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();
145 * Flushes vertex attribute location changes to the driver
147 void FlushVertexAttributeLocations()
149 auto& gl = *mController.GetGL();
151 for(unsigned int i = 0; i < MAX_ATTRIBUTE_CACHE_SIZE; ++i)
153 // see if the cached state is different to the actual state
154 if(mGlStateCache.mVertexAttributeCurrentState[i] != mGlStateCache.mVertexAttributeCachedState[i])
156 // it's different so make the change to the driver and update the cached state
157 mGlStateCache.mVertexAttributeCurrentState[i] = mGlStateCache.mVertexAttributeCachedState[i];
159 if(mGlStateCache.mVertexAttributeCurrentState[i])
161 gl.EnableVertexAttribArray(i);
165 gl.DisableVertexAttribArray(i);
172 * Either enables or disables a vertex attribute location in the cache
173 * The cahnges won't take affect until FlushVertexAttributeLocations is called
174 * @param location attribute location
175 * @param state attribute state
177 void SetVertexAttributeLocation(unsigned int location, bool state)
179 auto& gl = *mController.GetGL();
181 if(location >= MAX_ATTRIBUTE_CACHE_SIZE)
183 // not cached, make the gl call through context
186 gl.EnableVertexAttribArray(location);
190 gl.DisableVertexAttribArray(location);
195 // set the cached state, it will be set at the next draw call
196 // if it's different from the current driver state
197 mGlStateCache.mVertexAttributeCachedState[location] = state;
201 EglGraphicsController& mController;
203 const GLES::PipelineImpl* mCurrentPipeline{nullptr}; ///< Currently bound pipeline
204 const GLES::PipelineImpl* mNewPipeline{nullptr}; ///< New pipeline to be set on flush
206 std::vector<Graphics::TextureBinding> mCurrentTextureBindings{};
207 std::vector<Graphics::SamplerBinding> mCurrentSamplerBindings{};
208 GLES::IndexBufferBindingDescriptor mCurrentIndexBufferBinding{};
210 struct VertexBufferBinding
212 GLES::Buffer* buffer{nullptr};
216 // Currently bound buffers
217 std::vector<VertexBufferBindingDescriptor> mCurrentVertexBufferBindings{};
219 // Currently bound UBOs (check if it's needed per program!)
220 std::vector<UniformBufferBindingDescriptor> mCurrentUBOBindings{};
221 UniformBufferBindingDescriptor mCurrentStandaloneUBOBinding{};
223 // Current render pass and render target
224 const GLES::RenderTarget* mCurrentRenderTarget{nullptr};
225 const GLES::RenderPass* mCurrentRenderPass{nullptr};
227 // Each context must have own VAOs as they cannot be shared
228 std::unordered_map<const GLES::ProgramImpl*, std::map<std::size_t, uint32_t>> mProgramVAOMap; ///< GL program-VAO map
229 uint32_t mProgramVAOCurrentState{0u}; ///< Currently bound VAO
230 GLStateCache mGlStateCache{}; ///< GL status cache
232 bool mGlContextCreated{false}; ///< True if the OpenGL context has been created
234 EGLContext mNativeDrawContext{0u}; ///< Native rendering EGL context compatible with window context
236 EGLSurface mCacheDrawReadSurface{0u}; ///< cached 'read' surface
237 EGLSurface mCacheDrawWriteSurface{0u}; ///< cached 'write' surface
238 EGLContext mCacheEGLGraphicsContext{0u}; ///< cached window context
241 Context::Context(EglGraphicsController& controller)
243 mImpl = std::make_unique<Impl>(controller);
248 // Destroy native rendering context if one exists
249 if(mImpl->mNativeDrawContext)
251 eglDestroyContext(eglGetCurrentDisplay(), mImpl->mNativeDrawContext);
252 mImpl->mNativeDrawContext = EGL_NO_CONTEXT;
256 void Context::Flush(bool reset, const GLES::DrawCallDescriptor& drawCall, GLES::TextureDependencyChecker& dependencyChecker)
258 auto& gl = *mImpl->mController.GetGL();
260 static const bool hasGLES3(mImpl->mController.GetGLESVersion() >= GLESVersion::GLES_30);
262 // early out if neither current nor new pipelines are set
263 // this behaviour may be valid so no assert
264 if(!mImpl->mCurrentPipeline && !mImpl->mNewPipeline)
269 // Execute states if pipeline is changed
270 const auto currentProgram = mImpl->mCurrentPipeline ? static_cast<const GLES::Program*>(mImpl->mCurrentPipeline->GetCreateInfo().programState->program) : nullptr;
272 // case when new pipeline has been set
273 const GLES::Program* newProgram = nullptr;
275 if(mImpl->mNewPipeline)
277 newProgram = static_cast<const GLES::Program*>(mImpl->mNewPipeline->GetCreateInfo().programState->program);
280 if(!currentProgram && !newProgram)
282 // Early out if we have no program for this pipeline.
