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#include "precompiled.h" // // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // IndexDataManager.cpp: Defines the IndexDataManager, a class that // runs the Buffer translation process for index buffers. #include "libGLESv2/renderer/IndexDataManager.h" #include "libGLESv2/renderer/BufferStorage.h" #include "libGLESv2/Buffer.h" #include "libGLESv2/main.h" #include "libGLESv2/renderer/IndexBuffer.h" namespace rx { IndexDataManager::IndexDataManager(Renderer *renderer) : mRenderer(renderer) { mStreamingBufferShort = new StreamingIndexBufferInterface(mRenderer); if (!mStreamingBufferShort->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT)) { delete mStreamingBufferShort; mStreamingBufferShort = NULL; } mStreamingBufferInt = new StreamingIndexBufferInterface(mRenderer); if (!mStreamingBufferInt->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) { delete mStreamingBufferInt; mStreamingBufferInt = NULL; } if (!mStreamingBufferShort) { // Make sure both buffers are deleted. delete mStreamingBufferInt; mStreamingBufferInt = NULL; ERR("Failed to allocate the streaming index buffer(s)."); } mCountingBuffer = NULL; } IndexDataManager::~IndexDataManager() { delete mStreamingBufferShort; delete mStreamingBufferInt; delete mCountingBuffer; } static unsigned int indexTypeSize(GLenum type) { switch (type) { case GL_UNSIGNED_INT: return sizeof(GLuint); case GL_UNSIGNED_SHORT: return sizeof(GLushort); case GL_UNSIGNED_BYTE: return sizeof(GLubyte); default: UNREACHABLE(); return sizeof(GLushort); } } static void convertIndices(GLenum type, const void *input, GLsizei count, void *output) { if (type == GL_UNSIGNED_BYTE) { const GLubyte *in = static_cast<const GLubyte*>(input); GLushort *out = static_cast<GLushort*>(output); for (GLsizei i = 0; i < count; i++) { out[i] = in[i]; } } else if (type == GL_UNSIGNED_INT) { memcpy(output, input, count * sizeof(GLuint)); } else if (type == GL_UNSIGNED_SHORT) { memcpy(output, input, count * sizeof(GLushort)); } else UNREACHABLE(); } template <class IndexType> static void computeRange(const IndexType *indices, GLsizei count, GLuint *minIndex, GLuint *maxIndex) { *minIndex = indices[0]; *maxIndex = indices[0]; for (GLsizei i = 0; i < count; i++) { if (*minIndex > indices[i]) *minIndex = indices[i]; if (*maxIndex < indices[i]) *maxIndex = indices[i]; } } static void computeRange(GLenum type, const GLvoid *indices, GLsizei count, GLuint *minIndex, GLuint *maxIndex) { if (type == GL_UNSIGNED_BYTE) { computeRange(static_cast<const GLubyte*>(indices), count, minIndex, maxIndex); } else if (type == GL_UNSIGNED_INT) { computeRange(static_cast<const GLuint*>(indices), count, minIndex, maxIndex); } else if (type == GL_UNSIGNED_SHORT) { computeRange(static_cast<const GLushort*>(indices), count, minIndex, maxIndex); } else UNREACHABLE(); } GLenum IndexDataManager::prepareIndexData(GLenum type, GLsizei count, gl::Buffer *buffer, const GLvoid *indices, TranslatedIndexData *translated) { if (!mStreamingBufferShort) { return GL_OUT_OF_MEMORY; } GLenum destinationIndexType = (type == GL_UNSIGNED_INT) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT; intptr_t offset = reinterpret_cast<intptr_t>(indices); bool alignedOffset = false; BufferStorage *storage = NULL; if (buffer != NULL) { storage = buffer->getStorage(); switch (type) { case GL_UNSIGNED_BYTE: alignedOffset = (offset % sizeof(GLubyte) == 0); break; case GL_UNSIGNED_SHORT: alignedOffset = (offset % sizeof(GLushort) == 0); break; case GL_UNSIGNED_INT: alignedOffset = (offset % sizeof(GLuint) == 0); break; default: UNREACHABLE(); alignedOffset = false; } if (indexTypeSize(type) * count + offset > storage->getSize()) { return GL_INVALID_OPERATION; } indices = static_cast<const GLubyte*>(storage->getData()) + offset; } StreamingIndexBufferInterface *streamingBuffer = (type == GL_UNSIGNED_INT) ? mStreamingBufferInt : mStreamingBufferShort; StaticIndexBufferInterface *staticBuffer = buffer ? buffer->getStaticIndexBuffer() : NULL; IndexBufferInterface *indexBuffer = streamingBuffer; bool directStorage = alignedOffset && storage && storage->supportsDirectBinding() && destinationIndexType == type; UINT streamOffset = 0; if (directStorage) { indexBuffer = streamingBuffer; streamOffset = offset; storage->markBufferUsage(); computeRange(type, indices, count, &translated->minIndex, &translated->maxIndex); } else if (staticBuffer && staticBuffer->getBufferSize() != 0 && staticBuffer->getIndexType() == type && alignedOffset) { indexBuffer = staticBuffer; streamOffset = staticBuffer->lookupRange(offset, count, &translated->minIndex, &translated->maxIndex); if (streamOffset == -1) { streamOffset = (offset / indexTypeSize(type)) * indexTypeSize(destinationIndexType); computeRange(type, indices, count, &translated->minIndex, &translated->maxIndex); staticBuffer->addRange(offset, count, translated->minIndex, translated->maxIndex, streamOffset); } } else { int convertCount = count; if (staticBuffer) { if (staticBuffer->getBufferSize() == 0 && alignedOffset) { indexBuffer = staticBuffer; convertCount = storage->getSize() / indexTypeSize(type); } else { buffer->invalidateStaticData(); staticBuffer = NULL; } } if (!indexBuffer) { ERR("No valid index buffer."); return GL_INVALID_OPERATION; } unsigned int bufferSizeRequired = convertCount * indexTypeSize(destinationIndexType); indexBuffer->reserveBufferSpace(bufferSizeRequired, type); void* output = NULL; streamOffset = indexBuffer->mapBuffer(bufferSizeRequired, &output); if (streamOffset == -1 || output == NULL) { ERR("Failed to map index buffer."); return GL_OUT_OF_MEMORY; } convertIndices(type, staticBuffer ? storage->getData() : indices, convertCount, output); if (!indexBuffer->unmapBuffer()) { ERR("Failed to unmap index buffer."); return GL_OUT_OF_MEMORY; } computeRange(type, indices, count, &translated->minIndex, &translated->maxIndex); if (staticBuffer) { streamOffset = (offset / indexTypeSize(type)) * indexTypeSize(destinationIndexType); staticBuffer->addRange(offset, count, translated->minIndex, translated->maxIndex, streamOffset); } } translated->storage = directStorage ? storage : NULL; translated->indexBuffer = indexBuffer->getIndexBuffer(); translated->serial = directStorage ? storage->getSerial() : indexBuffer->getSerial(); translated->startIndex = streamOffset / indexTypeSize(destinationIndexType); translated->startOffset = streamOffset; if (buffer) { buffer->promoteStaticUsage(count * indexTypeSize(type)); } return GL_NO_ERROR; } StaticIndexBufferInterface *IndexDataManager::getCountingIndices(GLsizei count) { if (count <= 65536) // 16-bit indices { const unsigned int spaceNeeded = count * sizeof(unsigned short); if (!mCountingBuffer || mCountingBuffer->getBufferSize() < spaceNeeded) { delete mCountingBuffer; mCountingBuffer = new StaticIndexBufferInterface(mRenderer); mCountingBuffer->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT); void* mappedMemory = NULL; if (mCountingBuffer->mapBuffer(spaceNeeded, &mappedMemory) == -1 || mappedMemory == NULL) { ERR("Failed to map counting buffer."); return NULL; } unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory); for(int i = 0; i < count; i++) { data[i] = i; } if (!mCountingBuffer->unmapBuffer()) { ERR("Failed to unmap counting buffer."); return NULL; } } } else if (mStreamingBufferInt) // 32-bit indices supported { const unsigned int spaceNeeded = count * sizeof(unsigned int); if (!mCountingBuffer || mCountingBuffer->getBufferSize() < spaceNeeded) { delete mCountingBuffer; mCountingBuffer = new StaticIndexBufferInterface(mRenderer); mCountingBuffer->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT); void* mappedMemory = NULL; if (mCountingBuffer->mapBuffer(spaceNeeded, &mappedMemory) == -1 || mappedMemory == NULL) { ERR("Failed to map counting buffer."); return NULL; } unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); for(int i = 0; i < count; i++) { data[i] = i; } if (!mCountingBuffer->unmapBuffer()) { ERR("Failed to unmap counting buffer."); return NULL; } } } else { return NULL; } return mCountingBuffer; } }
010smithzhang-ddd
src/libGLESv2/renderer/IndexDataManager.cpp
C++
bsd
10,038
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // sampler2D tex : s0; uniform float4 mode : c0; // Passthrough Pixel Shader // Outputs texture 0 sampled at texcoord 0. float4 passthroughps(float4 texcoord : TEXCOORD0) : COLOR { return tex2D(tex, texcoord.xy); }; // Luminance Conversion Pixel Shader // Outputs sample(tex0, tc0).rrra. // For LA output (pass A) set C0.X = 1, C0.Y = 0. // For L output (A = 1) set C0.X = 0, C0.Y = 1. float4 luminanceps(float4 texcoord : TEXCOORD0) : COLOR { float4 tmp = tex2D(tex, texcoord.xy); tmp.w = tmp.w * mode.x + mode.y; return tmp.xxxw; }; // RGB/A Component Mask Pixel Shader // Outputs sample(tex0, tc0) with options to force RGB = 0 and/or A = 1. // To force RGB = 0, set C0.X = 0, otherwise C0.X = 1. // To force A = 1, set C0.Z = 0, C0.W = 1, otherwise C0.Z = 1, C0.W = 0. float4 componentmaskps(float4 texcoord : TEXCOORD0) : COLOR { float4 tmp = tex2D(tex, texcoord.xy); tmp.xyz = tmp.xyz * mode.x; tmp.w = tmp.w * mode.z + mode.w; return tmp; };
010smithzhang-ddd
src/libGLESv2/renderer/shaders/Blit.ps
PostScript
bsd
1,139
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // struct VS_OUTPUT { float4 position : POSITION; float4 texcoord : TEXCOORD0; }; uniform float4 halfPixelSize : c0; // Standard Vertex Shader // Input 0 is the homogenous position. // Outputs the homogenous position as-is. // Outputs a tex coord with (0,0) in the upper-left corner of the screen and (1,1) in the bottom right. // C0.X must be negative half-pixel width, C0.Y must be half-pixel height. C0.ZW must be 0. VS_OUTPUT standardvs(in float4 position : POSITION) { VS_OUTPUT Out; Out.position = position + halfPixelSize; Out.texcoord = position * float4(0.5, -0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0); return Out; }; // Flip Y Vertex Shader // Input 0 is the homogenous position. // Outputs the homogenous position as-is. // Outputs a tex coord with (0,1) in the upper-left corner of the screen and (1,0) in the bottom right. // C0.XY must be the half-pixel width and height. C0.ZW must be 0. VS_OUTPUT flipyvs(in float4 position : POSITION) { VS_OUTPUT Out; Out.position = position + halfPixelSize; Out.texcoord = position * float4(0.5, 0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0); return Out; };
010smithzhang-ddd
src/libGLESv2/renderer/shaders/Blit.vs
GLSL
bsd
1,327
void VS_Clear( in float3 inPosition : POSITION, in float4 inColor : COLOR, out float4 outPosition : SV_POSITION, out float4 outColor : COLOR) { outPosition = float4(inPosition, 1.0f); outColor = inColor; } // Assume we are in SM4+, which has 8 color outputs struct PS_OutputMultiple { float4 color0 : SV_TARGET0; float4 color1 : SV_TARGET1; float4 color2 : SV_TARGET2; float4 color3 : SV_TARGET3; float4 color4 : SV_TARGET4; float4 color5 : SV_TARGET5; float4 color6 : SV_TARGET6; float4 color7 : SV_TARGET7; }; PS_OutputMultiple PS_ClearMultiple(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR) { PS_OutputMultiple outColor; outColor.color0 = inColor; outColor.color1 = inColor; outColor.color2 = inColor; outColor.color3 = inColor; outColor.color4 = inColor; outColor.color5 = inColor; outColor.color6 = inColor; outColor.color7 = inColor; return outColor; } float4 PS_ClearSingle(in float4 inPosition : SV_Position, in float4 inColor : COLOR) : SV_Target0 { return inColor; }
010smithzhang-ddd
src/libGLESv2/renderer/shaders/Clear11.hlsl
HLSL
bsd
1,043
Texture2D Texture : register(t0); SamplerState Sampler : register(s0); void VS_Passthrough( in float2 inPosition : POSITION, in float2 inTexCoord : TEXCOORD0, out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0) { outPosition = float4(inPosition, 0.0f, 1.0f); outTexCoord = inTexCoord; } float4 PS_PassthroughRGBA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 { return Texture.Sample(Sampler, inTexCoord).rgba; } float4 PS_PassthroughRGB(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 { return float4(Texture.Sample(Sampler, inTexCoord).rgb, 1.0f); } float4 PS_PassthroughLum(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 { return float4(Texture.Sample(Sampler, inTexCoord).rrr, 1.0f); } float4 PS_PassthroughLumAlpha(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 { return Texture.Sample(Sampler, inTexCoord).rrra; }
010smithzhang-ddd
src/libGLESv2/renderer/shaders/Passthrough11.hlsl
HLSL
bsd
1,040
@ECHO OFF REM REM Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. REM Use of this source code is governed by a BSD-style license that can be REM found in the LICENSE file. REM PATH %PATH%;%DXSDK_DIR%\Utilities\bin\x86 fxc /E standardvs /T vs_2_0 /Fh compiled/standardvs.h Blit.vs fxc /E flipyvs /T vs_2_0 /Fh compiled/flipyvs.h Blit.vs fxc /E passthroughps /T ps_2_0 /Fh compiled/passthroughps.h Blit.ps fxc /E luminanceps /T ps_2_0 /Fh compiled/luminanceps.h Blit.ps fxc /E componentmaskps /T ps_2_0 /Fh compiled/componentmaskps.h Blit.ps fxc /E VS_Passthrough /T vs_4_0 /Fh compiled/passthrough11vs.h Passthrough11.hlsl fxc /E PS_PassthroughRGBA /T ps_4_0 /Fh compiled/passthroughrgba11ps.h Passthrough11.hlsl fxc /E PS_PassthroughRGB /T ps_4_0 /Fh compiled/passthroughrgb11ps.h Passthrough11.hlsl fxc /E PS_PassthroughLum /T ps_4_0 /Fh compiled/passthroughlum11ps.h Passthrough11.hlsl fxc /E PS_PassthroughLumAlpha /T ps_4_0 /Fh compiled/passthroughlumalpha11ps.h Passthrough11.hlsl fxc /E VS_Clear /T vs_4_0 /Fh compiled/clear11vs.h Clear11.hlsl fxc /E PS_ClearSingle /T ps_4_0 /Fh compiled/clearsingle11ps.h Clear11.hlsl fxc /E PS_ClearMultiple /T ps_4_0 /Fh compiled/clearmultiple11ps.h Clear11.hlsl
010smithzhang-ddd
src/libGLESv2/renderer/shaders/generate_shaders.bat
Batchfile
bsd
1,253
#include "precompiled.h" // // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // IndexBuffer.cpp: Defines the abstract IndexBuffer class and IndexBufferInterface // class with derivations, classes that perform graphics API agnostic index buffer operations. #include "libGLESv2/renderer/IndexBuffer.h" #include "libGLESv2/renderer/Renderer.h" namespace rx { unsigned int IndexBuffer::mNextSerial = 1; IndexBuffer::IndexBuffer() { updateSerial(); } IndexBuffer::~IndexBuffer() { } unsigned int IndexBuffer::getSerial() const { return mSerial; } void IndexBuffer::updateSerial() { mSerial = mNextSerial++; } IndexBufferInterface::IndexBufferInterface(Renderer *renderer, bool dynamic) : mRenderer(renderer) { mIndexBuffer = renderer->createIndexBuffer(); mDynamic = dynamic; mWritePosition = 0; } IndexBufferInterface::~IndexBufferInterface() { if (mIndexBuffer) { delete mIndexBuffer; } } GLenum IndexBufferInterface::getIndexType() const { return mIndexBuffer->getIndexType(); } unsigned int IndexBufferInterface::getBufferSize() const { return mIndexBuffer->getBufferSize(); } unsigned int IndexBufferInterface::getSerial() const { return mIndexBuffer->getSerial(); } int IndexBufferInterface::mapBuffer(unsigned int size, void** outMappedMemory) { if (!mIndexBuffer->mapBuffer(mWritePosition, size, outMappedMemory)) { *outMappedMemory = NULL; return -1; } int oldWritePos = static_cast<int>(mWritePosition); mWritePosition += size; return oldWritePos; } bool IndexBufferInterface::unmapBuffer() { return mIndexBuffer->unmapBuffer(); } IndexBuffer * IndexBufferInterface::getIndexBuffer() const { return mIndexBuffer; } unsigned int IndexBufferInterface::getWritePosition() const { return mWritePosition; } void IndexBufferInterface::setWritePosition(unsigned int writePosition) { mWritePosition = writePosition; } bool IndexBufferInterface::discard() { return mIndexBuffer->discard(); } bool IndexBufferInterface::setBufferSize(unsigned int bufferSize, GLenum indexType) { if (mIndexBuffer->getBufferSize() == 0) { return mIndexBuffer->initialize(bufferSize, indexType, mDynamic); } else { return mIndexBuffer->setSize(bufferSize, indexType); } } StreamingIndexBufferInterface::StreamingIndexBufferInterface(Renderer *renderer) : IndexBufferInterface(renderer, true) { } StreamingIndexBufferInterface::~StreamingIndexBufferInterface() { } bool StreamingIndexBufferInterface::reserveBufferSpace(unsigned int size, GLenum indexType) { bool result = true; unsigned int curBufferSize = getBufferSize(); if (size > curBufferSize) { result = setBufferSize(std::max(size, 2 * curBufferSize), indexType); setWritePosition(0); } else if (getWritePosition() + size > curBufferSize) { if (!discard()) { return false; } setWritePosition(0); } return result; } StaticIndexBufferInterface::StaticIndexBufferInterface(Renderer *renderer) : IndexBufferInterface(renderer, false) { } StaticIndexBufferInterface::~StaticIndexBufferInterface() { } bool StaticIndexBufferInterface::reserveBufferSpace(unsigned int size, GLenum indexType) { unsigned int curSize = getBufferSize(); if (curSize == 0) { return setBufferSize(size, indexType); } else if (curSize >= size && indexType == getIndexType()) { return true; } else { ERR("Static index buffers can't be resized"); UNREACHABLE(); return false; } } unsigned int StaticIndexBufferInterface::lookupRange(intptr_t offset, GLsizei count, unsigned int *minIndex, unsigned int *maxIndex) { IndexRange range = {offset, count}; std::map<IndexRange, IndexResult>::iterator res = mCache.find(range); if (res == mCache.end()) { return -1; } *minIndex = res->second.minIndex; *maxIndex = res->second.maxIndex; return res->second.streamOffset; } void StaticIndexBufferInterface::addRange(intptr_t offset, GLsizei count, unsigned int minIndex, unsigned int maxIndex, unsigned int streamOffset) { IndexRange indexRange = {offset, count}; IndexResult indexResult = {minIndex, maxIndex, streamOffset}; mCache[indexRange] = indexResult; } }
010smithzhang-ddd
src/libGLESv2/renderer/IndexBuffer.cpp
C++
bsd
4,512
// // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Image.h: Defines the rx::Image class, an abstract base class for the // renderer-specific classes which will define the interface to the underlying // surfaces or resources. #ifndef LIBGLESV2_RENDERER_IMAGE_H_ #define LIBGLESV2_RENDERER_IMAGE_H_ #include "common/debug.h" namespace gl { class Framebuffer; } namespace rx { class Renderer; class TextureStorageInterface2D; class TextureStorageInterfaceCube; class Image { public: Image(); virtual ~Image() {}; GLsizei getWidth() const { return mWidth; } GLsizei getHeight() const { return mHeight; } GLenum getInternalFormat() const { return mInternalFormat; } GLenum getActualFormat() const { return mActualFormat; } void markDirty() {mDirty = true;} void markClean() {mDirty = false;} virtual bool isDirty() const = 0; virtual void setManagedSurface(TextureStorageInterface2D *storage, int level) {}; virtual void setManagedSurface(TextureStorageInterfaceCube *storage, int face, int level) {}; virtual bool updateSurface(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) = 0; virtual bool updateSurface(TextureStorageInterfaceCube *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) = 0; virtual bool redefine(Renderer *renderer, GLint internalformat, GLsizei width, GLsizei height, bool forceRelease) = 0; virtual bool isRenderableFormat() const = 0; virtual void loadData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLint unpackAlignment, const void *input) = 0; virtual void loadCompressedData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, const void *input) = 0; virtual void copy(GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) = 0; static void loadAlphaDataToBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadAlphaDataToNative(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadAlphaDataToBGRASSE2(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadAlphaFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadAlphaHalfFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadLuminanceDataToNativeOrBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output, bool native); static void loadLuminanceFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadLuminanceFloatDataToRGB(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadLuminanceHalfFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadLuminanceAlphaDataToNativeOrBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output, bool native); static void loadLuminanceAlphaFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadLuminanceAlphaHalfFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGBUByteDataToBGRX(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGBUByteDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGB565DataToBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGB565DataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGBFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGBFloatDataToNative(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGBHalfFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGBAUByteDataToBGRASSE2(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGBAUByteDataToBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGBAUByteDataToNative(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGBA4444DataToBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGBA4444DataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGBA5551DataToBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGBA5551DataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGBAFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadRGBAHalfFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); static void loadBGRADataToBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output); protected: GLsizei mWidth; GLsizei mHeight; GLint mInternalFormat; GLenum mActualFormat; bool mDirty; private: DISALLOW_COPY_AND_ASSIGN(Image); }; } #endif // LIBGLESV2_RENDERER_IMAGE_H_
010smithzhang-ddd
src/libGLESv2/renderer/Image.h
C++
bsd
7,708
#include "precompiled.h" // // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // RenderStateCache.cpp: Defines rx::RenderStateCache, a cache of Direct3D render // state objects. #include "libGLESv2/renderer/RenderStateCache.h" #include "libGLESv2/renderer/renderer11_utils.h" #include "common/debug.h" #include "third_party/murmurhash/MurmurHash3.h" namespace rx { // MSDN's documentation of ID3D11Device::CreateBlendState, ID3D11Device::CreateRasterizerState, // ID3D11Device::CreateDepthStencilState and ID3D11Device::CreateSamplerState claims the maximum // number of unique states of each type an application can create is 4096 const unsigned int RenderStateCache::kMaxBlendStates = 4096; const unsigned int RenderStateCache::kMaxRasterizerStates = 4096; const unsigned int RenderStateCache::kMaxDepthStencilStates = 4096; const unsigned int RenderStateCache::kMaxSamplerStates = 4096; RenderStateCache::RenderStateCache() : mDevice(NULL), mCounter(0), mBlendStateCache(kMaxBlendStates, hashBlendState, compareBlendStates), mRasterizerStateCache(kMaxRasterizerStates, hashRasterizerState, compareRasterizerStates), mDepthStencilStateCache(kMaxDepthStencilStates, hashDepthStencilState, compareDepthStencilStates), mSamplerStateCache(kMaxSamplerStates, hashSamplerState, compareSamplerStates) { } RenderStateCache::~RenderStateCache() { clear(); } void RenderStateCache::initialize(ID3D11Device *device) { clear(); mDevice = device; } void RenderStateCache::clear() { for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++) { i->second.first->Release(); } mBlendStateCache.clear(); for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++) { i->second.first->Release(); } mRasterizerStateCache.clear(); for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++) { i->second.first->Release(); } mDepthStencilStateCache.clear(); for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++) { i->second.first->Release(); } mSamplerStateCache.clear(); } std::size_t RenderStateCache::hashBlendState(const gl::BlendState &blendState) { static const unsigned int seed = 0xABCDEF98; std::size_t hash = 0; MurmurHash3_x86_32(&blendState, sizeof(gl::BlendState), seed, &hash); return hash; } bool RenderStateCache::compareBlendStates(const gl::BlendState &a, const gl::BlendState &b) { return memcmp(&a, &b, sizeof(gl::BlendState)) == 0; } ID3D11BlendState *RenderStateCache::getBlendState(const gl::BlendState &blendState) { if (!mDevice) { ERR("RenderStateCache is not initialized."); return NULL; } BlendStateMap::iterator i = mBlendStateCache.find(blendState); if (i != mBlendStateCache.end()) { BlendStateCounterPair &state = i->second; state.second = mCounter++; return state.first; } else { if (mBlendStateCache.size() >= kMaxBlendStates) { TRACE("Overflowed the limit of %u blend states, removing the least recently used " "to make room.", kMaxBlendStates); BlendStateMap::iterator leastRecentlyUsed = mBlendStateCache.begin(); for (BlendStateMap::iterator i = mBlendStateCache.begin(); i != mBlendStateCache.end(); i++) { if (i->second.second < leastRecentlyUsed->second.second) { leastRecentlyUsed = i; } } leastRecentlyUsed->second.first->Release(); mBlendStateCache.erase(leastRecentlyUsed); } // Create a new blend state and insert it into the cache D3D11_BLEND_DESC blendDesc = { 0 }; blendDesc.AlphaToCoverageEnable = blendState.sampleAlphaToCoverage; blendDesc.IndependentBlendEnable = FALSE; for (unsigned int i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; i++) { D3D11_RENDER_TARGET_BLEND_DESC &rtBlend = blendDesc.RenderTarget[i]; rtBlend.BlendEnable = blendState.blend; if (blendState.blend) { rtBlend.SrcBlend = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendRGB, false); rtBlend.DestBlend = gl_d3d11::ConvertBlendFunc(blendState.destBlendRGB, false); rtBlend.BlendOp = gl_d3d11::ConvertBlendOp(blendState.blendEquationRGB); rtBlend.SrcBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.sourceBlendAlpha, true); rtBlend.DestBlendAlpha = gl_d3d11::ConvertBlendFunc(blendState.destBlendAlpha, true); rtBlend.BlendOpAlpha = gl_d3d11::ConvertBlendOp(blendState.blendEquationAlpha); } rtBlend.RenderTargetWriteMask = gl_d3d11::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen, blendState.colorMaskBlue, blendState.colorMaskAlpha); } ID3D11BlendState *dx11BlendState = NULL; HRESULT result = mDevice->CreateBlendState(&blendDesc, &dx11BlendState); if (FAILED(result) || !dx11BlendState) { ERR("Unable to create a ID3D11BlendState, HRESULT: 0x%X.", result); return NULL; } mBlendStateCache.insert(std::make_pair(blendState, std::make_pair(dx11BlendState, mCounter++))); return dx11BlendState; } } std::size_t RenderStateCache::hashRasterizerState(const RasterizerStateKey &rasterState) { static const unsigned int seed = 0xABCDEF98; std::size_t hash = 0; MurmurHash3_x86_32(&rasterState, sizeof(RasterizerStateKey), seed, &hash); return hash; } bool RenderStateCache::compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b) { return memcmp(&a, &b, sizeof(RasterizerStateKey)) == 0; } ID3D11RasterizerState *RenderStateCache::getRasterizerState(const gl::RasterizerState &rasterState, bool scissorEnabled, unsigned int depthSize) { if (!mDevice) { ERR("RenderStateCache is not initialized."); return NULL; } RasterizerStateKey key; key.rasterizerState = rasterState; key.scissorEnabled = scissorEnabled; key.depthSize = depthSize; RasterizerStateMap::iterator i = mRasterizerStateCache.find(key); if (i != mRasterizerStateCache.end()) { RasterizerStateCounterPair &state = i->second; state.second = mCounter++; return state.first; } else { if (mRasterizerStateCache.size() >= kMaxRasterizerStates) { TRACE("Overflowed the limit of %u rasterizer states, removing the least recently used " "to make room.", kMaxRasterizerStates); RasterizerStateMap::iterator leastRecentlyUsed = mRasterizerStateCache.begin(); for (RasterizerStateMap::iterator i = mRasterizerStateCache.begin(); i != mRasterizerStateCache.end(); i++) { if (i->second.second < leastRecentlyUsed->second.second) { leastRecentlyUsed = i; } } leastRecentlyUsed->second.first->Release(); mRasterizerStateCache.erase(leastRecentlyUsed); } D3D11_CULL_MODE cullMode = gl_d3d11::ConvertCullMode(rasterState.cullFace, rasterState.cullMode); // Disable culling if drawing points if (rasterState.pointDrawMode) { cullMode = D3D11_CULL_NONE; } D3D11_RASTERIZER_DESC rasterDesc; rasterDesc.FillMode = D3D11_FILL_SOLID; rasterDesc.CullMode = cullMode; rasterDesc.FrontCounterClockwise = (rasterState.frontFace == GL_CCW) ? FALSE: TRUE; rasterDesc.DepthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(depthSize)); rasterDesc.DepthBiasClamp = 0.0f; // MSDN documentation of DepthBiasClamp implies a value of zero will preform no clamping, must be tested though. rasterDesc.SlopeScaledDepthBias = rasterState.polygonOffsetFactor; rasterDesc.DepthClipEnable = TRUE; rasterDesc.ScissorEnable = scissorEnabled ? TRUE : FALSE; rasterDesc.MultisampleEnable = rasterState.multiSample; rasterDesc.AntialiasedLineEnable = FALSE; ID3D11RasterizerState *dx11RasterizerState = NULL; HRESULT result = mDevice->CreateRasterizerState(&rasterDesc, &dx11RasterizerState); if (FAILED(result) || !dx11RasterizerState) { ERR("Unable to create a ID3D11RasterizerState, HRESULT: 0x%X.", result); return NULL; } mRasterizerStateCache.insert(std::make_pair(key, std::make_pair(dx11RasterizerState, mCounter++))); return dx11RasterizerState; } } std::size_t RenderStateCache::hashDepthStencilState(const gl::DepthStencilState &dsState) { static const unsigned int seed = 0xABCDEF98; std::size_t hash = 0; MurmurHash3_x86_32(&dsState, sizeof(gl::DepthStencilState), seed, &hash); return hash; } bool RenderStateCache::compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b) { return memcmp(&a, &b, sizeof(gl::DepthStencilState)) == 0; } ID3D11DepthStencilState *RenderStateCache::getDepthStencilState(const gl::DepthStencilState &dsState) { if (!mDevice) { ERR("RenderStateCache is not initialized."); return NULL; } DepthStencilStateMap::iterator i = mDepthStencilStateCache.find(dsState); if (i != mDepthStencilStateCache.end()) { DepthStencilStateCounterPair &state = i->second; state.second = mCounter++; return state.first; } else { if (mDepthStencilStateCache.size() >= kMaxDepthStencilStates) { TRACE("Overflowed the limit of %u depth stencil states, removing the least recently used " "to make room.", kMaxDepthStencilStates); DepthStencilStateMap::iterator leastRecentlyUsed = mDepthStencilStateCache.begin(); for (DepthStencilStateMap::iterator i = mDepthStencilStateCache.begin(); i != mDepthStencilStateCache.end(); i++) { if (i->second.second < leastRecentlyUsed->second.second) { leastRecentlyUsed = i; } } leastRecentlyUsed->second.first->Release(); mDepthStencilStateCache.erase(leastRecentlyUsed); } D3D11_DEPTH_STENCIL_DESC dsDesc = { 0 }; dsDesc.DepthEnable = dsState.depthTest ? TRUE : FALSE; dsDesc.DepthWriteMask = gl_d3d11::ConvertDepthMask(dsState.depthMask); dsDesc.DepthFunc = gl_d3d11::ConvertComparison(dsState.depthFunc); dsDesc.StencilEnable = dsState.stencilTest ? TRUE : FALSE; dsDesc.StencilReadMask = gl_d3d11::ConvertStencilMask(dsState.stencilMask); dsDesc.StencilWriteMask = gl_d3d11::ConvertStencilMask(dsState.stencilWritemask); dsDesc.FrontFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilFail); dsDesc.FrontFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthFail); dsDesc.FrontFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilPassDepthPass); dsDesc.FrontFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilFunc); dsDesc.BackFace.StencilFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackFail); dsDesc.BackFace.StencilDepthFailOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthFail); dsDesc.BackFace.StencilPassOp = gl_d3d11::ConvertStencilOp(dsState.stencilBackPassDepthPass); dsDesc.BackFace.StencilFunc = gl_d3d11::ConvertComparison(dsState.stencilBackFunc); ID3D11DepthStencilState *dx11DepthStencilState = NULL; HRESULT result = mDevice->CreateDepthStencilState(&dsDesc, &dx11DepthStencilState); if (FAILED(result) || !dx11DepthStencilState) { ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result); return NULL; } mDepthStencilStateCache.insert(std::make_pair(dsState, std::make_pair(dx11DepthStencilState, mCounter++))); return dx11DepthStencilState; } } std::size_t RenderStateCache::hashSamplerState(const gl::SamplerState &samplerState) { static const unsigned int seed = 0xABCDEF98; std::size_t hash = 0; MurmurHash3_x86_32(&samplerState, sizeof(gl::SamplerState), seed, &hash); return hash; } bool RenderStateCache::compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b) { return memcmp(&a, &b, sizeof(gl::SamplerState)) == 0; } ID3D11SamplerState *RenderStateCache::getSamplerState(const gl::SamplerState &samplerState) { if (!mDevice) { ERR("RenderStateCache is not initialized."); return NULL; } SamplerStateMap::iterator i = mSamplerStateCache.find(samplerState); if (i != mSamplerStateCache.end()) { SamplerStateCounterPair &state = i->second; state.second = mCounter++; return state.first; } else { if (mSamplerStateCache.size() >= kMaxSamplerStates) { TRACE("Overflowed the limit of %u sampler states, removing the least recently used " "to make room.", kMaxSamplerStates); SamplerStateMap::iterator leastRecentlyUsed = mSamplerStateCache.begin(); for (SamplerStateMap::iterator i = mSamplerStateCache.begin(); i != mSamplerStateCache.end(); i++) { if (i->second.second < leastRecentlyUsed->second.second) { leastRecentlyUsed = i; } } leastRecentlyUsed->second.first->Release(); mSamplerStateCache.erase(leastRecentlyUsed); } D3D11_SAMPLER_DESC samplerDesc; samplerDesc.Filter = gl_d3d11::ConvertFilter(samplerState.minFilter, samplerState.magFilter, samplerState.maxAnisotropy); samplerDesc.AddressU = gl_d3d11::ConvertTextureWrap(samplerState.wrapS); samplerDesc.AddressV = gl_d3d11::ConvertTextureWrap(samplerState.wrapT); samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.MipLODBias = static_cast<float>(samplerState.lodOffset); samplerDesc.MaxAnisotropy = samplerState.maxAnisotropy; samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; samplerDesc.BorderColor[0] = 0.0f; samplerDesc.BorderColor[1] = 0.0f; samplerDesc.BorderColor[2] = 0.0f; samplerDesc.BorderColor[3] = 0.0f; samplerDesc.MinLOD = gl_d3d11::ConvertMinLOD(samplerState.minFilter, samplerState.lodOffset); samplerDesc.MaxLOD = gl_d3d11::ConvertMaxLOD(samplerState.minFilter, samplerState.lodOffset); ID3D11SamplerState *dx11SamplerState = NULL; HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState); if (FAILED(result) || !dx11SamplerState) { ERR("Unable to create a ID3D11DepthStencilState, HRESULT: 0x%X.", result); return NULL; } mSamplerStateCache.insert(std::make_pair(samplerState, std::make_pair(dx11SamplerState, mCounter++))); return dx11SamplerState; } } }
010smithzhang-ddd
src/libGLESv2/renderer/RenderStateCache.cpp
C++
bsd
15,996
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // VertexBuffer11.h: Defines the D3D11 VertexBuffer implementation. #ifndef LIBGLESV2_RENDERER_VERTEXBUFFER11_H_ #define LIBGLESV2_RENDERER_VERTEXBUFFER11_H_ #include "libGLESv2/renderer/VertexBuffer.h" namespace rx { class Renderer11; class VertexBuffer11 : public VertexBuffer { public: explicit VertexBuffer11(rx::Renderer11 *const renderer); virtual ~VertexBuffer11(); virtual bool initialize(unsigned int size, bool dynamicUsage); static VertexBuffer11 *makeVertexBuffer11(VertexBuffer *vetexBuffer); virtual bool storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count, GLsizei instances, unsigned int offset); virtual bool storeRawData(const void* data, unsigned int size, unsigned int offset); virtual unsigned int getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances) const; virtual bool requiresConversion(const gl::VertexAttribute &attrib) const; virtual unsigned int getBufferSize() const; virtual bool setBufferSize(unsigned int size); virtual bool discard(); unsigned int getVertexSize(const gl::VertexAttribute &attrib) const; DXGI_FORMAT getDXGIFormat(const gl::VertexAttribute &attrib) const; ID3D11Buffer *getBuffer() const; private: DISALLOW_COPY_AND_ASSIGN(VertexBuffer11); rx::Renderer11 *const mRenderer; ID3D11Buffer *mBuffer; unsigned int mBufferSize; bool mDynamicUsage; typedef void (*VertexConversionFunction)(const void *, unsigned int, unsigned int, void *); struct VertexConverter { VertexConversionFunction conversionFunc; bool identity; DXGI_FORMAT dxgiFormat; unsigned int outputElementSize; }; enum { NUM_GL_VERTEX_ATTRIB_TYPES = 6 }; // This table is used to generate mAttributeTypes. static const VertexConverter mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4]; // [GL types as enumerated by typeIndex()][normalized][size - 1] static const VertexConverter &getVertexConversion(const gl::VertexAttribute &attribute); }; } #endif // LIBGLESV2_RENDERER_VERTEXBUFFER11_H_
