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/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLInterface_DEFINED
#define GrGLInterface_DEFINED
#include "include/core/SkRefCnt.h"
#include "include/gpu/gl/GrGLExtensions.h"
#include "include/gpu/gl/GrGLFunctions.h"
////////////////////////////////////////////////////////////////////////////////
typedef void(*GrGLFuncPtr)();
struct GrGLInterface;
/**
* Rather than depend on platform-specific GL headers and libraries, we require
* the client to provide a struct of GL function pointers. This struct can be
* specified per-GrContext as a parameter to GrContext::MakeGL. If no interface is
* passed to MakeGL then a default GL interface is created using GrGLMakeNativeInterface().
* If this returns nullptr then GrContext::MakeGL() will fail.
*
* The implementation of GrGLMakeNativeInterface is platform-specific. Several
* implementations have been provided (for GLX, WGL, EGL, etc), along with an
* implementation that simply returns nullptr. Clients should select the most
* appropriate one to build.
*/
SK_API sk_sp<const GrGLInterface> GrGLMakeNativeInterface();
// Deprecated alternative to GrGLMakeNativeInterface().
SK_API const GrGLInterface* GrGLCreateNativeInterface();
/**
* GrContext uses the following interface to make all calls into OpenGL. When a
* GrContext is created it is given a GrGLInterface. The interface's function
* pointers must be valid for the OpenGL context associated with the GrContext.
* On some platforms, such as Windows, function pointers for OpenGL extensions
* may vary between OpenGL contexts. So the caller must be careful to use a
* GrGLInterface initialized for the correct context. All functions that should
* be available based on the OpenGL's version and extension string must be
* non-NULL or GrContext creation will fail. This can be tested with the
* validate() method when the OpenGL context has been made current.
*/
struct SK_API GrGLInterface : public SkRefCnt {
private:
using INHERITED = SkRefCnt;
#if GR_GL_CHECK_ERROR
// This is here to avoid having our debug code that checks for a GL error after most GL calls
// accidentally swallow an OOM that should be reported.
mutable bool fOOMed = false;
bool fSuppressErrorLogging = false;
#endif
public:
GrGLInterface();
// Validates that the GrGLInterface supports its advertised standard. This means the necessary
// function pointers have been initialized for both the GL version and any advertised
// extensions.
bool validate() const;
#if GR_GL_CHECK_ERROR
GrGLenum checkError(const char* location, const char* call) const;
bool checkAndResetOOMed() const;
void suppressErrorLogging();
#endif
#if GR_TEST_UTILS
GrGLInterface(const GrGLInterface& that)
: fStandard(that.fStandard)
, fExtensions(that.fExtensions)
, fFunctions(that.fFunctions) {}
#endif
// Indicates the type of GL implementation
union {
GrGLStandard fStandard;
GrGLStandard fBindingsExported; // Legacy name, will be remove when Chromium is updated.
};
GrGLExtensions fExtensions;
bool hasExtension(const char ext[]) const { return fExtensions.has(ext); }
/**
* The function pointers are in a struct so that we can have a compiler generated assignment
* operator.
*/
struct Functions {
GrGLFunction<GrGLActiveTextureFn> fActiveTexture;
GrGLFunction<GrGLAttachShaderFn> fAttachShader;
GrGLFunction<GrGLBeginQueryFn> fBeginQuery;
GrGLFunction<GrGLBindAttribLocationFn> fBindAttribLocation;
GrGLFunction<GrGLBindBufferFn> fBindBuffer;
GrGLFunction<GrGLBindFragDataLocationFn> fBindFragDataLocation;
GrGLFunction<GrGLBindFragDataLocationIndexedFn> fBindFragDataLocationIndexed;