283 DALI_LOG_ERROR("No program defined for pipeline\n");
287 if(mImpl->mNewPipeline && mImpl->mCurrentPipeline != mImpl->mNewPipeline)
289 if(!currentProgram || currentProgram->GetImplementation()->GetGlProgram() != newProgram->GetImplementation()->GetGlProgram())
291 mImpl->mNewPipeline->Bind(newProgram->GetImplementation()->GetGlProgram());
297 // Resolve rasterization state
298 ResolveRasterizationState();
301 // Resolve uniform buffers
302 ResolveUniformBuffers();
305 // Map binding# to sampler location
306 const auto& reflection = !newProgram ? currentProgram->GetReflection() : newProgram->GetReflection();
307 const auto& samplers = reflection.GetSamplers();
309 uint32_t currentSampler = 0;
310 uint32_t currentElement = 0;
312 // @warning Assume that binding.binding is strictly linear in the same order as mCurrentTextureBindings
313 // elements. This avoids having to sort the bindings.
314 for(const auto& binding : mImpl->mCurrentTextureBindings)
316 auto texture = const_cast<GLES::Texture*>(static_cast<const GLES::Texture*>(binding.texture));
318 // Texture may not have been initialized yet...(tbm_surface timing issue?)
319 if(!texture->GetGLTexture())
321 texture->InitializeResource();
324 // Warning, this may cause glWaitSync to occur on the GPU.
325 dependencyChecker.CheckNeedsSync(this, texture);
326 texture->Bind(binding);
329 // @warning Assume that location of array elements is sequential.
330 // @warning GL does not guarantee this, but in practice, it is.
331 gl.Uniform1i(samplers[currentSampler].location + currentElement,
332 samplers[currentSampler].offset + currentElement);
334 if(currentElement >= samplers[currentSampler].elementCount)
339 if(currentSampler >= samplers.size())
341 // Don't bind more textures than there are active samplers.
346 // for each attribute bind vertices
348 const auto& pipelineState = mImpl->mNewPipeline ? mImpl->mNewPipeline->GetCreateInfo() : mImpl->mCurrentPipeline->GetCreateInfo();
349 const auto& vertexInputState = pipelineState.vertexInputState;
353 mImpl->BindProgramVAO(static_cast<const GLES::Program*>(pipelineState.programState->program)->GetImplementation(), *vertexInputState);
356 for(const auto& attr : vertexInputState->attributes)
361 mImpl->SetVertexAttributeLocation(attr.location, true);
364 const auto& bufferSlot = mImpl->mCurrentVertexBufferBindings[attr.binding];
365 const auto& bufferBinding = vertexInputState->bufferBindings[attr.binding];
367 auto glesBuffer = bufferSlot.buffer->GetGLBuffer();
370 BindBuffer(GL_ARRAY_BUFFER, glesBuffer);
372 gl.VertexAttribPointer(attr.location,
373 GLVertexFormat(attr.format).size,
374 GLVertexFormat(attr.format).format,
376 bufferBinding.stride,
377 reinterpret_cast<void*>(attr.offset));
381 const auto& ia = pipelineState.inputAssemblyState;
386 switch(drawCall.type)
388 case DrawCallDescriptor::Type::DRAW:
390 mImpl->mGlStateCache.mFrameBufferStateCache.DrawOperation(mImpl->mGlStateCache.mColorMask,
391 mImpl->mGlStateCache.DepthBufferWriteEnabled(),
392 mImpl->mGlStateCache.StencilBufferWriteEnabled());
393 // For GLES3+ we use VAO, for GLES2 internal cache
396 mImpl->FlushVertexAttributeLocations();
399 gl.DrawArrays(GLESTopology(ia->topology),
400 drawCall.draw.firstVertex,
401 drawCall.draw.vertexCount);
404 case DrawCallDescriptor::Type::DRAW_INDEXED:
406 const auto& binding = mImpl->mCurrentIndexBufferBinding;
407 BindBuffer(GL_ELEMENT_ARRAY_BUFFER, binding.buffer->GetGLBuffer());
409 mImpl->mGlStateCache.mFrameBufferStateCache.DrawOperation(mImpl->mGlStateCache.mColorMask,
410 mImpl->mGlStateCache.DepthBufferWriteEnabled(),