010smithzhang-ddd
src/libGLESv2/renderer/VertexBuffer11.h
C++
bsd
2,350
#include "precompiled.h" // // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // VertexDataManager.h: Defines the VertexDataManager, a class that // runs the Buffer translation process. #include "libGLESv2/renderer/VertexDataManager.h" #include "libGLESv2/renderer/BufferStorage.h" #include "libGLESv2/Buffer.h" #include "libGLESv2/ProgramBinary.h" #include "libGLESv2/Context.h" #include "libGLESv2/renderer/VertexBuffer.h" namespace { enum { INITIAL_STREAM_BUFFER_SIZE = 1024*1024 }; // This has to be at least 4k or else it fails on ATI cards. enum { CONSTANT_VERTEX_BUFFER_SIZE = 4096 }; } namespace rx { static int elementsInBuffer(const gl::VertexAttribute &attribute, int size) { int stride = attribute.stride(); return (size - attribute.mOffset % stride + (stride - attribute.typeSize())) / stride; } VertexDataManager::VertexDataManager(Renderer *renderer) : mRenderer(renderer) { for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { mCurrentValue[i][0] = std::numeric_limits<float>::quiet_NaN(); mCurrentValue[i][1] = std::numeric_limits<float>::quiet_NaN(); mCurrentValue[i][2] = std::numeric_limits<float>::quiet_NaN(); mCurrentValue[i][3] = std::numeric_limits<float>::quiet_NaN(); mCurrentValueBuffer[i] = NULL; mCurrentValueOffsets[i] = 0; } mStreamingBuffer = new StreamingVertexBufferInterface(renderer, INITIAL_STREAM_BUFFER_SIZE); if (!mStreamingBuffer) { ERR("Failed to allocate the streaming vertex buffer."); } } VertexDataManager::~VertexDataManager() { delete mStreamingBuffer; for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { delete mCurrentValueBuffer[i]; } } static bool directStoragePossible(VertexBufferInterface* vb, const gl::VertexAttribute& attrib) { gl::Buffer *buffer = attrib.mBoundBuffer.get(); BufferStorage *storage = buffer ? buffer->getStorage() : NULL; const bool isAligned = (attrib.stride() % 4 == 0) && (attrib.mOffset % 4 == 0); return storage && storage->supportsDirectBinding() && !vb->getVertexBuffer()->requiresConversion(attrib) && isAligned; } GLenum VertexDataManager::prepareVertexData(const gl::VertexAttribute attribs[], gl::ProgramBinary *programBinary, GLint start, GLsizei count, TranslatedAttribute *translated, GLsizei instances) { if (!mStreamingBuffer) { return GL_OUT_OF_MEMORY; } for (int attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++) { translated[attributeIndex].active = (programBinary->getSemanticIndex(attributeIndex) != -1); } // Invalidate static buffers that don't contain matching attributes for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { if (translated[i].active && attribs[i].mArrayEnabled) { gl::Buffer *buffer = attribs[i].mBoundBuffer.get(); StaticVertexBufferInterface *staticBuffer = buffer ? buffer->getStaticVertexBuffer() : NULL; if (staticBuffer && staticBuffer->getBufferSize() > 0 && staticBuffer->lookupAttribute(attribs[i]) == -1 && !directStoragePossible(staticBuffer, attribs[i])) { buffer->invalidateStaticData(); } } } // Reserve the required space in the buffers for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { if (translated[i].active && attribs[i].mArrayEnabled) { gl::Buffer *buffer = attribs[i].mBoundBuffer.get(); StaticVertexBufferInterface *staticBuffer = buffer ? buffer->getStaticVertexBuffer() : NULL; VertexBufferInterface *vertexBuffer = staticBuffer ? staticBuffer : static_cast<VertexBufferInterface*>(mStreamingBuffer); if (!directStoragePossible(vertexBuffer, attribs[i])) { if (staticBuffer) { if (staticBuffer->getBufferSize() == 0) { int totalCount = elementsInBuffer(attribs[i], buffer->size()); staticBuffer->reserveVertexSpace(attribs[i], totalCount, 0); } } else { mStreamingBuffer->reserveVertexSpace(attribs[i], count, instances); } } } } // Perform the vertex data translations for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { if (translated[i].active) { if (attribs[i].mArrayEnabled) { gl::Buffer *buffer = attribs[i].mBoundBuffer.get(); if (!buffer && attribs[i].mPointer == NULL) { // This is an application error that would normally result in a crash, but we catch it and return an error ERR("An enabled vertex array has no buffer and no pointer."); return GL_INVALID_OPERATION; } StaticVertexBufferInterface *staticBuffer = buffer ? buffer->getStaticVertexBuffer() : NULL; VertexBufferInterface *vertexBuffer = staticBuffer ? staticBuffer : static_cast<VertexBufferInterface*>(mStreamingBuffer); BufferStorage *storage = buffer ? buffer->getStorage() : NULL; bool directStorage = directStoragePossible(vertexBuffer, attribs[i]); std::size_t streamOffset = -1; unsigned int outputElementSize = 0; if (directStorage) { outputElementSize = attribs[i].stride(); streamOffset = attribs[i].mOffset + outputElementSize * start; storage->markBufferUsage(); } else if (staticBuffer) { streamOffset = staticBuffer->lookupAttribute(attribs[i]); outputElementSize = staticBuffer->getVertexBuffer()->getSpaceRequired(attribs[i], 1, 0); if (streamOffset == -1) { // Convert the entire buffer int totalCount = elementsInBuffer(attribs[i], storage->getSize()); int startIndex = attribs[i].mOffset / attribs[i].stride(); streamOffset = staticBuffer->storeVertexAttributes(attribs[i], -startIndex, totalCount, 0); } if (streamOffset != -1) { streamOffset += (attribs[i].mOffset / attribs[i].stride()) * outputElementSize; if (instances == 0 || attribs[i].mDivisor == 0) { streamOffset += start * outputElementSize; } } } else { outputElementSize = mStreamingBuffer->getVertexBuffer()->getSpaceRequired(attribs[i], 1, 0); streamOffset = mStreamingBuffer->storeVertexAttributes(attribs[i], start, count, instances); } if (streamOffset == -1) { return GL_OUT_OF_MEMORY; } translated[i].storage = directStorage ? storage : NULL; translated[i].vertexBuffer = vertexBuffer->getVertexBuffer(); translated[i].serial = directStorage ? storage->getSerial() : vertexBuffer->getSerial(); translated[i].divisor = attribs[i].mDivisor; translated[i].attribute = &attribs[i]; translated[i].stride = outputElementSize; translated[i].offset = streamOffset; } else { if (!mCurrentValueBuffer[i]) { mCurrentValueBuffer[i] = new StreamingVertexBufferInterface(mRenderer, CONSTANT_VERTEX_BUFFER_SIZE); } StreamingVertexBufferInterface *buffer = mCurrentValueBuffer[i]; if (mCurrentValue[i][0] != attribs[i].mCurrentValue[0] || mCurrentValue[i][1] != attribs[i].mCurrentValue[1] || mCurrentValue[i][2] != attribs[i].mCurrentValue[2] || mCurrentValue[i][3] != attribs[i].mCurrentValue[3]) { unsigned int requiredSpace = sizeof(float) * 4; buffer->reserveRawDataSpace(requiredSpace); int streamOffset = buffer->storeRawData(attribs[i].mCurrentValue, requiredSpace); if (streamOffset == -1) { return GL_OUT_OF_MEMORY; } mCurrentValueOffsets[i] = streamOffset; } translated[i].storage = NULL; translated[i].vertexBuffer = mCurrentValueBuffer[i]->getVertexBuffer(); translated[i].serial = mCurrentValueBuffer[i]->getSerial(); translated[i].divisor = 0; translated[i].attribute = &attribs[i]; translated[i].stride = 0; translated[i].offset = mCurrentValueOffsets[i]; } } } for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { if (translated[i].active && attribs[i].mArrayEnabled) { gl::Buffer *buffer = attribs[i].mBoundBuffer.get(); if (buffer) { buffer->promoteStaticUsage(count * attribs[i].typeSize()); } } } return GL_NO_ERROR; } }
010smithzhang-ddd
src/libGLESv2/renderer/VertexDataManager.cpp
C++
bsd
9,788
#include "precompiled.h" // // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Fence11.cpp: Defines the rx::Fence11 class which implements rx::FenceImpl. #include "libGLESv2/renderer/Fence11.h" #include "libGLESv2/main.h" #include "libGLESv2/renderer/Renderer11.h" namespace rx { Fence11::Fence11(rx::Renderer11 *renderer) { mRenderer = renderer; mQuery = NULL; } Fence11::~Fence11() { if (mQuery) { mQuery->Release(); mQuery = NULL; } } GLboolean Fence11::isFence() { // GL_NV_fence spec: // A name returned by GenFencesNV, but not yet set via SetFenceNV, is not the name of an existing fence. return mQuery != NULL; } void Fence11::setFence(GLenum condition) { if (!mQuery) { D3D11_QUERY_DESC queryDesc; queryDesc.Query = D3D11_QUERY_EVENT; queryDesc.MiscFlags = 0; if (FAILED(mRenderer->getDevice()->CreateQuery(&queryDesc, &mQuery))) { return gl::error(GL_OUT_OF_MEMORY); } } mRenderer->getDeviceContext()->End(mQuery); setCondition(condition); setStatus(GL_FALSE); } GLboolean Fence11::testFence() { if (mQuery == NULL) { return gl::error(GL_INVALID_OPERATION, GL_TRUE); } HRESULT result = mRenderer->getDeviceContext()->GetData(mQuery, NULL, 0, 0); if (mRenderer->isDeviceLost()) { return gl::error(GL_OUT_OF_MEMORY, GL_TRUE); } ASSERT(result == S_OK || result == S_FALSE); setStatus(result == S_OK); return getStatus(); } void Fence11::finishFence() { if (mQuery == NULL) { return gl::error(GL_INVALID_OPERATION); } while (!testFence()) { Sleep(0); } } void Fence11::getFenceiv(GLenum pname, GLint *params) { if (mQuery == NULL) { return gl::error(GL_INVALID_OPERATION); } switch (pname) { case GL_FENCE_STATUS_NV: { // GL_NV_fence spec: // Once the status of a fence has been finished (via FinishFenceNV) or tested and the returned status is TRUE (via either TestFenceNV // or GetFenceivNV querying the FENCE_STATUS_NV), the status remains TRUE until the next SetFenceNV of the fence. if (getStatus()) { params[0] = GL_TRUE; return; } HRESULT result = mRenderer->getDeviceContext()->GetData(mQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH); if (mRenderer->isDeviceLost()) { params[0] = GL_TRUE; return gl::error(GL_OUT_OF_MEMORY); } ASSERT(result == S_OK || result == S_FALSE); setStatus(result == S_OK); params[0] = getStatus(); break; } case GL_FENCE_CONDITION_NV: params[0] = getCondition(); break; default: return gl::error(GL_INVALID_ENUM); break; } } }
010smithzhang-ddd
src/libGLESv2/renderer/Fence11.cpp
C++
bsd
3,076
// // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // IndexDataManager.h: Defines the IndexDataManager, a class that // runs the Buffer translation process for index buffers. #ifndef LIBGLESV2_INDEXDATAMANAGER_H_ #define LIBGLESV2_INDEXDATAMANAGER_H_ #include "common/angleutils.h" namespace { enum { INITIAL_INDEX_BUFFER_SIZE = 4096 * sizeof(GLuint) }; } namespace gl { class Buffer; } namespace rx { class StaticIndexBufferInterface; class StreamingIndexBufferInterface; class IndexBuffer; class BufferStorage; class Renderer; struct TranslatedIndexData { unsigned int minIndex; unsigned int maxIndex; unsigned int startIndex; unsigned int startOffset; // In bytes IndexBuffer *indexBuffer; BufferStorage *storage; unsigned int serial; }; class IndexDataManager { public: explicit IndexDataManager(Renderer *renderer); virtual ~IndexDataManager(); GLenum prepareIndexData(GLenum type, GLsizei count, gl::Buffer *arrayElementBuffer, const GLvoid *indices, TranslatedIndexData *translated); StaticIndexBufferInterface *getCountingIndices(GLsizei count); private: DISALLOW_COPY_AND_ASSIGN(IndexDataManager); Renderer *const mRenderer; StreamingIndexBufferInterface *mStreamingBufferShort; StreamingIndexBufferInterface *mStreamingBufferInt; StaticIndexBufferInterface *mCountingBuffer; }; } #endif // LIBGLESV2_INDEXDATAMANAGER_H_
010smithzhang-ddd
src/libGLESv2/renderer/IndexDataManager.h
C++
bsd
1,555
// // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // BufferStorage.h Defines the abstract BufferStorage class. #ifndef LIBGLESV2_RENDERER_BUFFERSTORAGE_H_ #define LIBGLESV2_RENDERER_BUFFERSTORAGE_H_ #include "common/angleutils.h" namespace rx { class BufferStorage { public: BufferStorage(); virtual ~BufferStorage(); // The data returned is only guaranteed valid until next non-const method. virtual void *getData() = 0; virtual void setData(const void* data, unsigned int size, unsigned int offset) = 0; virtual void clear() = 0; virtual unsigned int getSize() const = 0; virtual bool supportsDirectBinding() const = 0; virtual void markBufferUsage(); unsigned int getSerial() const; protected: void updateSerial(); private: DISALLOW_COPY_AND_ASSIGN(BufferStorage); unsigned int mSerial; static unsigned int mNextSerial; }; } #endif // LIBGLESV2_RENDERER_BUFFERSTORAGE_H_
010smithzhang-ddd
src/libGLESv2/renderer/BufferStorage.h
C++
bsd
1,077
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // IndexBuffer11.h: Defines the D3D11 IndexBuffer implementation. #ifndef LIBGLESV2_RENDERER_INDEXBUFFER11_H_ #define LIBGLESV2_RENDERER_INDEXBUFFER11_H_ #include "libGLESv2/renderer/IndexBuffer.h" namespace rx { class Renderer11; class IndexBuffer11 : public IndexBuffer { public: explicit IndexBuffer11(Renderer11 *const renderer); virtual ~IndexBuffer11(); virtual bool initialize(unsigned int bufferSize, GLenum indexType, bool dynamic); static IndexBuffer11 *makeIndexBuffer11(IndexBuffer *indexBuffer); virtual bool mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory); virtual bool unmapBuffer(); virtual GLenum getIndexType() const; virtual unsigned int getBufferSize() const; virtual bool setSize(unsigned int bufferSize, GLenum indexType); virtual bool discard(); DXGI_FORMAT getIndexFormat() const; ID3D11Buffer *getBuffer() const; private: DISALLOW_COPY_AND_ASSIGN(IndexBuffer11); rx::Renderer11 *const mRenderer; ID3D11Buffer *mBuffer; unsigned int mBufferSize; GLenum mIndexType; bool mDynamicUsage; }; } #endif // LIBGLESV2_RENDERER_INDEXBUFFER11_H_
010smithzhang-ddd
src/libGLESv2/renderer/IndexBuffer11.h
C++
bsd
1,357
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // RenderTarget11.h: Defines a DX11-specific wrapper for ID3D11View pointers // retained by Renderbuffers. #ifndef LIBGLESV2_RENDERER_RENDERTARGET11_H_ #define LIBGLESV2_RENDERER_RENDERTARGET11_H_ #include "libGLESv2/renderer/RenderTarget.h" namespace rx { class Renderer; class Renderer11; class RenderTarget11 : public RenderTarget { public: RenderTarget11(Renderer *renderer, ID3D11RenderTargetView *rtv, ID3D11Texture2D *tex, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height); RenderTarget11(Renderer *renderer, ID3D11DepthStencilView *dsv, ID3D11Texture2D *tex, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height); RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height, GLenum format, GLsizei samples, bool depth); virtual ~RenderTarget11(); static RenderTarget11 *makeRenderTarget11(RenderTarget *renderTarget); // Adds reference, caller must call Release ID3D11Texture2D *getTexture() const; // Adds reference, caller must call Release ID3D11RenderTargetView *getRenderTargetView() const; // Adds reference, caller must call Release ID3D11DepthStencilView *getDepthStencilView() const; // Adds reference, caller must call Release ID3D11ShaderResourceView *getShaderResourceView() const; unsigned int getSubresourceIndex() const; private: DISALLOW_COPY_AND_ASSIGN(RenderTarget11); unsigned int mSubresourceIndex; ID3D11Texture2D *mTexture; ID3D11RenderTargetView *mRenderTarget; ID3D11DepthStencilView *mDepthStencil; ID3D11ShaderResourceView *mShaderResource; Renderer11 *mRenderer; }; } #endif LIBGLESV2_RENDERER_RENDERTARGET11_H_
010smithzhang-ddd
src/libGLESv2/renderer/RenderTarget11.h
C++
bsd
1,855
// // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Fence11.h: Defines the rx::Fence11 class which implements rx::FenceImpl. #ifndef LIBGLESV2_RENDERER_Fence11_H_ #define LIBGLESV2_RENDERER_Fence11_H_ #include "libGLESv2/renderer/FenceImpl.h" namespace rx { class Renderer11; class Fence11 : public FenceImpl { public: explicit Fence11(rx::Renderer11 *renderer); virtual ~Fence11(); GLboolean isFence(); void setFence(GLenum condition); GLboolean testFence(); void finishFence(); void getFenceiv(GLenum pname, GLint *params); private: DISALLOW_COPY_AND_ASSIGN(Fence11); rx::Renderer11 *mRenderer; ID3D11Query *mQuery; }; } #endif // LIBGLESV2_RENDERER_FENCE11_H_
010smithzhang-ddd
src/libGLESv2/renderer/Fence11.h
C++
bsd
848
#include "precompiled.h" // // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Query11.cpp: Defines the rx::Query11 class which implements rx::QueryImpl. #include "libGLESv2/renderer/Query11.h" #include "libGLESv2/renderer/Renderer11.h" #include "libGLESv2/main.h" namespace rx { Query11::Query11(rx::Renderer11 *renderer, GLenum type) : QueryImpl(type) { mRenderer = renderer; mQuery = NULL; } Query11::~Query11() { if (mQuery) { mQuery->Release(); mQuery = NULL; } } void Query11::begin() { if (mQuery == NULL) { D3D11_QUERY_DESC queryDesc; queryDesc.Query = D3D11_QUERY_OCCLUSION; queryDesc.MiscFlags = 0; if (FAILED(mRenderer->getDevice()->CreateQuery(&queryDesc, &mQuery))) { return gl::error(GL_OUT_OF_MEMORY); } } mRenderer->getDeviceContext()->Begin(mQuery); } void Query11::end() { if (mQuery == NULL) { return gl::error(GL_INVALID_OPERATION); } mRenderer->getDeviceContext()->End(mQuery); mStatus = GL_FALSE; mResult = GL_FALSE; } GLuint Query11::getResult() { if (mQuery != NULL) { while (!testQuery()) { Sleep(0); // explicitly check for device loss, some drivers seem to return S_FALSE // if the device is lost if (mRenderer->testDeviceLost(true)) { return gl::error(GL_OUT_OF_MEMORY, 0); } } } return mResult; } GLboolean Query11::isResultAvailable() { if (mQuery != NULL) { testQuery(); } return mStatus; } GLboolean Query11::testQuery() { if (mQuery != NULL && mStatus != GL_TRUE) { UINT64 numPixels = 0; HRESULT result = mRenderer->getDeviceContext()->GetData(mQuery, &numPixels, sizeof(UINT64), 0); if (result == S_OK) { mStatus = GL_TRUE; switch (getType()) { case GL_ANY_SAMPLES_PASSED_EXT: case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: mResult = (numPixels > 0) ? GL_TRUE : GL_FALSE; break; default: UNREACHABLE(); } } else if (mRenderer->testDeviceLost(true)) { return gl::error(GL_OUT_OF_MEMORY, GL_TRUE); } return mStatus; } return GL_TRUE; // prevent blocking when query is null } }
010smithzhang-ddd
src/libGLESv2/renderer/Query11.cpp
C++
bsd
2,590
// // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // ShaderExecutable9.h: Defines a D3D9-specific class to contain shader // executable implementation details. #ifndef LIBGLESV2_RENDERER_SHADEREXECUTABLE9_H_ #define LIBGLESV2_RENDERER_SHADEREXECUTABLE9_H_ #include "libGLESv2/renderer/ShaderExecutable.h" namespace rx { class ShaderExecutable9 : public ShaderExecutable { public: ShaderExecutable9(const void *function, size_t length, IDirect3DPixelShader9 *executable); ShaderExecutable9(const void *function, size_t length, IDirect3DVertexShader9 *executable); virtual ~ShaderExecutable9(); static ShaderExecutable9 *makeShaderExecutable9(ShaderExecutable *executable); IDirect3DPixelShader9 *getPixelShader() const; IDirect3DVertexShader9 *getVertexShader() const; private: DISALLOW_COPY_AND_ASSIGN(ShaderExecutable9); IDirect3DPixelShader9 *mPixelExecutable; IDirect3DVertexShader9 *mVertexExecutable; }; } #endif // LIBGLESV2_RENDERER_SHADEREXECUTABLE9_H_
010smithzhang-ddd
src/libGLESv2/renderer/ShaderExecutable9.h
C++
bsd
1,146
#include "precompiled.h" // // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // VertexDeclarationCache.cpp: Implements a helper class to construct and cache vertex declarations. #include "libGLESv2/ProgramBinary.h" #include "libGLESv2/Context.h" #include "libGLESv2/renderer/VertexBuffer9.h" #include "libGLESv2/renderer/VertexDeclarationCache.h" namespace rx { VertexDeclarationCache::VertexDeclarationCache() : mMaxLru(0) { for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++) { mVertexDeclCache[i].vertexDeclaration = NULL; mVertexDeclCache[i].lruCount = 0; } for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { mAppliedVBs[i].serial = 0; } mLastSetVDecl = NULL; mInstancingEnabled = true; } VertexDeclarationCache::~VertexDeclarationCache() { for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++) { if (mVertexDeclCache[i].vertexDeclaration) { mVertexDeclCache[i].vertexDeclaration->Release(); } } } GLenum VertexDeclarationCache::applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], gl::ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw) { *repeatDraw = 1; int indexedAttribute = gl::MAX_VERTEX_ATTRIBS; int instancedAttribute = gl::MAX_VERTEX_ATTRIBS; if (instances > 0) { // Find an indexed attribute to be mapped to D3D stream 0 for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { if (attributes[i].active) { if (indexedAttribute == gl::MAX_VERTEX_ATTRIBS && attributes[i].divisor == 0) { indexedAttribute = i; } else if (instancedAttribute == gl::MAX_VERTEX_ATTRIBS && attributes[i].divisor != 0) { instancedAttribute = i; } if (indexedAttribute != gl::MAX_VERTEX_ATTRIBS && instancedAttribute != gl::MAX_VERTEX_ATTRIBS) break; // Found both an indexed and instanced attribute } } if (indexedAttribute == gl::MAX_VERTEX_ATTRIBS) { return GL_INVALID_OPERATION; } } D3DVERTEXELEMENT9 elements[gl::MAX_VERTEX_ATTRIBS + 1]; D3DVERTEXELEMENT9 *element = &elements[0]; for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { if (attributes[i].active) { // Directly binding the storage buffer is not supported for d3d9 ASSERT(attributes[i].storage == NULL); int stream = i; if (instances > 0) { // Due to a bug on ATI cards we can't enable instancing when none of the attributes are instanced. if (instancedAttribute == gl::MAX_VERTEX_ATTRIBS) { *repeatDraw = instances; } else { if (i == indexedAttribute) { stream = 0; } else if (i == 0) { stream = indexedAttribute; } UINT frequency = 1; if (attributes[i].divisor == 0) { frequency = D3DSTREAMSOURCE_INDEXEDDATA | instances; } else { frequency = D3DSTREAMSOURCE_INSTANCEDATA | attributes[i].divisor; } device->SetStreamSourceFreq(stream, frequency); mInstancingEnabled = true; } } VertexBuffer9 *vertexBuffer = VertexBuffer9::makeVertexBuffer9(attributes[i].vertexBuffer); if (mAppliedVBs[stream].serial != attributes[i].serial || mAppliedVBs[stream].stride != attributes[i].stride || mAppliedVBs[stream].offset != attributes[i].offset) { device->SetStreamSource(stream, vertexBuffer->getBuffer(), attributes[i].offset, attributes[i].stride); mAppliedVBs[stream].serial = attributes[i].serial; mAppliedVBs[stream].stride = attributes[i].stride; mAppliedVBs[stream].offset = attributes[i].offset; } element->Stream = stream; element->Offset = 0; element->Type = attributes[i].attribute->mArrayEnabled ? vertexBuffer->getDeclType(*attributes[i].attribute) : D3DDECLTYPE_FLOAT4; element->Method = D3DDECLMETHOD_DEFAULT; element->Usage = D3DDECLUSAGE_TEXCOORD; element->UsageIndex = programBinary->getSemanticIndex(i); element++; } } if (instances == 0 || instancedAttribute == gl::MAX_VERTEX_ATTRIBS) { if (mInstancingEnabled) { for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { device->SetStreamSourceFreq(i, 1); } mInstancingEnabled = false; } } static const D3DVERTEXELEMENT9 end = D3DDECL_END(); *(element++) = end; for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++) { VertexDeclCacheEntry *entry = &mVertexDeclCache[i]; if (memcmp(entry->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)) == 0 && entry->vertexDeclaration) { entry->lruCount = ++mMaxLru; if(entry->vertexDeclaration != mLastSetVDecl) { device->SetVertexDeclaration(entry->vertexDeclaration); mLastSetVDecl = entry->vertexDeclaration; } return GL_NO_ERROR; } } VertexDeclCacheEntry *lastCache = mVertexDeclCache; for (int i = 0; i < NUM_VERTEX_DECL_CACHE_ENTRIES; i++) { if (mVertexDeclCache[i].lruCount < lastCache->lruCount) { lastCache = &mVertexDeclCache[i]; } } if (lastCache->vertexDeclaration != NULL) { lastCache->vertexDeclaration->Release(); lastCache->vertexDeclaration = NULL; // mLastSetVDecl is set to the replacement, so we don't have to worry // about it. } memcpy(lastCache->cachedElements, elements, (element - elements) * sizeof(D3DVERTEXELEMENT9)); device->CreateVertexDeclaration(elements, &lastCache->vertexDeclaration); device->SetVertexDeclaration(lastCache->vertexDeclaration); mLastSetVDecl = lastCache->vertexDeclaration; lastCache->lruCount = ++mMaxLru; return GL_NO_ERROR; } void VertexDeclarationCache::markStateDirty() { for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { mAppliedVBs[i].serial = 0; } mLastSetVDecl = NULL; mInstancingEnabled = true; // Forces it to be disabled when not used } }
010smithzhang-ddd
src/libGLESv2/renderer/VertexDeclarationCache.cpp
C++
bsd
7,095
#include "precompiled.h" // // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Image9.cpp: Implements the rx::Image9 class, which acts as the interface to // the actual underlying surfaces of a Texture. #include "libGLESv2/renderer/Image9.h" #include "libGLESv2/main.h" #include "libGLESv2/Framebuffer.h" #include "libGLESv2/Renderbuffer.h" #include "libGLESv2/renderer/Renderer9.h" #include "libGLESv2/renderer/RenderTarget9.h" #include "libGLESv2/renderer/TextureStorage9.h" #include "libGLESv2/renderer/renderer9_utils.h" #include "libGLESv2/renderer/generatemip.h" namespace rx { Image9::Image9() { mSurface = NULL; mRenderer = NULL; mD3DPool = D3DPOOL_SYSTEMMEM; mD3DFormat = D3DFMT_UNKNOWN; } Image9::~Image9() { if (mSurface) { mSurface->Release(); } } void Image9::generateMip(IDirect3DSurface9 *destSurface, IDirect3DSurface9 *sourceSurface) { D3DSURFACE_DESC destDesc; HRESULT result = destSurface->GetDesc(&destDesc); ASSERT(SUCCEEDED(result)); D3DSURFACE_DESC sourceDesc; result = sourceSurface->GetDesc(&sourceDesc); ASSERT(SUCCEEDED(result)); ASSERT(sourceDesc.Format == destDesc.Format); ASSERT(sourceDesc.Width == 1 || sourceDesc.Width / 2 == destDesc.Width); ASSERT(sourceDesc.Height == 1 || sourceDesc.Height / 2 == destDesc.Height); D3DLOCKED_RECT sourceLocked = {0}; result = sourceSurface->LockRect(&sourceLocked, NULL, D3DLOCK_READONLY); ASSERT(SUCCEEDED(result)); D3DLOCKED_RECT destLocked = {0}; result = destSurface->LockRect(&destLocked, NULL, 0); ASSERT(SUCCEEDED(result)); const unsigned char *sourceData = reinterpret_cast<const unsigned char*>(sourceLocked.pBits); unsigned char *destData = reinterpret_cast<unsigned char*>(destLocked.pBits); if (sourceData && destData) { switch (sourceDesc.Format) { case D3DFMT_L8: GenerateMip<L8>(sourceDesc.Width, sourceDesc.Height, sourceData, sourceLocked.Pitch, destData, destLocked.Pitch); break; case D3DFMT_A8L8: GenerateMip<A8L8>(sourceDesc.Width, sourceDesc.Height, sourceData, sourceLocked.Pitch, destData, destLocked.Pitch); break; case D3DFMT_A8R8G8B8: case D3DFMT_X8R8G8B8: GenerateMip<A8R8G8B8>(sourceDesc.Width, sourceDesc.Height, sourceData, sourceLocked.Pitch, destData, destLocked.Pitch); break; case D3DFMT_A16B16G16R16F: GenerateMip<A16B16G16R16F>(sourceDesc.Width, sourceDesc.Height, sourceData, sourceLocked.Pitch, destData, destLocked.Pitch); break; case D3DFMT_A32B32G32R32F: GenerateMip<A32B32G32R32F>(sourceDesc.Width, sourceDesc.Height, sourceData, sourceLocked.Pitch, destData, destLocked.Pitch); break; default: UNREACHABLE(); break; } destSurface->UnlockRect(); sourceSurface->UnlockRect(); } } Image9 *Image9::makeImage9(Image *img) { ASSERT(HAS_DYNAMIC_TYPE(rx::Image9*, img)); return static_cast<rx::Image9*>(img); } void Image9::generateMipmap(Image9 *dest, Image9 *source) { IDirect3DSurface9 *sourceSurface = source->getSurface(); if (sourceSurface == NULL) return gl::error(GL_OUT_OF_MEMORY); IDirect3DSurface9 *destSurface = dest->getSurface(); generateMip(destSurface, sourceSurface); dest->markDirty(); } void Image9::copyLockableSurfaces(IDirect3DSurface9 *dest, IDirect3DSurface9 *source) { D3DLOCKED_RECT sourceLock = {0}; D3DLOCKED_RECT destLock = {0}; source->LockRect(&sourceLock, NULL, 0); dest->LockRect(&destLock, NULL, 0); if (sourceLock.pBits && destLock.pBits) { D3DSURFACE_DESC desc; source->GetDesc(&desc); int rows = d3d9::IsCompressedFormat(desc.Format) ? desc.Height / 4 : desc.Height; int bytes = d3d9::ComputeRowSize(desc.Format, desc.Width); ASSERT(bytes <= sourceLock.Pitch && bytes <= destLock.Pitch); for(int i = 0; i < rows; i++) { memcpy((char*)destLock.pBits + destLock.Pitch * i, (char*)sourceLock.pBits + sourceLock.Pitch * i, bytes); } source->UnlockRect(); dest->UnlockRect(); } else UNREACHABLE(); } bool Image9::redefine(rx::Renderer *renderer, GLint internalformat, GLsizei width, GLsizei height, bool forceRelease) { if (mWidth != width || mHeight != height || mInternalFormat != internalformat || forceRelease) { mRenderer = Renderer9::makeRenderer9(renderer); mWidth = width; mHeight = height; mInternalFormat = internalformat; // compute the d3d format that will be used mD3DFormat = mRenderer->ConvertTextureInternalFormat(internalformat); mActualFormat = d3d9_gl::GetEquivalentFormat(mD3DFormat); if (mSurface) { mSurface->Release(); mSurface = NULL; } return true; } return false; } void Image9::createSurface() { if(mSurface) { return; } IDirect3DTexture9 *newTexture = NULL; IDirect3DSurface9 *newSurface = NULL; const D3DPOOL poolToUse = D3DPOOL_SYSTEMMEM; const D3DFORMAT d3dFormat = getD3DFormat(); ASSERT(d3dFormat != D3DFMT_INTZ); // We should never get here for depth textures if (mWidth != 0 && mHeight != 0) { int levelToFetch = 0; GLsizei requestWidth = mWidth; GLsizei requestHeight = mHeight; gl::MakeValidSize(true, gl::IsCompressed(mInternalFormat), &requestWidth, &requestHeight, &levelToFetch); IDirect3DDevice9 *device = mRenderer->getDevice(); HRESULT result = device->CreateTexture(requestWidth, requestHeight, levelToFetch + 1, 0, d3dFormat, poolToUse, &newTexture, NULL); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); ERR("Creating image surface failed."); return gl::error(GL_OUT_OF_MEMORY); } newTexture->GetSurfaceLevel(levelToFetch, &newSurface); newTexture->Release(); } mSurface = newSurface; mDirty = false; mD3DPool = poolToUse; } HRESULT Image9::lock(D3DLOCKED_RECT *lockedRect, const RECT *rect) { createSurface(); HRESULT result = D3DERR_INVALIDCALL; if (mSurface) { result = mSurface->LockRect(lockedRect, rect, 0); ASSERT(SUCCEEDED(result)); mDirty = true; } return result; } void Image9::unlock() { if (mSurface) { HRESULT result = mSurface->UnlockRect(); ASSERT(SUCCEEDED(result)); } } bool Image9::isRenderableFormat() const { return TextureStorage9::IsTextureFormatRenderable(getD3DFormat()); } D3DFORMAT Image9::getD3DFormat() const { // this should only happen if the image hasn't been redefined first // which would be a bug by the caller ASSERT(mD3DFormat != D3DFMT_UNKNOWN); return mD3DFormat; } IDirect3DSurface9 *Image9::getSurface() { createSurface(); return mSurface; } void Image9::setManagedSurface(TextureStorageInterface2D *storage, int level) { TextureStorage9_2D *storage9 = TextureStorage9_2D::makeTextureStorage9_2D(storage->getStorageInstance()); setManagedSurface(storage9->getSurfaceLevel(level, false)); } void Image9::setManagedSurface(TextureStorageInterfaceCube *storage, int face, int level) { TextureStorage9_Cube *storage9 = TextureStorage9_Cube::makeTextureStorage9_Cube(storage->getStorageInstance()); setManagedSurface(storage9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level, false)); } void Image9::setManagedSurface(IDirect3DSurface9 *surface) { D3DSURFACE_DESC desc; surface->GetDesc(&desc); ASSERT(desc.Pool == D3DPOOL_MANAGED); if ((GLsizei)desc.Width == mWidth && (GLsizei)desc.Height == mHeight) { if (mSurface) { copyLockableSurfaces(surface, mSurface); mSurface->Release(); } mSurface = surface; mD3DPool = desc.Pool; } } bool Image9::updateSurface(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) { ASSERT(getSurface() != NULL); TextureStorage9_2D *storage9 = TextureStorage9_2D::makeTextureStorage9_2D(storage->getStorageInstance()); return updateSurface(storage9->getSurfaceLevel(level, true), xoffset, yoffset, width, height); } bool Image9::updateSurface(TextureStorageInterfaceCube *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) { ASSERT(getSurface() != NULL); TextureStorage9_Cube *storage9 = TextureStorage9_Cube::makeTextureStorage9_Cube(storage->getStorageInstance()); return updateSurface(storage9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level, true), xoffset, yoffset, width, height); } bool Image9::updateSurface(IDirect3DSurface9 *destSurface, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) { if (!destSurface) return false; IDirect3DSurface9 *sourceSurface = getSurface(); if (sourceSurface && sourceSurface != destSurface) { RECT rect; rect.left = xoffset; rect.top = yoffset; rect.right = xoffset + width; rect.bottom = yoffset + height; POINT point = {rect.left, rect.top}; IDirect3DDevice9 *device = mRenderer->getDevice(); if (mD3DPool == D3DPOOL_MANAGED) { D3DSURFACE_DESC desc; sourceSurface->GetDesc(&desc); IDirect3DSurface9 *surf = 0; HRESULT result = device->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL); if (SUCCEEDED(result)) { copyLockableSurfaces(surf, sourceSurface); result = device->UpdateSurface(surf, &rect, destSurface, &point); ASSERT(SUCCEEDED(result)); surf->Release(); } } else { // UpdateSurface: source must be SYSTEMMEM, dest must be DEFAULT pools HRESULT result = device->UpdateSurface(sourceSurface, &rect, destSurface, &point); ASSERT(SUCCEEDED(result)); } } destSurface->Release(); return true; } // Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input // into the target pixel rectangle. void Image9::loadData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLint unpackAlignment, const void *input) { RECT lockRect = { xoffset, yoffset, xoffset + width, yoffset + height }; D3DLOCKED_RECT locked; HRESULT result = lock(&locked, &lockRect); if (FAILED(result)) { return; } GLsizei inputPitch = gl::ComputePitch(width, mInternalFormat, unpackAlignment); switch (mInternalFormat) { case GL_ALPHA8_EXT: if (gl::supportsSSE2()) { loadAlphaDataToBGRASSE2(width, height, inputPitch, input, locked.Pitch, locked.pBits); } else { loadAlphaDataToBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits); } break; case GL_LUMINANCE8_EXT: loadLuminanceDataToNativeOrBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits, getD3DFormat() == D3DFMT_L8); break; case GL_ALPHA32F_EXT: loadAlphaFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits); break; case GL_LUMINANCE32F_EXT: loadLuminanceFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits); break; case GL_ALPHA16F_EXT: loadAlphaHalfFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits); break; case GL_LUMINANCE16F_EXT: loadLuminanceHalfFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits); break; case GL_LUMINANCE8_ALPHA8_EXT: loadLuminanceAlphaDataToNativeOrBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits, getD3DFormat() == D3DFMT_A8L8); break; case GL_LUMINANCE_ALPHA32F_EXT: loadLuminanceAlphaFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits); break; case GL_LUMINANCE_ALPHA16F_EXT: loadLuminanceAlphaHalfFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits); break; case GL_RGB8_OES: loadRGBUByteDataToBGRX(width, height, inputPitch, input, locked.Pitch, locked.pBits); break; case GL_RGB565: loadRGB565DataToBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits); break; case GL_RGBA8_OES: if (gl::supportsSSE2()) { loadRGBAUByteDataToBGRASSE2(width, height, inputPitch, input, locked.Pitch, locked.pBits); } else { loadRGBAUByteDataToBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits); } break; case GL_RGBA4: loadRGBA4444DataToBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits); break; case GL_RGB5_A1: loadRGBA5551DataToBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits); break; case GL_BGRA8_EXT: loadBGRADataToBGRA(width, height, inputPitch, input, locked.Pitch, locked.pBits); break; // float textures are converted to RGBA, not BGRA, as they're stored that way in