GrGLFunction<GrGLBindFramebufferFn> fBindFramebuffer;
GrGLFunction<GrGLBindRenderbufferFn> fBindRenderbuffer;
GrGLFunction<GrGLBindSamplerFn> fBindSampler;
GrGLFunction<GrGLBindTextureFn> fBindTexture;
GrGLFunction<GrGLBindVertexArrayFn> fBindVertexArray;
GrGLFunction<GrGLBlendBarrierFn> fBlendBarrier;
GrGLFunction<GrGLBlendColorFn> fBlendColor;
GrGLFunction<GrGLBlendEquationFn> fBlendEquation;
GrGLFunction<GrGLBlendFuncFn> fBlendFunc;
GrGLFunction<GrGLBlitFramebufferFn> fBlitFramebuffer;
GrGLFunction<GrGLBufferDataFn> fBufferData;
GrGLFunction<GrGLBufferSubDataFn> fBufferSubData;
GrGLFunction<GrGLCheckFramebufferStatusFn> fCheckFramebufferStatus;
GrGLFunction<GrGLClearFn> fClear;
GrGLFunction<GrGLClearColorFn> fClearColor;
GrGLFunction<GrGLClearStencilFn> fClearStencil;
GrGLFunction<GrGLClearTexImageFn> fClearTexImage;
GrGLFunction<GrGLClearTexSubImageFn> fClearTexSubImage;
GrGLFunction<GrGLColorMaskFn> fColorMask;
GrGLFunction<GrGLCompileShaderFn> fCompileShader;
GrGLFunction<GrGLCompressedTexImage2DFn> fCompressedTexImage2D;
GrGLFunction<GrGLCompressedTexSubImage2DFn> fCompressedTexSubImage2D;
GrGLFunction<GrGLCopyTexSubImage2DFn> fCopyTexSubImage2D;
GrGLFunction<GrGLCreateProgramFn> fCreateProgram;
GrGLFunction<GrGLCreateShaderFn> fCreateShader;
GrGLFunction<GrGLCullFaceFn> fCullFace;
GrGLFunction<GrGLDeleteBuffersFn> fDeleteBuffers;
GrGLFunction<GrGLDeleteFencesFn> fDeleteFences;
GrGLFunction<GrGLDeleteFramebuffersFn> fDeleteFramebuffers;
GrGLFunction<GrGLDeleteProgramFn> fDeleteProgram;
GrGLFunction<GrGLDeleteQueriesFn> fDeleteQueries;
GrGLFunction<GrGLDeleteRenderbuffersFn> fDeleteRenderbuffers;
GrGLFunction<GrGLDeleteSamplersFn> fDeleteSamplers;
GrGLFunction<GrGLDeleteShaderFn> fDeleteShader;
GrGLFunction<GrGLDeleteTexturesFn> fDeleteTextures;
GrGLFunction<GrGLDeleteVertexArraysFn> fDeleteVertexArrays;
GrGLFunction<GrGLDepthMaskFn> fDepthMask;
GrGLFunction<GrGLDisableFn> fDisable;
GrGLFunction<GrGLDisableVertexAttribArrayFn> fDisableVertexAttribArray;
GrGLFunction<GrGLDrawArraysFn> fDrawArrays;
GrGLFunction<GrGLDrawArraysIndirectFn> fDrawArraysIndirect;
GrGLFunction<GrGLDrawArraysInstancedFn> fDrawArraysInstanced;
GrGLFunction<GrGLDrawBufferFn> fDrawBuffer;
GrGLFunction<GrGLDrawBuffersFn> fDrawBuffers;
GrGLFunction<GrGLDrawElementsFn> fDrawElements;
GrGLFunction<GrGLDrawElementsIndirectFn> fDrawElementsIndirect;
GrGLFunction<GrGLDrawElementsInstancedFn> fDrawElementsInstanced;
GrGLFunction<GrGLDrawRangeElementsFn> fDrawRangeElements;
GrGLFunction<GrGLEnableFn> fEnable;
GrGLFunction<GrGLEnableVertexAttribArrayFn> fEnableVertexAttribArray;
GrGLFunction<GrGLEndQueryFn> fEndQuery;
GrGLFunction<GrGLFinishFn> fFinish;
GrGLFunction<GrGLFinishFenceFn> fFinishFence;
GrGLFunction<GrGLFlushFn> fFlush;
GrGLFunction<GrGLFlushMappedBufferRangeFn> fFlushMappedBufferRange;
GrGLFunction<GrGLFramebufferRenderbufferFn> fFramebufferRenderbuffer;
GrGLFunction<GrGLFramebufferTexture2DFn> fFramebufferTexture2D;
GrGLFunction<GrGLFramebufferTexture2DMultisampleFn> fFramebufferTexture2DMultisample;
GrGLFunction<GrGLFrontFaceFn> fFrontFace;
GrGLFunction<GrGLGenBuffersFn> fGenBuffers;
GrGLFunction<GrGLGenFencesFn> fGenFences;
GrGLFunction<GrGLGenFramebuffersFn> fGenFramebuffers;
GrGLFunction<GrGLGenerateMipmapFn> fGenerateMipmap;
GrGLFunction<GrGLGenQueriesFn> fGenQueries;
GrGLFunction<GrGLGenRenderbuffersFn> fGenRenderbuffers;
GrGLFunction<GrGLGenSamplersFn> fGenSamplers;
GrGLFunction<GrGLGenTexturesFn> fGenTextures;
GrGLFunction<GrGLGenVertexArraysFn> fGenVertexArrays;