411 mImpl->mGlStateCache.StencilBufferWriteEnabled());
413 // For GLES3+ we use VAO, for GLES2 internal cache
416 mImpl->FlushVertexAttributeLocations();
419 auto indexBufferFormat = GLIndexFormat(binding.format).format;
420 gl.DrawElements(GLESTopology(ia->topology),
421 drawCall.drawIndexed.indexCount,
423 reinterpret_cast<void*>(binding.offset));
426 case DrawCallDescriptor::Type::DRAW_INDEXED_INDIRECT:
435 if(mImpl->mNewPipeline)
437 mImpl->mCurrentPipeline = mImpl->mNewPipeline;
438 mImpl->mNewPipeline = nullptr;
442 void Context::BindTextures(const Graphics::TextureBinding* bindings, uint32_t count)
444 // for each texture allocate slot
445 for(auto i = 0u; i < count; ++i)
447 auto& binding = bindings[i];
449 // Resize binding array if needed
450 if(mImpl->mCurrentTextureBindings.size() <= binding.binding)
452 mImpl->mCurrentTextureBindings.resize(binding.binding + 1);
454 // Store the binding details
455 mImpl->mCurrentTextureBindings[binding.binding] = binding;
459 void Context::BindVertexBuffers(const GLES::VertexBufferBindingDescriptor* bindings, uint32_t count)
461 if(count > mImpl->mCurrentVertexBufferBindings.size())
463 mImpl->mCurrentVertexBufferBindings.resize(count);
465 // Copy only set slots
466 std::copy_if(bindings, bindings + count, mImpl->mCurrentVertexBufferBindings.begin(), [](auto& item) {
467 return (nullptr != item.buffer);
471 void Context::BindIndexBuffer(const IndexBufferBindingDescriptor& indexBufferBinding)
473 mImpl->mCurrentIndexBufferBinding = indexBufferBinding;
476 void Context::BindPipeline(const GLES::Pipeline* newPipeline)
478 DALI_ASSERT_ALWAYS(newPipeline && "Invalid pipeline");
479 mImpl->mNewPipeline = &newPipeline->GetPipeline();
482 void Context::BindUniformBuffers(const UniformBufferBindingDescriptor* uboBindings,
484 const UniformBufferBindingDescriptor& standaloneBindings)
486 if(standaloneBindings.buffer)
488 mImpl->mCurrentStandaloneUBOBinding = standaloneBindings;
491 if(uboCount >= mImpl->mCurrentUBOBindings.size())
493 mImpl->mCurrentUBOBindings.resize(uboCount + 1);
496 auto it = uboBindings;
497 for(auto i = 0u; i < uboCount; ++i)
501 mImpl->mCurrentUBOBindings[i] = *it;
506 void Context::ResolveBlendState()
508 const auto& currentBlendState = mImpl->mCurrentPipeline ? mImpl->mCurrentPipeline->GetCreateInfo().colorBlendState : nullptr;
509 const auto& newBlendState = mImpl->mNewPipeline->GetCreateInfo().colorBlendState;
511 // TODO: prevent leaking the state
517 auto& gl = *mImpl->mController.GetGL();
519 if(!currentBlendState || currentBlendState->blendEnable != newBlendState->blendEnable)
521 if(newBlendState->blendEnable != mImpl->mGlStateCache.mBlendEnabled)
523 mImpl->mGlStateCache.mBlendEnabled = newBlendState->blendEnable;
524 newBlendState->blendEnable ? gl.Enable(GL_BLEND) : gl.Disable(GL_BLEND);
528 if(!newBlendState->blendEnable)
533 BlendFactor newSrcRGB(newBlendState->srcColorBlendFactor);
534 BlendFactor newDstRGB(newBlendState->dstColorBlendFactor);
535 BlendFactor newSrcAlpha(newBlendState->srcAlphaBlendFactor);
536 BlendFactor newDstAlpha(newBlendState->dstAlphaBlendFactor);
538 if(!currentBlendState ||
539 currentBlendState->srcColorBlendFactor != newSrcRGB ||
540 currentBlendState->dstColorBlendFactor != newDstRGB ||
541 currentBlendState->srcAlphaBlendFactor != newSrcAlpha ||
542 currentBlendState->dstAlphaBlendFactor != newDstAlpha)
544 if((mImpl->mGlStateCache.mBlendFuncSeparateSrcRGB != newSrcRGB) ||
545 (mImpl->mGlStateCache.mBlendFuncSeparateDstRGB != newDstRGB) ||
546 (mImpl->mGlStateCache.mBlendFuncSeparateSrcAlpha != newSrcAlpha) ||
547 (mImpl->mGlStateCache.mBlendFuncSeparateDstAlpha != newDstAlpha))