D3D case GL_RGB32F_EXT: loadRGBFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits); break; case GL_RGB16F_EXT: loadRGBHalfFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits); break; case GL_RGBA32F_EXT: loadRGBAFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits); break; case GL_RGBA16F_EXT: loadRGBAHalfFloatDataToRGBA(width, height, inputPitch, input, locked.Pitch, locked.pBits); break; default: UNREACHABLE(); } unlock(); } void Image9::loadCompressedData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, const void *input) { ASSERT(xoffset % 4 == 0); ASSERT(yoffset % 4 == 0); RECT lockRect = { xoffset, yoffset, xoffset + width, yoffset + height }; D3DLOCKED_RECT locked; HRESULT result = lock(&locked, &lockRect); if (FAILED(result)) { return; } GLsizei inputSize = gl::ComputeCompressedSize(width, height, mInternalFormat); GLsizei inputPitch = gl::ComputeCompressedPitch(width, mInternalFormat); int rows = inputSize / inputPitch; for (int i = 0; i < rows; ++i) { memcpy((void*)((BYTE*)locked.pBits + i * locked.Pitch), (void*)((BYTE*)input + i * inputPitch), inputPitch); } unlock(); } // This implements glCopyTex[Sub]Image2D for non-renderable internal texture formats and incomplete textures void Image9::copy(GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) { RenderTarget9 *renderTarget = NULL; IDirect3DSurface9 *surface = NULL; gl::Renderbuffer *colorbuffer = source->getColorbuffer(0); if (colorbuffer) { renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget()); } if (renderTarget) { surface = renderTarget->getSurface(); } if (!surface) { ERR("Failed to retrieve the render target."); return gl::error(GL_OUT_OF_MEMORY); } IDirect3DDevice9 *device = mRenderer->getDevice(); IDirect3DSurface9 *renderTargetData = NULL; D3DSURFACE_DESC description; surface->GetDesc(&description); HRESULT result = device->CreateOffscreenPlainSurface(description.Width, description.Height, description.Format, D3DPOOL_SYSTEMMEM, &renderTargetData, NULL); if (FAILED(result)) { ERR("Could not create matching destination surface."); surface->Release(); return gl::error(GL_OUT_OF_MEMORY); } result = device->GetRenderTargetData(surface, renderTargetData); if (FAILED(result)) { ERR("GetRenderTargetData unexpectedly failed."); renderTargetData->Release(); surface->Release(); return gl::error(GL_OUT_OF_MEMORY); } RECT sourceRect = {x, y, x + width, y + height}; RECT destRect = {xoffset, yoffset, xoffset + width, yoffset + height}; D3DLOCKED_RECT sourceLock = {0}; result = renderTargetData->LockRect(&sourceLock, &sourceRect, 0); if (FAILED(result)) { ERR("Failed to lock the source surface (rectangle might be invalid)."); renderTargetData->Release(); surface->Release(); return gl::error(GL_OUT_OF_MEMORY); } D3DLOCKED_RECT destLock = {0}; result = lock(&destLock, &destRect); if (FAILED(result)) { ERR("Failed to lock the destination surface (rectangle might be invalid)."); renderTargetData->UnlockRect(); renderTargetData->Release(); surface->Release(); return gl::error(GL_OUT_OF_MEMORY); } if (destLock.pBits && sourceLock.pBits) { unsigned char *source = (unsigned char*)sourceLock.pBits; unsigned char *dest = (unsigned char*)destLock.pBits; switch (description.Format) { case D3DFMT_X8R8G8B8: case D3DFMT_A8R8G8B8: switch(getD3DFormat()) { case D3DFMT_X8R8G8B8: case D3DFMT_A8R8G8B8: for(int y = 0; y < height; y++) { memcpy(dest, source, 4 * width); source += sourceLock.Pitch; dest += destLock.Pitch; } break; case D3DFMT_L8: for(int y = 0; y < height; y++) { for(int x = 0; x < width; x++) { dest[x] = source[x * 4 + 2]; } source += sourceLock.Pitch; dest += destLock.Pitch; } break; case D3DFMT_A8L8: for(int y = 0; y < height; y++) { for(int x = 0; x < width; x++) { dest[x * 2 + 0] = source[x * 4 + 2]; dest[x * 2 + 1] = source[x * 4 + 3]; } source += sourceLock.Pitch; dest += destLock.Pitch; } break; default: UNREACHABLE(); } break; case D3DFMT_R5G6B5: switch(getD3DFormat()) { case D3DFMT_X8R8G8B8: for(int y = 0; y < height; y++) { for(int x = 0; x < width; x++) { unsigned short rgb = ((unsigned short*)source)[x]; unsigned char red = (rgb & 0xF800) >> 8; unsigned char green = (rgb & 0x07E0) >> 3; unsigned char blue = (rgb & 0x001F) << 3; dest[x + 0] = blue | (blue >> 5); dest[x + 1] = green | (green >> 6); dest[x + 2] = red | (red >> 5); dest[x + 3] = 0xFF; } source += sourceLock.Pitch; dest += destLock.Pitch; } break; case D3DFMT_L8: for(int y = 0; y < height; y++) { for(int x = 0; x < width; x++) { unsigned char red = source[x * 2 + 1] & 0xF8; dest[x] = red | (red >> 5); } source += sourceLock.Pitch; dest += destLock.Pitch; } break; default: UNREACHABLE(); } break; case D3DFMT_A1R5G5B5: switch(getD3DFormat()) { case D3DFMT_X8R8G8B8: for(int y = 0; y < height; y++) { for(int x = 0; x < width; x++) { unsigned short argb = ((unsigned short*)source)[x]; unsigned char red = (argb & 0x7C00) >> 7; unsigned char green = (argb & 0x03E0) >> 2; unsigned char blue = (argb & 0x001F) << 3; dest[x + 0] = blue | (blue >> 5); dest[x + 1] = green | (green >> 5); dest[x + 2] = red | (red >> 5); dest[x + 3] = 0xFF; } source += sourceLock.Pitch; dest += destLock.Pitch; } break; case D3DFMT_A8R8G8B8: for(int y = 0; y < height; y++) { for(int x = 0; x < width; x++) { unsigned short argb = ((unsigned short*)source)[x]; unsigned char red = (argb & 0x7C00) >> 7; unsigned char green = (argb & 0x03E0) >> 2; unsigned char blue = (argb & 0x001F) << 3; unsigned char alpha = (signed short)argb >> 15; dest[x + 0] = blue | (blue >> 5); dest[x + 1] = green | (green >> 5); dest[x + 2] = red | (red >> 5); dest[x + 3] = alpha; } source += sourceLock.Pitch; dest += destLock.Pitch; } break; case D3DFMT_L8: for(int y = 0; y < height; y++) { for(int x = 0; x < width; x++) { unsigned char red = source[x * 2 + 1] & 0x7C; dest[x] = (red << 1) | (red >> 4); } source += sourceLock.Pitch; dest += destLock.Pitch; } break; case D3DFMT_A8L8: for(int y = 0; y < height; y++) { for(int x = 0; x < width; x++) { unsigned char red = source[x * 2 + 1] & 0x7C; dest[x * 2 + 0] = (red << 1) | (red >> 4); dest[x * 2 + 1] = (signed char)source[x * 2 + 1] >> 7; } source += sourceLock.Pitch; dest += destLock.Pitch; } break; default: UNREACHABLE(); } break; default: UNREACHABLE(); } } unlock(); renderTargetData->UnlockRect(); renderTargetData->Release(); surface->Release(); mDirty = true; } }
010smithzhang-ddd
src/libGLESv2/renderer/Image9.cpp
C++
bsd
23,753
#include "precompiled.h" // // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // BufferStorage9.cpp Defines the BufferStorage9 class. #include "libGLESv2/renderer/BufferStorage9.h" #include "common/debug.h" namespace rx { BufferStorage9::BufferStorage9() { mMemory = NULL; mAllocatedSize = 0; mSize = 0; } BufferStorage9::~BufferStorage9() { delete[] mMemory; } BufferStorage9 *BufferStorage9::makeBufferStorage9(BufferStorage *bufferStorage) { ASSERT(HAS_DYNAMIC_TYPE(BufferStorage9*, bufferStorage)); return static_cast<BufferStorage9*>(bufferStorage); } void *BufferStorage9::getData() { return mMemory; } void BufferStorage9::setData(const void* data, unsigned int size, unsigned int offset) { if (!mMemory || offset + size > mAllocatedSize) { unsigned int newAllocatedSize = offset + size; void *newMemory = new char[newAllocatedSize]; if (offset > 0 && mMemory && mAllocatedSize > 0) { memcpy(newMemory, mMemory, std::min(offset, mAllocatedSize)); } delete[] mMemory; mMemory = newMemory; mAllocatedSize = newAllocatedSize; } mSize = std::max(mSize, offset + size); memcpy(reinterpret_cast<char*>(mMemory) + offset, data, size); } void BufferStorage9::clear() { mSize = 0; } unsigned int BufferStorage9::getSize() const { return mSize; } bool BufferStorage9::supportsDirectBinding() const { return false; } }
010smithzhang-ddd
src/libGLESv2/renderer/BufferStorage9.cpp
C++
bsd
1,593
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // RenderTarget9.h: Defines a D3D9-specific wrapper for IDirect3DSurface9 pointers // retained by Renderbuffers. #ifndef LIBGLESV2_RENDERER_RENDERTARGET9_H_ #define LIBGLESV2_RENDERER_RENDERTARGET9_H_ #include "libGLESv2/renderer/RenderTarget.h" namespace rx { class Renderer; class Renderer9; class RenderTarget9 : public RenderTarget { public: RenderTarget9(Renderer *renderer, IDirect3DSurface9 *surface); RenderTarget9(Renderer *renderer, GLsizei width, GLsizei height, GLenum format, GLsizei samples); virtual ~RenderTarget9(); static RenderTarget9 *makeRenderTarget9(RenderTarget *renderTarget); IDirect3DSurface9 *getSurface(); private: DISALLOW_COPY_AND_ASSIGN(RenderTarget9); IDirect3DSurface9 *mRenderTarget; Renderer9 *mRenderer; }; } #endif // LIBGLESV2_RENDERER_RENDERTARGET9_H_
010smithzhang-ddd
src/libGLESv2/renderer/RenderTarget9.h
C++
bsd
1,019
#include "precompiled.h" // // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // IndexBuffer11.cpp: Defines the D3D11 IndexBuffer implementation. #include "libGLESv2/renderer/IndexBuffer11.h" #include "libGLESv2/renderer/Renderer11.h" namespace rx { IndexBuffer11::IndexBuffer11(Renderer11 *const renderer) : mRenderer(renderer) { mBuffer = NULL; mBufferSize = 0; mDynamicUsage = false; } IndexBuffer11::~IndexBuffer11() { if (mBuffer) { mBuffer->Release(); mBuffer = NULL; } } bool IndexBuffer11::initialize(unsigned int bufferSize, GLenum indexType, bool dynamic) { if (mBuffer) { mBuffer->Release(); mBuffer = NULL; } updateSerial(); if (bufferSize > 0) { ID3D11Device* dxDevice = mRenderer->getDevice(); D3D11_BUFFER_DESC bufferDesc; bufferDesc.ByteWidth = bufferSize; bufferDesc.Usage = D3D11_USAGE_DYNAMIC; bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bufferDesc.MiscFlags = 0; bufferDesc.StructureByteStride = 0; HRESULT result = dxDevice->CreateBuffer(&bufferDesc, NULL, &mBuffer); if (FAILED(result)) { return false; } } mBufferSize = bufferSize; mIndexType = indexType; mDynamicUsage = dynamic; return true; } IndexBuffer11 *IndexBuffer11::makeIndexBuffer11(IndexBuffer *indexBuffer) { ASSERT(HAS_DYNAMIC_TYPE(IndexBuffer11*, indexBuffer)); return static_cast<IndexBuffer11*>(indexBuffer); } bool IndexBuffer11::mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory) { if (mBuffer) { if (offset + size > mBufferSize) { ERR("Index buffer map range is not inside the buffer."); return false; } ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext(); D3D11_MAPPED_SUBRESOURCE mappedResource; HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource); if (FAILED(result)) { ERR("Index buffer map failed with error 0x%08x", result); return false; } *outMappedMemory = reinterpret_cast<char*>(mappedResource.pData) + offset; return true; } else { ERR("Index buffer not initialized."); return false; } } bool IndexBuffer11::unmapBuffer() { if (mBuffer) { ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext(); dxContext->Unmap(mBuffer, 0); return true; } else { ERR("Index buffer not initialized."); return false; } } GLenum IndexBuffer11::getIndexType() const { return mIndexType; } unsigned int IndexBuffer11::getBufferSize() const { return mBufferSize; } bool IndexBuffer11::setSize(unsigned int bufferSize, GLenum indexType) { if (bufferSize > mBufferSize || indexType != mIndexType) { return initialize(bufferSize, indexType, mDynamicUsage); } else { return true; } } bool IndexBuffer11::discard() { if (mBuffer) { ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext(); D3D11_MAPPED_SUBRESOURCE mappedResource; HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { ERR("Index buffer map failed with error 0x%08x", result); return false; } dxContext->Unmap(mBuffer, 0); return true; } else { ERR("Index buffer not initialized."); return false; } } DXGI_FORMAT IndexBuffer11::getIndexFormat() const { switch (mIndexType) { case GL_UNSIGNED_BYTE: return DXGI_FORMAT_R16_UINT; case GL_UNSIGNED_SHORT: return DXGI_FORMAT_R16_UINT; case GL_UNSIGNED_INT: return DXGI_FORMAT_R32_UINT; default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN; } } ID3D11Buffer *IndexBuffer11::getBuffer() const { return mBuffer; } }
010smithzhang-ddd
src/libGLESv2/renderer/IndexBuffer11.cpp
C++
bsd
4,241
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // VertexDeclarationCache.h: Defines a helper class to construct and cache vertex declarations. #ifndef LIBGLESV2_RENDERER_VERTEXDECLARATIONCACHE_H_ #define LIBGLESV2_RENDERER_VERTEXDECLARATIONCACHE_H_ #include "libGLESv2/renderer/VertexDataManager.h" namespace gl { class VertexDataManager; } namespace rx { class VertexDeclarationCache { public: VertexDeclarationCache(); ~VertexDeclarationCache(); GLenum applyDeclaration(IDirect3DDevice9 *device, TranslatedAttribute attributes[], gl::ProgramBinary *programBinary, GLsizei instances, GLsizei *repeatDraw); void markStateDirty(); private: UINT mMaxLru; enum { NUM_VERTEX_DECL_CACHE_ENTRIES = 32 }; struct VBData { unsigned int serial; unsigned int stride; unsigned int offset; }; VBData mAppliedVBs[gl::MAX_VERTEX_ATTRIBS]; IDirect3DVertexDeclaration9 *mLastSetVDecl; bool mInstancingEnabled; struct VertexDeclCacheEntry { D3DVERTEXELEMENT9 cachedElements[gl::MAX_VERTEX_ATTRIBS + 1]; UINT lruCount; IDirect3DVertexDeclaration9 *vertexDeclaration; } mVertexDeclCache[NUM_VERTEX_DECL_CACHE_ENTRIES]; }; } #endif // LIBGLESV2_RENDERER_VERTEXDECLARATIONCACHE_H_
010smithzhang-ddd
src/libGLESv2/renderer/VertexDeclarationCache.h
C++
bsd
1,419
#include "precompiled.h" // // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // SwapChain9.cpp: Implements a back-end specific class for the D3D9 swap chain. #include "libGLESv2/renderer/SwapChain9.h" #include "libGLESv2/renderer/renderer9_utils.h" #include "libGLESv2/renderer/Renderer9.h" namespace rx { SwapChain9::SwapChain9(Renderer9 *renderer, HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat) { mSwapChain = NULL; mBackBuffer = NULL; mDepthStencil = NULL; mRenderTarget = NULL; mOffscreenTexture = NULL; mWidth = -1; mHeight = -1; mSwapInterval = -1; } SwapChain9::~SwapChain9() { release(); } void SwapChain9::release() { if (mSwapChain) { mSwapChain->Release(); mSwapChain = NULL; } if (mBackBuffer) { mBackBuffer->Release(); mBackBuffer = NULL; } if (mDepthStencil) { mDepthStencil->Release(); mDepthStencil = NULL; } if (mRenderTarget) { mRenderTarget->Release(); mRenderTarget = NULL; } if (mOffscreenTexture) { mOffscreenTexture->Release(); mOffscreenTexture = NULL; } if (mWindow) mShareHandle = NULL; } static DWORD convertInterval(EGLint interval) { switch(interval) { case 0: return D3DPRESENT_INTERVAL_IMMEDIATE; case 1: return D3DPRESENT_INTERVAL_ONE; case 2: return D3DPRESENT_INTERVAL_TWO; case 3: return D3DPRESENT_INTERVAL_THREE; case 4: return D3DPRESENT_INTERVAL_FOUR; default: UNREACHABLE(); } return D3DPRESENT_INTERVAL_DEFAULT; } EGLint SwapChain9::resize(int backbufferWidth, int backbufferHeight) { // D3D9 does not support resizing swap chains without recreating them return reset(backbufferWidth, backbufferHeight, mSwapInterval); } EGLint SwapChain9::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval) { IDirect3DDevice9 *device = mRenderer->getDevice(); if (device == NULL) { return EGL_BAD_ACCESS; } // Evict all non-render target textures to system memory and release all resources // before reallocating them to free up as much video memory as possible. device->EvictManagedResources(); HRESULT result; // Release specific resources to free up memory for the new render target, while the // old render target still exists for the purpose of preserving its contents. if (mSwapChain) { mSwapChain->Release(); mSwapChain = NULL; } if (mBackBuffer) { mBackBuffer->Release(); mBackBuffer = NULL; } if (mOffscreenTexture) { mOffscreenTexture->Release(); mOffscreenTexture = NULL; } if (mDepthStencil) { mDepthStencil->Release(); mDepthStencil = NULL; } HANDLE *pShareHandle = NULL; if (!mWindow && mRenderer->getShareHandleSupport()) { pShareHandle = &mShareHandle; } result = device->CreateTexture(backbufferWidth, backbufferHeight, 1, D3DUSAGE_RENDERTARGET, gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat), D3DPOOL_DEFAULT, &mOffscreenTexture, pShareHandle); if (FAILED(result)) { ERR("Could not create offscreen texture: %08lX", result); release(); if (d3d9::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } else { return EGL_BAD_ALLOC; } } IDirect3DSurface9 *oldRenderTarget = mRenderTarget; result = mOffscreenTexture->GetSurfaceLevel(0, &mRenderTarget); ASSERT(SUCCEEDED(result)); if (oldRenderTarget) { RECT rect = { 0, 0, mWidth, mHeight }; if (rect.right > static_cast<LONG>(backbufferWidth)) { rect.right = backbufferWidth; } if (rect.bottom > static_cast<LONG>(backbufferHeight)) { rect.bottom = backbufferHeight; } mRenderer->endScene(); result = device->StretchRect(oldRenderTarget, &rect, mRenderTarget, &rect, D3DTEXF_NONE); ASSERT(SUCCEEDED(result)); oldRenderTarget->Release(); } if (mWindow) { D3DPRESENT_PARAMETERS presentParameters = {0}; presentParameters.AutoDepthStencilFormat = gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat); presentParameters.BackBufferCount = 1; presentParameters.BackBufferFormat = gl_d3d9::ConvertRenderbufferFormat(mBackBufferFormat); presentParameters.EnableAutoDepthStencil = FALSE; presentParameters.Flags = 0; presentParameters.hDeviceWindow = mWindow; presentParameters.MultiSampleQuality = 0; // FIXME: Unimplemented presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE; // FIXME: Unimplemented presentParameters.PresentationInterval = convertInterval(swapInterval); presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD; presentParameters.Windowed = TRUE; presentParameters.BackBufferWidth = backbufferWidth; presentParameters.BackBufferHeight = backbufferHeight; // http://crbug.com/140239 // http://crbug.com/143434 // // Some AMD/Intel switchable systems / drivers appear to round swap chain surfaces to a multiple of 64 pixels in width // when using the integrated Intel. This rounds the width up rather than down. // // Some non-switchable AMD GPUs / drivers do not respect the source rectangle to Present. Therefore, when the vendor ID // is not Intel, the back buffer width must be exactly the same width as the window or horizontal scaling will occur. if (mRenderer->getAdapterVendor() == VENDOR_ID_INTEL) { presentParameters.BackBufferWidth = (presentParameters.BackBufferWidth + 63) / 64 * 64; } result = device->CreateAdditionalSwapChain(&presentParameters, &mSwapChain); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL || result == D3DERR_DEVICELOST); ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result); release(); if (d3d9::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } else { return EGL_BAD_ALLOC; } } result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer); ASSERT(SUCCEEDED(result)); InvalidateRect(mWindow, NULL, FALSE); } if (mDepthBufferFormat != GL_NONE) { result = device->CreateDepthStencilSurface(backbufferWidth, backbufferHeight, gl_d3d9::ConvertRenderbufferFormat(mDepthBufferFormat), D3DMULTISAMPLE_NONE, 0, FALSE, &mDepthStencil, NULL); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_INVALIDCALL); ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result); release(); if (d3d9::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } else { return EGL_BAD_ALLOC; } } } mWidth = backbufferWidth; mHeight = backbufferHeight; mSwapInterval = swapInterval; return EGL_SUCCESS; } // parameters should be validated/clamped by caller EGLint SwapChain9::swapRect(EGLint x, EGLint y, EGLint width, EGLint height) { if (!mSwapChain) { return EGL_SUCCESS; } IDirect3DDevice9 *device = mRenderer->getDevice(); // Disable all pipeline operations device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); device->SetRenderState(D3DRS_STENCILENABLE, FALSE); device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0); device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED); device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE); device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); device->SetPixelShader(NULL); device->SetVertexShader(NULL); device->SetRenderTarget(0, mBackBuffer); device->SetDepthStencilSurface(NULL); device->SetTexture(0, mOffscreenTexture); device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); device->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1); D3DVIEWPORT9 viewport = {0, 0, mWidth, mHeight, 0.0f, 1.0f}; device->SetViewport(&viewport); float x1 = x - 0.5f; float y1 = (mHeight - y - height) - 0.5f; float x2 = (x + width) - 0.5f; float y2 = (mHeight - y) - 0.5f; float u1 = x / float(mWidth); float v1 = y / float(mHeight); float u2 = (x + width) / float(mWidth); float v2 = (y + height) / float(mHeight); float quad[4][6] = {{x1, y1, 0.0f, 1.0f, u1, v2}, {x2, y1, 0.0f, 1.0f, u2, v2}, {x2, y2, 0.0f, 1.0f, u2, v1}, {x1, y2, 0.0f, 1.0f, u1, v1}}; // x, y, z, rhw, u, v mRenderer->startScene(); device->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, quad, 6 * sizeof(float)); mRenderer->endScene(); device->SetTexture(0, NULL); RECT rect = { x, mHeight - y - height, x + width, mHeight - y }; HRESULT result = mSwapChain->Present(&rect, &rect, NULL, NULL, 0); mRenderer->markAllStateDirty(); if (d3d9::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DRIVERINTERNALERROR) { return EGL_BAD_ALLOC; } ASSERT(SUCCEEDED(result)); return EGL_SUCCESS; } // Increments refcount on surface. // caller must Release() the returned surface IDirect3DSurface9 *SwapChain9::getRenderTarget() { if (mRenderTarget) { mRenderTarget->AddRef(); } return mRenderTarget; } // Increments refcount on surface. // caller must Release() the returned surface IDirect3DSurface9 *SwapChain9::getDepthStencil() { if (mDepthStencil) { mDepthStencil->AddRef(); } return mDepthStencil; } // Increments refcount on texture. // caller must Release() the returned texture IDirect3DTexture9 *SwapChain9::getOffscreenTexture() { if (mOffscreenTexture) { mOffscreenTexture->AddRef(); } return mOffscreenTexture; } SwapChain9 *SwapChain9::makeSwapChain9(SwapChain *swapChain) { ASSERT(HAS_DYNAMIC_TYPE(rx::SwapChain9*, swapChain)); return static_cast<rx::SwapChain9*>(swapChain); } void SwapChain9::recreate() { if (!mSwapChain) { return; } IDirect3DDevice9 *device = mRenderer->getDevice(); if (device == NULL) { return; } D3DPRESENT_PARAMETERS presentParameters; HRESULT result = mSwapChain->GetPresentParameters(&presentParameters); ASSERT(SUCCEEDED(result)); IDirect3DSwapChain9* newSwapChain = NULL; result = device->CreateAdditionalSwapChain(&presentParameters, &newSwapChain); if (FAILED(result)) { return; } mSwapChain->Release(); mSwapChain = newSwapChain; mBackBuffer->Release(); result = mSwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &mBackBuffer); ASSERT(SUCCEEDED(result)); } }
010smithzhang-ddd
src/libGLESv2/renderer/SwapChain9.cpp
C++
bsd
12,634
// // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Renderer11.h: Defines a back-end specific class for the D3D11 renderer. #ifndef LIBGLESV2_RENDERER_RENDERER11_H_ #define LIBGLESV2_RENDERER_RENDERER11_H_ #include "common/angleutils.h" #include "libGLESv2/angletypes.h" #include "libGLESv2/mathutil.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/renderer/RenderStateCache.h" #include "libGLESv2/renderer/InputLayoutCache.h" #include "libGLESv2/renderer/RenderTarget.h" namespace gl { class Renderbuffer; } namespace rx { class VertexDataManager; class IndexDataManager; class StreamingIndexBufferInterface; enum { MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024, MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024 }; class Renderer11 : public Renderer { public: Renderer11(egl::Display *display, HDC hDc); virtual ~Renderer11(); static Renderer11 *makeRenderer11(Renderer *renderer); virtual EGLint initialize(); virtual bool resetDevice(); virtual int generateConfigs(ConfigDesc **configDescList); virtual void deleteConfigs(ConfigDesc *configDescList); virtual void sync(bool block); virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat); virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler); virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture); virtual void setRasterizerState(const gl::RasterizerState &rasterState); virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask); virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, int stencilBackRef, bool frontFaceCCW); virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled); virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, bool ignoreViewport); virtual bool applyPrimitiveType(GLenum mode, GLsizei count); virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer); virtual void applyShaders(gl::ProgramBinary *programBinary); virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray); virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances); virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo); virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances); virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances); virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer); virtual void markAllStateDirty(); // lost device void notifyDeviceLost(); virtual bool isDeviceLost(); virtual bool testDeviceLost(bool notify); virtual bool testDeviceResettable(); // Renderer capabilities virtual DWORD getAdapterVendor() const; virtual std::string getRendererDescription() const; virtual GUID getAdapterIdentifier() const; virtual bool getBGRATextureSupport() const; virtual bool getDXT1TextureSupport(); virtual bool getDXT3TextureSupport(); virtual bool getDXT5TextureSupport(); virtual bool getEventQuerySupport(); virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable); virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable); virtual bool getLuminanceTextureSupport(); virtual bool getLuminanceAlphaTextureSupport(); virtual unsigned int getMaxVertexTextureImageUnits() const; virtual unsigned int getMaxCombinedTextureImageUnits() const; virtual unsigned int getReservedVertexUniformVectors() const; virtual unsigned int getReservedFragmentUniformVectors() const; virtual unsigned int getMaxVertexUniformVectors() const; virtual unsigned int getMaxFragmentUniformVectors() const; virtual unsigned int getMaxVaryingVectors() const; virtual bool getNonPower2TextureSupport() const; virtual bool getDepthTextureSupport() const; virtual bool getOcclusionQuerySupport() const; virtual bool getInstancingSupport() const; virtual bool getTextureFilterAnisotropySupport() const; virtual float getTextureMaxAnisotropy() const; virtual bool getShareHandleSupport() const; virtual bool getDerivativeInstructionSupport() const; virtual bool getPostSubBufferSupport() const; virtual int getMajorShaderModel() const; virtual float getMaxPointSize() const; virtual int getMaxViewportDimension() const; virtual int getMaxTextureWidth() const; virtual int getMaxTextureHeight() const; virtual bool get32BitIndexSupport() const; virtual int getMinSwapInterval() const; virtual int getMaxSwapInterval() const; virtual GLsizei getMaxSupportedSamples() const; int getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const; virtual unsigned int getMaxRenderTargets() const; // Pixel operations virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source); virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source); virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level); virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level); bool copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat); virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, bool blitRenderTarget, bool blitDepthStencil); virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels); // RenderTarget creation virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth); virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth); // Shader operations virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type); virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type); // Image operations virtual Image *createImage(); virtual void generateMipmap(Image *dest, Image *source); virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain); virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height); virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size); // Buffer creation virtual VertexBuffer *createVertexBuffer(); virtual IndexBuffer *createIndexBuffer(); virtual BufferStorage *createBufferStorage(); // Query and Fence creation virtual QueryImpl *createQuery(GLenum type); virtual FenceImpl *createFence(); // D3D11-renderer specific methods ID3D11Device *getDevice() { return mDevice; } ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; }; IDXGIFactory *getDxgiFactory() { return mDxgiFactory; }; bool getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource); void unapplyRenderTargets(); void setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView); virtual bool getLUID(LUID *adapterLuid) const; private: DISALLOW_COPY_AND_ASSIGN(Renderer11); void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer); void drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances); void readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void *pixels); void maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers); rx::Range getViewportBounds() const; bool blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget, RenderTarget *drawRenderTarget, bool wholeBufferCopy); ID3D11Texture2D *resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource); HMODULE mD3d11Module; HMODULE mDxgiModule; HDC mDc; bool mDeviceLost; void initializeDevice(); void releaseDeviceResources(); int getMinorShaderModel() const; void release(); RenderStateCache mStateCache; // Support flags bool mFloat16TextureSupport; bool mFloat16FilterSupport; bool mFloat16RenderSupport; bool mFloat32TextureSupport; bool mFloat32FilterSupport; bool mFloat32RenderSupport; bool mDXT1TextureSupport; bool mDXT3TextureSupport; bool mDXT5TextureSupport; bool mDepthTextureSupport; // Multisample format support struct MultisampleSupportInfo { unsigned int qualityLevels[D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT]; }; typedef std::unordered_map<DXGI_FORMAT, MultisampleSupportInfo> MultisampleSupportMap; MultisampleSupportMap mMultisampleSupportMap; unsigned int mMaxSupportedSamples; // current render target states unsigned int mAppliedRenderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS]; unsigned int mAppliedDepthbufferSerial; unsigned int mAppliedStencilbufferSerial; bool mDepthStencilInitialized; bool mRenderTargetDescInitialized; rx::RenderTarget::Desc mRenderTargetDesc; unsigned int mCurDepthSize; unsigned int mCurStencilSize; // Currently applied sampler states bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS]; gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS]; // Currently applied textures unsigned int mCurVertexTextureSerials[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; unsigned int mCurPixelTextureSerials[gl::MAX_TEXTURE_IMAGE_UNITS]; // Currently applied blend state bool mForceSetBlendState; gl::BlendState mCurBlendState; gl::Color mCurBlendColor; unsigned int mCurSampleMask; // Currently applied rasterizer state bool mForceSetRasterState; gl::RasterizerState mCurRasterState; // Currently applied depth stencil state bool mForceSetDepthStencilState; gl::DepthStencilState mCurDepthStencilState; int mCurStencilRef; int mCurStencilBackRef; // Currently applied scissor rectangle bool mForceSetScissor; bool mScissorEnabled; gl::Rectangle mCurScissor; // Currently applied viewport bool mForceSetViewport; gl::Rectangle mCurViewport; float mCurNear; float mCurFar; unsigned int mAppliedIBSerial; unsigned int mAppliedStorageIBSerial; unsigned int mAppliedIBOffset; unsigned int mAppliedProgramBinarySerial; bool mIsGeometryShaderActive; dx_VertexConstants mVertexConstants; dx_VertexConstants mAppliedVertexConstants; ID3D11Buffer *mDriverConstantBufferVS; dx_PixelConstants mPixelConstants; dx_PixelConstants mAppliedPixelConstants; ID3D11Buffer *mDriverConstantBufferPS; // Vertex, index and input layouts VertexDataManager *mVertexDataManager; IndexDataManager *mIndexDataManager; InputLayoutCache mInputLayoutCache; StreamingIndexBufferInterface *mLineLoopIB; StreamingIndexBufferInterface *mTriangleFanIB; // Texture copy resources bool mCopyResourcesInitialized; ID3D11Buffer *mCopyVB; ID3D11SamplerState *mCopySampler; ID3D11InputLayout *mCopyIL; ID3D11VertexShader *mCopyVS; ID3D11PixelShader *mCopyRGBAPS; ID3D11PixelShader *mCopyRGBPS; ID3D11PixelShader *mCopyLumPS; ID3D11PixelShader *mCopyLumAlphaPS; // Masked clear resources bool mClearResourcesInitialized; ID3D11Buffer *mClearVB; ID3D11InputLayout *mClearIL; ID3D11VertexShader *mClearVS; ID3D11PixelShader *mClearSinglePS; ID3D11PixelShader *mClearMultiplePS; ID3D11RasterizerState *mClearScissorRS; ID3D11RasterizerState *mClearNoScissorRS; // Sync query ID3D11Query *mSyncQuery; ID3D11Device *mDevice; D3D_FEATURE_LEVEL mFeatureLevel; ID3D11DeviceContext *mDeviceContext; IDXGIAdapter *mDxgiAdapter; DXGI_ADAPTER_DESC mAdapterDescription; char mDescription[128]; IDXGIFactory *mDxgiFactory; // Cached device caps bool mBGRATextureSupport; }; } #endif // LIBGLESV2_RENDERER_RENDERER11_H_
010smithzhang-ddd
src/libGLESv2/renderer/Renderer11.h
C++
bsd
14,177
// // Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Blit.cpp: Surface copy utility class. #ifndef LIBGLESV2_BLIT_H_ #define LIBGLESV2_BLIT_H_ #include "common/angleutils.h" namespace gl { class Framebuffer; } namespace rx { class Renderer9; class TextureStorageInterface2D; class TextureStorageInterfaceCube; class Blit { public: explicit Blit(Renderer9 *renderer); ~Blit(); // Copy from source surface to dest surface. // sourceRect, xoffset, yoffset are in D3D coordinates (0,0 in upper-left) bool copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level); bool copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level); // Copy from source surface to dest surface. // sourceRect, xoffset, yoffset are in D3D coordinates (0,0 in upper-left) // source is interpreted as RGBA and destFormat specifies the desired result format. For example, if destFormat = GL_RGB, the alpha channel will be forced to 0. bool formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest); // 2x2 box filter sample from source to dest. // Requires that source is RGB(A) and dest has the same format as source. bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest); private: rx::Renderer9 *mRenderer; IDirect3DVertexBuffer9 *mQuadVertexBuffer; IDirect3DVertexDeclaration9 *mQuadVertexDeclaration; void initGeometry(); bool setFormatConvertShaders(GLenum destFormat); bool copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest); IDirect3DTexture9 *copySurfaceToTexture(IDirect3DSurface9 *surface, const RECT &sourceRect); void setViewport(const RECT &sourceRect, GLint xoffset, GLint yoffset); void setCommonBlitState(); RECT getSurfaceRect(IDirect3DSurface9 *surface) const; // This enum is used to index mCompiledShaders and mShaderSource. enum ShaderId { SHADER_VS_STANDARD, SHADER_VS_FLIPY, SHADER_PS_PASSTHROUGH, SHADER_PS_LUMINANCE, SHADER_PS_COMPONENTMASK, SHADER_COUNT }; // This actually contains IDirect3DVertexShader9 or IDirect3DPixelShader9 casted to IUnknown. IUnknown *mCompiledShaders[SHADER_COUNT]; template <class D3DShaderType> bool setShader(ShaderId source, const char *profile, D3DShaderType *(Renderer9::*createShader)(const DWORD *, size_t length), HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*)); bool setVertexShader(ShaderId shader); bool setPixelShader(ShaderId shader); void render(); void saveState(); void restoreState(); IDirect3DStateBlock9 *mSavedStateBlock; IDirect3DSurface9 *mSavedRenderTarget; IDirect3DSurface9 *mSavedDepthStencil; DISALLOW_COPY_AND_ASSIGN(Blit); }; } #endif // LIBGLESV2_BLIT_H_
010smithzhang-ddd
src/libGLESv2/renderer/Blit.h
C++
bsd
3,320