GrGLFunction<GrGLGetBufferParameterivFn> fGetBufferParameteriv;
GrGLFunction<GrGLGetErrorFn> fGetError;
GrGLFunction<GrGLGetFramebufferAttachmentParameterivFn> fGetFramebufferAttachmentParameteriv;
GrGLFunction<GrGLGetIntegervFn> fGetIntegerv;
GrGLFunction<GrGLGetMultisamplefvFn> fGetMultisamplefv;
GrGLFunction<GrGLGetProgramBinaryFn> fGetProgramBinary;
GrGLFunction<GrGLGetProgramInfoLogFn> fGetProgramInfoLog;
GrGLFunction<GrGLGetProgramivFn> fGetProgramiv;
GrGLFunction<GrGLGetQueryObjecti64vFn> fGetQueryObjecti64v;
GrGLFunction<GrGLGetQueryObjectivFn> fGetQueryObjectiv;
GrGLFunction<GrGLGetQueryObjectui64vFn> fGetQueryObjectui64v;
GrGLFunction<GrGLGetQueryObjectuivFn> fGetQueryObjectuiv;
GrGLFunction<GrGLGetQueryivFn> fGetQueryiv;
GrGLFunction<GrGLGetRenderbufferParameterivFn> fGetRenderbufferParameteriv;
GrGLFunction<GrGLGetShaderInfoLogFn> fGetShaderInfoLog;
GrGLFunction<GrGLGetShaderivFn> fGetShaderiv;
GrGLFunction<GrGLGetShaderPrecisionFormatFn> fGetShaderPrecisionFormat;
GrGLFunction<GrGLGetStringFn> fGetString;
GrGLFunction<GrGLGetStringiFn> fGetStringi;
GrGLFunction<GrGLGetTexLevelParameterivFn> fGetTexLevelParameteriv;
GrGLFunction<GrGLGetUniformLocationFn> fGetUniformLocation;
GrGLFunction<GrGLInsertEventMarkerFn> fInsertEventMarker;
GrGLFunction<GrGLInvalidateBufferDataFn> fInvalidateBufferData;
GrGLFunction<GrGLInvalidateBufferSubDataFn> fInvalidateBufferSubData;
GrGLFunction<GrGLInvalidateFramebufferFn> fInvalidateFramebuffer;
GrGLFunction<GrGLInvalidateSubFramebufferFn> fInvalidateSubFramebuffer;
GrGLFunction<GrGLInvalidateTexImageFn> fInvalidateTexImage;
GrGLFunction<GrGLInvalidateTexSubImageFn> fInvalidateTexSubImage;
GrGLFunction<GrGLIsTextureFn> fIsTexture;
GrGLFunction<GrGLLineWidthFn> fLineWidth;
GrGLFunction<GrGLLinkProgramFn> fLinkProgram;
GrGLFunction<GrGLProgramBinaryFn> fProgramBinary;
GrGLFunction<GrGLProgramParameteriFn> fProgramParameteri;
GrGLFunction<GrGLMapBufferFn> fMapBuffer;
GrGLFunction<GrGLMapBufferRangeFn> fMapBufferRange;
GrGLFunction<GrGLMapBufferSubDataFn> fMapBufferSubData;
GrGLFunction<GrGLMapTexSubImage2DFn> fMapTexSubImage2D;
GrGLFunction<GrGLMemoryBarrierFn> fMemoryBarrier;
GrGLFunction<GrGLDrawArraysInstancedBaseInstanceFn> fDrawArraysInstancedBaseInstance;
GrGLFunction<GrGLDrawElementsInstancedBaseVertexBaseInstanceFn> fDrawElementsInstancedBaseVertexBaseInstance;
GrGLFunction<GrGLMultiDrawArraysIndirectFn> fMultiDrawArraysIndirect;
GrGLFunction<GrGLMultiDrawElementsIndirectFn> fMultiDrawElementsIndirect;
GrGLFunction<GrGLMultiDrawArraysInstancedBaseInstanceFn> fMultiDrawArraysInstancedBaseInstance;
GrGLFunction<GrGLMultiDrawElementsInstancedBaseVertexBaseInstanceFn> fMultiDrawElementsInstancedBaseVertexBaseInstance;
GrGLFunction<GrGLPatchParameteriFn> fPatchParameteri;
GrGLFunction<GrGLPixelStoreiFn> fPixelStorei;
GrGLFunction<GrGLPolygonModeFn> fPolygonMode;
GrGLFunction<GrGLPopGroupMarkerFn> fPopGroupMarker;
GrGLFunction<GrGLPushGroupMarkerFn> fPushGroupMarker;
GrGLFunction<GrGLQueryCounterFn> fQueryCounter;
GrGLFunction<GrGLReadBufferFn> fReadBuffer;
GrGLFunction<GrGLReadPixelsFn> fReadPixels;
GrGLFunction<GrGLRenderbufferStorageFn> fRenderbufferStorage;
// On OpenGL ES there are multiple incompatible extensions that add support for MSAA
// and ES3 adds MSAA support to the standard. On an ES3 driver we may still use the
// older extensions for performance reasons or due to ES3 driver bugs. We want the function
// that creates the GrGLInterface to provide all available functions and internally
// we will select among them. They all have a method called glRenderbufferStorageMultisample*.