549 mImpl->mGlStateCache.mBlendFuncSeparateSrcRGB = newSrcRGB;
550 mImpl->mGlStateCache.mBlendFuncSeparateDstRGB = newDstRGB;
551 mImpl->mGlStateCache.mBlendFuncSeparateSrcAlpha = newSrcAlpha;
552 mImpl->mGlStateCache.mBlendFuncSeparateDstAlpha = newDstAlpha;
554 if(newSrcRGB == newSrcAlpha && newDstRGB == newDstAlpha)
556 gl.BlendFunc(GLBlendFunc(newSrcRGB), GLBlendFunc(newDstRGB));
560 gl.BlendFuncSeparate(GLBlendFunc(newSrcRGB), GLBlendFunc(newDstRGB), GLBlendFunc(newSrcAlpha), GLBlendFunc(newDstAlpha));
565 if(!currentBlendState ||
566 currentBlendState->colorBlendOp != newBlendState->colorBlendOp ||
567 currentBlendState->alphaBlendOp != newBlendState->alphaBlendOp)
569 if(mImpl->mGlStateCache.mBlendEquationSeparateModeRGB != newBlendState->colorBlendOp ||
570 mImpl->mGlStateCache.mBlendEquationSeparateModeAlpha != newBlendState->alphaBlendOp)
572 mImpl->mGlStateCache.mBlendEquationSeparateModeRGB = newBlendState->colorBlendOp;
573 mImpl->mGlStateCache.mBlendEquationSeparateModeAlpha = newBlendState->alphaBlendOp;
575 if(newBlendState->colorBlendOp == newBlendState->alphaBlendOp)
577 gl.BlendEquation(GLBlendOp(newBlendState->colorBlendOp));
578 if(newBlendState->colorBlendOp >= Graphics::ADVANCED_BLEND_OPTIONS_START)
585 gl.BlendEquationSeparate(GLBlendOp(newBlendState->colorBlendOp), GLBlendOp(newBlendState->alphaBlendOp));
591 void Context::ResolveRasterizationState()
593 const auto& currentRasterizationState = mImpl->mCurrentPipeline ? mImpl->mCurrentPipeline->GetCreateInfo().rasterizationState : nullptr;
594 const auto& newRasterizationState = mImpl->mNewPipeline->GetCreateInfo().rasterizationState;
596 // TODO: prevent leaking the state
597 if(!newRasterizationState)
602 auto& gl = *mImpl->mController.GetGL();
604 if(!currentRasterizationState ||
605 currentRasterizationState->cullMode != newRasterizationState->cullMode)
607 if(mImpl->mGlStateCache.mCullFaceMode != newRasterizationState->cullMode)
609 mImpl->mGlStateCache.mCullFaceMode = newRasterizationState->cullMode;
610 if(newRasterizationState->cullMode == CullMode::NONE)
612 gl.Disable(GL_CULL_FACE);
616 gl.Enable(GL_CULL_FACE);
617 gl.CullFace(GLCullMode(newRasterizationState->cullMode));
621 // TODO: implement polygon mode (fill, line, points)
622 // seems like we don't support it (no glPolygonMode())
625 void Context::ResolveUniformBuffers()
627 // Resolve standalone uniforms if we have binding
628 if(mImpl->mCurrentStandaloneUBOBinding.buffer)
630 ResolveStandaloneUniforms();
634 void Context::ResolveStandaloneUniforms()
636 // Find reflection for program
637 const GLES::Program* program{nullptr};
639 if(mImpl->mNewPipeline)
641 program = static_cast<const GLES::Program*>(mImpl->mNewPipeline->GetCreateInfo().programState->program);
643 else if(mImpl->mCurrentPipeline)
645 program = static_cast<const GLES::Program*>(mImpl->mCurrentPipeline->GetCreateInfo().programState->program);
650 const auto ptr = reinterpret_cast<const char*>(mImpl->mCurrentStandaloneUBOBinding.buffer->GetCPUAllocatedAddress()) + mImpl->mCurrentStandaloneUBOBinding.offset;
651 // Update program uniforms
652 program->GetImplementation()->UpdateStandaloneUniformBlock(ptr);
656 void Context::BeginRenderPass(const BeginRenderPassDescriptor& renderPassBegin)
658 auto& renderPass = *renderPassBegin.renderPass;
659 auto& renderTarget = *renderPassBegin.renderTarget;
661 const auto& targetInfo = renderTarget.GetCreateInfo();
663 auto& gl = *mImpl->mController.GetGL();
665 if(targetInfo.surface)
668 BindFrameBuffer(GL_FRAMEBUFFER, 0);
670 else if(targetInfo.framebuffer)
672 // bind framebuffer and swap.
