFuncSeparateSrcAlpha, mBlendFuncSeparateDstAlpha );
// initial state is GL_FUNC_ADD for both RGB and Alpha blend modes
mBlendEquationSeparateModeRGB = GL_FUNC_ADD;
mBlendEquationSeparateModeAlpha = GL_FUNC_ADD;
- mGlAbstraction.BlendEquationSeparate( mBlendEquationSeparateModeRGB, mBlendEquationSeparateModeAlpha);
- mCullFaceMode = CullNone;
- mGlAbstraction.Disable(GL_CULL_FACE);
- mGlAbstraction.FrontFace(GL_CCW);
- mGlAbstraction.CullFace(GL_BACK);
-
- // rebind texture units to 0
- for( unsigned int i=0; i < MAX_TEXTURE_UNITS; ++i )
- {
- mBound2dTextureId[ i ] = 0;
- // set active texture
- mGlAbstraction.ActiveTexture( GL_TEXTURE0 + i );
- mGlAbstraction.BindTexture(GL_TEXTURE_2D, mBound2dTextureId[ i ] );
- }
+ mCullFaceMode = FaceCullingMode::NONE; //By default cullface is disabled, front face is set to CCW and cull face is set to back
// get maximum texture size
mGlAbstraction.GetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
// reset viewport, this will be set to something useful when rendering
mViewPort.x = mViewPort.y = mViewPort.width = mViewPort.height = 0;
- ResetVertexAttributeState();
+ //Initialze vertex attribute cache
+ memset( &mVertexAttributeCachedState, 0, sizeof(mVertexAttributeCachedState) );
+ memset( &mVertexAttributeCurrentState, 0, sizeof(mVertexAttributeCurrentState) );
+
+ //Initialize bound 2d texture cache
+ memset( &mBound2dTextureId, 0, sizeof(mBound2dTextureId) );
mFrameBufferStateCache.Reset();
}