#include "precompiled.h" // // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // ShaderExecutable9.cpp: Implements a D3D9-specific class to contain shader // executable implementation details. #include "libGLESv2/renderer/ShaderExecutable9.h" #include "common/debug.h" namespace rx { ShaderExecutable9::ShaderExecutable9(const void *function, size_t length, IDirect3DPixelShader9 *executable) : ShaderExecutable(function, length) { mPixelExecutable = executable; mVertexExecutable = NULL; } ShaderExecutable9::ShaderExecutable9(const void *function, size_t length, IDirect3DVertexShader9 *executable) : ShaderExecutable(function, length) { mVertexExecutable = executable; mPixelExecutable = NULL; } ShaderExecutable9::~ShaderExecutable9() { if (mVertexExecutable) { mVertexExecutable->Release(); } if (mPixelExecutable) { mPixelExecutable->Release(); } } ShaderExecutable9 *ShaderExecutable9::makeShaderExecutable9(ShaderExecutable *executable) { ASSERT(HAS_DYNAMIC_TYPE(ShaderExecutable9*, executable)); return static_cast<ShaderExecutable9*>(executable); } IDirect3DVertexShader9 *ShaderExecutable9::getVertexShader() const { return mVertexExecutable; } IDirect3DPixelShader9 *ShaderExecutable9::getPixelShader() const { return mPixelExecutable; } }
010smithzhang-ddd
src/libGLESv2/renderer/ShaderExecutable9.cpp
C++
bsd
1,474
// // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Fence9.h: Defines the rx::Fence9 class which implements rx::FenceImpl. #ifndef LIBGLESV2_RENDERER_FENCE9_H_ #define LIBGLESV2_RENDERER_FENCE9_H_ #include "libGLESv2/renderer/FenceImpl.h" namespace rx { class Renderer9; class Fence9 : public FenceImpl { public: explicit Fence9(rx::Renderer9 *renderer); virtual ~Fence9(); GLboolean isFence(); void setFence(GLenum condition); GLboolean testFence(); void finishFence(); void getFenceiv(GLenum pname, GLint *params); private: DISALLOW_COPY_AND_ASSIGN(Fence9); rx::Renderer9 *mRenderer; IDirect3DQuery9 *mQuery; }; } #endif // LIBGLESV2_RENDERER_FENCE9_H_
010smithzhang-ddd
src/libGLESv2/renderer/Fence9.h
C++
bsd
840
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // InputLayoutCache.h: Defines InputLayoutCache, a class that builds and caches // D3D11 input layouts. #ifndef LIBGLESV2_RENDERER_INPUTLAYOUTCACHE_H_ #define LIBGLESV2_RENDERER_INPUTLAYOUTCACHE_H_ #include "libGLESv2/Constants.h" #include "common/angleutils.h" namespace gl { class ProgramBinary; } namespace rx { struct TranslatedAttribute; class InputLayoutCache { public: InputLayoutCache(); virtual ~InputLayoutCache(); void initialize(ID3D11Device *device, ID3D11DeviceContext *context); void clear(); GLenum applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS], gl::ProgramBinary *programBinary); private: DISALLOW_COPY_AND_ASSIGN(InputLayoutCache); struct InputLayoutKey { unsigned int elementCount; D3D11_INPUT_ELEMENT_DESC elements[gl::MAX_VERTEX_ATTRIBS]; GLenum glslElementType[gl::MAX_VERTEX_ATTRIBS]; }; struct InputLayoutCounterPair { ID3D11InputLayout *inputLayout; unsigned long long lastUsedTime; }; static std::size_t hashInputLayout(const InputLayoutKey &inputLayout); static bool compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b); typedef std::size_t (*InputLayoutHashFunction)(const InputLayoutKey &); typedef bool (*InputLayoutEqualityFunction)(const InputLayoutKey &, const InputLayoutKey &); typedef std::unordered_map<InputLayoutKey, InputLayoutCounterPair, InputLayoutHashFunction, InputLayoutEqualityFunction> InputLayoutMap; InputLayoutMap mInputLayoutMap; static const unsigned int kMaxInputLayouts; unsigned long long mCounter; ID3D11Device *mDevice; ID3D11DeviceContext *mDeviceContext; }; } #endif // LIBGLESV2_RENDERER_INPUTLAYOUTCACHE_H_
010smithzhang-ddd
src/libGLESv2/renderer/InputLayoutCache.h
C++
bsd
2,067
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // RenderTarget.h: Defines an abstract wrapper class to manage IDirect3DSurface9 // and ID3D11View objects belonging to renderbuffers. #ifndef LIBGLESV2_RENDERER_RENDERTARGET_H_ #define LIBGLESV2_RENDERER_RENDERTARGET_H_ #include "common/angleutils.h" namespace rx { class RenderTarget { public: RenderTarget() { mWidth = 0; mHeight = 0; mInternalFormat = GL_NONE; mActualFormat = GL_NONE; mSamples = 0; } virtual ~RenderTarget() {}; GLsizei getWidth() { return mWidth; } GLsizei getHeight() { return mHeight; } GLenum getInternalFormat() { return mInternalFormat; } GLenum getActualFormat() { return mActualFormat; } GLsizei getSamples() { return mSamples; } struct Desc { GLsizei width; GLsizei height; GLenum format; }; protected: GLsizei mWidth; GLsizei mHeight; GLenum mInternalFormat; GLenum mActualFormat; GLsizei mSamples; private: DISALLOW_COPY_AND_ASSIGN(RenderTarget); }; } #endif // LIBGLESV2_RENDERTARGET_H_
010smithzhang-ddd
src/libGLESv2/renderer/RenderTarget.h
C++
bsd
1,255
// // Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // vertexconversion.h: A library of vertex conversion classes that can be used to build // the FormatConverter objects used by the buffer conversion system. #ifndef LIBGLESV2_VERTEXCONVERSION_H_ #define LIBGLESV2_VERTEXCONVERSION_H_ namespace rx { // Conversion types: // static const bool identity: true if this is an identity transform, false otherwise // static U convert(T): convert a single element from the input type to the output type // typedef ... OutputType: the type produced by this conversion template <class T> struct Identity { static const bool identity = true; typedef T OutputType; static T convert(T x) { return x; } }; template <class FromT, class ToT> struct Cast { static const bool identity = false; typedef ToT OutputType; static ToT convert(FromT x) { return static_cast<ToT>(x); } }; template <class T> struct Cast<T, T> { static const bool identity = true; typedef T OutputType; static T convert(T x) { return static_cast<T>(x); } }; template <class T> struct Normalize { static const bool identity = false; typedef float OutputType; static float convert(T x) { typedef std::numeric_limits<T> NL; float f = static_cast<float>(x); if (NL::is_signed) { // const float => VC2008 computes it at compile time // static const float => VC2008 computes it the first time we get here, stores it to memory with static guard and all that. const float divisor = 1.0f/(2*static_cast<float>(NL::max())+1); return (2*f+1)*divisor; } else { return f/NL::max(); } } }; template <class FromType, std::size_t ScaleBits> struct FixedToFloat { static const bool identity = false; typedef float OutputType; static float convert(FromType x) { const float divisor = 1.0f / static_cast<float>(static_cast<FromType>(1) << ScaleBits); return static_cast<float>(x) * divisor; } }; // Widen types: // static const unsigned int initialWidth: number of components before conversion // static const unsigned int finalWidth: number of components after conversion // Float is supported at any size. template <std::size_t N> struct NoWiden { static const std::size_t initialWidth = N; static const std::size_t finalWidth = N; }; // SHORT, norm-SHORT, norm-UNSIGNED_SHORT are supported but only with 2 or 4 components template <std::size_t N> struct WidenToEven { static const std::size_t initialWidth = N; static const std::size_t finalWidth = N+(N&1); }; template <std::size_t N> struct WidenToFour { static const std::size_t initialWidth = N; static const std::size_t finalWidth = 4; }; // Most types have 0 and 1 that are just that. template <class T> struct SimpleDefaultValues { static T zero() { return static_cast<T>(0); } static T one() { return static_cast<T>(1); } }; // But normalised types only store [0,1] or [-1,1] so 1.0 is represented by the max value. template <class T> struct NormalizedDefaultValues { static T zero() { return static_cast<T>(0); } static T one() { return std::numeric_limits<T>::max(); } }; // Converter: // static const bool identity: true if this is an identity transform (with no widening) // static const std::size_t finalSize: number of bytes per output vertex // static void convertArray(const void *in, std::size_t stride, std::size_t n, void *out): convert an array of vertices. Input may be strided, but output will be unstrided. template <class InT, class WidenRule, class Converter, class DefaultValueRule = SimpleDefaultValues<InT> > struct VertexDataConverter { typedef typename Converter::OutputType OutputType; typedef InT InputType; static const bool identity = (WidenRule::initialWidth == WidenRule::finalWidth) && Converter::identity; static const std::size_t finalSize = WidenRule::finalWidth * sizeof(OutputType); static void convertArray(const InputType *in, std::size_t stride, std::size_t n, OutputType *out) { for (std::size_t i = 0; i < n; i++) { const InputType *ein = pointerAddBytes(in, i * stride); copyComponent(out, ein, 0, static_cast<OutputType>(DefaultValueRule::zero())); copyComponent(out, ein, 1, static_cast<OutputType>(DefaultValueRule::zero())); copyComponent(out, ein, 2, static_cast<OutputType>(DefaultValueRule::zero())); copyComponent(out, ein, 3, static_cast<OutputType>(DefaultValueRule::one())); out += WidenRule::finalWidth; } } static void convertArray(const void *in, std::size_t stride, std::size_t n, void *out) { return convertArray(static_cast<const InputType*>(in), stride, n, static_cast<OutputType*>(out)); } private: // Advance the given pointer by a number of bytes (not pointed-to elements). template <class T> static T *pointerAddBytes(T *basePtr, std::size_t numBytes) { return reinterpret_cast<T *>(reinterpret_cast<uintptr_t>(basePtr) + numBytes); } static void copyComponent(OutputType *out, const InputType *in, std::size_t elementindex, OutputType defaultvalue) { if (WidenRule::finalWidth > elementindex) { if (WidenRule::initialWidth > elementindex) { out[elementindex] = Converter::convert(in[elementindex]); } else { out[elementindex] = defaultvalue; } } } }; } #endif // LIBGLESV2_VERTEXCONVERSION_H_
010smithzhang-ddd
src/libGLESv2/renderer/vertexconversion.h
C++
bsd
5,844
// // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // VertexBuffer.h: Defines the abstract VertexBuffer class and VertexBufferInterface // class with derivations, classes that perform graphics API agnostic vertex buffer operations. #ifndef LIBGLESV2_RENDERER_VERTEXBUFFER_H_ #define LIBGLESV2_RENDERER_VERTEXBUFFER_H_ #include "common/angleutils.h" namespace gl { class VertexAttribute; } namespace rx { class Renderer; class VertexBuffer { public: VertexBuffer(); virtual ~VertexBuffer(); virtual bool initialize(unsigned int size, bool dynamicUsage) = 0; virtual bool storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count, GLsizei instances, unsigned int offset) = 0; virtual bool storeRawData(const void* data, unsigned int size, unsigned int offset) = 0; virtual unsigned int getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances) const = 0; virtual bool requiresConversion(const gl::VertexAttribute &attrib) const = 0; virtual unsigned int getBufferSize() const = 0; virtual bool setBufferSize(unsigned int size) = 0; virtual bool discard() = 0; unsigned int getSerial() const; protected: void updateSerial(); private: DISALLOW_COPY_AND_ASSIGN(VertexBuffer); unsigned int mSerial; static unsigned int mNextSerial; }; class VertexBufferInterface { public: VertexBufferInterface(rx::Renderer *renderer, bool dynamic); virtual ~VertexBufferInterface(); void reserveVertexSpace(const gl::VertexAttribute &attribute, GLsizei count, GLsizei instances); void reserveRawDataSpace(unsigned int size); unsigned int getBufferSize() const; unsigned int getSerial() const; virtual int storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count, GLsizei instances); virtual int storeRawData(const void* data, unsigned int size); VertexBuffer* getVertexBuffer() const; protected: virtual bool reserveSpace(unsigned int size) = 0; unsigned int getWritePosition() const; void setWritePosition(unsigned int writePosition); bool discard(); bool setBufferSize(unsigned int size); private: DISALLOW_COPY_AND_ASSIGN(VertexBufferInterface); rx::Renderer *const mRenderer; VertexBuffer* mVertexBuffer; unsigned int mWritePosition; unsigned int mReservedSpace; bool mDynamic; }; class StreamingVertexBufferInterface : public VertexBufferInterface { public: StreamingVertexBufferInterface(rx::Renderer *renderer, std::size_t initialSize); ~StreamingVertexBufferInterface(); protected: bool reserveSpace(unsigned int size); }; class StaticVertexBufferInterface : public VertexBufferInterface { public: explicit StaticVertexBufferInterface(rx::Renderer *renderer); ~StaticVertexBufferInterface(); int storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count, GLsizei instances); // Returns the offset into the vertex buffer, or -1 if not found int lookupAttribute(const gl::VertexAttribute &attribute); protected: bool reserveSpace(unsigned int size); private: struct VertexElement { GLenum type; GLint size; GLsizei stride; bool normalized; int attributeOffset; unsigned int streamOffset; }; std::vector<VertexElement> mCache; }; } #endif // LIBGLESV2_RENDERER_VERTEXBUFFER_H_
010smithzhang-ddd
src/libGLESv2/renderer/VertexBuffer.h
C++
bsd
3,684
// // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // IndexBuffer.h: Defines the abstract IndexBuffer class and IndexBufferInterface // class with derivations, classes that perform graphics API agnostic index buffer operations. #ifndef LIBGLESV2_RENDERER_INDEXBUFFER_H_ #define LIBGLESV2_RENDERER_INDEXBUFFER_H_ #include "common/angleutils.h" namespace rx { class Renderer; class IndexBuffer { public: IndexBuffer(); virtual ~IndexBuffer(); virtual bool initialize(unsigned int bufferSize, GLenum indexType, bool dynamic) = 0; virtual bool mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory) = 0; virtual bool unmapBuffer() = 0; virtual bool discard() = 0; virtual GLenum getIndexType() const = 0; virtual unsigned int getBufferSize() const = 0; virtual bool setSize(unsigned int bufferSize, GLenum indexType) = 0; unsigned int getSerial() const; protected: void updateSerial(); private: DISALLOW_COPY_AND_ASSIGN(IndexBuffer); unsigned int mSerial; static unsigned int mNextSerial; }; class IndexBufferInterface { public: IndexBufferInterface(Renderer *renderer, bool dynamic); virtual ~IndexBufferInterface(); virtual bool reserveBufferSpace(unsigned int size, GLenum indexType) = 0; GLenum getIndexType() const; unsigned int getBufferSize() const; unsigned int getSerial() const; int mapBuffer(unsigned int size, void** outMappedMemory); bool unmapBuffer(); IndexBuffer *getIndexBuffer() const; protected: unsigned int getWritePosition() const; void setWritePosition(unsigned int writePosition); bool discard(); bool setBufferSize(unsigned int bufferSize, GLenum indexType); private: DISALLOW_COPY_AND_ASSIGN(IndexBufferInterface); rx::Renderer *const mRenderer; IndexBuffer* mIndexBuffer; unsigned int mWritePosition; bool mDynamic; }; class StreamingIndexBufferInterface : public IndexBufferInterface { public: StreamingIndexBufferInterface(Renderer *renderer); ~StreamingIndexBufferInterface(); virtual bool reserveBufferSpace(unsigned int size, GLenum indexType); }; class StaticIndexBufferInterface : public IndexBufferInterface { public: explicit StaticIndexBufferInterface(Renderer *renderer); ~StaticIndexBufferInterface(); virtual bool reserveBufferSpace(unsigned int size, GLenum indexType); unsigned int lookupRange(intptr_t offset, GLsizei count, unsigned int *minIndex, unsigned int *maxIndex); // Returns the offset into the index buffer, or -1 if not found void addRange(intptr_t offset, GLsizei count, unsigned int minIndex, unsigned int maxIndex, unsigned int streamOffset); private: struct IndexRange { intptr_t offset; GLsizei count; bool operator<(const IndexRange& rhs) const { if (offset != rhs.offset) { return offset < rhs.offset; } if (count != rhs.count) { return count < rhs.count; } return false; } }; struct IndexResult { unsigned int minIndex; unsigned int maxIndex; unsigned int streamOffset; }; std::map<IndexRange, IndexResult> mCache; }; } #endif // LIBGLESV2_RENDERER_INDEXBUFFER_H_
010smithzhang-ddd
src/libGLESv2/renderer/IndexBuffer.h
C++
bsd
3,500
// // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // FenceImpl.h: Defines the rx::FenceImpl class. #ifndef LIBGLESV2_RENDERER_FENCEIMPL_H_ #define LIBGLESV2_RENDERER_FENCEIMPL_H_ #include "common/angleutils.h" namespace rx { class FenceImpl { public: FenceImpl() : mStatus(GL_FALSE), mCondition(GL_NONE) { }; virtual ~FenceImpl() { }; virtual GLboolean isFence() = 0; virtual void setFence(GLenum condition) = 0; virtual GLboolean testFence() = 0; virtual void finishFence() = 0; virtual void getFenceiv(GLenum pname, GLint *params) = 0; protected: void setStatus(GLboolean status) { mStatus = status; } GLboolean getStatus() const { return mStatus; } void setCondition(GLuint condition) { mCondition = condition; } GLuint getCondition() const { return mCondition; } private: DISALLOW_COPY_AND_ASSIGN(FenceImpl); GLboolean mStatus; GLenum mCondition; }; } #endif // LIBGLESV2_RENDERER_FENCEIMPL_H_
010smithzhang-ddd
src/libGLESv2/renderer/FenceImpl.h
C++
bsd
1,102
#include "precompiled.h" // // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Renderer.cpp: Implements EGL dependencies for creating and destroying Renderer instances. #include <EGL/eglext.h> #include "libGLESv2/main.h" #include "libGLESv2/Program.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/renderer/Renderer9.h" #include "libGLESv2/renderer/Renderer11.h" #include "libGLESv2/utilities.h" #if !defined(ANGLE_ENABLE_D3D11) // Enables use of the Direct3D 11 API for a default display, when available #define ANGLE_ENABLE_D3D11 0 #endif namespace rx { Renderer::Renderer(egl::Display *display) : mDisplay(display) { mD3dCompilerModule = NULL; mD3DCompileFunc = NULL; } Renderer::~Renderer() { if (mD3dCompilerModule) { FreeLibrary(mD3dCompilerModule); mD3dCompilerModule = NULL; } } bool Renderer::initializeCompiler() { #if defined(ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES) // Find a D3DCompiler module that had already been loaded based on a predefined list of versions. static TCHAR* d3dCompilerNames[] = ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES; for (size_t i = 0; i < ArraySize(d3dCompilerNames); ++i) { if (GetModuleHandleEx(0, d3dCompilerNames[i], &mD3dCompilerModule)) { break; } } #else // Load the version of the D3DCompiler DLL associated with the Direct3D version ANGLE was built with. mD3dCompilerModule = LoadLibrary(D3DCOMPILER_DLL); #endif // ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES if (!mD3dCompilerModule) { ERR("No D3D compiler module found - aborting!\n"); return false; } mD3DCompileFunc = reinterpret_cast<pCompileFunc>(GetProcAddress(mD3dCompilerModule, "D3DCompile")); ASSERT(mD3DCompileFunc); return mD3DCompileFunc != NULL; } // Compiles HLSL code into executable binaries ShaderBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, UINT optimizationFlags, bool alternateFlags) { if (!hlsl) { return NULL; } HRESULT result = S_OK; UINT flags = 0; std::string sourceText; if (gl::perfActive()) { flags |= D3DCOMPILE_DEBUG; #ifdef NDEBUG flags |= optimizationFlags; #else flags |= D3DCOMPILE_SKIP_OPTIMIZATION; #endif std::string sourcePath = getTempPath(); sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl); writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size()); } else { flags |= optimizationFlags; sourceText = hlsl; } // Sometimes D3DCompile will fail with the default compilation flags for complicated shaders when it would otherwise pass with alternative options. // Try the default flags first and if compilation fails, try some alternatives. const static UINT extraFlags[] = { 0, D3DCOMPILE_AVOID_FLOW_CONTROL, D3DCOMPILE_PREFER_FLOW_CONTROL }; const static char * const extraFlagNames[] = { "default", "avoid flow control", "prefer flow control" }; int attempts = alternateFlags ? ArraySize(extraFlags) : 1; pD3DCompile compileFunc = reinterpret_cast<pD3DCompile>(mD3DCompileFunc); for (int i = 0; i < attempts; ++i) { ID3DBlob *errorMessage = NULL; ID3DBlob *binary = NULL; result = compileFunc(hlsl, strlen(hlsl), gl::g_fakepath, NULL, NULL, "main", profile, flags | extraFlags[i], 0, &binary, &errorMessage); if (errorMessage) { const char *message = (const char*)errorMessage->GetBufferPointer(); infoLog.appendSanitized(message); TRACE("\n%s", hlsl); TRACE("\n%s", message); errorMessage->Release(); errorMessage = NULL; } if (SUCCEEDED(result)) { return (ShaderBlob*)binary; } else { if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY) { return gl::error(GL_OUT_OF_MEMORY, (ShaderBlob*) NULL); } infoLog.append("Warning: D3D shader compilation failed with "); infoLog.append(extraFlagNames[i]); infoLog.append(" flags."); if (i + 1 < attempts) { infoLog.append(" Retrying with "); infoLog.append(extraFlagNames[i + 1]); infoLog.append(".\n"); } } } return NULL; } } extern "C" { rx::Renderer *glCreateRenderer(egl::Display *display, HDC hDc, EGLNativeDisplayType displayId) { rx::Renderer *renderer = NULL; EGLint status = EGL_BAD_ALLOC; if (ANGLE_ENABLE_D3D11 || displayId == EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE || displayId == EGL_D3D11_ONLY_DISPLAY_ANGLE) { renderer = new rx::Renderer11(display, hDc); if (renderer) { status = renderer->initialize(); } if (status == EGL_SUCCESS) { return renderer; } else if (displayId == EGL_D3D11_ONLY_DISPLAY_ANGLE) { return NULL; } // Failed to create a D3D11 renderer, try creating a D3D9 renderer delete renderer; } bool softwareDevice = (displayId == EGL_SOFTWARE_DISPLAY_ANGLE); renderer = new rx::Renderer9(display, hDc, softwareDevice); if (renderer) { status = renderer->initialize(); } if (status == EGL_SUCCESS) { return renderer; } return NULL; } void glDestroyRenderer(rx::Renderer *renderer) { delete renderer; } }
010smithzhang-ddd
src/libGLESv2/renderer/Renderer.cpp
C++
bsd
5,892
#include "precompiled.h" // // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // SwapChain11.cpp: Implements a back-end specific class for the D3D11 swap chain. #include "libGLESv2/renderer/SwapChain11.h" #include "libGLESv2/renderer/renderer11_utils.h" #include "libGLESv2/renderer/Renderer11.h" #include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h" #include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h" namespace rx { SwapChain11::SwapChain11(Renderer11 *renderer, HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) : mRenderer(renderer), SwapChain(window, shareHandle, backBufferFormat, depthBufferFormat) { mSwapChain = NULL; mBackBufferTexture = NULL; mBackBufferRTView = NULL; mOffscreenTexture = NULL; mOffscreenRTView = NULL; mOffscreenSRView = NULL; mDepthStencilTexture = NULL; mDepthStencilDSView = NULL; mQuadVB = NULL; mPassThroughSampler = NULL; mPassThroughIL = NULL; mPassThroughVS = NULL; mPassThroughPS = NULL; mWidth = -1; mHeight = -1; mSwapInterval = 0; mAppCreatedShareHandle = mShareHandle != NULL; mPassThroughResourcesInit = false; } SwapChain11::~SwapChain11() { release(); } void SwapChain11::release() { if (mSwapChain) { mSwapChain->Release(); mSwapChain = NULL; } if (mBackBufferTexture) { mBackBufferTexture->Release(); mBackBufferTexture = NULL; } if (mBackBufferRTView) { mBackBufferRTView->Release(); mBackBufferRTView = NULL; } if (mOffscreenTexture) { mOffscreenTexture->Release(); mOffscreenTexture = NULL; } if (mOffscreenRTView) { mOffscreenRTView->Release(); mOffscreenRTView = NULL; } if (mOffscreenSRView) { mOffscreenSRView->Release(); mOffscreenSRView = NULL; } if (mDepthStencilTexture) { mDepthStencilTexture->Release(); mDepthStencilTexture = NULL; } if (mDepthStencilDSView) { mDepthStencilDSView->Release(); mDepthStencilDSView = NULL; } if (mQuadVB) { mQuadVB->Release(); mQuadVB = NULL; } if (mPassThroughSampler) { mPassThroughSampler->Release(); mPassThroughSampler = NULL; } if (mPassThroughIL) { mPassThroughIL->Release(); mPassThroughIL = NULL; } if (mPassThroughVS) { mPassThroughVS->Release(); mPassThroughVS = NULL; } if (mPassThroughPS) { mPassThroughPS->Release(); mPassThroughPS = NULL; } if (!mAppCreatedShareHandle) { mShareHandle = NULL; } } void SwapChain11::releaseOffscreenTexture() { if (mOffscreenTexture) { mOffscreenTexture->Release(); mOffscreenTexture = NULL; } if (mOffscreenRTView) { mOffscreenRTView->Release(); mOffscreenRTView = NULL; } if (mOffscreenSRView) { mOffscreenSRView->Release(); mOffscreenSRView = NULL; } if (mDepthStencilTexture) { mDepthStencilTexture->Release(); mDepthStencilTexture = NULL; } if (mDepthStencilDSView) { mDepthStencilDSView->Release(); mDepthStencilDSView = NULL; } } EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHeight) { ID3D11Device *device = mRenderer->getDevice(); ASSERT(device != NULL); // D3D11 does not allow zero size textures ASSERT(backbufferWidth >= 1); ASSERT(backbufferHeight >= 1); // Preserve the render target content ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture; if (previousOffscreenTexture) { previousOffscreenTexture->AddRef(); } const int previousWidth = mWidth; const int previousHeight = mHeight; releaseOffscreenTexture(); // If the app passed in a share handle, open the resource // See EGL_ANGLE_d3d_share_handle_client_buffer if (mAppCreatedShareHandle) { ID3D11Resource *tempResource11; HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource), (void**)&tempResource11); if (FAILED(result)) { ERR("Failed to open the swap chain pbuffer share handle: %08lX", result); release(); return EGL_BAD_PARAMETER; } result = tempResource11->QueryInterface(__uuidof(ID3D11Texture2D), (void**)&mOffscreenTexture); tempResource11->Release(); if (FAILED(result)) { ERR("Failed to query texture2d interface in pbuffer share handle: %08lX", result); release(); return EGL_BAD_PARAMETER; } // Validate offscreen texture parameters D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0}; mOffscreenTexture->GetDesc(&offscreenTextureDesc); if (offscreenTextureDesc.Width != (UINT)backbufferWidth || offscreenTextureDesc.Height != (UINT)backbufferHeight || offscreenTextureDesc.Format != gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat) || offscreenTextureDesc.MipLevels != 1 || offscreenTextureDesc.ArraySize != 1) { ERR("Invalid texture parameters in the shared offscreen texture pbuffer"); release(); return EGL_BAD_PARAMETER; } } else { const bool useSharedResource = !mWindow && mRenderer->getShareHandleSupport(); D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0}; offscreenTextureDesc.Width = backbufferWidth; offscreenTextureDesc.Height = backbufferHeight; offscreenTextureDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat); offscreenTextureDesc.MipLevels = 1; offscreenTextureDesc.ArraySize = 1; offscreenTextureDesc.SampleDesc.Count = 1; offscreenTextureDesc.SampleDesc.Quality = 0; offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT; offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; offscreenTextureDesc.CPUAccessFlags = 0; offscreenTextureDesc.MiscFlags = useSharedResource ? D3D11_RESOURCE_MISC_SHARED : 0; HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture); if (FAILED(result)) { ERR("Could not create offscreen texture: %08lX", result); release(); if (d3d11::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } else { return EGL_BAD_ALLOC; } } d3d11::SetDebugName(mOffscreenTexture, "Offscreen texture"); // EGL_ANGLE_surface_d3d_texture_2d_share_handle requires that we store a share handle for the client if (useSharedResource) { IDXGIResource *offscreenTextureResource = NULL; result = mOffscreenTexture->QueryInterface(__uuidof(IDXGIResource), (void**)&offscreenTextureResource); // Fall back to no share handle on failure if (FAILED(result)) { ERR("Could not query offscreen texture resource: %08lX", result); } else { result = offscreenTextureResource->GetSharedHandle(&mShareHandle); if (FAILED(result)) { mShareHandle = NULL; ERR("Could not get offscreen texture shared handle: %08lX", result); } } } } HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, NULL, &mOffscreenRTView); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mOffscreenRTView, "Offscreen render target"); result = device->CreateShaderResourceView(mOffscreenTexture, NULL, &mOffscreenSRView); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mOffscreenSRView, "Offscreen shader resource"); if (mDepthBufferFormat != GL_NONE) { D3D11_TEXTURE2D_DESC depthStencilDesc = {0}; depthStencilDesc.Width = backbufferWidth; depthStencilDesc.Height = backbufferHeight; depthStencilDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mDepthBufferFormat); depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.SampleDesc.Count = 1; depthStencilDesc.SampleDesc.Quality = 0; depthStencilDesc.Usage = D3D11_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; result = device->CreateTexture2D(&depthStencilDesc, NULL, &mDepthStencilTexture); if (FAILED(result)) { ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result); release(); if (d3d11::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } else { return EGL_BAD_ALLOC; } } d3d11::SetDebugName(mDepthStencilTexture, "Depth stencil texture"); result = device->CreateDepthStencilView(mDepthStencilTexture, NULL, &mDepthStencilDSView); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mDepthStencilDSView, "Depth stencil view"); } mWidth = backbufferWidth; mHeight = backbufferHeight; if (previousOffscreenTexture != NULL) { D3D11_BOX sourceBox = {0}; sourceBox.left = 0; sourceBox.right = std::min(previousWidth, mWidth); sourceBox.top = std::max(previousHeight - mHeight, 0); sourceBox.bottom = previousHeight; sourceBox.front = 0; sourceBox.back = 1; ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); const int yoffset = std::max(mHeight - previousHeight, 0); deviceContext->CopySubresourceRegion(mOffscreenTexture, 0, 0, yoffset, 0, previousOffscreenTexture, 0, &sourceBox); previousOffscreenTexture->Release(); if (mSwapChain) { swapRect(0, 0, mWidth, mHeight); } } return EGL_SUCCESS; } EGLint SwapChain11::resize(EGLint backbufferWidth, EGLint backbufferHeight) { ID3D11Device *device = mRenderer->getDevice(); if (device == NULL) { return EGL_BAD_ACCESS; } // Can only call resize if we have already created our swap buffer and resources ASSERT(mSwapChain && mBackBufferTexture && mBackBufferRTView); if (mBackBufferTexture) { mBackBufferTexture->Release(); mBackBufferTexture = NULL; } if (mBackBufferRTView) { mBackBufferRTView->Release(); mBackBufferRTView = NULL; } // Resize swap chain DXGI_FORMAT backbufferDXGIFormat = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat); HRESULT result = mSwapChain->ResizeBuffers(2, backbufferWidth, backbufferHeight, backbufferDXGIFormat, 0); if (FAILED(result)) { ERR("Error resizing swap chain buffers: 0x%08X", result); release(); if (d3d11::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } else { return EGL_BAD_ALLOC; } } result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture); ASSERT(SUCCEEDED(result)); if (SUCCEEDED(result)) { d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture"); } result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView); ASSERT(SUCCEEDED(result)); if (SUCCEEDED(result)) { d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target"); } return resetOffscreenTexture(backbufferWidth, backbufferHeight); } EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swapInterval) { ID3D11Device *device = mRenderer->getDevice(); if (device == NULL) { return EGL_BAD_ACCESS; } // Release specific resources to free up memory for the new render target, while the // old render target still exists for the purpose of preserving its contents. if (mSwapChain) { mSwapChain->Release(); mSwapChain = NULL; } if (mBackBufferTexture) { mBackBufferTexture->Release(); mBackBufferTexture = NULL; } if (mBackBufferRTView) { mBackBufferRTView->Release(); mBackBufferRTView = NULL; } mSwapInterval = static_cast<unsigned int>(swapInterval); if (mSwapInterval > 4) { // IDXGISwapChain::Present documentation states that valid sync intervals are in the [0,4] range return EGL_BAD_PARAMETER; } // EGL allows creating a surface with 0x0 dimension, however, DXGI does not like 0x0 swapchains if (backbufferWidth < 1 || backbufferHeight < 1) { releaseOffscreenTexture(); return EGL_SUCCESS; } if (mWindow) { // We cannot create a swap chain for an HWND that is owned by a different process DWORD currentProcessId = GetCurrentProcessId(); DWORD wndProcessId; GetWindowThreadProcessId(mWindow, &wndProcessId); if (currentProcessId != wndProcessId) { ERR("Could not create swap chain, window owned by different process"); release(); return EGL_BAD_NATIVE_WINDOW; } IDXGIFactory *factory = mRenderer->getDxgiFactory(); DXGI_SWAP_CHAIN_DESC swapChainDesc = {0}; swapChainDesc.BufferCount = 2; swapChainDesc.BufferDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat); swapChainDesc.BufferDesc.Width = backbufferWidth; swapChainDesc.BufferDesc.Height = backbufferHeight; swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; swapChainDesc.BufferDesc.RefreshRate.Numerator = 0; swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.Flags = 0; swapChainDesc.OutputWindow = mWindow; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.Windowed = TRUE; HRESULT result = factory->CreateSwapChain(device, &swapChainDesc, &mSwapChain); if (FAILED(result)) { ERR("Could not create additional swap chains or offscreen surfaces: %08lX", result); release(); if (d3d11::isDeviceLostError(result)) { return EGL_CONTEXT_LOST; } else { return EGL_BAD_ALLOC; } } result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBufferTexture); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mBackBufferTexture, "Back buffer texture"); result = device->CreateRenderTargetView(mBackBufferTexture, NULL, &mBackBufferRTView); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mBackBufferRTView, "Back buffer render target"); } // If we are resizing the swap chain, we don't wish to recreate all the static resources if (!mPassThroughResourcesInit) { mPassThroughResourcesInit = true; initPassThroughResources(); } return resetOffscreenTexture(backbufferWidth, backbufferHeight); } void SwapChain11::initPassThroughResources() { ID3D11Device *device = mRenderer->getDevice(); ASSERT(device != NULL); // Make sure our resources are all not allocated, when we create ASSERT(mQuadVB == NULL && mPassThroughSampler == NULL); ASSERT(mPassThroughIL == NULL && mPassThroughVS == NULL && mPassThroughPS == NULL); D3D11_BUFFER_DESC vbDesc; vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4; vbDesc.Usage = D3D11_USAGE_DYNAMIC; vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vbDesc.MiscFlags = 0; vbDesc.StructureByteStride = 0; HRESULT result = device->CreateBuffer(&vbDesc, NULL, &mQuadVB); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mQuadVB, "Swap chain quad vertex buffer"); D3D11_SAMPLER_DESC samplerDesc; samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.MipLODBias = 0.0f; samplerDesc.MaxAnisotropy = 0; samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; samplerDesc.BorderColor[0] = 0.0f; samplerDesc.BorderColor[1] = 0.0f; samplerDesc.BorderColor[2] = 0.0f; samplerDesc.BorderColor[3] = 0.0f; samplerDesc.MinLOD = 0; samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; result = device->CreateSamplerState(&samplerDesc, &mPassThroughSampler); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mPassThroughSampler, "Swap chain pass through sampler"); D3D11_INPUT_ELEMENT_DESC quadLayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; result = device->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mPassThroughIL); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mPassThroughIL, "Swap chain pass through layout"); result = device->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mPassThroughVS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mPassThroughVS, "Swap chain pass through vertex shader"); result = device->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mPassThroughPS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mPassThroughPS, "Swap chain pass through pixel shader"); } // parameters should be validated/clamped by caller EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height) { if (!mSwapChain) { return EGL_SUCCESS; } ID3D11Device *device = mRenderer->getDevice(); ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); // Set vertices D3D11_MAPPED_SUBRESOURCE mappedResource; HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { return EGL_BAD_ACCESS; } d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData); // Create a quad in homogeneous coordinates float x1 = (x / float(mWidth)) * 2.0f - 1.0f; float y1 = (y / float(mHeight)) * 2.0f - 1.0f; float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f; float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f; float u1 = x / float(mWidth); float v1 = y / float(mHeight); float u2 = (x + width) / float(mWidth); float v2 = (y + height) / float(mHeight); d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1); d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2); d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1); d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2); deviceContext->Unmap(mQuadVB, 0); static UINT stride = sizeof(d3d11::PositionTexCoordVertex); static UINT startIdx = 0; deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx); // Apply state deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF); static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF); deviceContext->RSSetState(NULL); // Apply shaders deviceContext->IASetInputLayout(mPassThroughIL); deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); deviceContext->VSSetShader(mPassThroughVS, NULL, 0); deviceContext->PSSetShader(mPassThroughPS, NULL, 0); deviceContext->GSSetShader(NULL, NULL, 0); // Apply render targets mRenderer->setOneTimeRenderTarget(mBackBufferRTView); // Set the viewport D3D11_VIEWPORT viewport; viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = mWidth; viewport.Height = mHeight; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; deviceContext->RSSetViewports(1, &viewport); // Apply textures deviceContext->PSSetShaderResources(0, 1, &mOffscreenSRView); deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler); // Draw deviceContext->Draw(4, 0); result = mSwapChain->Present(mSwapInterval, 0); if (result == DXGI_ERROR_DEVICE_REMOVED) { HRESULT removedReason = device->GetDeviceRemovedReason(); ERR("Present failed: the D3D11 device was removed: 0x%08X", removedReason); return EGL_CONTEXT_LOST; } else if (result == DXGI_ERROR_DEVICE_RESET) { ERR("Present failed: the D3D11 device was reset from a bad command."); return EGL_CONTEXT_LOST; } else if (FAILED(result)) { ERR("Present failed with error code 0x%08X", result); } // Unbind static ID3D11ShaderResourceView *const nullSRV = NULL; deviceContext->PSSetShaderResources(0, 1, &nullSRV); mRenderer->unapplyRenderTargets(); mRenderer->markAllStateDirty(); return EGL_SUCCESS; } // Increments refcount on texture. // caller must Release() the returned texture ID3D11Texture2D *SwapChain11::getOffscreenTexture() { if (mOffscreenTexture) { mOffscreenTexture->AddRef(); } return mOffscreenTexture; } // Increments refcount on view. // caller must Release() the returned view ID3D11RenderTargetView *SwapChain11::getRenderTarget() { if (mOffscreenRTView) { mOffscreenRTView->AddRef(); } return mOffscreenRTView; } // Increments refcount on view. // caller must Release() the returned view ID3D11ShaderResourceView *SwapChain11::getRenderTargetShaderResource() { if (mOffscreenSRView) { mOffscreenSRView->AddRef(); } return mOffscreenSRView; } // Increments refcount on view. // caller must Release() the returned view ID3D11DepthStencilView *SwapChain11::getDepthStencil() { if (mDepthStencilDSView) { mDepthStencilDSView->AddRef(); } return mDepthStencilDSView; } ID3D11Texture2D *SwapChain11::getDepthStencilTexture() { if (mDepthStencilTexture) { mDepthStencilTexture->AddRef(); } return mDepthStencilTexture; } SwapChain11 *SwapChain11::makeSwapChain11(SwapChain *swapChain) { ASSERT(HAS_DYNAMIC_TYPE(rx::SwapChain11*, swapChain)); return static_cast<rx::SwapChain11*>(swapChain); } void SwapChain11::recreate() { // possibly should use this method instead of reset } }