673 auto framebuffer = renderTarget.GetFramebuffer();
677 // clear (ideally cache the setup)
679 // In GL we assume that the last attachment is depth/stencil (we may need
680 // to cache extra information inside GLES RenderTarget if we want to be
681 // more specific in case of MRT)
683 const auto& attachments = *renderPass.GetCreateInfo().attachments;
684 const auto& color0 = attachments[0];
687 if(color0.loadOp == AttachmentLoadOp::CLEAR)
689 mask |= GL_COLOR_BUFFER_BIT;
692 // Something goes wrong here if Alpha mask is GL_TRUE
695 const auto clearValues = renderPassBegin.clearValues.Ptr();
697 if(!Dali::Equals(mImpl->mGlStateCache.mClearColor.r, clearValues[0].color.r) ||
698 !Dali::Equals(mImpl->mGlStateCache.mClearColor.g, clearValues[0].color.g) ||
699 !Dali::Equals(mImpl->mGlStateCache.mClearColor.b, clearValues[0].color.b) ||
700 !Dali::Equals(mImpl->mGlStateCache.mClearColor.a, clearValues[0].color.a) ||
701 !mImpl->mGlStateCache.mClearColorSet)
703 gl.ClearColor(clearValues[0].color.r,
704 clearValues[0].color.g,
705 clearValues[0].color.b,
706 clearValues[0].color.a);
708 mImpl->mGlStateCache.mClearColorSet = true;
709 mImpl->mGlStateCache.mClearColor = Vector4(clearValues[0].color.r,
710 clearValues[0].color.g,
711 clearValues[0].color.b,
712 clearValues[0].color.a);
716 // check for depth stencil
717 if(attachments.size() > 1)
719 const auto& depthStencil = attachments.back();
720 if(depthStencil.loadOp == AttachmentLoadOp::CLEAR)
722 if(!mImpl->mGlStateCache.mDepthMaskEnabled)
724 mImpl->mGlStateCache.mDepthMaskEnabled = true;
727 mask |= GL_DEPTH_BUFFER_BIT;
729 if(depthStencil.stencilLoadOp == AttachmentLoadOp::CLEAR)
731 if(mImpl->mGlStateCache.mStencilMask != 0xFF)
733 mImpl->mGlStateCache.mStencilMask = 0xFF;
734 gl.StencilMask(0xFF);
736 mask |= GL_STENCIL_BUFFER_BIT;
740 SetScissorTestEnabled(true);
741 gl.Scissor(renderPassBegin.renderArea.x, renderPassBegin.renderArea.y, renderPassBegin.renderArea.width, renderPassBegin.renderArea.height);
742 ClearBuffer(mask, true);
743 SetScissorTestEnabled(false);
745 mImpl->mCurrentRenderPass = &renderPass;
746 mImpl->mCurrentRenderTarget = &renderTarget;
749 void Context::EndRenderPass(GLES::TextureDependencyChecker& dependencyChecker)
751 if(mImpl->mCurrentRenderTarget)
753 GLES::Framebuffer* framebuffer = mImpl->mCurrentRenderTarget->GetFramebuffer();
756 auto& gl = *mImpl->mController.GetGL();
759 /* @todo Full dependency checking would need to store textures in Begin, and create
760 * fence objects here; but we're going to draw all fbos on shared context in serial,
761 * so no real need (yet). Might want to consider ensuring order of render passes,
762 * but that needs doing in the controller, and would need doing before ProcessCommandQueues.