// So we have separate function pointers for GL_IMG/EXT_multisampled_to_texture,
// GL_CHROMIUM/ANGLE_framebuffer_multisample/ES3, and GL_APPLE_framebuffer_multisample
// variations.
//
// If a driver supports multiple GL_ARB_framebuffer_multisample-style extensions then we will
// assume the function pointers for the standard (or equivalent GL_ARB) version have
// been preferred over GL_EXT, GL_CHROMIUM, or GL_ANGLE variations that have reduced
// functionality.
// GL_EXT_multisampled_render_to_texture (preferred) or GL_IMG_multisampled_render_to_texture
GrGLFunction<GrGLRenderbufferStorageMultisampleFn> fRenderbufferStorageMultisampleES2EXT;
// GL_APPLE_framebuffer_multisample
GrGLFunction<GrGLRenderbufferStorageMultisampleFn> fRenderbufferStorageMultisampleES2APPLE;
// This is used to store the pointer for GL_ARB/EXT/ANGLE/CHROMIUM_framebuffer_multisample or
// the standard function in ES3+ or GL 3.0+.
GrGLFunction<GrGLRenderbufferStorageMultisampleFn> fRenderbufferStorageMultisample;
// Pointer to BindUniformLocationCHROMIUM from the GL_CHROMIUM_bind_uniform_location extension.
GrGLFunction<GrGLBindUniformLocationFn> fBindUniformLocation;
GrGLFunction<GrGLResolveMultisampleFramebufferFn> fResolveMultisampleFramebuffer;
GrGLFunction<GrGLSamplerParameteriFn> fSamplerParameteri;
GrGLFunction<GrGLSamplerParameterivFn> fSamplerParameteriv;
GrGLFunction<GrGLScissorFn> fScissor;
GrGLFunction<GrGLSetFenceFn> fSetFence;
GrGLFunction<GrGLShaderSourceFn> fShaderSource;
GrGLFunction<GrGLStencilFuncFn> fStencilFunc;
GrGLFunction<GrGLStencilFuncSeparateFn> fStencilFuncSeparate;
GrGLFunction<GrGLStencilMaskFn> fStencilMask;
GrGLFunction<GrGLStencilMaskSeparateFn> fStencilMaskSeparate;
GrGLFunction<GrGLStencilOpFn> fStencilOp;
GrGLFunction<GrGLStencilOpSeparateFn> fStencilOpSeparate;
GrGLFunction<GrGLTestFenceFn> fTestFence;
GrGLFunction<GrGLTexBufferFn> fTexBuffer;
GrGLFunction<GrGLTexBufferRangeFn> fTexBufferRange;
GrGLFunction<GrGLTexImage2DFn> fTexImage2D;
GrGLFunction<GrGLTexParameterfFn> fTexParameterf;
GrGLFunction<GrGLTexParameterfvFn> fTexParameterfv;
GrGLFunction<GrGLTexParameteriFn> fTexParameteri;
GrGLFunction<GrGLTexParameterivFn> fTexParameteriv;
GrGLFunction<GrGLTexSubImage2DFn> fTexSubImage2D;
GrGLFunction<GrGLTexStorage2DFn> fTexStorage2D;
GrGLFunction<GrGLTextureBarrierFn> fTextureBarrier;
GrGLFunction<GrGLDiscardFramebufferFn> fDiscardFramebuffer;
GrGLFunction<GrGLUniform1fFn> fUniform1f;
GrGLFunction<GrGLUniform1iFn> fUniform1i;
GrGLFunction<GrGLUniform1fvFn> fUniform1fv;