010smithzhang-ddd
src/libGLESv2/renderer/SwapChain11.cpp
C++
bsd
23,424
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // TextureStorage11.h: Defines the abstract rx::TextureStorage11 class and its concrete derived // classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture. #ifndef LIBGLESV2_RENDERER_TEXTURESTORAGE11_H_ #define LIBGLESV2_RENDERER_TEXTURESTORAGE11_H_ #include "libGLESv2/Texture.h" #include "libGLESv2/renderer/TextureStorage.h" namespace rx { class RenderTarget; class RenderTarget11; class Renderer; class Renderer11; class SwapChain11; class TextureStorage11 : public TextureStorage { public: TextureStorage11(Renderer *renderer, UINT bindFlags); virtual ~TextureStorage11(); static TextureStorage11 *makeTextureStorage11(TextureStorage *storage); static DWORD GetTextureBindFlags(DXGI_FORMAT d3dfmt, GLenum glusage, bool forceRenderable); static bool IsTextureFormatRenderable(DXGI_FORMAT format); UINT getBindFlags() const; virtual ID3D11Texture2D *getBaseTexture() const; virtual ID3D11ShaderResourceView *getSRV() = 0; virtual RenderTarget *getRenderTarget() { return getRenderTarget(0); } virtual RenderTarget *getRenderTarget(int level) { return NULL; } virtual RenderTarget *getRenderTarget(GLenum faceTarget) { return getRenderTarget(faceTarget, 0); } virtual RenderTarget *getRenderTarget(GLenum faceTarget, int level) { return NULL; } virtual void generateMipmap(int level) {}; virtual void generateMipmap(int face, int level) {}; virtual int getLodOffset() const; virtual bool isRenderTarget() const; virtual bool isManaged() const; virtual int levelCount(); UINT getSubresourceIndex(int level, int faceTarget); bool updateSubresourceLevel(ID3D11Texture2D *texture, unsigned int sourceSubresource, int level, int faceTarget, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); protected: void generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest); Renderer11 *mRenderer; int mLodOffset; unsigned int mMipLevels; ID3D11Texture2D *mTexture; DXGI_FORMAT mTextureFormat; DXGI_FORMAT mShaderResourceFormat; DXGI_FORMAT mRenderTargetFormat; DXGI_FORMAT mDepthStencilFormat; unsigned int mTextureWidth; unsigned int mTextureHeight; ID3D11ShaderResourceView *mSRV; private: DISALLOW_COPY_AND_ASSIGN(TextureStorage11); const UINT mBindFlags; }; class TextureStorage11_2D : public TextureStorage11 { public: TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain); TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height); virtual ~TextureStorage11_2D(); static TextureStorage11_2D *makeTextureStorage11_2D(TextureStorage *storage); virtual ID3D11ShaderResourceView *getSRV(); virtual RenderTarget *getRenderTarget(int level); virtual void generateMipmap(int level); private: DISALLOW_COPY_AND_ASSIGN(TextureStorage11_2D); RenderTarget11 *mRenderTarget[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS]; }; class TextureStorage11_Cube : public TextureStorage11 { public: TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size); virtual ~TextureStorage11_Cube(); static TextureStorage11_Cube *makeTextureStorage11_Cube(TextureStorage *storage); virtual ID3D11ShaderResourceView *getSRV(); virtual RenderTarget *getRenderTarget(GLenum faceTarget, int level); virtual void generateMipmap(int face, int level); private: DISALLOW_COPY_AND_ASSIGN(TextureStorage11_Cube); RenderTarget11 *mRenderTarget[6][gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS]; }; } #endif // LIBGLESV2_RENDERER_TEXTURESTORAGE11_H_
010smithzhang-ddd
src/libGLESv2/renderer/TextureStorage11.h
C++
bsd
3,975
#include "precompiled.h" // // Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Renderer9.cpp: Implements a back-end specific class for the D3D9 renderer. #include "libGLESv2/main.h" #include "libGLESv2/Buffer.h" #include "libGLESv2/Texture.h" #include "libGLESv2/Framebuffer.h" #include "libGLESv2/Renderbuffer.h" #include "libGLESv2/ProgramBinary.h" #include "libGLESv2/renderer/IndexDataManager.h" #include "libGLESv2/renderer/Renderer9.h" #include "libGLESv2/renderer/renderer9_utils.h" #include "libGLESv2/renderer/ShaderExecutable9.h" #include "libGLESv2/renderer/SwapChain9.h" #include "libGLESv2/renderer/TextureStorage9.h" #include "libGLESv2/renderer/Image9.h" #include "libGLESv2/renderer/Blit.h" #include "libGLESv2/renderer/RenderTarget9.h" #include "libGLESv2/renderer/VertexBuffer9.h" #include "libGLESv2/renderer/IndexBuffer9.h" #include "libGLESv2/renderer/BufferStorage9.h" #include "libGLESv2/renderer/Query9.h" #include "libGLESv2/renderer/Fence9.h" #include "libEGL/Display.h" // Can also be enabled by defining FORCE_REF_RAST in the project's predefined macros #define REF_RAST 0 // The "Debug This Pixel..." feature in PIX often fails when using the // D3D9Ex interfaces. In order to get debug pixel to work on a Vista/Win 7 // machine, define "ANGLE_ENABLE_D3D9EX=0" in your project file. #if !defined(ANGLE_ENABLE_D3D9EX) // Enables use of the IDirect3D9Ex interface, when available #define ANGLE_ENABLE_D3D9EX 1 #endif // !defined(ANGLE_ENABLE_D3D9EX) namespace rx { static const D3DFORMAT RenderTargetFormats[] = { D3DFMT_A1R5G5B5, // D3DFMT_A2R10G10B10, // The color_ramp conformance test uses ReadPixels with UNSIGNED_BYTE causing it to think that rendering skipped a colour value. D3DFMT_A8R8G8B8, D3DFMT_R5G6B5, // D3DFMT_X1R5G5B5, // Has no compatible OpenGL ES renderbuffer format D3DFMT_X8R8G8B8 }; static const D3DFORMAT DepthStencilFormats[] = { D3DFMT_UNKNOWN, // D3DFMT_D16_LOCKABLE, D3DFMT_D32, // D3DFMT_D15S1, D3DFMT_D24S8, D3DFMT_D24X8, // D3DFMT_D24X4S4, D3DFMT_D16, // D3DFMT_D32F_LOCKABLE, // D3DFMT_D24FS8 }; enum { MAX_VERTEX_CONSTANT_VECTORS_D3D9 = 256, MAX_PIXEL_CONSTANT_VECTORS_SM2 = 32, MAX_PIXEL_CONSTANT_VECTORS_SM3 = 224, MAX_VARYING_VECTORS_SM2 = 8, MAX_VARYING_VECTORS_SM3 = 10, MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 = 4 }; Renderer9::Renderer9(egl::Display *display, HDC hDc, bool softwareDevice) : Renderer(display), mDc(hDc), mSoftwareDevice(softwareDevice) { mD3d9Module = NULL; mD3d9 = NULL; mD3d9Ex = NULL; mDevice = NULL; mDeviceEx = NULL; mDeviceWindow = NULL; mBlit = NULL; mAdapter = D3DADAPTER_DEFAULT; #if REF_RAST == 1 || defined(FORCE_REF_RAST) mDeviceType = D3DDEVTYPE_REF; #else mDeviceType = D3DDEVTYPE_HAL; #endif mDeviceLost = false; mMaxSupportedSamples = 0; mMaskedClearSavedState = NULL; mVertexDataManager = NULL; mIndexDataManager = NULL; mLineLoopIB = NULL; mMaxNullColorbufferLRU = 0; for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++) { mNullColorbufferCache[i].lruCount = 0; mNullColorbufferCache[i].width = 0; mNullColorbufferCache[i].height = 0; mNullColorbufferCache[i].buffer = NULL; } } Renderer9::~Renderer9() { releaseDeviceResources(); if (mDevice) { // If the device is lost, reset it first to prevent leaving the driver in an unstable state if (testDeviceLost(false)) { resetDevice(); } mDevice->Release(); mDevice = NULL; } if (mDeviceEx) { mDeviceEx->Release(); mDeviceEx = NULL; } if (mD3d9) { mD3d9->Release(); mD3d9 = NULL; } if (mDeviceWindow) { DestroyWindow(mDeviceWindow); mDeviceWindow = NULL; } if (mD3d9Ex) { mD3d9Ex->Release(); mD3d9Ex = NULL; } if (mD3d9Module) { mD3d9Module = NULL; } while (!mMultiSampleSupport.empty()) { delete [] mMultiSampleSupport.begin()->second; mMultiSampleSupport.erase(mMultiSampleSupport.begin()); } } Renderer9 *Renderer9::makeRenderer9(Renderer *renderer) { ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer9*, renderer)); return static_cast<rx::Renderer9*>(renderer); } EGLint Renderer9::initialize() { if (!initializeCompiler()) { return EGL_NOT_INITIALIZED; } if (mSoftwareDevice) { mD3d9Module = GetModuleHandle(TEXT("swiftshader_d3d9.dll")); } else { mD3d9Module = GetModuleHandle(TEXT("d3d9.dll")); } if (mD3d9Module == NULL) { ERR("No D3D9 module found - aborting!\n"); return EGL_NOT_INITIALIZED; } typedef HRESULT (WINAPI *Direct3DCreate9ExFunc)(UINT, IDirect3D9Ex**); Direct3DCreate9ExFunc Direct3DCreate9ExPtr = reinterpret_cast<Direct3DCreate9ExFunc>(GetProcAddress(mD3d9Module, "Direct3DCreate9Ex")); // Use Direct3D9Ex if available. Among other things, this version is less // inclined to report a lost context, for example when the user switches // desktop. Direct3D9Ex is available in Windows Vista and later if suitable drivers are available. if (ANGLE_ENABLE_D3D9EX && Direct3DCreate9ExPtr && SUCCEEDED(Direct3DCreate9ExPtr(D3D_SDK_VERSION, &mD3d9Ex))) { ASSERT(mD3d9Ex); mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9)); ASSERT(mD3d9); } else { mD3d9 = Direct3DCreate9(D3D_SDK_VERSION); } if (!mD3d9) { ERR("Could not create D3D9 device - aborting!\n"); return EGL_NOT_INITIALIZED; } if (mDc != NULL) { // UNIMPLEMENTED(); // FIXME: Determine which adapter index the device context corresponds to } HRESULT result; // Give up on getting device caps after about one second. for (int i = 0; i < 10; ++i) { result = mD3d9->GetDeviceCaps(mAdapter, mDeviceType, &mDeviceCaps); if (SUCCEEDED(result)) { break; } else if (result == D3DERR_NOTAVAILABLE) { Sleep(100); // Give the driver some time to initialize/recover } else if (FAILED(result)) // D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY, D3DERR_INVALIDDEVICE, or another error we can't recover from { ERR("failed to get device caps (0x%x)\n", result); return EGL_NOT_INITIALIZED; } } if (mDeviceCaps.PixelShaderVersion < D3DPS_VERSION(2, 0)) { ERR("Renderer does not support PS 2.0. aborting!\n"); return EGL_NOT_INITIALIZED; } // When DirectX9 is running with an older DirectX8 driver, a StretchRect from a regular texture to a render target texture is not supported. // This is required by Texture2D::convertToRenderTarget. if ((mDeviceCaps.DevCaps2 & D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES) == 0) { ERR("Renderer does not support stretctrect from textures!\n"); return EGL_NOT_INITIALIZED; } mD3d9->GetAdapterIdentifier(mAdapter, 0, &mAdapterIdentifier); // ATI cards on XP have problems with non-power-of-two textures. mSupportsNonPower2Textures = !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_POW2) && !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2) && !(mDeviceCaps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) && !(getComparableOSVersion() < versionWindowsVista && mAdapterIdentifier.VendorId == VENDOR_ID_AMD); // Must support a minimum of 2:1 anisotropy for max anisotropy to be considered supported, per the spec mSupportsTextureFilterAnisotropy = ((mDeviceCaps.RasterCaps & D3DPRASTERCAPS_ANISOTROPY) && (mDeviceCaps.MaxAnisotropy >= 2)); mMinSwapInterval = 4; mMaxSwapInterval = 0; if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_IMMEDIATE) { mMinSwapInterval = std::min(mMinSwapInterval, 0); mMaxSwapInterval = std::max(mMaxSwapInterval, 0); } if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_ONE) { mMinSwapInterval = std::min(mMinSwapInterval, 1); mMaxSwapInterval = std::max(mMaxSwapInterval, 1); } if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_TWO) { mMinSwapInterval = std::min(mMinSwapInterval, 2); mMaxSwapInterval = std::max(mMaxSwapInterval, 2); } if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_THREE) { mMinSwapInterval = std::min(mMinSwapInterval, 3); mMaxSwapInterval = std::max(mMaxSwapInterval, 3); } if (mDeviceCaps.PresentationIntervals & D3DPRESENT_INTERVAL_FOUR) { mMinSwapInterval = std::min(mMinSwapInterval, 4); mMaxSwapInterval = std::max(mMaxSwapInterval, 4); } int max = 0; for (unsigned int i = 0; i < ArraySize(RenderTargetFormats); ++i) { bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1]; getMultiSampleSupport(RenderTargetFormats[i], multisampleArray); mMultiSampleSupport[RenderTargetFormats[i]] = multisampleArray; for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j) { if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max) { max = j; } } } for (unsigned int i = 0; i < ArraySize(DepthStencilFormats); ++i) { if (DepthStencilFormats[i] == D3DFMT_UNKNOWN) continue; bool *multisampleArray = new bool[D3DMULTISAMPLE_16_SAMPLES + 1]; getMultiSampleSupport(DepthStencilFormats[i], multisampleArray); mMultiSampleSupport[DepthStencilFormats[i]] = multisampleArray; for (int j = D3DMULTISAMPLE_16_SAMPLES; j >= 0; --j) { if (multisampleArray[j] && j != D3DMULTISAMPLE_NONMASKABLE && j > max) { max = j; } } } mMaxSupportedSamples = max; static const TCHAR windowName[] = TEXT("AngleHiddenWindow"); static const TCHAR className[] = TEXT("STATIC"); mDeviceWindow = CreateWindowEx(WS_EX_NOACTIVATE, className, windowName, WS_DISABLED | WS_POPUP, 0, 0, 1, 1, HWND_MESSAGE, NULL, GetModuleHandle(NULL), NULL); D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters(); DWORD behaviorFlags = D3DCREATE_FPU_PRESERVE | D3DCREATE_NOWINDOWCHANGES; result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &presentParameters, &mDevice); if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_DEVICELOST) { return EGL_BAD_ALLOC; } if (FAILED(result)) { result = mD3d9->CreateDevice(mAdapter, mDeviceType, mDeviceWindow, behaviorFlags | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &mDevice); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY || result == D3DERR_NOTAVAILABLE || result == D3DERR_DEVICELOST); return EGL_BAD_ALLOC; } } if (mD3d9Ex) { result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**) &mDeviceEx); ASSERT(SUCCEEDED(result)); } mVertexShaderCache.initialize(mDevice); mPixelShaderCache.initialize(mDevice); // Check occlusion query support IDirect3DQuery9 *occlusionQuery = NULL; if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_OCCLUSION, &occlusionQuery)) && occlusionQuery) { occlusionQuery->Release(); mOcclusionQuerySupport = true; } else { mOcclusionQuerySupport = false; } // Check event query support IDirect3DQuery9 *eventQuery = NULL; if (SUCCEEDED(mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &eventQuery)) && eventQuery) { eventQuery->Release(); mEventQuerySupport = true; } else { mEventQuerySupport = false; } D3DDISPLAYMODE currentDisplayMode; mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode); // Check vertex texture support // Only Direct3D 10 ready devices support all the necessary vertex texture formats. // We test this using D3D9 by checking support for the R16F format. mVertexTextureSupport = mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0) && SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_R16F)); // Check depth texture support // we use INTZ for depth textures in Direct3D9 // we also want NULL texture support to ensure the we can make depth-only FBOs // see http://aras-p.info/texts/D3D9GPUHacks.html mDepthTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, D3DFMT_INTZ)) && SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL)); // Check 32 bit floating point texture support mFloat32FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER, D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) && SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER, D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F)); mFloat32RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) && SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F)); if (!mFloat32FilterSupport && !mFloat32RenderSupport) { mFloat32TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A32B32G32R32F)) && SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F)); } else { mFloat32TextureSupport = true; } // Check 16 bit floating point texture support mFloat16FilterSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) && SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_QUERY_FILTER, D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F)); mFloat16RenderSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) && SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F)); if (!mFloat16FilterSupport && !mFloat16RenderSupport) { mFloat16TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16F)) && SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F)); } else { mFloat16TextureSupport = true; } // Check DXT texture support mDXT1TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1)); mDXT3TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT3)); mDXT5TextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT5)); // Check luminance[alpha] texture support mLuminanceTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_L8)); mLuminanceAlphaTextureSupport = SUCCEEDED(mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, 0, D3DRTYPE_TEXTURE, D3DFMT_A8L8)); initializeDevice(); return EGL_SUCCESS; } // do any one-time device initialization // NOTE: this is also needed after a device lost/reset // to reset the scene status and ensure the default states are reset. void Renderer9::initializeDevice() { // Permanent non-default states mDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE); mDevice->SetRenderState(D3DRS_LASTPIXEL, FALSE); if (mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0)) { mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, (DWORD&)mDeviceCaps.MaxPointSize); } else { mDevice->SetRenderState(D3DRS_POINTSIZE_MAX, 0x3F800000); // 1.0f } markAllStateDirty(); mSceneStarted = false; ASSERT(!mBlit && !mVertexDataManager && !mIndexDataManager); mBlit = new Blit(this); mVertexDataManager = new rx::VertexDataManager(this); mIndexDataManager = new rx::IndexDataManager(this); } D3DPRESENT_PARAMETERS Renderer9::getDefaultPresentParameters() { D3DPRESENT_PARAMETERS presentParameters = {0}; // The default swap chain is never actually used. Surface will create a new swap chain with the proper parameters. presentParameters.AutoDepthStencilFormat = D3DFMT_UNKNOWN; presentParameters.BackBufferCount = 1; presentParameters.BackBufferFormat = D3DFMT_UNKNOWN; presentParameters.BackBufferWidth = 1; presentParameters.BackBufferHeight = 1; presentParameters.EnableAutoDepthStencil = FALSE; presentParameters.Flags = 0; presentParameters.hDeviceWindow = mDeviceWindow; presentParameters.MultiSampleQuality = 0; presentParameters.MultiSampleType = D3DMULTISAMPLE_NONE; presentParameters.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD; presentParameters.Windowed = TRUE; return presentParameters; } int Renderer9::generateConfigs(ConfigDesc **configDescList) { D3DDISPLAYMODE currentDisplayMode; mD3d9->GetAdapterDisplayMode(mAdapter, &currentDisplayMode); unsigned int numRenderFormats = ArraySize(RenderTargetFormats); unsigned int numDepthFormats = ArraySize(DepthStencilFormats); (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats]; int numConfigs = 0; for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++) { D3DFORMAT renderTargetFormat = RenderTargetFormats[formatIndex]; HRESULT result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, renderTargetFormat); if (SUCCEEDED(result)) { for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++) { D3DFORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex]; HRESULT result = D3D_OK; if(depthStencilFormat != D3DFMT_UNKNOWN) { result = mD3d9->CheckDeviceFormat(mAdapter, mDeviceType, currentDisplayMode.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat); } if (SUCCEEDED(result)) { if(depthStencilFormat != D3DFMT_UNKNOWN) { result = mD3d9->CheckDepthStencilMatch(mAdapter, mDeviceType, currentDisplayMode.Format, renderTargetFormat, depthStencilFormat); } if (SUCCEEDED(result)) { ConfigDesc newConfig; newConfig.renderTargetFormat = d3d9_gl::ConvertBackBufferFormat(renderTargetFormat); newConfig.depthStencilFormat = d3d9_gl::ConvertDepthStencilFormat(depthStencilFormat); newConfig.multiSample = 0; // FIXME: enumerate multi-sampling newConfig.fastConfig = (currentDisplayMode.Format == renderTargetFormat); (*configDescList)[numConfigs++] = newConfig; } } } } } return numConfigs; } void Renderer9::deleteConfigs(ConfigDesc *configDescList) { delete [] (configDescList); } void Renderer9::startScene() { if (!mSceneStarted) { long result = mDevice->BeginScene(); if (SUCCEEDED(result)) { // This is defensive checking against the device being // lost at unexpected times. mSceneStarted = true; } } } void Renderer9::endScene() { if (mSceneStarted) { // EndScene can fail if the device was lost, for example due // to a TDR during a draw call. mDevice->EndScene(); mSceneStarted = false; } } void Renderer9::sync(bool block) { HRESULT result; IDirect3DQuery9* query = allocateEventQuery(); if (!query) { return; } result = query->Issue(D3DISSUE_END); ASSERT(SUCCEEDED(result)); do { result = query->GetData(NULL, 0, D3DGETDATA_FLUSH); if(block && result == S_FALSE) { // Keep polling, but allow other threads to do something useful first Sleep(0); // explicitly check for device loss // some drivers seem to return S_FALSE even if the device is lost // instead of D3DERR_DEVICELOST like they should if (testDeviceLost(false)) { result = D3DERR_DEVICELOST; } } } while(block && result == S_FALSE); freeEventQuery(query); if (d3d9::isDeviceLostError(result)) { notifyDeviceLost(); } } SwapChain *Renderer9::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) { return new rx::SwapChain9(this, window, shareHandle, backBufferFormat, depthBufferFormat); } IDirect3DQuery9* Renderer9::allocateEventQuery() { IDirect3DQuery9 *query = NULL; if (mEventQueryPool.empty()) { HRESULT result = mDevice->CreateQuery(D3DQUERYTYPE_EVENT, &query); ASSERT(SUCCEEDED(result)); } else { query = mEventQueryPool.back(); mEventQueryPool.pop_back(); } return query; } void Renderer9::freeEventQuery(IDirect3DQuery9* query) { if (mEventQueryPool.size() > 1000) { query->Release(); } else { mEventQueryPool.push_back(query); } } IDirect3DVertexShader9 *Renderer9::createVertexShader(const DWORD *function, size_t length) { return mVertexShaderCache.create(function, length); } IDirect3DPixelShader9 *Renderer9::createPixelShader(const DWORD *function, size_t length) { return mPixelShaderCache.create(function, length); } HRESULT Renderer9::createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer) { D3DPOOL Pool = getBufferPool(Usage); return mDevice->CreateVertexBuffer(Length, Usage, 0, Pool, ppVertexBuffer, NULL); } VertexBuffer *Renderer9::createVertexBuffer() { return new VertexBuffer9(this); } HRESULT Renderer9::createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer) { D3DPOOL Pool = getBufferPool(Usage); return mDevice->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer, NULL); } IndexBuffer *Renderer9::createIndexBuffer() { return new IndexBuffer9(this); } BufferStorage *Renderer9::createBufferStorage() { return new BufferStorage9(); } QueryImpl *Renderer9::createQuery(GLenum type) { return new Query9(this, type); } FenceImpl *Renderer9::createFence() { return new Fence9(this); } void Renderer9::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState) { bool *forceSetSamplers = (type == gl::SAMPLER_PIXEL) ? mForceSetPixelSamplerStates : mForceSetVertexSamplerStates; gl::SamplerState *appliedSamplers = (type == gl::SAMPLER_PIXEL) ? mCurPixelSamplerStates: mCurVertexSamplerStates; if (forceSetSamplers[index] || memcmp(&samplerState, &appliedSamplers[index], sizeof(gl::SamplerState)) != 0) { int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0; int d3dSampler = index + d3dSamplerOffset; mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSU, gl_d3d9::ConvertTextureWrap(samplerState.wrapS)); mDevice->SetSamplerState(d3dSampler, D3DSAMP_ADDRESSV, gl_d3d9::ConvertTextureWrap(samplerState.wrapT)); mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAGFILTER, gl_d3d9::ConvertMagFilter(samplerState.magFilter, samplerState.maxAnisotropy)); D3DTEXTUREFILTERTYPE d3dMinFilter, d3dMipFilter; gl_d3d9::ConvertMinFilter(samplerState.minFilter, &d3dMinFilter, &d3dMipFilter, samplerState.maxAnisotropy); mDevice->SetSamplerState(d3dSampler, D3DSAMP_MINFILTER, d3dMinFilter); mDevice->SetSamplerState(d3dSampler, D3DSAMP_MIPFILTER, d3dMipFilter); mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXMIPLEVEL, samplerState.lodOffset); if (mSupportsTextureFilterAnisotropy) { mDevice->SetSamplerState(d3dSampler, D3DSAMP_MAXANISOTROPY, (DWORD)samplerState.maxAnisotropy); } } forceSetSamplers[index] = false; appliedSamplers[index] = samplerState; } void Renderer9::setTexture(gl::SamplerType type, int index, gl::Texture *texture) { int d3dSamplerOffset = (type == gl::SAMPLER_PIXEL) ? 0 : D3DVERTEXTEXTURESAMPLER0; int d3dSampler = index + d3dSamplerOffset; IDirect3DBaseTexture9 *d3dTexture = NULL; unsigned int serial = 0; bool forceSetTexture = false; unsigned int *appliedSerials = (type == gl::SAMPLER_PIXEL) ? mCurPixelTextureSerials : mCurVertexTextureSerials; if (texture) { TextureStorageInterface *texStorage = texture->getNativeTexture(); if (texStorage) { TextureStorage9 *storage9 = TextureStorage9::makeTextureStorage9(texStorage->getStorageInstance()); d3dTexture = storage9->getBaseTexture(); } // If we get NULL back from getBaseTexture here, something went wrong // in the texture class and we're unexpectedly missing the d3d texture ASSERT(d3dTexture != NULL); serial = texture->getTextureSerial(); forceSetTexture = texture->hasDirtyImages(); } if (forceSetTexture || appliedSerials[index] != serial) { mDevice->SetTexture(d3dSampler, d3dTexture); } appliedSerials[index] = serial; } void Renderer9::setRasterizerState(const gl::RasterizerState &rasterState) { bool rasterStateChanged = mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0; if (rasterStateChanged) { // Set the cull mode if (rasterState.cullFace) { mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(rasterState.cullMode, rasterState.frontFace)); } else { mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); } if (rasterState.polygonOffsetFill) { if (mCurDepthSize > 0) { mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *(DWORD*)&rasterState.polygonOffsetFactor); float depthBias = ldexp(rasterState.polygonOffsetUnits, -static_cast<int>(mCurDepthSize)); mDevice->SetRenderState(D3DRS_DEPTHBIAS, *(DWORD*)&depthBias); } } else { mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0); mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0); } mCurRasterState = rasterState; } mForceSetRasterState = false; } void Renderer9::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask) { bool blendStateChanged = mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0; bool blendColorChanged = mForceSetBlendState || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0; bool sampleMaskChanged = mForceSetBlendState || sampleMask != mCurSampleMask; if (blendStateChanged || blendColorChanged) { if (blendState.blend) { mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA && blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA) { mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(blendColor)); } else { mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(gl::unorm<8>(blendColor.alpha), gl::unorm<8>(blendColor.alpha), gl::unorm<8>(blendColor.alpha), gl::unorm<8>(blendColor.alpha))); } mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendRGB)); mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(blendState.destBlendRGB)); mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(blendState.blendEquationRGB)); if (blendState.sourceBlendRGB != blendState.sourceBlendAlpha || blendState.destBlendRGB != blendState.destBlendAlpha || blendState.blendEquationRGB != blendState.blendEquationAlpha) { mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.sourceBlendAlpha)); mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(blendState.destBlendAlpha)); mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(blendState.blendEquationAlpha)); } else { mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE); } } else { mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); } if (blendState.sampleAlphaToCoverage) { FIXME("Sample alpha to coverage is unimplemented."); } // Set the color mask bool zeroColorMaskAllowed = getAdapterVendor() != VENDOR_ID_AMD; // Apparently some ATI cards have a bug where a draw with a zero color // write mask can cause later draws to have incorrect results. Instead, // set a nonzero color write mask but modify the blend state so that no // drawing is done. // http://code.google.com/p/angleproject/issues/detail?id=169 DWORD colorMask = gl_d3d9::ConvertColorMask(blendState.colorMaskRed, blendState.colorMaskGreen, blendState.colorMaskBlue, blendState.colorMaskAlpha); if (colorMask == 0 && !zeroColorMaskAllowed) { // Enable green channel, but set blending so nothing will be drawn. mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN); mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO); mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); } else { mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask); } mDevice->SetRenderState(D3DRS_DITHERENABLE, blendState.dither ? TRUE : FALSE); mCurBlendState = blendState; mCurBlendColor = blendColor; } if (sampleMaskChanged) { // Set the multisample mask mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE); mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, static_cast<DWORD>(sampleMask)); mCurSampleMask = sampleMask; } mForceSetBlendState = false; } void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, int stencilBackRef, bool frontFaceCCW) { bool depthStencilStateChanged = mForceSetDepthStencilState || memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0; bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef; bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW; if (depthStencilStateChanged) { if (depthStencilState.depthTest) { mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(depthStencilState.depthFunc)); } else { mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); } mCurDepthStencilState = depthStencilState; } if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged) { if (depthStencilState.stencilTest && mCurStencilSize > 0) { mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE); mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE); // FIXME: Unsupported by D3D9 const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF; const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK; const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK; if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask || stencilRef != stencilBackRef || depthStencilState.stencilMask != depthStencilState.stencilBackMask) { ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL."); return gl::error(GL_INVALID_OPERATION); } // get the maximum size of the stencil ref unsigned int maxStencil = (1 << mCurStencilSize) - 1; mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, depthStencilState.stencilWritemask); mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, gl_d3d9::ConvertComparison(depthStencilState.stencilFunc)); mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (stencilRef < (int)maxStencil) ? stencilRef : maxStencil); mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, depthStencilState.stencilMask); mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, gl_d3d9::ConvertStencilOp(depthStencilState.stencilFail)); mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthFail)); mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, gl_d3d9::ConvertStencilOp(depthStencilState.stencilPassDepthPass)); mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, depthStencilState.stencilBackWritemask); mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC, gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc)); mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil); mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, depthStencilState.stencilBackMask); mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL, gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackFail)); mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL, gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthFail)); mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS, gl_d3d9::ConvertStencilOp(depthStencilState.stencilBackPassDepthPass)); } else { mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); } mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE); mCurStencilRef = stencilRef; mCurStencilBackRef = stencilBackRef; mCurFrontFaceCCW = frontFaceCCW; } mForceSetDepthStencilState = false; } void Renderer9::setScissorRectangle(const gl::Rectangle &scissor, bool enabled) { bool scissorChanged = mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 || enabled != mScissorEnabled; if (scissorChanged) { if (enabled) { RECT rect; rect.left = gl::clamp(scissor.x, 0, static_cast<int>(mRenderTargetDesc.width)); rect.top = gl::clamp(scissor.y, 0, static_cast<int>(mRenderTargetDesc.height)); rect.right = gl::clamp(scissor.x + scissor.width, 0, static_cast<int>(mRenderTargetDesc.width)); rect.bottom = gl::clamp(scissor.y + scissor.height, 0, static_cast<int>(mRenderTargetDesc.height)); mDevice->SetScissorRect(&rect); } mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, enabled ? TRUE : FALSE); mScissorEnabled = enabled; mCurScissor = scissor; } mForceSetScissor = false; } bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, bool ignoreViewport) { gl::Rectangle actualViewport = viewport; float actualZNear = gl::clamp01(zNear); float actualZFar = gl::clamp01(zFar); if (ignoreViewport) { actualViewport.x = 0; actualViewport.y = 0; actualViewport.width = mRenderTargetDesc.width; actualViewport.height = mRenderTargetDesc.height; actualZNear = 0.0f; actualZFar = 1.0f; } D3DVIEWPORT9 dxViewport; dxViewport.X = gl::clamp(actualViewport.x, 0, static_cast<int>(mRenderTargetDesc.width)); dxViewport.Y = gl::clamp(actualViewport.y, 0, static_cast<int>(mRenderTargetDesc.height)); dxViewport.Width = gl::clamp(actualViewport.width, 0, static_cast<int>(mRenderTargetDesc.width) - static_cast<int>(dxViewport.X)); dxViewport.Height = gl::clamp(actualViewport.height, 0, static_cast<int>(mRenderTargetDesc.height) - static_cast<int>(dxViewport.Y)); dxViewport.MinZ = actualZNear; dxViewport.MaxZ = actualZFar; if (dxViewport.Width <= 0 || dxViewport.Height <= 0) { return false; // Nothing to render } bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 || actualZNear != mCurNear || actualZFar != mCurFar; if (viewportChanged) { mDevice->SetViewport(&dxViewport); mCurViewport = actualViewport; mCurNear = actualZNear; mCurFar = actualZFar; dx_VertexConstants vc = {0}; dx_PixelConstants pc = {0}; vc.viewAdjust[0] = (float)((actualViewport.width - (int)dxViewport.Width) + 2 * (actualViewport.x - (int)dxViewport.X) - 1) / dxViewport.Width; vc.viewAdjust[1] = (float)((actualViewport.height - (int)dxViewport.Height) + 2 * (actualViewport.y - (int)dxViewport.Y) - 1) / dxViewport.Height; vc.viewAdjust[2] = (float)actualViewport.width / dxViewport.Width; vc.viewAdjust[3] = (float)actualViewport.height / dxViewport.Height; pc.viewCoords[0] = actualViewport.width * 0.5f; pc.viewCoords[1] = actualViewport.height * 0.5f; pc.