764 * Currently up to the client to create render tasks in the right order.
767 /* Create fence sync objects. Other contexts can then wait on these fences before reading
770 dependencyChecker.AddTextures(this, framebuffer);
775 void Context::ClearState()
777 mImpl->mCurrentTextureBindings.clear();
780 void Context::ColorMask(bool enabled)
782 if(enabled != mImpl->mGlStateCache.mColorMask)
784 mImpl->mGlStateCache.mColorMask = enabled;
786 auto& gl = *mImpl->mController.GetGL();
787 gl.ColorMask(enabled, enabled, enabled, enabled);
791 void Context::ClearStencilBuffer()
793 ClearBuffer(GL_STENCIL_BUFFER_BIT, false);
796 void Context::ClearDepthBuffer()
798 ClearBuffer(GL_DEPTH_BUFFER_BIT, false);
801 void Context::ClearBuffer(uint32_t mask, bool forceClear)
803 mask = mImpl->mGlStateCache.mFrameBufferStateCache.GetClearMask(mask, forceClear, mImpl->mGlStateCache.mScissorTestEnabled);
806 auto& gl = *mImpl->mController.GetGL();
811 void Context::InvalidateDepthStencilBuffers()
813 auto& gl = *mImpl->mController.GetGL();
815 GLenum attachments[] = {GL_DEPTH, GL_STENCIL};
816 gl.InvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments);
819 void Context::SetScissorTestEnabled(bool scissorEnabled)
821 if(mImpl->mGlStateCache.mScissorTestEnabled != scissorEnabled)
823 mImpl->mGlStateCache.mScissorTestEnabled = scissorEnabled;
825 auto& gl = *mImpl->mController.GetGL();
828 gl.Enable(GL_SCISSOR_TEST);
832 gl.Disable(GL_SCISSOR_TEST);
837 void Context::SetStencilTestEnable(bool stencilEnable)
839 if(stencilEnable != mImpl->mGlStateCache.mStencilBufferEnabled)
841 mImpl->mGlStateCache.mStencilBufferEnabled = stencilEnable;
843 auto& gl = *mImpl->mController.GetGL();
846 gl.Enable(GL_STENCIL_TEST);
850 gl.Disable(GL_STENCIL_TEST);
855 void Context::StencilMask(uint32_t writeMask)
857 if(writeMask != mImpl->mGlStateCache.mStencilMask)
859 mImpl->mGlStateCache.mStencilMask = writeMask;
861 auto& gl = *mImpl->mController.GetGL();
862 gl.StencilMask(writeMask);
866 void Context::StencilFunc(Graphics::CompareOp compareOp,
868 uint32_t compareMask)
870 if(compareOp != mImpl->mGlStateCache.mStencilFunc ||
871 reference != mImpl->mGlStateCache.mStencilFuncRef ||
872 compareMask != mImpl->mGlStateCache.mStencilFuncMask)
874 mImpl->mGlStateCache.mStencilFunc = compareOp;
875 mImpl->mGlStateCache.mStencilFuncRef = reference;
876 mImpl->mGlStateCache.mStencilFuncMask = compareMask;
878 auto& gl = *mImpl->mController.GetGL();
879 gl.StencilFunc(GLCompareOp(compareOp).op, reference, compareMask);
883 void Context::StencilOp(Graphics::StencilOp failOp,
884 Graphics::StencilOp depthFailOp,
885 Graphics::StencilOp passOp)
887 if(failOp != mImpl->mGlStateCache.mStencilOpFail ||
888 depthFailOp != mImpl->mGlStateCache.mStencilOpDepthFail ||
889 passOp != mImpl->mGlStateCache.mStencilOpDepthPass)
891 mImpl->mGlStateCache.mStencilOpFail = failOp;
892 mImpl->mGlStateCache.mStencilOpDepthFail = depthFailOp;
893 mImpl->mGlStateCache.mStencilOpDepthPass = passOp;
895 auto& gl = *mImpl->mController.GetGL();
896 gl.StencilOp(GLStencilOp(failOp).op, GLStencilOp(depthFailOp).op, GLStencilOp(passOp).op);
900 void Context::SetDepthCompareOp(Graphics::CompareOp compareOp)
902 if(compareOp != mImpl->mGlStateCache.mDepthFunction)
904 mImpl->mGlStateCache.mDepthFunction = compareOp;
905 auto& gl = *mImpl->mController.GetGL();
906 gl.DepthFunc(GLCompareOp(compareOp).op);
910 void Context::SetDepthTestEnable(bool depthTestEnable)