GrGLFunction<GrGLUniform1ivFn> fUniform1iv;
GrGLFunction<GrGLUniform2fFn> fUniform2f;
GrGLFunction<GrGLUniform2iFn> fUniform2i;
GrGLFunction<GrGLUniform2fvFn> fUniform2fv;
GrGLFunction<GrGLUniform2ivFn> fUniform2iv;
GrGLFunction<GrGLUniform3fFn> fUniform3f;
GrGLFunction<GrGLUniform3iFn> fUniform3i;
GrGLFunction<GrGLUniform3fvFn> fUniform3fv;
GrGLFunction<GrGLUniform3ivFn> fUniform3iv;
GrGLFunction<GrGLUniform4fFn> fUniform4f;
GrGLFunction<GrGLUniform4iFn> fUniform4i;
GrGLFunction<GrGLUniform4fvFn> fUniform4fv;
GrGLFunction<GrGLUniform4ivFn> fUniform4iv;
GrGLFunction<GrGLUniformMatrix2fvFn> fUniformMatrix2fv;
GrGLFunction<GrGLUniformMatrix3fvFn> fUniformMatrix3fv;
GrGLFunction<GrGLUniformMatrix4fvFn> fUniformMatrix4fv;
GrGLFunction<GrGLUnmapBufferFn> fUnmapBuffer;
GrGLFunction<GrGLUnmapBufferSubDataFn> fUnmapBufferSubData;
GrGLFunction<GrGLUnmapTexSubImage2DFn> fUnmapTexSubImage2D;
GrGLFunction<GrGLUseProgramFn> fUseProgram;
GrGLFunction<GrGLVertexAttrib1fFn> fVertexAttrib1f;
GrGLFunction<GrGLVertexAttrib2fvFn> fVertexAttrib2fv;
GrGLFunction<GrGLVertexAttrib3fvFn> fVertexAttrib3fv;
GrGLFunction<GrGLVertexAttrib4fvFn> fVertexAttrib4fv;
GrGLFunction<GrGLVertexAttribDivisorFn> fVertexAttribDivisor;
GrGLFunction<GrGLVertexAttribIPointerFn> fVertexAttribIPointer;
GrGLFunction<GrGLVertexAttribPointerFn> fVertexAttribPointer;
GrGLFunction<GrGLViewportFn> fViewport;
/* NV_framebuffer_mixed_samples */
GrGLFunction<GrGLCoverageModulationFn> fCoverageModulation;
/* ARB_sync */
GrGLFunction<GrGLFenceSyncFn> fFenceSync;
GrGLFunction<GrGLIsSyncFn> fIsSync;
GrGLFunction<GrGLClientWaitSyncFn> fClientWaitSync;
GrGLFunction<GrGLWaitSyncFn> fWaitSync;
GrGLFunction<GrGLDeleteSyncFn> fDeleteSync;
/* ARB_internalforamt_query */
GrGLFunction<GrGLGetInternalformativFn> fGetInternalformativ;
/* KHR_debug */
GrGLFunction<GrGLDebugMessageControlFn> fDebugMessageControl;
GrGLFunction<GrGLDebugMessageInsertFn> fDebugMessageInsert;
GrGLFunction<GrGLDebugMessageCallbackFn> fDebugMessageCallback;
GrGLFunction<GrGLGetDebugMessageLogFn> fGetDebugMessageLog;
GrGLFunction<GrGLPushDebugGroupFn> fPushDebugGroup;
GrGLFunction<GrGLPopDebugGroupFn> fPopDebugGroup;
GrGLFunction<GrGLObjectLabelFn> fObjectLabel;
/* EXT_window_rectangles */
GrGLFunction<GrGLWindowRectanglesFn> fWindowRectangles;
/* GL_QCOM_tiled_rendering */
GrGLFunction<GrGLStartTilingFn> fStartTiling;
GrGLFunction<GrGLEndTilingFn> fEndTiling;
} fFunctions;
#if GR_TEST_UTILS
// This exists for internal testing.
virtual void abandon() const;
#endif
};
#endif