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f); pc.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f); pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f; pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f; pc.depthFront[2] = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);; vc.depthRange[0] = actualZNear; vc.depthRange[1] = actualZFar; vc.depthRange[2] = actualZFar - actualZNear; pc.depthRange[0] = actualZNear; pc.depthRange[1] = actualZFar; pc.depthRange[2] = actualZFar - actualZNear; if (memcmp(&vc, &mVertexConstants, sizeof(dx_VertexConstants)) != 0) { mVertexConstants = vc; mDxUniformsDirty = true; } if (memcmp(&pc, &mPixelConstants, sizeof(dx_PixelConstants)) != 0) { mPixelConstants = pc; mDxUniformsDirty = true; } } mForceSetViewport = false; return true; } bool Renderer9::applyPrimitiveType(GLenum mode, GLsizei count) { switch (mode) { case GL_POINTS: mPrimitiveType = D3DPT_POINTLIST; mPrimitiveCount = count; break; case GL_LINES: mPrimitiveType = D3DPT_LINELIST; mPrimitiveCount = count / 2; break; case GL_LINE_LOOP: mPrimitiveType = D3DPT_LINESTRIP; mPrimitiveCount = count - 1; // D3D doesn't support line loops, so we draw the last line separately break; case GL_LINE_STRIP: mPrimitiveType = D3DPT_LINESTRIP; mPrimitiveCount = count - 1; break; case GL_TRIANGLES: mPrimitiveType = D3DPT_TRIANGLELIST; mPrimitiveCount = count / 3; break; case GL_TRIANGLE_STRIP: mPrimitiveType = D3DPT_TRIANGLESTRIP; mPrimitiveCount = count - 2; break; case GL_TRIANGLE_FAN: mPrimitiveType = D3DPT_TRIANGLEFAN; mPrimitiveCount = count - 2; break; default: return gl::error(GL_INVALID_ENUM, false); } return mPrimitiveCount > 0; } gl::Renderbuffer *Renderer9::getNullColorbuffer(gl::Renderbuffer *depthbuffer) { if (!depthbuffer) { ERR("Unexpected null depthbuffer for depth-only FBO."); return NULL; } GLsizei width = depthbuffer->getWidth(); GLsizei height = depthbuffer->getHeight(); // search cached nullcolorbuffers for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++) { if (mNullColorbufferCache[i].buffer != NULL && mNullColorbufferCache[i].width == width && mNullColorbufferCache[i].height == height) { mNullColorbufferCache[i].lruCount = ++mMaxNullColorbufferLRU; return mNullColorbufferCache[i].buffer; } } gl::Renderbuffer *nullbuffer = new gl::Renderbuffer(this, 0, new gl::Colorbuffer(this, width, height, GL_NONE, 0)); // add nullbuffer to the cache NullColorbufferCacheEntry *oldest = &mNullColorbufferCache[0]; for (int i = 1; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++) { if (mNullColorbufferCache[i].lruCount < oldest->lruCount) { oldest = &mNullColorbufferCache[i]; } } delete oldest->buffer; oldest->buffer = nullbuffer; oldest->lruCount = ++mMaxNullColorbufferLRU; oldest->width = width; oldest->height = height; return nullbuffer; } bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer) { // if there is no color attachment we must synthesize a NULL colorattachment // to keep the D3D runtime happy. This should only be possible if depth texturing. gl::Renderbuffer *renderbufferObject = NULL; if (framebuffer->getColorbufferType(0) != GL_NONE) { renderbufferObject = framebuffer->getColorbuffer(0); } else { renderbufferObject = getNullColorbuffer(framebuffer->getDepthbuffer()); } if (!renderbufferObject) { ERR("unable to locate renderbuffer for FBO."); return false; } bool renderTargetChanged = false; unsigned int renderTargetSerial = renderbufferObject->getSerial(); if (renderTargetSerial != mAppliedRenderTargetSerial) { // Apply the render target on the device IDirect3DSurface9 *renderTargetSurface = NULL; RenderTarget *renderTarget = renderbufferObject->getRenderTarget(); if (renderTarget) { renderTargetSurface = RenderTarget9::makeRenderTarget9(renderTarget)->getSurface(); } if (!renderTargetSurface) { ERR("render target pointer unexpectedly null."); return false; // Context must be lost } mDevice->SetRenderTarget(0, renderTargetSurface); renderTargetSurface->Release(); mAppliedRenderTargetSerial = renderTargetSerial; renderTargetChanged = true; } gl::Renderbuffer *depthStencil = NULL; unsigned int depthbufferSerial = 0; unsigned int stencilbufferSerial = 0; if (framebuffer->getDepthbufferType() != GL_NONE) { depthStencil = framebuffer->getDepthbuffer(); if (!depthStencil) { ERR("Depth stencil pointer unexpectedly null."); return false; } depthbufferSerial = depthStencil->getSerial(); } else if (framebuffer->getStencilbufferType() != GL_NONE) { depthStencil = framebuffer->getStencilbuffer(); if (!depthStencil) { ERR("Depth stencil pointer unexpectedly null."); return false; } stencilbufferSerial = depthStencil->getSerial(); } if (depthbufferSerial != mAppliedDepthbufferSerial || stencilbufferSerial != mAppliedStencilbufferSerial || !mDepthStencilInitialized) { unsigned int depthSize = 0; unsigned int stencilSize = 0; // Apply the depth stencil on the device if (depthStencil) { IDirect3DSurface9 *depthStencilSurface = NULL; RenderTarget *depthStencilRenderTarget = depthStencil->getDepthStencil(); if (depthStencilRenderTarget) { depthStencilSurface = RenderTarget9::makeRenderTarget9(depthStencilRenderTarget)->getSurface(); } if (!depthStencilSurface) { ERR("depth stencil pointer unexpectedly null."); return false; // Context must be lost } mDevice->SetDepthStencilSurface(depthStencilSurface); depthStencilSurface->Release(); depthSize = depthStencil->getDepthSize(); stencilSize = depthStencil->getStencilSize(); } else { mDevice->SetDepthStencilSurface(NULL); } if (!mDepthStencilInitialized || depthSize != mCurDepthSize) { mCurDepthSize = depthSize; mForceSetRasterState = true; } if (!mDepthStencilInitialized || stencilSize != mCurStencilSize) { mCurStencilSize = stencilSize; mForceSetDepthStencilState = true; } mAppliedDepthbufferSerial = depthbufferSerial; mAppliedStencilbufferSerial = stencilbufferSerial; mDepthStencilInitialized = true; } if (renderTargetChanged || !mRenderTargetDescInitialized) { mForceSetScissor = true; mForceSetViewport = true; mRenderTargetDesc.width = renderbufferObject->getWidth(); mRenderTargetDesc.height = renderbufferObject->getHeight(); mRenderTargetDesc.format = renderbufferObject->getActualFormat(); mRenderTargetDescInitialized = true; } return true; } GLenum Renderer9::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances) { TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS]; GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances); if (err != GL_NO_ERROR) { return err; } return mVertexDeclarationCache.applyDeclaration(mDevice, attributes, programBinary, instances, &mRepeatDraw); } // Applies the indices and element array bindings to the Direct3D 9 device GLenum Renderer9::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) { GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo); if (err == GL_NO_ERROR) { // Directly binding the storage buffer is not supported for d3d9 ASSERT(indexInfo->storage == NULL); if (indexInfo->serial != mAppliedIBSerial) { IndexBuffer9* indexBuffer = IndexBuffer9::makeIndexBuffer9(indexInfo->indexBuffer); mDevice->SetIndices(indexBuffer->getBuffer()); mAppliedIBSerial = indexInfo->serial; } } return err; } void Renderer9::drawArrays(GLenum mode, GLsizei count, GLsizei instances) { startScene(); if (mode == GL_LINE_LOOP) { drawLineLoop(count, GL_NONE, NULL, 0, NULL); } else if (instances > 0) { StaticIndexBufferInterface *countingIB = mIndexDataManager->getCountingIndices(count); if (countingIB) { if (mAppliedIBSerial != countingIB->getSerial()) { IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(countingIB->getIndexBuffer()); mDevice->SetIndices(indexBuffer->getBuffer()); mAppliedIBSerial = countingIB->getSerial(); } for (int i = 0; i < mRepeatDraw; i++) { mDevice->DrawIndexedPrimitive(mPrimitiveType, 0, 0, count, 0, mPrimitiveCount); } } else { ERR("Could not create a counting index buffer for glDrawArraysInstanced."); return gl::error(GL_OUT_OF_MEMORY); } } else // Regular case { mDevice->DrawPrimitive(mPrimitiveType, 0, mPrimitiveCount); } } void Renderer9::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei /*instances*/) { startScene(); if (mode == GL_POINTS) { drawIndexedPoints(count, type, indices, elementArrayBuffer); } else if (mode == GL_LINE_LOOP) { drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer); } else { for (int i = 0; i < mRepeatDraw; i++) { GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; mDevice->DrawIndexedPrimitive(mPrimitiveType, -(INT)indexInfo.minIndex, indexInfo.minIndex, vertexCount, indexInfo.startIndex, mPrimitiveCount); } } } void Renderer9::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer) { // Get the raw indices for an indexed draw if (type != GL_NONE && elementArrayBuffer) { gl::Buffer *indexBuffer = elementArrayBuffer; BufferStorage *storage = indexBuffer->getStorage(); intptr_t offset = reinterpret_cast<intptr_t>(indices); indices = static_cast<const GLubyte*>(storage->getData()) + offset; } UINT startIndex = 0; if (get32BitIndexSupport()) { if (!mLineLoopIB) { mLineLoopIB = new StreamingIndexBufferInterface(this); if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) { delete mLineLoopIB; mLineLoopIB = NULL; ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP."); return gl::error(GL_OUT_OF_MEMORY); } } const int spaceNeeded = (count + 1) * sizeof(unsigned int); if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)) { ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP."); return gl::error(GL_OUT_OF_MEMORY); } void* mappedMemory = NULL; int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory); if (offset == -1 || mappedMemory == NULL) { ERR("Could not map index buffer for GL_LINE_LOOP."); return gl::error(GL_OUT_OF_MEMORY); } startIndex = static_cast<UINT>(offset) / 4; unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); switch (type) { case GL_NONE: // Non-indexed draw for (int i = 0; i < count; i++) { data[i] = i; } data[count] = 0; break; case GL_UNSIGNED_BYTE: for (int i = 0; i < count; i++) { data[i] = static_cast<const GLubyte*>(indices)[i]; } data[count] = static_cast<const GLubyte*>(indices)[0]; break; case GL_UNSIGNED_SHORT: for (int i = 0; i < count; i++) { data[i] = static_cast<const GLushort*>(indices)[i]; } data[count] = static_cast<const GLushort*>(indices)[0]; break; case GL_UNSIGNED_INT: for (int i = 0; i < count; i++) { data[i] = static_cast<const GLuint*>(indices)[i]; } data[count] = static_cast<const GLuint*>(indices)[0]; break; default: UNREACHABLE(); } if (!mLineLoopIB->unmapBuffer()) { ERR("Could not unmap index buffer for GL_LINE_LOOP."); return gl::error(GL_OUT_OF_MEMORY); } } else { if (!mLineLoopIB) { mLineLoopIB = new StreamingIndexBufferInterface(this); if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_SHORT)) { delete mLineLoopIB; mLineLoopIB = NULL; ERR("Could not create a 16-bit looping index buffer for GL_LINE_LOOP."); return gl::error(GL_OUT_OF_MEMORY); } } const int spaceNeeded = (count + 1) * sizeof(unsigned short); if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_SHORT)) { ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP."); return gl::error(GL_OUT_OF_MEMORY); } void* mappedMemory = NULL; int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory); if (offset == -1 || mappedMemory == NULL) { ERR("Could not map index buffer for GL_LINE_LOOP."); return gl::error(GL_OUT_OF_MEMORY); } startIndex = static_cast<UINT>(offset) / 2; unsigned short *data = reinterpret_cast<unsigned short*>(mappedMemory); switch (type) { case GL_NONE: // Non-indexed draw for (int i = 0; i < count; i++) { data[i] = i; } data[count] = 0; break; case GL_UNSIGNED_BYTE: for (int i = 0; i < count; i++) { data[i] = static_cast<const GLubyte*>(indices)[i]; } data[count] = static_cast<const GLubyte*>(indices)[0]; break; case GL_UNSIGNED_SHORT: for (int i = 0; i < count; i++) { data[i] = static_cast<const GLushort*>(indices)[i]; } data[count] = static_cast<const GLushort*>(indices)[0]; break; case GL_UNSIGNED_INT: for (int i = 0; i < count; i++) { data[i] = static_cast<const GLuint*>(indices)[i]; } data[count] = static_cast<const GLuint*>(indices)[0]; break; default: UNREACHABLE(); } if (!mLineLoopIB->unmapBuffer()) { ERR("Could not unmap index buffer for GL_LINE_LOOP."); return gl::error(GL_OUT_OF_MEMORY); } } if (mAppliedIBSerial != mLineLoopIB->getSerial()) { IndexBuffer9 *indexBuffer = IndexBuffer9::makeIndexBuffer9(mLineLoopIB->getIndexBuffer()); mDevice->SetIndices(indexBuffer->getBuffer()); mAppliedIBSerial = mLineLoopIB->getSerial(); } mDevice->DrawIndexedPrimitive(D3DPT_LINESTRIP, -minIndex, minIndex, count, startIndex, count); } template <typename T> static void drawPoints(IDirect3DDevice9* device, GLsizei count, const GLvoid *indices) { for (int i = 0; i < count; i++) { unsigned int indexValue = static_cast<unsigned int>(static_cast<const T*>(indices)[i]); device->DrawPrimitive(D3DPT_POINTLIST, indexValue, 1); } } void Renderer9::drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer) { // Drawing index point lists is unsupported in d3d9, fall back to a regular DrawPrimitive call // for each individual point. This call is not expected to happen often. if (elementArrayBuffer) { BufferStorage *storage = elementArrayBuffer->getStorage(); intptr_t offset = reinterpret_cast<intptr_t>(indices); indices = static_cast<const GLubyte*>(storage->getData()) + offset; } switch (type) { case GL_UNSIGNED_BYTE: drawPoints<GLubyte>(mDevice, count, indices); break; case GL_UNSIGNED_SHORT: drawPoints<GLushort>(mDevice, count, indices); break; case GL_UNSIGNED_INT: drawPoints<GLuint>(mDevice, count, indices); break; default: UNREACHABLE(); } } void Renderer9::applyShaders(gl::ProgramBinary *programBinary) { unsigned int programBinarySerial = programBinary->getSerial(); if (programBinarySerial != mAppliedProgramBinarySerial) { ShaderExecutable *vertexExe = programBinary->getVertexExecutable(); ShaderExecutable *pixelExe = programBinary->getPixelExecutable(); IDirect3DVertexShader9 *vertexShader = NULL; if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader(); IDirect3DPixelShader9 *pixelShader = NULL; if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader(); mDevice->SetPixelShader(pixelShader); mDevice->SetVertexShader(vertexShader); programBinary->dirtyAllUniforms(); mDxUniformsDirty = true; mAppliedProgramBinarySerial = programBinarySerial; } } void Renderer9::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray) { for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub) { gl::Uniform *targetUniform = *ub; if (targetUniform->dirty) { GLfloat *f = (GLfloat*)targetUniform->data; GLint *i = (GLint*)targetUniform->data; switch (targetUniform->type) { case GL_SAMPLER_2D: case GL_SAMPLER_CUBE: break; case GL_BOOL: case GL_BOOL_VEC2: case GL_BOOL_VEC3: case GL_BOOL_VEC4: applyUniformnbv(targetUniform, i); break; case GL_FLOAT: case GL_FLOAT_VEC2: case GL_FLOAT_VEC3: case GL_FLOAT_VEC4: case GL_FLOAT_MAT2: case GL_FLOAT_MAT3: case GL_FLOAT_MAT4: applyUniformnfv(targetUniform, f); break; case GL_INT: case GL_INT_VEC2: case GL_INT_VEC3: case GL_INT_VEC4: applyUniformniv(targetUniform, i); break; default: UNREACHABLE(); } targetUniform->dirty = false; } } // Driver uniforms if (mDxUniformsDirty) { mDevice->SetVertexShaderConstantF(0, (float*)&mVertexConstants, sizeof(dx_VertexConstants) / sizeof(float[4])); mDevice->SetPixelShaderConstantF(0, (float*)&mPixelConstants, sizeof(dx_PixelConstants) / sizeof(float[4])); mDxUniformsDirty = false; } } void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v) { if (targetUniform->psRegisterIndex >= 0) { mDevice->SetPixelShaderConstantF(targetUniform->psRegisterIndex, v, targetUniform->registerCount); } if (targetUniform->vsRegisterIndex >= 0) { mDevice->SetVertexShaderConstantF(targetUniform->vsRegisterIndex, v, targetUniform->registerCount); } } void Renderer9::applyUniformniv(gl::Uniform *targetUniform, const GLint *v) { ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9); GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4]; for (unsigned int i = 0; i < targetUniform->registerCount; i++) { vector[i][0] = (GLfloat)v[4 * i + 0]; vector[i][1] = (GLfloat)v[4 * i + 1]; vector[i][2] = (GLfloat)v[4 * i + 2]; vector[i][3] = (GLfloat)v[4 * i + 3]; } applyUniformnfv(targetUniform, (GLfloat*)vector); } void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, const GLint *v) { ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9); GLfloat vector[MAX_VERTEX_CONSTANT_VECTORS_D3D9][4]; for (unsigned int i = 0; i < targetUniform->registerCount; i++) { vector[i][0] = (v[4 * i + 0] == GL_FALSE) ? 0.0f : 1.0f; vector[i][1] = (v[4 * i + 1] == GL_FALSE) ? 0.0f : 1.0f; vector[i][2] = (v[4 * i + 2] == GL_FALSE) ? 0.0f : 1.0f; vector[i][3] = (v[4 * i + 3] == GL_FALSE) ? 0.0f : 1.0f; } applyUniformnfv(targetUniform, (GLfloat*)vector); } void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) { D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha), gl::unorm<8>(clearParams.colorClearValue.red), gl::unorm<8>(clearParams.colorClearValue.green), gl::unorm<8>(clearParams.colorClearValue.blue)); float depth = gl::clamp01(clearParams.depthClearValue); int stencil = clearParams.stencilClearValue & 0x000000FF; unsigned int stencilUnmasked = 0x0; if ((clearParams.mask & GL_STENCIL_BUFFER_BIT) && frameBuffer->hasStencil()) { unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat()); stencilUnmasked = (0x1 << stencilSize) - 1; } bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha; const bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) && (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked; const bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) && !(clearParams.colorMaskRed && clearParams.colorMaskGreen && clearParams.colorMaskBlue && alphaUnmasked); if (needMaskedColorClear || needMaskedStencilClear) { // State which is altered in all paths from this point to the clear call is saved. // State which is altered in only some paths will be flagged dirty in the case that // that path is taken. HRESULT hr; if (mMaskedClearSavedState == NULL) { hr = mDevice->BeginStateBlock(); ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); mDevice->SetRenderState(D3DRS_ZENABLE, FALSE); mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0); mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0); mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); mDevice->SetPixelShader(NULL); mDevice->SetVertexShader(NULL); mDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE); mDevice->SetStreamSource(0, NULL, 0, 0); mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR); mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR); mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color); mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { mDevice->SetStreamSourceFreq(i, 1); } hr = mDevice->EndStateBlock(&mMaskedClearSavedState); ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); } ASSERT(mMaskedClearSavedState != NULL); if (mMaskedClearSavedState != NULL) { hr = mMaskedClearSavedState->Capture(); ASSERT(SUCCEEDED(hr)); } mDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); mDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS); mDevice->SetRenderState(D3DRS_ZENABLE, FALSE); mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); mDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); mDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); mDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, 0); if (clearParams.mask & GL_COLOR_BUFFER_BIT) { mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, gl_d3d9::ConvertColorMask(clearParams.colorMaskRed, clearParams.colorMaskGreen, clearParams.colorMaskBlue, clearParams.colorMaskAlpha)); } else { mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0); } if (stencilUnmasked != 0x0 && (clearParams.mask & GL_STENCIL_BUFFER_BIT)) { mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE); mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE); mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS); mDevice->SetRenderState(D3DRS_STENCILREF, stencil); mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, clearParams.stencilWriteMask); mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE); mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE); mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE); } else { mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); } mDevice->SetPixelShader(NULL); mDevice->SetVertexShader(NULL); mDevice->SetFVF(D3DFVF_XYZRHW); mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); mDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); mDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TFACTOR); mDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); mDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR); mDevice->SetRenderState(D3DRS_TEXTUREFACTOR, color); mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF); for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { mDevice->SetStreamSourceFreq(i, 1); } float quad[4][4]; // A quadrilateral covering the target, aligned to match the edges quad[0][0] = -0.5f; quad[0][1] = mRenderTargetDesc.height - 0.5f; quad[0][2] = 0.0f; quad[0][3] = 1.0f; quad[1][0] = mRenderTargetDesc.width - 0.5f; quad[1][1] = mRenderTargetDesc.height - 0.5f; quad[1][2] = 0.0f; quad[1][3] = 1.0f; quad[2][0] = -0.5f; quad[2][1] = -0.5f; quad[2][2] = 0.0f; quad[2][3] = 1.0f; quad[3][0] = mRenderTargetDesc.width - 0.5f; quad[3][1] = -0.5f; quad[3][2] = 0.0f; quad[3][3] = 1.0f; startScene(); mDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float[4])); if (clearParams.mask & GL_DEPTH_BUFFER_BIT) { mDevice->SetRenderState(D3DRS_ZENABLE, TRUE); mDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE); mDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, color, depth, stencil); } if (mMaskedClearSavedState != NULL) { mMaskedClearSavedState->Apply(); } } else if (clearParams.mask) { DWORD dxClearFlags = 0; if (clearParams.mask & GL_COLOR_BUFFER_BIT) { dxClearFlags |= D3DCLEAR_TARGET; } if (clearParams.mask & GL_DEPTH_BUFFER_BIT) { dxClearFlags |= D3DCLEAR_ZBUFFER; } if (clearParams.mask & GL_STENCIL_BUFFER_BIT) { dxClearFlags |= D3DCLEAR_STENCIL; } mDevice->Clear(0, NULL, dxClearFlags, color, depth, stencil); } } void Renderer9::markAllStateDirty() { mAppliedRenderTargetSerial = 0; mAppliedDepthbufferSerial = 0; mAppliedStencilbufferSerial = 0; mDepthStencilInitialized = false; mRenderTargetDescInitialized = false; mForceSetDepthStencilState = true; mForceSetRasterState = true; mForceSetScissor = true; mForceSetViewport = true; mForceSetBlendState = true; for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++) { mForceSetVertexSamplerStates[i] = true; mCurVertexTextureSerials[i] = 0; } for (unsigned int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++) { mForceSetPixelSamplerStates[i] = true; mCurPixelTextureSerials[i] = 0; } mAppliedIBSerial = 0; mAppliedProgramBinarySerial = 0; mDxUniformsDirty = true; mVertexDeclarationCache.markStateDirty(); } void Renderer9::releaseDeviceResources() { while (!mEventQueryPool.empty()) { mEventQueryPool.back()->Release(); mEventQueryPool.pop_back(); } if (mMaskedClearSavedState) { mMaskedClearSavedState->Release(); mMaskedClearSavedState = NULL; } mVertexShaderCache.clear(); mPixelShaderCache.clear(); delete mBlit; mBlit = NULL; delete mVertexDataManager; mVertexDataManager = NULL; delete mIndexDataManager; mIndexDataManager = NULL; delete mLineLoopIB; mLineLoopIB = NULL; for (int i = 0; i < NUM_NULL_COLORBUFFER_CACHE_ENTRIES; i++) { delete mNullColorbufferCache[i].buffer; mNullColorbufferCache[i].buffer = NULL; } } void Renderer9::notifyDeviceLost() { mDeviceLost = true; mDisplay->notifyDeviceLost(); } bool Renderer9::isDeviceLost() { return mDeviceLost; } // set notify to true to broadcast a message to all contexts of the device loss bool Renderer9::testDeviceLost(bool notify) { HRESULT status = S_OK; if (mDeviceEx) { status = mDeviceEx->CheckDeviceState(NULL); } else if (mDevice) { status = mDevice->TestCooperativeLevel(); } else { // No device yet, so no reset required } bool isLost = FAILED(status) || d3d9::isDeviceLostError(status); if (isLost) { // ensure we note the device loss -- // we'll probably get this done again by notifyDeviceLost // but best to remember it! // Note that we don't want to clear the device loss status here // -- this needs to be done by resetDevice mDeviceLost = true; if (notify) { notifyDeviceLost(); } } return isLost; } bool Renderer9::testDeviceResettable() { HRESULT status = D3D_OK; if (mDeviceEx) { status = mDeviceEx->CheckDeviceState(NULL); } else if (mDevice) { status = mDevice->TestCooperativeLevel(); } // On D3D9Ex, DEVICELOST represents a hung device that needs to be restarted // DEVICEREMOVED indicates the device has been stopped and must be recreated switch (status) { case D3DERR_DEVICENOTRESET: case D3DERR_DEVICEHUNG: return true; case D3DERR_DEVICELOST: return (mDeviceEx != NULL); case D3DERR_DEVICEREMOVED: UNIMPLEMENTED(); return false; default: return false; } } bool Renderer9::resetDevice() { releaseDeviceResources(); D3DPRESENT_PARAMETERS presentParameters = getDefaultPresentParameters(); HRESULT result = D3D_OK; bool lost = testDeviceLost(false); int attempts = 3; while (lost && attempts > 0) { if (mDeviceEx) { Sleep(500); // Give the graphics driver some CPU time result = mDeviceEx->ResetEx(&presentParameters, NULL); } else { result = mDevice->TestCooperativeLevel(); while (result == D3DERR_DEVICELOST) { Sleep(100); // Give the graphics driver some CPU time result = mDevice->TestCooperativeLevel(); } if (result == D3DERR_DEVICENOTRESET) { result = mDevice->Reset(&presentParameters); } } lost = testDeviceLost(false); attempts --; } if (FAILED(result)) { ERR("Reset/ResetEx failed multiple times: 0x%08X", result); return false; } // reset device defaults initializeDevice(); mDeviceLost = false; return true; } DWORD Renderer9::getAdapterVendor() const { return mAdapterIdentifier.VendorId; } std::string Renderer9::getRendererDescription() const { std::ostringstream rendererString; rendererString << mAdapterIdentifier.Description; if (getShareHandleSupport()) { rendererString << " Direct3D9Ex"; } else { rendererString << " Direct3D9"; } rendererString << " vs_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.VertexShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.VertexShaderVersion); rendererString << " ps_" << D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion) << "_" << D3DSHADER_VERSION_MINOR(mDeviceCaps.PixelShaderVersion); return rendererString.str(); } GUID Renderer9::getAdapterIdentifier() const { return mAdapterIdentifier.DeviceIdentifier; } void Renderer9::getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray) { for (int multiSampleIndex = 0; multiSampleIndex <= D3DMULTISAMPLE_16_SAMPLES; multiSampleIndex++) { HRESULT result = mD3d9->CheckDeviceMultiSampleType(mAdapter, mDeviceType, format, TRUE, (D3DMULTISAMPLE_TYPE)multiSampleIndex, NULL); multiSampleArray[multiSampleIndex] = SUCCEEDED(result); } } bool Renderer9::getBGRATextureSupport() const { // DirectX 9 always supports BGRA return true; } bool Renderer9::getDXT1TextureSupport() { return mDXT1TextureSupport; } bool Renderer9::getDXT3TextureSupport() { return mDXT3TextureSupport; } bool Renderer9::getDXT5TextureSupport() { return mDXT5TextureSupport; } bool Renderer9::getDepthTextureSupport() const { return mDepthTextureSupport; } bool Renderer9::getFloat32TextureSupport(bool *filtering, bool *renderable) { *filtering = mFloat32FilterSupport; *renderable = mFloat32RenderSupport; return mFloat32TextureSupport; } bool Renderer9::getFloat16TextureSupport(bool *filtering, bool *renderable) { *filtering = mFloat16FilterSupport; *renderable = mFloat16RenderSupport; return mFloat16TextureSupport; } bool Renderer9::getLuminanceTextureSupport() { return mLuminanceTextureSupport; } bool Renderer9::getLuminanceAlphaTextureSupport() { return mLuminanceAlphaTextureSupport; } bool Renderer9::getTextureFilterAnisotropySupport() const { return mSupportsTextureFilterAnisotropy; } float Renderer9::getTextureMaxAnisotropy() const { if (mSupportsTextureFilterAnisotropy) { return static_cast<float>(mDeviceCaps.MaxAnisotropy); } return 1.0f; } bool Renderer9::getEventQuerySupport() { return mEventQuerySupport; } unsigned int Renderer9::getMaxVertexTextureImageUnits() const { META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS); return mVertexTextureSupport ? MAX_TEXTURE_IMAGE_UNITS_VTF_SM3 : 0; } unsigned int Renderer9::getMaxCombinedTextureImageUnits() const { return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits(); } unsigned int Renderer9::getReservedVertexUniformVectors() const { return 2; // dx_ViewAdjust and dx_DepthRange. } unsigned int Renderer9::getReservedFragmentUniformVectors() const { return 3; // dx_ViewCoords, dx_DepthFront and dx_DepthRange. } unsigned int Renderer9::getMaxVertexUniformVectors() const { return MAX_VERTEX_CONSTANT_VECTORS_D3D9 - getReservedVertexUniformVectors(); } unsigned int Renderer9::getMaxFragmentUniformVectors() const { const int maxPixelConstantVectors = (getMajorShaderModel() >= 3) ? MAX_PIXEL_CONSTANT_VECTORS_SM3 : MAX_PIXEL_CONSTANT_VECTORS_SM2; return maxPixelConstantVectors - getReservedFragmentUniformVectors(); } unsigned int Renderer9::getMaxVaryingVectors() const { return (getMajorShaderModel() >= 3) ? MAX_VARYING_VECTORS_SM3 : MAX_VARYING_VECTORS_SM2; } bool Renderer9::getNonPower2TextureSupport() const { return mSupportsNonPower2Textures; } bool Renderer9::getOcclusionQuerySupport() const { return mOcclusionQuerySupport; } bool Renderer9::getInstancingSupport() const { return mDeviceCaps.PixelShaderVersion >= D3DPS_VERSION(3, 0); } bool Renderer9::getShareHandleSupport() const { // PIX doesn't seem to support using share handles, so disable them. return (mD3d9Ex != NULL) && !gl::perfActive(); } bool Renderer9::getDerivativeInstructionSupport() const { return (mDeviceCaps.PS20Caps.Caps & D3DPS20CAPS_GRADIENTINSTRUCTIONS) != 0; } bool Renderer9::getPostSubBufferSupport() const { return true; } int Renderer9::getMajorShaderModel() const { return D3DSHADER_VERSION_MAJOR(mDeviceCaps.PixelShaderVersion); } float Renderer9::getMaxPointSize() const { // Point size clamped at 1.0f for SM2 return getMajorShaderModel() == 3 ? mDeviceCaps.MaxPointSize : 1.0f; } int Renderer9::getMaxViewportDimension() const { int maxTextureDimension = std::min(std::min(getMaxTextureWidth(), getMaxTextureHeight()), (int)gl::IMPLEMENTATION_MAX_TEXTURE_SIZE); return maxTextureDimension; } int Renderer9::getMaxTextureWidth() const { return (int)mDeviceCaps.MaxTextureWidth; } int Renderer9::getMaxTextureHeight() const { return (int)mDeviceCaps.MaxTextureHeight; } bool Renderer9::get32BitIndexSupport() const { return mDeviceCaps.MaxVertexIndex >= (1 << 16); } DWORD Renderer9::getCapsDeclTypes() const { return mDeviceCaps.DeclTypes; } int Renderer9::getMinSwapInterval() const { return mMinSwapInterval; } int Renderer9::getMaxSwapInterval() const { return mMaxSwapInterval; } int Renderer9::getMaxSupportedSamples() const { return mMaxSupportedSamples; } int Renderer9::getNearestSupportedSamples(D3DFORMAT format, int requested) const { if (requested == 0) { return requested; } std::map<D3DFORMAT, bool *>::const_iterator itr = mMultiSampleSupport.find(format); if (itr == mMultiSampleSupport.end()) { if (format == D3DFMT_UNKNOWN) return 0; return -1; } for (int i = requested; i <= D3DMULTISAMPLE_16_SAMPLES; ++i) { if (itr->second[i] && i != D3DMULTISAMPLE_NONMASKABLE) { return i; } } return -1; } unsigned int Renderer9::getMaxRenderTargets() const { // we do not support MRT in d3d9 return 1; } D3DFORMAT Renderer9::ConvertTextureInternalFormat(GLint internalformat) { switch (internalformat) { case GL_DEPTH_COMPONENT16: case GL_DEPTH_COMPONENT32_OES: case GL_DEPTH24_STENCIL8_OES: return D3DFMT_INTZ; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return D3DFMT_DXT1; case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return D3DFMT_DXT3; case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return D3DFMT_DXT5; case GL_RGBA32F_EXT: case GL_RGB32F_EXT: case GL_ALPHA32F_EXT: case GL_LUMINANCE32F_EXT: case GL_LUMINANCE_ALPHA32F_EXT: return D3DFMT_A32B32G32R32F; case GL_RGBA16F_EXT: case GL_RGB16F_EXT: case GL_ALPHA16F_EXT: case GL_LUMINANCE16F_EXT: case GL_LUMINANCE_ALPHA16F_EXT: return D3DFMT_A16B16G16R16F; case GL_LUMINANCE8_EXT: if (getLuminanceTextureSupport()) { return D3DFMT_L8; } break; case GL_LUMINANCE8_ALPHA8_EXT: if (getLuminanceAlphaTextureSupport()) { return D3DFMT_A8L8; } break; case GL_RGB8_OES: case GL_RGB565: return D3DFMT_X8R8G8B8; } return D3DFMT_A8R8G8B8; } bool Renderer9::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source) { bool result = false; if (source && dest) { TextureStorage9_2D *source9 = TextureStorage9_2D::makeTextureStorage9_2D(source->getStorageInstance()); TextureStorage9_2D *dest9 = TextureStorage9_2D::makeTextureStorage9_2D(dest->getStorageInstance()); int levels = source9->levelCount(); for (int i = 0; i < levels; ++i) { IDirect3DSurface9 *srcSurf = source9->getSurfaceLevel(i, false); IDirect3DSurface9 *dstSurf = dest9->getSurfaceLevel(i, false); result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged()); if (srcSurf) srcSurf->Release(); if (dstSurf) dstSurf->Release(); if (!result) return false; } } return result; } bool Renderer9::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source) { bool result = false; if (source && dest) { TextureStorage9_Cube *source9 = TextureStorage9_Cube::makeTextureStorage9_Cube(source->getStorageInstance()); TextureStorage9_Cube *dest9 = TextureStorage9_Cube::makeTextureStorage9_Cube(dest->getStorageInstance()); int levels = source9->levelCount(); for (int f = 0; f < 6; f++) { for (int i = 0; i < levels; i++) { IDirect3DSurface9 *srcSurf = source9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, false); IDirect3DSurface9 *dstSurf = dest9->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i, true); result = copyToRenderTarget(dstSurf, srcSurf, source9->isManaged()); if (srcSurf) srcSurf->Release(); if (dstSurf) dstSurf->Release(); if (!result) return false; } } } return result; } D3DPOOL Renderer9::getBufferPool(DWORD usage) const { if (mD3d9Ex != NULL) { return D3DPOOL_DEFAULT; } else { if (!