912 if(depthTestEnable != mImpl->mGlStateCache.mDepthBufferEnabled)
914 mImpl->mGlStateCache.mDepthBufferEnabled = depthTestEnable;
916 auto& gl = *mImpl->mController.GetGL();
919 gl.Enable(GL_DEPTH_TEST);
923 gl.Disable(GL_DEPTH_TEST);
928 void Context::SetDepthWriteEnable(bool depthWriteEnable)
930 if(depthWriteEnable != mImpl->mGlStateCache.mDepthMaskEnabled)
932 mImpl->mGlStateCache.mDepthMaskEnabled = depthWriteEnable;
934 auto& gl = *mImpl->mController.GetGL();
935 gl.DepthMask(depthWriteEnable);
939 void Context::ActiveTexture(uint32_t textureBindingIndex)
941 if(mImpl->mGlStateCache.mActiveTextureUnit != textureBindingIndex)
943 mImpl->mGlStateCache.mActiveTextureUnit = textureBindingIndex;
945 auto& gl = *mImpl->mController.GetGL();
946 gl.ActiveTexture(GL_TEXTURE0 + textureBindingIndex);
950 void Context::BindTexture(GLenum target, BoundTextureType textureTypeId, uint32_t textureId)
952 uint32_t typeId = static_cast<uint32_t>(textureTypeId);
953 if(mImpl->mGlStateCache.mBoundTextureId[mImpl->mGlStateCache.mActiveTextureUnit][typeId] != textureId)
955 mImpl->mGlStateCache.mBoundTextureId[mImpl->mGlStateCache.mActiveTextureUnit][typeId] = textureId;
957 auto& gl = *mImpl->mController.GetGL();
958 gl.BindTexture(target, textureId);
962 void Context::GenerateMipmap(GLenum target)
964 auto& gl = *mImpl->mController.GetGL();
965 gl.GenerateMipmap(target);
968 void Context::BindBuffer(GLenum target, uint32_t bufferId)
972 case GL_ARRAY_BUFFER:
974 if(mImpl->mGlStateCache.mBoundArrayBufferId == bufferId)
978 mImpl->mGlStateCache.mBoundArrayBufferId = bufferId;
981 case GL_ELEMENT_ARRAY_BUFFER:
983 if(mImpl->mGlStateCache.mBoundElementArrayBufferId == bufferId)
987 mImpl->mGlStateCache.mBoundElementArrayBufferId = bufferId;
992 // Cache miss. Bind buffer.
993 auto& gl = *mImpl->mController.GetGL();
994 gl.BindBuffer(target, bufferId);
997 void Context::DrawBuffers(uint32_t count, const GLenum* buffers)
999 mImpl->mGlStateCache.mFrameBufferStateCache.DrawOperation(mImpl->mGlStateCache.mColorMask,
1000 mImpl->mGlStateCache.DepthBufferWriteEnabled(),
1001 mImpl->mGlStateCache.StencilBufferWriteEnabled());
1003 auto& gl = *mImpl->mController.GetGL();
1004 gl.DrawBuffers(count, buffers);
1007 void Context::BindFrameBuffer(GLenum target, uint32_t bufferId)
1009 mImpl->mGlStateCache.mFrameBufferStateCache.SetCurrentFrameBuffer(bufferId);
1011 auto& gl = *mImpl->mController.GetGL();
1012 gl.BindFramebuffer(target, bufferId);
1015 void Context::GenFramebuffers(uint32_t count, uint32_t* framebuffers)
1017 auto& gl = *mImpl->mController.GetGL();
1018 gl.GenFramebuffers(count, framebuffers);
1020 mImpl->mGlStateCache.mFrameBufferStateCache.FrameBuffersCreated(count, framebuffers);
1023 void Context::DeleteFramebuffers(uint32_t count, uint32_t* framebuffers)
1025 mImpl->mGlStateCache.mFrameBufferStateCache.FrameBuffersDeleted(count, framebuffers);
1027 auto& gl = *mImpl->mController.GetGL();
1028 gl.DeleteFramebuffers(count, framebuffers);
1031 GLStateCache& Context::GetGLStateCache()
1033 return mImpl->mGlStateCache;
1036 void Context::GlContextCreated()
1038 if(!mImpl->mGlContextCreated)
1040 mImpl->mGlContextCreated = true;
1042 // Set the initial GL state
1043 mImpl->InitializeGlState();
1047 void Context::GlContextDestroyed()
1049 mImpl->mGlContextCreated = false;
1052 void Context::InvalidateCachedPipeline(GLES::Pipeline* pipeline)
1054 // Since the pipeline is deleted, invalidate the cached pipeline.