(usage & D3DUSAGE_DYNAMIC)) { return D3DPOOL_MANAGED; } } return D3DPOOL_DEFAULT; } bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level) { RECT rect; rect.left = sourceRect.x; rect.top = sourceRect.y; rect.right = sourceRect.x + sourceRect.width; rect.bottom = sourceRect.y + sourceRect.height; return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, level); } bool Renderer9::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level) { RECT rect; rect.left = sourceRect.x; rect.top = sourceRect.y; rect.right = sourceRect.x + sourceRect.width; rect.bottom = sourceRect.y + sourceRect.height; return mBlit->copy(framebuffer, rect, destFormat, xoffset, yoffset, storage, target, level); } bool Renderer9::blitRect(gl::Framebuffer *readFramebuffer, const gl::Rectangle &readRect, gl::Framebuffer *drawFramebuffer, const gl::Rectangle &drawRect, bool blitRenderTarget, bool blitDepthStencil) { endScene(); if (blitRenderTarget) { gl::Renderbuffer *readBuffer = readFramebuffer->getColorbuffer(0); gl::Renderbuffer *drawBuffer = drawFramebuffer->getColorbuffer(0); RenderTarget9 *readRenderTarget = NULL; RenderTarget9 *drawRenderTarget = NULL; IDirect3DSurface9* readSurface = NULL; IDirect3DSurface9* drawSurface = NULL; if (readBuffer) { readRenderTarget = RenderTarget9::makeRenderTarget9(readBuffer->getRenderTarget()); } if (drawBuffer) { drawRenderTarget = RenderTarget9::makeRenderTarget9(drawBuffer->getRenderTarget()); } if (readRenderTarget) { readSurface = readRenderTarget->getSurface(); } if (drawRenderTarget) { drawSurface = drawRenderTarget->getSurface(); } if (!readSurface || !drawSurface) { ERR("Failed to retrieve the render target."); return gl::error(GL_OUT_OF_MEMORY, false); } RECT srcRect; srcRect.left = readRect.x; srcRect.right = readRect.x + readRect.width; srcRect.top = readRect.y; srcRect.bottom = readRect.y + readRect.height; RECT dstRect; dstRect.left = drawRect.x; dstRect.right = drawRect.x + drawRect.width; dstRect.top = drawRect.y; dstRect.bottom = drawRect.y + drawRect.height; HRESULT result = mDevice->StretchRect(readSurface, &srcRect, drawSurface, &dstRect, D3DTEXF_NONE); readSurface->Release(); drawSurface->Release(); if (FAILED(result)) { ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result); return false; } } if (blitDepthStencil) { gl::Renderbuffer *readBuffer = readFramebuffer->getDepthOrStencilbuffer(); gl::Renderbuffer *drawBuffer = drawFramebuffer->getDepthOrStencilbuffer(); RenderTarget9 *readDepthStencil = NULL; RenderTarget9 *drawDepthStencil = NULL; IDirect3DSurface9* readSurface = NULL; IDirect3DSurface9* drawSurface = NULL; if (readBuffer) { readDepthStencil = RenderTarget9::makeRenderTarget9(readBuffer->getDepthStencil()); } if (drawBuffer) { drawDepthStencil = RenderTarget9::makeRenderTarget9(drawBuffer->getDepthStencil()); } if (readDepthStencil) { readSurface = readDepthStencil->getSurface(); } if (drawDepthStencil) { drawSurface = drawDepthStencil->getSurface(); } if (!readSurface || !drawSurface) { ERR("Failed to retrieve the render target."); return gl::error(GL_OUT_OF_MEMORY, false); } HRESULT result = mDevice->StretchRect(readSurface, NULL, drawSurface, NULL, D3DTEXF_NONE); readSurface->Release(); drawSurface->Release(); if (FAILED(result)) { ERR("BlitFramebufferANGLE failed: StretchRect returned %x.", result); return false; } } return true; } void Renderer9::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels) { RenderTarget9 *renderTarget = NULL; IDirect3DSurface9 *surface = NULL; gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); if (colorbuffer) { renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget()); } if (renderTarget) { surface = renderTarget->getSurface(); } if (!surface) { // context must be lost return; } D3DSURFACE_DESC desc; surface->GetDesc(&desc); if (desc.MultiSampleType != D3DMULTISAMPLE_NONE) { UNIMPLEMENTED(); // FIXME: Requires resolve using StretchRect into non-multisampled render target surface->Release(); return gl::error(GL_OUT_OF_MEMORY); } HRESULT result; IDirect3DSurface9 *systemSurface = NULL; bool directToPixels = !packReverseRowOrder && packAlignment <= 4 && getShareHandleSupport() && x == 0 && y == 0 && UINT(width) == desc.Width && UINT(height) == desc.Height && desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE; if (directToPixels) { // Use the pixels ptr as a shared handle to write directly into client's memory result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &systemSurface, &pixels); if (FAILED(result)) { // Try again without the shared handle directToPixels = false; } } if (!directToPixels) { result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &systemSurface, NULL); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); surface->Release(); return gl::error(GL_OUT_OF_MEMORY); } } result = mDevice->GetRenderTargetData(surface, systemSurface); surface->Release(); surface = NULL; if (FAILED(result)) { systemSurface->Release(); // It turns out that D3D will sometimes produce more error // codes than those documented. if (d3d9::isDeviceLostError(result)) { notifyDeviceLost(); return gl::error(GL_OUT_OF_MEMORY); } else { UNREACHABLE(); return; } } if (directToPixels) { systemSurface->Release(); return; } RECT rect; rect.left = gl::clamp(x, 0L, static_cast<LONG>(desc.Width)); rect.top = gl::clamp(y, 0L, static_cast<LONG>(desc.Height)); rect.right = gl::clamp(x + width, 0L, static_cast<LONG>(desc.Width)); rect.bottom = gl::clamp(y + height, 0L, static_cast<LONG>(desc.Height)); D3DLOCKED_RECT lock; result = systemSurface->LockRect(&lock, &rect, D3DLOCK_READONLY); if (FAILED(result)) { UNREACHABLE(); systemSurface->Release(); return; // No sensible error to generate } unsigned char *dest = (unsigned char*)pixels; unsigned short *dest16 = (unsigned short*)pixels; unsigned char *source; int inputPitch; if (packReverseRowOrder) { source = ((unsigned char*)lock.pBits) + lock.Pitch * (rect.bottom - rect.top - 1); inputPitch = -lock.Pitch; } else { source = (unsigned char*)lock.pBits; inputPitch = lock.Pitch; } unsigned int fastPixelSize = 0; if (desc.Format == D3DFMT_A8R8G8B8 && format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) { fastPixelSize = 4; } else if ((desc.Format == D3DFMT_A4R4G4B4 && format == GL_BGRA_EXT && type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT) || (desc.Format == D3DFMT_A1R5G5B5 && format == GL_BGRA_EXT && type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT)) { fastPixelSize = 2; } else if (desc.Format == D3DFMT_A16B16G16R16F && format == GL_RGBA && type == GL_HALF_FLOAT_OES) { fastPixelSize = 8; } else if (desc.Format == D3DFMT_A32B32G32R32F && format == GL_RGBA && type == GL_FLOAT) { fastPixelSize = 16; } for (int j = 0; j < rect.bottom - rect.top; j++) { if (fastPixelSize != 0) { // Fast path for formats which require no translation: // D3DFMT_A8R8G8B8 to BGRA/UNSIGNED_BYTE // D3DFMT_A4R4G4B4 to BGRA/UNSIGNED_SHORT_4_4_4_4_REV_EXT // D3DFMT_A1R5G5B5 to BGRA/UNSIGNED_SHORT_1_5_5_5_REV_EXT // D3DFMT_A16B16G16R16F to RGBA/HALF_FLOAT_OES // D3DFMT_A32B32G32R32F to RGBA/FLOAT // // Note that buffers with no alpha go through the slow path below. memcpy(dest + j * outputPitch, source + j * inputPitch, (rect.right - rect.left) * fastPixelSize); continue; } else if (desc.Format == D3DFMT_A8R8G8B8 && format == GL_RGBA && type == GL_UNSIGNED_BYTE) { // Fast path for swapping red with blue for (int i = 0; i < rect.right - rect.left; i++) { unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch); *(unsigned int*)(dest + 4 * i + j * outputPitch) = (argb & 0xFF00FF00) | // Keep alpha and green (argb & 0x00FF0000) >> 16 | // Move red to blue (argb & 0x000000FF) << 16; // Move blue to red } continue; } for (int i = 0; i < rect.right - rect.left; i++) { float r; float g; float b; float a; switch (desc.Format) { case D3DFMT_R5G6B5: { unsigned short rgb = *(unsigned short*)(source + 2 * i + j * inputPitch); a = 1.0f; b = (rgb & 0x001F) * (1.0f / 0x001F); g = (rgb & 0x07E0) * (1.0f / 0x07E0); r = (rgb & 0xF800) * (1.0f / 0xF800); } break; case D3DFMT_A1R5G5B5: { unsigned short argb = *(unsigned short*)(source + 2 * i + j * inputPitch); a = (argb & 0x8000) ? 1.0f : 0.0f; b = (argb & 0x001F) * (1.0f / 0x001F); g = (argb & 0x03E0) * (1.0f / 0x03E0); r = (argb & 0x7C00) * (1.0f / 0x7C00); } break; case D3DFMT_A8R8G8B8: { unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch); a = (argb & 0xFF000000) * (1.0f / 0xFF000000); b = (argb & 0x000000FF) * (1.0f / 0x000000FF); g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00); r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000); } break; case D3DFMT_X8R8G8B8: { unsigned int xrgb = *(unsigned int*)(source + 4 * i + j * inputPitch); a = 1.0f; b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF); g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00); r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000); } break; case D3DFMT_A2R10G10B10: { unsigned int argb = *(unsigned int*)(source + 4 * i + j * inputPitch); a = (argb & 0xC0000000) * (1.0f / 0xC0000000); b = (argb & 0x000003FF) * (1.0f / 0x000003FF); g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00); r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000); } break; case D3DFMT_A32B32G32R32F: { // float formats in D3D are stored rgba, rather than the other way round r = *((float*)(source + 16 * i + j * inputPitch) + 0); g = *((float*)(source + 16 * i + j * inputPitch) + 1); b = *((float*)(source + 16 * i + j * inputPitch) + 2); a = *((float*)(source + 16 * i + j * inputPitch) + 3); } break; case D3DFMT_A16B16G16R16F: { // float formats in D3D are stored rgba, rather than the other way round r = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 0)); g = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 1)); b = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 2)); a = gl::float16ToFloat32(*((unsigned short*)(source + 8 * i + j * inputPitch) + 3)); } break; default: UNIMPLEMENTED(); // FIXME UNREACHABLE(); return; } switch (format) { case GL_RGBA: switch (type) { case GL_UNSIGNED_BYTE: dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f); dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f); dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f); dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f); break; default: UNREACHABLE(); } break; case GL_BGRA_EXT: switch (type) { case GL_UNSIGNED_BYTE: dest[4 * i + j * outputPitch + 0] = (unsigned char)(255 * b + 0.5f); dest[4 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f); dest[4 * i + j * outputPitch + 2] = (unsigned char)(255 * r + 0.5f); dest[4 * i + j * outputPitch + 3] = (unsigned char)(255 * a + 0.5f); break; case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section // this type is packed as follows: // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 // -------------------------------------------------------------------------------- // | 4th | 3rd | 2nd | 1st component | // -------------------------------------------------------------------------------- // in the case of BGRA_EXT, B is the first component, G the second, and so forth. dest16[i + j * outputPitch / sizeof(unsigned short)] = ((unsigned short)(15 * a + 0.5f) << 12)| ((unsigned short)(15 * r + 0.5f) << 8) | ((unsigned short)(15 * g + 0.5f) << 4) | ((unsigned short)(15 * b + 0.5f) << 0); break; case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section // this type is packed as follows: // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 // -------------------------------------------------------------------------------- // | 4th | 3rd | 2nd | 1st component | // -------------------------------------------------------------------------------- // in the case of BGRA_EXT, B is the first component, G the second, and so forth. dest16[i + j * outputPitch / sizeof(unsigned short)] = ((unsigned short)( a + 0.5f) << 15) | ((unsigned short)(31 * r + 0.5f) << 10) | ((unsigned short)(31 * g + 0.5f) << 5) | ((unsigned short)(31 * b + 0.5f) << 0); break; default: UNREACHABLE(); } break; case GL_RGB: switch (type) { case GL_UNSIGNED_SHORT_5_6_5: dest16[i + j * outputPitch / sizeof(unsigned short)] = ((unsigned short)(31 * b + 0.5f) << 0) | ((unsigned short)(63 * g + 0.5f) << 5) | ((unsigned short)(31 * r + 0.5f) << 11); break; case GL_UNSIGNED_BYTE: dest[3 * i + j * outputPitch + 0] = (unsigned char)(255 * r + 0.5f); dest[3 * i + j * outputPitch + 1] = (unsigned char)(255 * g + 0.5f); dest[3 * i + j * outputPitch + 2] = (unsigned char)(255 * b + 0.5f); break; default: UNREACHABLE(); } break; default: UNREACHABLE(); } } } systemSurface->UnlockRect(); systemSurface->Release(); } RenderTarget *Renderer9::createRenderTarget(SwapChain *swapChain, bool depth) { SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain); IDirect3DSurface9 *surface = NULL; if (depth) { surface = swapChain9->getDepthStencil(); } else { surface = swapChain9->getRenderTarget(); } RenderTarget9 *renderTarget = new RenderTarget9(this, surface); return renderTarget; } RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth) { RenderTarget9 *renderTarget = new RenderTarget9(this, width, height, format, samples); return renderTarget; } ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type) { ShaderExecutable9 *executable = NULL; switch (type) { case rx::SHADER_VERTEX: { IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length); if (vshader) { executable = new ShaderExecutable9(function, length, vshader); } } break; case rx::SHADER_PIXEL: { IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length); if (pshader) { executable = new ShaderExecutable9(function, length, pshader); } } break; default: UNREACHABLE(); break; } return executable; } ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type) { const char *profile = NULL; switch (type) { case rx::SHADER_VERTEX: profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0"; break; case rx::SHADER_PIXEL: profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0"; break; default: UNREACHABLE(); return NULL; } ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, ANGLE_COMPILE_OPTIMIZATION_LEVEL, true); if (!binary) return NULL; ShaderExecutable *executable = loadExecutable(binary->GetBufferPointer(), binary->GetBufferSize(), type); binary->Release(); return executable; } bool Renderer9::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest) { return mBlit->boxFilter(source, dest); } D3DPOOL Renderer9::getTexturePool(DWORD usage) const { if (mD3d9Ex != NULL) { return D3DPOOL_DEFAULT; } else { if (!(usage & (D3DUSAGE_DEPTHSTENCIL | D3DUSAGE_RENDERTARGET))) { return D3DPOOL_MANAGED; } } return D3DPOOL_DEFAULT; } bool Renderer9::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged) { if (source && dest) { HRESULT result = D3DERR_OUTOFVIDEOMEMORY; if (fromManaged) { D3DSURFACE_DESC desc; source->GetDesc(&desc); IDirect3DSurface9 *surf = 0; result = mDevice->CreateOffscreenPlainSurface(desc.Width, desc.Height, desc.Format, D3DPOOL_SYSTEMMEM, &surf, NULL); if (SUCCEEDED(result)) { Image9::copyLockableSurfaces(surf, source); result = mDevice->UpdateSurface(surf, NULL, dest, NULL); surf->Release(); } } else { endScene(); result = mDevice->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE); } if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); return false; } } return true; } Image *Renderer9::createImage() { return new Image9(); } void Renderer9::generateMipmap(Image *dest, Image *src) { Image9 *src9 = Image9::makeImage9(src); Image9 *dst9 = Image9::makeImage9(dest); Image9::generateMipmap(dst9, src9); } TextureStorage *Renderer9::createTextureStorage2D(SwapChain *swapChain) { SwapChain9 *swapChain9 = SwapChain9::makeSwapChain9(swapChain); return new TextureStorage9_2D(this, swapChain9); } TextureStorage *Renderer9::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) { return new TextureStorage9_2D(this, levels, internalformat, usage, forceRenderable, width, height); } TextureStorage *Renderer9::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) { return new TextureStorage9_Cube(this, levels, internalformat, usage, forceRenderable, size); } bool Renderer9::getLUID(LUID *adapterLuid) const { adapterLuid->HighPart = 0; adapterLuid->LowPart = 0; if (mD3d9Ex) { mD3d9Ex->GetAdapterLUID(mAdapter, adapterLuid); return true; } return false; } }
010smithzhang-ddd
src/libGLESv2/renderer/Renderer9.cpp
C++
bsd
110,789
#include "precompiled.h" // // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // BufferStorage11.cpp Defines the BufferStorage11 class. #include "libGLESv2/renderer/BufferStorage11.h" #include "libGLESv2/main.h" #include "libGLESv2/renderer/Renderer11.h" namespace rx { BufferStorage11::BufferStorage11(Renderer11 *renderer) { mRenderer = renderer; mStagingBuffer = NULL; mStagingBufferSize = 0; mBuffer = NULL; mBufferSize = 0; mSize = 0; mResolvedData = NULL; mResolvedDataSize = 0; mResolvedDataValid = false; mReadUsageCount = 0; mWriteUsageCount = 0; } BufferStorage11::~BufferStorage11() { if (mStagingBuffer) { mStagingBuffer->Release(); mStagingBuffer = NULL; } if (mBuffer) { mBuffer->Release(); mBuffer = NULL; } if (mResolvedData) { free(mResolvedData); mResolvedData = NULL; } } BufferStorage11 *BufferStorage11::makeBufferStorage11(BufferStorage *bufferStorage) { ASSERT(HAS_DYNAMIC_TYPE(BufferStorage11*, bufferStorage)); return static_cast<BufferStorage11*>(bufferStorage); } void *BufferStorage11::getData() { if (!mResolvedDataValid) { ID3D11Device *device = mRenderer->getDevice(); ID3D11DeviceContext *context = mRenderer->getDeviceContext(); HRESULT result; if (!mStagingBuffer || mStagingBufferSize < mBufferSize) { if (mStagingBuffer) { mStagingBuffer->Release(); mStagingBuffer = NULL; mStagingBufferSize = 0; } D3D11_BUFFER_DESC bufferDesc; bufferDesc.ByteWidth = mSize; bufferDesc.Usage = D3D11_USAGE_STAGING; bufferDesc.BindFlags = 0; bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; bufferDesc.MiscFlags = 0; bufferDesc.StructureByteStride = 0; result = device->CreateBuffer(&bufferDesc, NULL, &mStagingBuffer); if (FAILED(result)) { return gl::error(GL_OUT_OF_MEMORY, (void*)NULL); } mStagingBufferSize = bufferDesc.ByteWidth; } if (!mResolvedData || mResolvedDataSize < mBufferSize) { free(mResolvedData); mResolvedData = malloc(mSize); mResolvedDataSize = mSize; } D3D11_BOX srcBox; srcBox.left = 0; srcBox.right = mSize; srcBox.top = 0; srcBox.bottom = 1; srcBox.front = 0; srcBox.back = 1; context->CopySubresourceRegion(mStagingBuffer, 0, 0, 0, 0, mBuffer, 0, &srcBox); D3D11_MAPPED_SUBRESOURCE mappedResource; result = context->Map(mStagingBuffer, 0, D3D11_MAP_READ, 0, &mappedResource); if (FAILED(result)) { return gl::error(GL_OUT_OF_MEMORY, (void*)NULL); } memcpy(mResolvedData, mappedResource.pData, mSize); context->Unmap(mStagingBuffer, 0); mResolvedDataValid = true; } mReadUsageCount = 0; return mResolvedData; } void BufferStorage11::setData(const void* data, unsigned int size, unsigned int offset) { ID3D11Device *device = mRenderer->getDevice(); ID3D11DeviceContext *context = mRenderer->getDeviceContext(); HRESULT result; unsigned int requiredBufferSize = size + offset; unsigned int requiredStagingSize = size; bool directInitialization = offset == 0 && (!mBuffer || mBufferSize < size + offset); if (!directInitialization) { if (!mStagingBuffer || mStagingBufferSize < requiredStagingSize) { if (mStagingBuffer) { mStagingBuffer->Release(); mStagingBuffer = NULL; mStagingBufferSize = 0; } D3D11_BUFFER_DESC bufferDesc; bufferDesc.ByteWidth = size; bufferDesc.Usage = D3D11_USAGE_STAGING; bufferDesc.BindFlags = 0; bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; bufferDesc.MiscFlags = 0; bufferDesc.StructureByteStride = 0; D3D11_SUBRESOURCE_DATA initialData; initialData.pSysMem = data; initialData.SysMemPitch = size; initialData.SysMemSlicePitch = 0; result = device->CreateBuffer(&bufferDesc, &initialData, &mStagingBuffer); if (FAILED(result)) { return gl::error(GL_OUT_OF_MEMORY); } mStagingBufferSize = size; } else { D3D11_MAPPED_SUBRESOURCE mappedResource; result = context->Map(mStagingBuffer, 0, D3D11_MAP_WRITE, 0, &mappedResource); if (FAILED(result)) { return gl::error(GL_OUT_OF_MEMORY); } memcpy(mappedResource.pData, data, size); context->Unmap(mStagingBuffer, 0); } } if (!mBuffer || mBufferSize < size + offset) { D3D11_BUFFER_DESC bufferDesc; bufferDesc.ByteWidth = requiredBufferSize; bufferDesc.Usage = D3D11_USAGE_DEFAULT; bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_INDEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; bufferDesc.StructureByteStride = 0; if (directInitialization) { // Since the data will fill the entire buffer (being larger than the initial size and having // no offset), the buffer can be initialized with the data so no staging buffer is required // No longer need the old buffer if (mBuffer) { mBuffer->Release(); mBuffer = NULL; mBufferSize = 0; } D3D11_SUBRESOURCE_DATA initialData; initialData.pSysMem = data; initialData.SysMemPitch = size; initialData.SysMemSlicePitch = 0; result = device->CreateBuffer(&bufferDesc, &initialData, &mBuffer); if (FAILED(result)) { return gl::error(GL_OUT_OF_MEMORY); } } else if (mBuffer && offset > 0) { // If offset is greater than zero and the buffer is non-null, need to preserve the data from // the old buffer up to offset ID3D11Buffer *newBuffer = NULL; result = device->CreateBuffer(&bufferDesc, NULL, &newBuffer); if (FAILED(result)) { return gl::error(GL_OUT_OF_MEMORY); } D3D11_BOX srcBox; srcBox.left = 0; srcBox.right = std::min(offset, mBufferSize); srcBox.top = 0; srcBox.bottom = 1; srcBox.front = 0; srcBox.back = 1; context->CopySubresourceRegion(newBuffer, 0, 0, 0, 0, mBuffer, 0, &srcBox); mBuffer->Release(); mBuffer = newBuffer; } else { // Simple case, nothing needs to be copied from the old buffer to the new one, just create // a new buffer // No longer need the old buffer if (mBuffer) { mBuffer->Release(); mBuffer = NULL; mBufferSize = 0; } // Create a new buffer for data storage result = device->CreateBuffer(&bufferDesc, NULL, &mBuffer); if (FAILED(result)) { return gl::error(GL_OUT_OF_MEMORY); } } updateSerial(); mBufferSize = bufferDesc.ByteWidth; } if (!directInitialization) { ASSERT(mStagingBuffer && mStagingBufferSize >= requiredStagingSize); // Data is already put into the staging buffer, copy it over to the data buffer D3D11_BOX srcBox; srcBox.left = 0; srcBox.right = size; srcBox.top = 0; srcBox.bottom = 1; srcBox.front = 0; srcBox.back = 1; context->CopySubresourceRegion(mBuffer, 0, offset, 0, 0, mStagingBuffer, 0, &srcBox); } mSize = std::max(mSize, offset + size); mWriteUsageCount = 0; mResolvedDataValid = false; } void BufferStorage11::clear() { mResolvedDataValid = false; mSize = 0; } unsigned int BufferStorage11::getSize() const { return mSize; } bool BufferStorage11::supportsDirectBinding() const { return true; } void BufferStorage11::markBufferUsage() { mReadUsageCount++; mWriteUsageCount++; static const unsigned int usageLimit = 5; if (mReadUsageCount > usageLimit && mResolvedData) { free(mResolvedData); mResolvedData = NULL; mResolvedDataSize = 0; mResolvedDataValid = false; } if (mReadUsageCount > usageLimit && mWriteUsageCount > usageLimit && mStagingBuffer) { mStagingBuffer->Release(); mStagingBuffer = NULL; mStagingBufferSize = 0; } } ID3D11Buffer *BufferStorage11::getBuffer() const { return mBuffer; } }
010smithzhang-ddd
src/libGLESv2/renderer/BufferStorage11.cpp
C++
bsd
9,344
// // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // BufferStorage9.h Defines the BufferStorage9 class. #ifndef LIBGLESV2_RENDERER_BUFFERSTORAGE9_H_ #define LIBGLESV2_RENDERER_BUFFERSTORAGE9_H_ #include "libGLESv2/renderer/BufferStorage.h" namespace rx { class BufferStorage9 : public BufferStorage { public: BufferStorage9(); virtual ~BufferStorage9(); static BufferStorage9 *makeBufferStorage9(BufferStorage *bufferStorage); virtual void *getData(); virtual void setData(const void* data, unsigned int size, unsigned int offset); virtual void clear(); virtual unsigned int getSize() const; virtual bool supportsDirectBinding() const; private: DISALLOW_COPY_AND_ASSIGN(BufferStorage9); void *mMemory; unsigned int mAllocatedSize; unsigned int mSize; }; } #endif // LIBGLESV2_RENDERER_BUFFERSTORAGE9_H_
010smithzhang-ddd
src/libGLESv2/renderer/BufferStorage9.h
C++
bsd
997
#include "precompiled.h" // // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // VertexBuffer9.cpp: Defines the D3D9 VertexBuffer implementation. #include "libGLESv2/renderer/VertexBuffer9.h" #include "libGLESv2/renderer/vertexconversion.h" #include "libGLESv2/renderer/BufferStorage.h" #include "libGLESv2/Context.h" #include "libGLESv2/renderer/Renderer9.h" #include "libGLESv2/Buffer.h" namespace rx { bool VertexBuffer9::mTranslationsInitialized = false; VertexBuffer9::FormatConverter VertexBuffer9::mFormatConverters[NUM_GL_VERTEX_ATTRIB_TYPES][2][4]; VertexBuffer9::VertexBuffer9(rx::Renderer9 *const renderer) : mRenderer(renderer) { mVertexBuffer = NULL; mBufferSize = 0; mDynamicUsage = false; if (!mTranslationsInitialized) { initializeTranslations(renderer->getCapsDeclTypes()); mTranslationsInitialized = true; } } VertexBuffer9::~VertexBuffer9() { if (mVertexBuffer) { mVertexBuffer->Release(); mVertexBuffer = NULL; } } bool VertexBuffer9::initialize(unsigned int size, bool dynamicUsage) { if (mVertexBuffer) { mVertexBuffer->Release(); mVertexBuffer = NULL; } updateSerial(); if (size > 0) { DWORD flags = D3DUSAGE_WRITEONLY; if (dynamicUsage) { flags |= D3DUSAGE_DYNAMIC; } HRESULT result = mRenderer->createVertexBuffer(size, flags, &mVertexBuffer); if (FAILED(result)) { ERR("Out of memory allocating a vertex buffer of size %lu.", size); return false; } } mBufferSize = size; mDynamicUsage = dynamicUsage; return true; } VertexBuffer9 *VertexBuffer9::makeVertexBuffer9(VertexBuffer *vertexBuffer) { ASSERT(HAS_DYNAMIC_TYPE(VertexBuffer9*, vertexBuffer)); return static_cast<VertexBuffer9*>(vertexBuffer); } bool VertexBuffer9::storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count, GLsizei instances, unsigned int offset) { if (mVertexBuffer) { gl::Buffer *buffer = attrib.mBoundBuffer.get(); int inputStride = attrib.stride(); int elementSize = attrib.typeSize(); const FormatConverter &converter = formatConverter(attrib); DWORD lockFlags = mDynamicUsage ? D3DLOCK_NOOVERWRITE : 0; void *mapPtr = NULL; HRESULT result = mVertexBuffer->Lock(offset, spaceRequired(attrib, count, instances), &mapPtr, lockFlags); if (FAILED(result)) { ERR("Lock failed with error 0x%08x", result); return false; } const char *input = NULL; if (buffer) { BufferStorage *storage = buffer->getStorage(); input = static_cast<const char*>(storage->getData()) + static_cast<int>(attrib.mOffset); } else { input = static_cast<const char*>(attrib.mPointer); } if (instances == 0 || attrib.mDivisor == 0) { input += inputStride * start; } if (converter.identity && inputStride == elementSize) { memcpy(mapPtr, input, count * inputStride); } else { converter.convertArray(input, inputStride, count, mapPtr); } mVertexBuffer->Unlock(); return true; } else { ERR("Vertex buffer not initialized."); return false; } } bool VertexBuffer9::storeRawData(const void* data, unsigned int size, unsigned int offset) { if (mVertexBuffer) { DWORD lockFlags = mDynamicUsage ? D3DLOCK_NOOVERWRITE : 0; void *mapPtr = NULL; HRESULT result = mVertexBuffer->Lock(offset, size, &mapPtr, lockFlags); if (FAILED(result)) { ERR("Lock failed with error 0x%08x", result); return false; } memcpy(mapPtr, data, size); mVertexBuffer->Unlock(); return true; } else { ERR("Vertex buffer not initialized."); return false; } } unsigned int VertexBuffer9::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances) const { return spaceRequired(attrib, count, instances); } bool VertexBuffer9::requiresConversion(const gl::VertexAttribute &attrib) const { return formatConverter(attrib).identity; } unsigned int VertexBuffer9::getVertexSize(const gl::VertexAttribute &attrib) const { return spaceRequired(attrib, 1, 0); } D3DDECLTYPE VertexBuffer9::getDeclType(const gl::VertexAttribute &attrib) const { return formatConverter(attrib).d3dDeclType; } unsigned int VertexBuffer9::getBufferSize() const { return mBufferSize; } bool VertexBuffer9::setBufferSize(unsigned int size) { if (size > mBufferSize) { return initialize(size, mDynamicUsage); } else { return true; } } bool VertexBuffer9::discard() { if (mVertexBuffer) { void *dummy; HRESULT result; result = mVertexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD); if (FAILED(result)) { ERR("Discard lock failed with error 0x%08x", result); return false; } result = mVertexBuffer->Unlock(); if (FAILED(result)) { ERR("Discard unlock failed with error 0x%08x", result); return false; } return true; } else { ERR("Vertex buffer not initialized."); return false; } } IDirect3DVertexBuffer9 * VertexBuffer9::getBuffer() const { return mVertexBuffer; } // Mapping from OpenGL-ES vertex attrib type to D3D decl type: // // BYTE SHORT (Cast) // BYTE-norm FLOAT (Normalize) (can't be exactly represented as SHORT-norm) // UNSIGNED_BYTE UBYTE4 (Identity) or SHORT (Cast) // UNSIGNED_BYTE-norm UBYTE4N (Identity) or FLOAT (Normalize) // SHORT SHORT (Identity) // SHORT-norm SHORT-norm (Identity) or FLOAT (Normalize) // UNSIGNED_SHORT FLOAT (Cast) // UNSIGNED_SHORT-norm USHORT-norm (Identity) or FLOAT (Normalize) // FIXED (not in WebGL) FLOAT (FixedToFloat) // FLOAT FLOAT (Identity) // GLToCType maps from GL type (as GLenum) to the C typedef. template <GLenum GLType> struct GLToCType { }; template <> struct GLToCType<GL_BYTE> { typedef GLbyte type; }; template <> struct GLToCType<GL_UNSIGNED_BYTE> { typedef GLubyte type; }; template <> struct GLToCType<GL_SHORT> { typedef GLshort type; }; template <> struct GLToCType<GL_UNSIGNED_SHORT> { typedef GLushort type; }; template <> struct GLToCType<GL_FIXED> { typedef GLuint type; }; template <> struct GLToCType<GL_FLOAT> { typedef GLfloat type; }; // This differs from D3DDECLTYPE in that it is unsized. (Size expansion is applied last.) enum D3DVertexType { D3DVT_FLOAT, D3DVT_SHORT, D3DVT_SHORT_NORM, D3DVT_UBYTE, D3DVT_UBYTE_NORM, D3DVT_USHORT_NORM }; // D3DToCType maps from D3D vertex type (as enum D3DVertexType) to the corresponding C type. template <unsigned int D3DType> struct D3DToCType { }; template <> struct D3DToCType<D3DVT_FLOAT> { typedef float type; }; template <> struct D3DToCType<D3DVT_SHORT> { typedef short type; }; template <> struct D3DToCType<D3DVT_SHORT_NORM> { typedef short type; }; template <> struct D3DToCType<D3DVT_UBYTE> { typedef unsigned char type; }; template <> struct D3DToCType<D3DVT_UBYTE_NORM> { typedef unsigned char type; }; template <> struct D3DToCType<D3DVT_USHORT_NORM> { typedef unsigned short type; }; // Encode the type/size combinations that D3D permits. For each type/size it expands to a widener that will provide the appropriate final size. template <unsigned int type, int size> struct WidenRule { }; template <int size> struct WidenRule<D3DVT_FLOAT, size> : NoWiden<size> { }; template <int size> struct WidenRule<D3DVT_SHORT, size> : WidenToEven<size> { }; template <int size> struct WidenRule<D3DVT_SHORT_NORM, size> : WidenToEven<size> { }; template <int size> struct WidenRule<D3DVT_UBYTE, size> : WidenToFour<size> { }; template <int size> struct WidenRule<D3DVT_UBYTE_NORM, size> : WidenToFour<size> { }; template <int size> struct WidenRule<D3DVT_USHORT_NORM, size> : WidenToEven<size> { }; // VertexTypeFlags encodes the D3DCAPS9::DeclType flag and vertex declaration flag for each D3D vertex type & size combination. template <unsigned int d3dtype, int size> struct VertexTypeFlags { }; template <unsigned int _capflag, unsigned int _declflag> struct VertexTypeFlagsHelper { enum { capflag = _capflag }; enum { declflag = _declflag }; }; template <> struct VertexTypeFlags<D3DVT_FLOAT, 1> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT1> { }; template <> struct VertexTypeFlags<D3DVT_FLOAT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT2> { }; template <> struct VertexTypeFlags<D3DVT_FLOAT, 3> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT3> { }; template <> struct VertexTypeFlags<D3DVT_FLOAT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT4> { }; template <> struct VertexTypeFlags<D3DVT_SHORT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT2> { }; template <> struct VertexTypeFlags<D3DVT_SHORT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT4> { }; template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT2N, D3DDECLTYPE_SHORT2N> { }; template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT4N, D3DDECLTYPE_SHORT4N> { }; template <> struct VertexTypeFlags<D3DVT_UBYTE, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4, D3DDECLTYPE_UBYTE4> { }; template <> struct VertexTypeFlags<D3DVT_UBYTE_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4N, D3DDECLTYPE_UBYTE4N> { }; template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT2N, D3DDECLTYPE_USHORT2N> { }; template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT4N, D3DDECLTYPE_USHORT4N> { }; // VertexTypeMapping maps GL type & normalized flag to preferred and fallback D3D vertex types (as D3DVertexType enums). template <GLenum GLtype, bool normalized> struct VertexTypeMapping { }; template <D3DVertexType Preferred, D3DVertexType Fallback = Preferred> struct VertexTypeMappingBase { enum { preferred = Preferred }; enum { fallback = Fallback }; }; template <> struct VertexTypeMapping<GL_BYTE, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Cast template <> struct VertexTypeMapping<GL_BYTE, true> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Normalize template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, false> : VertexTypeMappingBase<D3DVT_UBYTE, D3DVT_FLOAT> { }; // Identity, Cast template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, true> : VertexTypeMappingBase<D3DVT_UBYTE_NORM, D3DVT_FLOAT> { }; // Identity, Normalize template <> struct VertexTypeMapping<GL_SHORT, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Identity template <> struct VertexTypeMapping<GL_SHORT, true> : VertexTypeMappingBase<D3DVT_SHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, false> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Cast template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, true> : VertexTypeMappingBase<D3DVT_USHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize template <bool normalized> struct VertexTypeMapping<GL_FIXED, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // FixedToFloat template <bool normalized> struct VertexTypeMapping<GL_FLOAT, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Identity // Given a GL type & norm flag and a D3D type, ConversionRule provides the type conversion rule (Cast, Normalize, Identity, FixedToFloat). // The conversion rules themselves are defined in vertexconversion.h. // Almost all cases are covered by Cast (including those that are actually Identity since Cast<T,T> knows it's an identity mapping). template <GLenum fromType, bool normalized, unsigned int toType> struct ConversionRule : Cast<typename GLToCType<fromType>::type, typename D3DToCType<toType>::type> { }; // All conversions from normalized types to float use the Normalize operator. template <GLenum fromType> struct ConversionRule<fromType, true, D3DVT_FLOAT> : Normalize<typename GLToCType<fromType>::type> { }; // Use a full specialization for this so that it preferentially matches ahead of the generic normalize-to-float rules. template <> struct ConversionRule<GL_FIXED, true, D3DVT_FLOAT> : FixedToFloat<GLint, 16> { }; template <> struct ConversionRule<GL_FIXED, false, D3DVT_FLOAT> : FixedToFloat<GLint, 16> { }; // A 2-stage construction is used for DefaultVertexValues because float must use SimpleDefaultValues (i.e. 0/1) // whether it is normalized or not. template <class T, bool normalized> struct DefaultVertexValuesStage2 { }; template <class T> struct DefaultVertexValuesStage2<T, true> : NormalizedDefaultValues<T> { }; template <class T> struct DefaultVertexValuesStage2<T, false> : SimpleDefaultValues<T> { }; // Work out the default value rule for a D3D type (expressed as the C type) and template <class T, bool normalized> struct DefaultVertexValues : DefaultVertexValuesStage2<T, normalized> { }; template <bool normalized> struct DefaultVertexValues<float, normalized> : SimpleDefaultValues<float> { }; // Policy rules for use with Converter, to choose whether to use the preferred or fallback conversion. // The fallback conversion produces an output that all D3D9 devices must support. template <class T> struct UsePreferred { enum { type = T::preferred }; }; template <class T> struct UseFallback { enum { type = T::fallback }; }; // Converter ties it all together. Given an OpenGL type/norm/size and choice of preferred/fallback conversion, // it provides all the members of the appropriate VertexDataConverter, the D3DCAPS9::DeclTypes flag in cap flag // and the D3DDECLTYPE member needed for the vertex declaration in declflag. template <GLenum fromType, bool normalized, int size, template <class T> class PreferenceRule> struct Converter : VertexDataConverter<typename GLToCType<fromType>::type, WidenRule<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type, size>, ConversionRule<fromType, normalized, PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>, DefaultVertexValues<typename D3DToCType<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>::type, normalized > > { private: enum { d3dtype = PreferenceRule< VertexTypeMapping<fromType, normalized> >::type }; enum { d3dsize = WidenRule<d3dtype, size>::finalWidth }; public: enum { capflag = VertexTypeFlags<d3dtype, d3dsize>::capflag }; enum { declflag = VertexTypeFlags<d3dtype, d3dsize>::declflag }; }; // Initialize a TranslationInfo #define TRANSLATION(type, norm, size, preferred) \ { \ Converter<type, norm, size, preferred>::identity, \ Converter<type, norm, size, preferred>::finalSize, \ Converter<type, norm, size, preferred>::convertArray, \ static_cast<D3DDECLTYPE>(Converter<type, norm, size, preferred>::declflag) \ } #define TRANSLATION_FOR_TYPE_NORM_SIZE(type, norm, size) \ { \ Converter<type, norm, size, UsePreferred>::capflag, \ TRANSLATION(type, norm, size, UsePreferred), \ TRANSLATION(type, norm, size, UseFallback) \ } #define TRANSLATIONS_FOR_TYPE(type) \ { \ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 4) }, \ } #define TRANSLATIONS_FOR_TYPE_NO_NORM(type) \ { \ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \ } const VertexBuffer9::TranslationDescription VertexBuffer9::mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4] = // [GL types as enumerated by typeIndex()][normalized][size-1] { TRANSLATIONS_FOR_TYPE(GL_BYTE), TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_BYTE), TRANSLATIONS_FOR_TYPE(GL_SHORT), TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_SHORT), TRANSLATIONS_FOR_TYPE_NO_NORM(GL_FIXED), TRANSLATIONS_FOR_TYPE_NO_NORM(GL_FLOAT) }; void VertexBuffer9::initializeTranslations(DWORD declTypes) { for (unsigned int i = 0; i < NUM_GL_VERTEX_ATTRIB_TYPES; i++) { for (unsigned int j = 0; j < 2; j++) { for (unsigned int k = 0; k < 4; k++) { if (mPossibleTranslations[i][j][k].capsFlag == 0 || (declTypes & mPossibleTranslations[i][j][k].capsFlag) != 0) { mFormatConverters[i][j][k] = mPossibleTranslations[i][j][k].preferredConversion; } else { mFormatConverters[i][j][k] = mPossibleTranslations[i][j][k].fallbackConversion; } } } } } unsigned int VertexBuffer9::typeIndex(GLenum type) { switch (type) { case GL_BYTE: return 0; case GL_UNSIGNED_BYTE: return 1; case GL_SHORT: return 2; case GL_UNSIGNED_SHORT: return 3; case GL_FIXED: return 4; case GL_FLOAT: return 5; default: UNREACHABLE(); return 5; } } const VertexBuffer9::FormatConverter &VertexBuffer9::formatConverter(const gl::VertexAttribute &attribute) { return mFormatConverters[typeIndex(attribute.mType)][attribute.mNormalized][attribute.mSize - 1]; } unsigned int VertexBuffer9::spaceRequired(const gl::VertexAttribute &attrib, std::size_t count, GLsizei instances) { unsigned int elementSize = formatConverter(attrib).outputElementSize; if (instances == 0 || attrib.mDivisor == 0) { return elementSize * count; } else { return elementSize * ((instances + attrib.mDivisor - 1) / attrib.mDivisor); } } }