1055 if(mImpl->mCurrentPipeline == &pipeline->GetPipeline())
1057 mImpl->mCurrentPipeline = nullptr;
1060 // Remove cached VAO map
1061 auto* gl = mImpl->mController.GetGL();
1064 const auto* program = pipeline->GetCreateInfo().programState->program;
1067 const auto* programImpl = static_cast<const GLES::Program*>(program)->GetImplementation();
1070 auto iter = mImpl->mProgramVAOMap.find(programImpl);
1071 if(iter != mImpl->mProgramVAOMap.end())
1073 for(auto& attributeHashPair : iter->second)
1075 auto vao = attributeHashPair.second;
1076 gl->DeleteVertexArrays(1, &vao);
1077 if(mImpl->mProgramVAOCurrentState == vao)
1079 mImpl->mProgramVAOCurrentState = 0u;
1082 mImpl->mProgramVAOMap.erase(iter);
1089 void Context::PrepareForNativeRendering()
1091 // this should be pretty much constant
1092 auto display = eglGetCurrentDisplay();
1093 auto drawSurface = eglGetCurrentSurface(EGL_DRAW);
1094 auto readSurface = eglGetCurrentSurface(EGL_READ);
1095 auto context = eglGetCurrentContext();
1097 // push the surface and context data to the impl
1098 // It's needed to restore context
1099 if(!mImpl->mCacheEGLGraphicsContext)
1101 mImpl->mCacheDrawWriteSurface = drawSurface;
1102 mImpl->mCacheDrawReadSurface = readSurface;
1103 mImpl->mCacheEGLGraphicsContext = context;
1106 if(!mImpl->mNativeDrawContext)
1108 EGLint configId{0u};
1109 eglQueryContext(display, mImpl->mController.GetSharedContext(), EGL_CONFIG_ID, &configId);
1111 EGLint configAttribs[3];
1112 configAttribs[0] = EGL_CONFIG_ID;
1113 configAttribs[1] = configId;
1114 configAttribs[2] = EGL_NONE;
1118 if(eglChooseConfig(display, configAttribs, &config, 1, &numConfigs) != EGL_TRUE)
1120 DALI_LOG_ERROR("eglChooseConfig failed!\n");
1124 auto version = int(mImpl->mController.GetGLESVersion());
1126 std::vector<EGLint> attribs;
1127 attribs.push_back(EGL_CONTEXT_MAJOR_VERSION_KHR);
1128 attribs.push_back(version / 10);
1129 attribs.push_back(EGL_CONTEXT_MINOR_VERSION_KHR);
1130 attribs.push_back(version % 10);
1131 attribs.push_back(EGL_NONE);
1133 mImpl->mNativeDrawContext = eglCreateContext(display, config, mImpl->mController.GetSharedContext(), attribs.data());
1134 if(mImpl->mNativeDrawContext == EGL_NO_CONTEXT)
1136 DALI_LOG_ERROR("eglCreateContext failed!\n");
1141 eglMakeCurrent(display, drawSurface, readSurface, mImpl->mNativeDrawContext);
1144 void Context::RestoreFromNativeRendering()
1146 auto display = eglGetCurrentDisplay();
1148 // bring back original context
1149 eglMakeCurrent(display, mImpl->mCacheDrawWriteSurface, mImpl->mCacheDrawReadSurface, mImpl->mCacheEGLGraphicsContext);
1152 } // namespace Dali::Graphics::GLES