010smithzhang-ddd
src/libGLESv2/renderer/VertexBuffer9.cpp
C++
bsd
20,173
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // SwapChain11.h: Defines a back-end specific class for the D3D11 swap chain. #ifndef LIBGLESV2_RENDERER_SWAPCHAIN11_H_ #define LIBGLESV2_RENDERER_SWAPCHAIN11_H_ #include "common/angleutils.h" #include "libGLESv2/renderer/SwapChain.h" namespace rx { class Renderer11; class SwapChain11 : public SwapChain { public: SwapChain11(Renderer11 *renderer, HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat); virtual ~SwapChain11(); EGLint resize(EGLint backbufferWidth, EGLint backbufferHeight); virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval); virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height); virtual void recreate(); virtual ID3D11Texture2D *getOffscreenTexture(); virtual ID3D11RenderTargetView *getRenderTarget(); virtual ID3D11ShaderResourceView *getRenderTargetShaderResource(); virtual ID3D11Texture2D *getDepthStencilTexture(); virtual ID3D11DepthStencilView *getDepthStencil(); EGLint getWidth() const { return mWidth; } EGLint getHeight() const { return mHeight; } static SwapChain11 *makeSwapChain11(SwapChain *swapChain); private: DISALLOW_COPY_AND_ASSIGN(SwapChain11); void release(); void initPassThroughResources(); void releaseOffscreenTexture(); EGLint resetOffscreenTexture(int backbufferWidth, int backbufferHeight); Renderer11 *mRenderer; EGLint mHeight; EGLint mWidth; bool mAppCreatedShareHandle; unsigned int mSwapInterval; bool mPassThroughResourcesInit; IDXGISwapChain *mSwapChain; ID3D11Texture2D *mBackBufferTexture; ID3D11RenderTargetView *mBackBufferRTView; ID3D11Texture2D *mOffscreenTexture; ID3D11RenderTargetView *mOffscreenRTView; ID3D11ShaderResourceView *mOffscreenSRView; ID3D11Texture2D *mDepthStencilTexture; ID3D11DepthStencilView *mDepthStencilDSView; ID3D11Buffer *mQuadVB; ID3D11SamplerState *mPassThroughSampler; ID3D11InputLayout *mPassThroughIL; ID3D11VertexShader *mPassThroughVS; ID3D11PixelShader *mPassThroughPS; }; } #endif // LIBGLESV2_RENDERER_SWAPCHAIN11_H_
010smithzhang-ddd
src/libGLESv2/renderer/SwapChain11.h
C++
bsd
2,377
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // ShaderExecutable.h: Defines a renderer-agnostic class to contain shader // executable implementation details. #ifndef LIBGLESV2_RENDERER_SHADEREXECUTABLE_H_ #define LIBGLESV2_RENDERER_SHADEREXECUTABLE_H_ #include "common/angleutils.h" namespace rx { class ShaderExecutable { public: ShaderExecutable(const void *function, size_t length) : mLength(length) { mFunction = new char[length]; memcpy(mFunction, function, length); } virtual ~ShaderExecutable() { delete mFunction; } void *getFunction() const { return mFunction; } size_t getLength() const { return mLength; } private: DISALLOW_COPY_AND_ASSIGN(ShaderExecutable); void *mFunction; const size_t mLength; }; } #endif // LIBGLESV2_RENDERER_SHADEREXECUTABLE9_H_
010smithzhang-ddd
src/libGLESv2/renderer/ShaderExecutable.h
C++
bsd
1,019
// // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Fence.h: Defines the gl::Fence class, which supports the GL_NV_fence extension. #ifndef LIBGLESV2_FENCE_H_ #define LIBGLESV2_FENCE_H_ #include "common/angleutils.h" namespace rx { class Renderer; class FenceImpl; } namespace gl { class Fence { public: explicit Fence(rx::Renderer *renderer); virtual ~Fence(); GLboolean isFence(); void setFence(GLenum condition); GLboolean testFence(); void finishFence(); void getFenceiv(GLenum pname, GLint *params); private: DISALLOW_COPY_AND_ASSIGN(Fence); rx::FenceImpl *mFence; }; } #endif // LIBGLESV2_FENCE_H_
010smithzhang-ddd
src/libGLESv2/Fence.h
C++
bsd
793
// // Copyright (c) 2010-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #ifndef LIBGLESV2_UNIFORM_H_ #define LIBGLESV2_UNIFORM_H_ #include <string> #include <vector> #define GL_APICALL #include <GLES2/gl2.h> #include "common/debug.h" namespace gl { // Helper struct representing a single shader uniform struct Uniform { Uniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize); ~Uniform(); bool isArray() const; unsigned int elementCount() const; const GLenum type; const GLenum precision; const std::string name; const unsigned int arraySize; unsigned char *data; bool dirty; int psRegisterIndex; int vsRegisterIndex; unsigned int registerCount; }; typedef std::vector<Uniform*> UniformArray; } #endif // LIBGLESV2_UNIFORM_H_
010smithzhang-ddd
src/libGLESv2/Uniform.h
C++
bsd
987
#include "precompiled.h" // // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Fence.cpp: Implements the gl::Fence class, which supports the GL_NV_fence extension. #include "libGLESv2/Fence.h" #include "libGLESv2/renderer/FenceImpl.h" #include "libGLESv2/renderer/Renderer.h" namespace gl { Fence::Fence(rx::Renderer *renderer) { mFence = renderer->createFence(); } Fence::~Fence() { delete mFence; } GLboolean Fence::isFence() { return mFence->isFence(); } void Fence::setFence(GLenum condition) { mFence->setFence(condition); } GLboolean Fence::testFence() { return mFence->testFence(); } void Fence::finishFence() { mFence->finishFence(); } void Fence::getFenceiv(GLenum pname, GLint *params) { mFence->getFenceiv(pname, params); } }
010smithzhang-ddd
src/libGLESv2/Fence.cpp
C++
bsd
910
// // Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Renderbuffer.h: Defines the wrapper class gl::Renderbuffer, as well as the // class hierarchy used to store its contents: RenderbufferStorage, Colorbuffer, // DepthStencilbuffer, Depthbuffer and Stencilbuffer. Implements GL renderbuffer // objects and related functionality. [OpenGL ES 2.0.24] section 4.4.3 page 108. #ifndef LIBGLESV2_RENDERBUFFER_H_ #define LIBGLESV2_RENDERBUFFER_H_ #define GL_APICALL #include <GLES2/gl2.h> #include "common/angleutils.h" #include "common/RefCountObject.h" namespace rx { class Renderer; class SwapChain; class RenderTarget; } namespace gl { class Texture2D; class TextureCubeMap; class Renderbuffer; class Colorbuffer; class DepthStencilbuffer; class RenderbufferInterface { public: RenderbufferInterface(); virtual ~RenderbufferInterface() {}; virtual void addProxyRef(const Renderbuffer *proxy); virtual void releaseProxy(const Renderbuffer *proxy); virtual rx::RenderTarget *getRenderTarget() = 0; virtual rx::RenderTarget *getDepthStencil() = 0; virtual GLsizei getWidth() const = 0; virtual GLsizei getHeight() const = 0; virtual GLenum getInternalFormat() const = 0; virtual GLenum getActualFormat() const = 0; virtual GLsizei getSamples() const = 0; GLuint getRedSize() const; GLuint getGreenSize() const; GLuint getBlueSize() const; GLuint getAlphaSize() const; GLuint getDepthSize() const; GLuint getStencilSize() const; virtual unsigned int getSerial() const = 0; private: DISALLOW_COPY_AND_ASSIGN(RenderbufferInterface); }; class RenderbufferTexture2D : public RenderbufferInterface { public: RenderbufferTexture2D(Texture2D *texture, GLenum target); virtual ~RenderbufferTexture2D(); void addProxyRef(const Renderbuffer *proxy); void releaseProxy(const Renderbuffer *proxy); rx::RenderTarget *getRenderTarget(); rx::RenderTarget *getDepthStencil(); virtual GLsizei getWidth() const; virtual GLsizei getHeight() const; virtual GLenum getInternalFormat() const; virtual GLenum getActualFormat() const; virtual GLsizei getSamples() const; virtual unsigned int getSerial() const; private: DISALLOW_COPY_AND_ASSIGN(RenderbufferTexture2D); BindingPointer <Texture2D> mTexture2D; GLenum mTarget; }; class RenderbufferTextureCubeMap : public RenderbufferInterface { public: RenderbufferTextureCubeMap(TextureCubeMap *texture, GLenum target); virtual ~RenderbufferTextureCubeMap(); void addProxyRef(const Renderbuffer *proxy); void releaseProxy(const Renderbuffer *proxy); rx::RenderTarget *getRenderTarget(); rx::RenderTarget *getDepthStencil(); virtual GLsizei getWidth() const; virtual GLsizei getHeight() const; virtual GLenum getInternalFormat() const; virtual GLenum getActualFormat() const; virtual GLsizei getSamples() const; virtual unsigned int getSerial() const; private: DISALLOW_COPY_AND_ASSIGN(RenderbufferTextureCubeMap); BindingPointer <TextureCubeMap> mTextureCubeMap; GLenum mTarget; }; // A class derived from RenderbufferStorage is created whenever glRenderbufferStorage // is called. The specific concrete type depends on whether the internal format is // colour depth, stencil or packed depth/stencil. class RenderbufferStorage : public RenderbufferInterface { public: RenderbufferStorage(); virtual ~RenderbufferStorage() = 0; virtual rx::RenderTarget *getRenderTarget(); virtual rx::RenderTarget *getDepthStencil(); virtual GLsizei getWidth() const; virtual GLsizei getHeight() const; virtual GLenum getInternalFormat() const; virtual GLenum getActualFormat() const; virtual GLsizei getSamples() const; virtual unsigned int getSerial() const; static unsigned int issueSerial(); static unsigned int issueCubeSerials(); protected: GLsizei mWidth; GLsizei mHeight; GLenum mInternalFormat; GLenum mActualFormat; GLsizei mSamples; private: DISALLOW_COPY_AND_ASSIGN(RenderbufferStorage); const unsigned int mSerial; static unsigned int mCurrentSerial; }; // Renderbuffer implements the GL renderbuffer object. // It's only a proxy for a RenderbufferInterface instance; the internal object // can change whenever glRenderbufferStorage is called. class Renderbuffer : public RefCountObject { public: Renderbuffer(rx::Renderer *renderer, GLuint id, RenderbufferInterface *storage); virtual ~Renderbuffer(); // These functions from RefCountObject are overloaded here because // Textures need to maintain their own count of references to them via // Renderbuffers/RenderbufferTextures. These functions invoke those // reference counting functions on the RenderbufferInterface. void addRef() const; void release() const; rx::RenderTarget *getRenderTarget(); rx::RenderTarget *getDepthStencil(); GLsizei getWidth() const; GLsizei getHeight() const; GLenum getInternalFormat() const; GLenum getActualFormat() const; GLuint getRedSize() const; GLuint getGreenSize() const; GLuint getBlueSize() const; GLuint getAlphaSize() const; GLuint getDepthSize() const; GLuint getStencilSize() const; GLsizei getSamples() const; unsigned int getSerial() const; void setStorage(RenderbufferStorage *newStorage); private: DISALLOW_COPY_AND_ASSIGN(Renderbuffer); RenderbufferInterface *mInstance; }; class Colorbuffer : public RenderbufferStorage { public: Colorbuffer(rx::Renderer *renderer, rx::SwapChain *swapChain); Colorbuffer(rx::Renderer *renderer, GLsizei width, GLsizei height, GLenum format, GLsizei samples); virtual ~Colorbuffer(); virtual rx::RenderTarget *getRenderTarget(); private: DISALLOW_COPY_AND_ASSIGN(Colorbuffer); rx::RenderTarget *mRenderTarget; }; class DepthStencilbuffer : public RenderbufferStorage { public: DepthStencilbuffer(rx::Renderer *renderer, rx::SwapChain *swapChain); DepthStencilbuffer(rx::Renderer *renderer, GLsizei width, GLsizei height, GLsizei samples); ~DepthStencilbuffer(); virtual rx::RenderTarget *getDepthStencil(); protected: rx::RenderTarget *mDepthStencil; private: DISALLOW_COPY_AND_ASSIGN(DepthStencilbuffer); }; class Depthbuffer : public DepthStencilbuffer { public: Depthbuffer(rx::Renderer *renderer, GLsizei width, GLsizei height, GLsizei samples); virtual ~Depthbuffer(); private: DISALLOW_COPY_AND_ASSIGN(Depthbuffer); }; class Stencilbuffer : public DepthStencilbuffer { public: Stencilbuffer(rx::Renderer *renderer, GLsizei width, GLsizei height, GLsizei samples); virtual ~Stencilbuffer(); private: DISALLOW_COPY_AND_ASSIGN(Stencilbuffer); }; } #endif // LIBGLESV2_RENDERBUFFER_H_
010smithzhang-ddd
src/libGLESv2/Renderbuffer.h
C++
bsd
7,028
#include "precompiled.h" // // Copyright (c) 2010-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "libGLESv2/Uniform.h" #include "libGLESv2/utilities.h" namespace gl { Uniform::Uniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize) : type(type), precision(precision), name(name), arraySize(arraySize) { int bytes = gl::UniformInternalSize(type) * elementCount(); data = new unsigned char[bytes]; memset(data, 0, bytes); dirty = true; psRegisterIndex = -1; vsRegisterIndex = -1; registerCount = VariableRowCount(type) * elementCount(); } Uniform::~Uniform() { delete[] data; } bool Uniform::isArray() const { return arraySize > 0; } unsigned int Uniform::elementCount() const { return arraySize > 0 ? arraySize : 1; } }
010smithzhang-ddd
src/libGLESv2/Uniform.cpp
C++
bsd
968
// // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // mathutil.h: Math and bit manipulation functions. #ifndef LIBGLESV2_MATHUTIL_H_ #define LIBGLESV2_MATHUTIL_H_ #include <intrin.h> #include "common/system.h" #include "common/debug.h" namespace gl { struct Vector4 { Vector4() {} Vector4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {} float x; float y; float z; float w; }; inline bool isPow2(int x) { return (x & (x - 1)) == 0 && (x != 0); } inline int log2(int x) { int r = 0; while ((x >> r) > 1) r++; return r; } inline unsigned int ceilPow2(unsigned int x) { if (x != 0) x--; x |= x >> 1; x |= x >> 2; x |= x >> 4; x |= x >> 8; x |= x >> 16; x++; return x; } template<typename T, typename MIN, typename MAX> inline T clamp(T x, MIN min, MAX max) { // Since NaNs fail all comparison tests, a NaN value will default to min return x > min ? (x > max ? max : x) : min; } inline float clamp01(float x) { return clamp(x, 0.0f, 1.0f); } template<const int n> inline unsigned int unorm(float x) { const unsigned int max = 0xFFFFFFFF >> (32 - n); if (x > 1) { return max; } else if (x < 0) { return 0; } else { return (unsigned int)(max * x + 0.5f); } } inline bool supportsSSE2() { static bool checked = false; static bool supports = false; if (checked) { return supports; } int info[4]; __cpuid(info, 0); if (info[0] >= 1) { __cpuid(info, 1); supports = (info[3] >> 26) & 1; } checked = true; return supports; } inline unsigned short float32ToFloat16(float fp32) { unsigned int fp32i = (unsigned int&)fp32; unsigned int sign = (fp32i & 0x80000000) >> 16; unsigned int abs = fp32i & 0x7FFFFFFF; if(abs > 0x47FFEFFF) // Infinity { return sign | 0x7FFF; } else if(abs < 0x38800000) // Denormal { unsigned int mantissa = (abs & 0x007FFFFF) | 0x00800000; int e = 113 - (abs >> 23); if(e < 24) { abs = mantissa >> e; } else { abs = 0; } return sign | (abs + 0x00000FFF + ((abs >> 13) & 1)) >> 13; } else { return sign | (abs + 0xC8000000 + 0x00000FFF + ((abs >> 13) & 1)) >> 13; } } float float16ToFloat32(unsigned short h); } namespace rx { struct Range { Range() {} Range(int lo, int hi) : start(lo), end(hi) { ASSERT(lo <= hi); } int start; int end; }; } #endif // LIBGLESV2_MATHUTIL_H_
010smithzhang-ddd
src/libGLESv2/mathutil.h
C++
bsd
2,775
// // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Program.h: Defines the gl::Program class. Implements GL program objects // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28. #ifndef LIBGLESV2_PROGRAM_BINARY_H_ #define LIBGLESV2_PROGRAM_BINARY_H_ #define GL_APICALL #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> #include <string> #include <vector> #include "common/RefCountObject.h" #include "angletypes.h" #include "libGLESv2/mathutil.h" #include "libGLESv2/Uniform.h" #include "libGLESv2/Shader.h" #include "libGLESv2/Constants.h" namespace rx { class ShaderExecutable; class Renderer; struct TranslatedAttribute; } namespace gl { class FragmentShader; class VertexShader; class InfoLog; class AttributeBindings; struct Varying; // Struct used for correlating uniforms/elements of uniform arrays to handles struct UniformLocation { UniformLocation() { } UniformLocation(const std::string &name, unsigned int element, unsigned int index); std::string name; unsigned int element; unsigned int index; }; // This is the result of linking a program. It is the state that would be passed to ProgramBinary. class ProgramBinary : public RefCountObject { public: explicit ProgramBinary(rx::Renderer *renderer); ~ProgramBinary(); rx::ShaderExecutable *getPixelExecutable(); rx::ShaderExecutable *getVertexExecutable(); rx::ShaderExecutable *getGeometryExecutable(); GLuint getAttributeLocation(const char *name); int getSemanticIndex(int attributeIndex); GLint getSamplerMapping(SamplerType type, unsigned int samplerIndex); TextureType getSamplerTextureType(SamplerType type, unsigned int samplerIndex); GLint getUsedSamplerRange(SamplerType type); bool usesPointSize() const; bool usesPointSpriteEmulation() const; bool usesGeometryShader() const; GLint getUniformLocation(std::string name); bool setUniform1fv(GLint location, GLsizei count, const GLfloat *v); bool setUniform2fv(GLint location, GLsizei count, const GLfloat *v); bool setUniform3fv(GLint location, GLsizei count, const GLfloat *v); bool setUniform4fv(GLint location, GLsizei count, const GLfloat *v); bool setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value); bool setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value); bool setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value); bool setUniform1iv(GLint location, GLsizei count, const GLint *v); bool setUniform2iv(GLint location, GLsizei count, const GLint *v); bool setUniform3iv(GLint location, GLsizei count, const GLint *v); bool setUniform4iv(GLint location, GLsizei count, const GLint *v); bool getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params); bool getUniformiv(GLint location, GLsizei *bufSize, GLint *params); void dirtyAllUniforms(); void applyUniforms(); bool load(InfoLog &infoLog, const void *binary, GLsizei length); bool save(void* binary, GLsizei bufSize, GLsizei *length); GLint getLength(); bool link(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader); void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders); void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const; GLint getActiveAttributeCount() const; GLint getActiveAttributeMaxLength() const; void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const; GLint getActiveUniformCount() const; GLint getActiveUniformMaxLength() const; void validate(InfoLog &infoLog); bool validateSamplers(InfoLog *infoLog); bool isValidated() const; unsigned int getSerial() const; void sortAttributesByLayout(rx::TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) const; static std::string decorateAttribute(const std::string &name); // Prepend an underscore private: DISALLOW_COPY_AND_ASSIGN(ProgramBinary); int packVaryings(InfoLog &infoLog, const Varying *packing[][4], FragmentShader *fragmentShader); bool linkVaryings(InfoLog &infoLog, int registers, const Varying *packing[][4], std::string& pixelHLSL, std::string& vertexHLSL, FragmentShader *fragmentShader, VertexShader *vertexShader); bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader); bool linkUniforms(InfoLog &infoLog, const sh::ActiveUniforms &vertexUniforms, const sh::ActiveUniforms &fragmentUniforms); bool defineUniform(GLenum shader, const sh::Uniform &constant, InfoLog &infoLog); std::string generateGeometryShaderHLSL(int registers, const Varying *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const; std::string generatePointSpriteHLSL(int registers, const Varying *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const; rx::Renderer *const mRenderer; rx::ShaderExecutable *mPixelExecutable; rx::ShaderExecutable *mVertexExecutable; rx::ShaderExecutable *mGeometryExecutable; Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS]; int mSemanticIndex[MAX_VERTEX_ATTRIBS]; struct Sampler { Sampler(); bool active; GLint logicalTextureUnit; TextureType textureType; }; Sampler mSamplersPS[MAX_TEXTURE_IMAGE_UNITS]; Sampler mSamplersVS[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; GLuint mUsedVertexSamplerRange; GLuint mUsedPixelSamplerRange; bool mUsesPointSize; UniformArray mUniforms; typedef std::vector<UniformLocation> UniformIndex; UniformIndex mUniformIndex; bool mValidated; const unsigned int mSerial; static unsigned int issueSerial(); static unsigned int mCurrentSerial; }; } #endif // LIBGLESV2_PROGRAM_BINARY_H_
010smithzhang-ddd
src/libGLESv2/ProgramBinary.h
C++
bsd
6,263
// // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Buffer.h: Defines the gl::Buffer class, representing storage of vertex and/or // index data. Implements GL buffer objects and related functionality. // [OpenGL ES 2.0.24] section 2.9 page 21. #ifndef LIBGLESV2_BUFFER_H_ #define LIBGLESV2_BUFFER_H_ #include "common/angleutils.h" #include "common/RefCountObject.h" namespace rx { class Renderer; class BufferStorage; class StaticIndexBufferInterface; class StaticVertexBufferInterface; }; namespace gl { class Buffer : public RefCountObject { public: Buffer(rx::Renderer *renderer, GLuint id); virtual ~Buffer(); void bufferData(const void *data, GLsizeiptr size, GLenum usage); void bufferSubData(const void *data, GLsizeiptr size, GLintptr offset); GLenum usage() const; rx::BufferStorage *getStorage() const; unsigned int size(); rx::StaticVertexBufferInterface *getStaticVertexBuffer(); rx::StaticIndexBufferInterface *getStaticIndexBuffer(); void invalidateStaticData(); void promoteStaticUsage(int dataSize); private: DISALLOW_COPY_AND_ASSIGN(Buffer); rx::Renderer *mRenderer; GLenum mUsage; rx::BufferStorage *mBufferStorage; rx::StaticVertexBufferInterface *mStaticVertexBuffer; rx::StaticIndexBufferInterface *mStaticIndexBuffer; unsigned int mUnmodifiedDataUse; }; } #endif // LIBGLESV2_BUFFER_H_
010smithzhang-ddd
src/libGLESv2/Buffer.h
C++
bsd
1,539
// // Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Program.h: Defines the gl::Program class. Implements GL program objects // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28. #ifndef LIBGLESV2_PROGRAM_H_ #define LIBGLESV2_PROGRAM_H_ #include <string> #include <set> #include "common/angleutils.h" #include "common/RefCountObject.h" #include "libGLESv2/Constants.h" namespace rx { class Renderer; } namespace gl { class ResourceManager; class FragmentShader; class VertexShader; class ProgramBinary; class Shader; extern const char * const g_fakepath; class AttributeBindings { public: AttributeBindings(); ~AttributeBindings(); void bindAttributeLocation(GLuint index, const char *name); int getAttributeBinding(const std::string &name) const; private: std::set<std::string> mAttributeBinding[MAX_VERTEX_ATTRIBS]; }; class InfoLog { public: InfoLog(); ~InfoLog(); int getLength() const; void getLog(GLsizei bufSize, GLsizei *length, char *infoLog); void appendSanitized(const char *message); void append(const char *info, ...); void reset(); private: DISALLOW_COPY_AND_ASSIGN(InfoLog); char *mInfoLog; }; class Program { public: Program(rx::Renderer *renderer, ResourceManager *manager, GLuint handle); ~Program(); bool attachShader(Shader *shader); bool detachShader(Shader *shader); int getAttachedShadersCount() const; void bindAttributeLocation(GLuint index, const char *name); bool link(); bool isLinked(); bool setProgramBinary(const void *binary, GLsizei length); ProgramBinary *getProgramBinary(); int getInfoLogLength() const; void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog); void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders); void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); GLint getActiveAttributeCount(); GLint getActiveAttributeMaxLength(); void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); GLint getActiveUniformCount(); GLint getActiveUniformMaxLength(); void addRef(); void release(); unsigned int getRefCount() const; void flagForDeletion(); bool isFlaggedForDeletion() const; void validate(); bool isValidated() const; GLint getProgramBinaryLength() const; private: DISALLOW_COPY_AND_ASSIGN(Program); void unlink(bool destroy = false); FragmentShader *mFragmentShader; VertexShader *mVertexShader; AttributeBindings mAttributeBindings; BindingPointer<ProgramBinary> mProgramBinary; bool mLinked; bool mDeleteStatus; // Flag to indicate that the program can be deleted when no longer in use unsigned int mRefCount; ResourceManager *mResourceManager; rx::Renderer *mRenderer; const GLuint mHandle; InfoLog mInfoLog; }; } #endif // LIBGLESV2_PROGRAM_H_
010smithzhang-ddd
src/libGLESv2/Program.h
C++
bsd
3,161
#include "precompiled.h" // // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Texture.cpp: Implements the gl::Texture class and its derived classes // Texture2D and TextureCubeMap. Implements GL texture objects and related // functionality. [OpenGL ES 2.0.24] section 3.7 page 63. #include "libGLESv2/Texture.h" #include "libGLESv2/main.h" #include "libGLESv2/mathutil.h" #include "libGLESv2/utilities.h" #include "libGLESv2/renderer/Blit.h" #include "libGLESv2/Renderbuffer.h" #include "libGLESv2/renderer/Image.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/renderer/TextureStorage.h" #include "libEGL/Surface.h" namespace gl { Texture::Texture(rx::Renderer *renderer, GLuint id) : RefCountObject(id) { mRenderer = renderer; mSamplerState.minFilter = GL_NEAREST_MIPMAP_LINEAR; mSamplerState.magFilter = GL_LINEAR; mSamplerState.wrapS = GL_REPEAT; mSamplerState.wrapT = GL_REPEAT; mSamplerState.maxAnisotropy = 1.0f; mSamplerState.lodOffset = 0; mUsage = GL_NONE; mDirtyImages = true; mImmutable = false; } Texture::~Texture() { } // Returns true on successful filter state update (valid enum parameter) bool Texture::setMinFilter(GLenum filter) { switch (filter) { case GL_NEAREST: case GL_LINEAR: case GL_NEAREST_MIPMAP_NEAREST: case GL_LINEAR_MIPMAP_NEAREST: case GL_NEAREST_MIPMAP_LINEAR: case GL_LINEAR_MIPMAP_LINEAR: mSamplerState.minFilter = filter; return true; default: return false; } } // Returns true on successful filter state update (valid enum parameter) bool Texture::setMagFilter(GLenum filter) { switch (filter) { case GL_NEAREST: case GL_LINEAR: mSamplerState.magFilter = filter; return true; default: return false; } } // Returns true on successful wrap state update (valid enum parameter) bool Texture::setWrapS(GLenum wrap) { switch (wrap) { case GL_REPEAT: case GL_CLAMP_TO_EDGE: case GL_MIRRORED_REPEAT: mSamplerState.wrapS = wrap; return true; default: return false; } } // Returns true on successful wrap state update (valid enum parameter) bool Texture::setWrapT(GLenum wrap) { switch (wrap) { case GL_REPEAT: case GL_CLAMP_TO_EDGE: case GL_MIRRORED_REPEAT: mSamplerState.wrapT = wrap; return true; default: return false; } } // Returns true on successful max anisotropy update (valid anisotropy value) bool Texture::setMaxAnisotropy(float textureMaxAnisotropy, float contextMaxAnisotropy) { textureMaxAnisotropy = std::min(textureMaxAnisotropy, contextMaxAnisotropy); if (textureMaxAnisotropy < 1.0f) { return false; } mSamplerState.maxAnisotropy = textureMaxAnisotropy; return true; } // Returns true on successful usage state update (valid enum parameter) bool Texture::setUsage(GLenum usage) { switch (usage) { case GL_NONE: case GL_FRAMEBUFFER_ATTACHMENT_ANGLE: mUsage = usage; return true; default: return false; } } GLenum Texture::getMinFilter() const { return mSamplerState.minFilter; } GLenum Texture::getMagFilter() const { return mSamplerState.magFilter; } GLenum Texture::getWrapS() const { return mSamplerState.wrapS; } GLenum Texture::getWrapT() const { return mSamplerState.wrapT; } float Texture::getMaxAnisotropy() const { return mSamplerState.maxAnisotropy; } int Texture::getLodOffset() { rx::TextureStorageInterface *texture = getStorage(false); return texture ? texture->getLodOffset() : 0; } void Texture::getSamplerState(SamplerState *sampler) { *sampler = mSamplerState; sampler->lodOffset = getLodOffset(); } GLenum Texture::getUsage() const { return mUsage; } bool Texture::isMipmapFiltered() const { switch (mSamplerState.minFilter) { case GL_NEAREST: case GL_LINEAR: return false; case GL_NEAREST_MIPMAP_NEAREST: case GL_LINEAR_MIPMAP_NEAREST: case GL_NEAREST_MIPMAP_LINEAR: case GL_LINEAR_MIPMAP_LINEAR: return true; default: UNREACHABLE(); return false; } } void Texture::setImage(GLint unpackAlignment, const void *pixels, rx::Image *image) { if (pixels != NULL) { image->loadData(0, 0, image->getWidth(), image->getHeight(), unpackAlignment, pixels); mDirtyImages = true; } } void Texture::setCompressedImage(GLsizei imageSize, const void *pixels, rx::Image *image) { if (pixels != NULL) { image->loadCompressedData(0, 0, image->getWidth(), image->getHeight(), pixels); mDirtyImages = true; } } bool Texture::subImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, rx::Image *image) { if (pixels != NULL) { image->loadData(xoffset, yoffset, width, height, unpackAlignment, pixels); mDirtyImages = true; } return true; } bool Texture::subImageCompressed(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels, rx::Image *image) { if (pixels != NULL) { image->loadCompressedData(xoffset, yoffset, width, height, pixels); mDirtyImages = true; } return true; } rx::TextureStorageInterface *Texture::getNativeTexture() { // ensure the underlying texture is created rx::TextureStorageInterface *storage = getStorage(false); if (storage) { updateTexture(); } return storage; } bool Texture::hasDirtyImages() const { return mDirtyImages; } void Texture::resetDirty() { mDirtyImages = false; } unsigned int Texture::getTextureSerial() { rx::TextureStorageInterface *texture = getStorage(false); return texture ? texture->getTextureSerial() : 0; } unsigned int Texture::getRenderTargetSerial(GLenum target) { rx::TextureStorageInterface *texture = getStorage(true); return texture ? texture->getRenderTargetSerial(target) : 0; } bool Texture::isImmutable() const { return mImmutable; } GLint Texture::creationLevels(GLsizei width, GLsizei height) const { if ((isPow2(width) && isPow2(height)) || mRenderer->getNonPower2TextureSupport()) { return 0; // Maximum number of levels } else { // OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps. return 1; } } GLint Texture::creationLevels(GLsizei size) const { return creationLevels(size, size); } Texture2D::Texture2D(rx::Renderer *renderer, GLuint id) : Texture(renderer, id) { mTexStorage = NULL; mSurface = NULL; mColorbufferProxy = NULL; mProxyRefs = 0; for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) { mImageArray[i] = renderer->createImage(); } } Texture2D::~Texture2D() { mColorbufferProxy = NULL; delete mTexStorage; mTexStorage = NULL; if (mSurface) { mSurface->setBoundTexture(NULL); mSurface = NULL; } for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i) { delete mImageArray[i]; } } // We need to maintain a count of references to renderbuffers acting as // proxies for this texture, so that we do not attempt to use a pointer // to a renderbuffer proxy which has been deleted. void Texture2D::addProxyRef(const Renderbuffer *proxy) { mProxyRefs++; } void Texture2D::releaseProxy(const Renderbuffer *proxy) { if (mProxyRefs > 0) mProxyRefs--; if (mProxyRefs == 0) mColorbufferProxy = NULL; } GLenum Texture2D::getTarget() const { return GL_TEXTURE_2D; } GLsizei Texture2D::getWidth(GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[level]->getWidth(); else return 0; } GLsizei Texture2D::getHeight(GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[level]->getHeight(); else return 0; } GLenum Texture2D::getInternalFormat(GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[level]->getInternalFormat(); else return GL_NONE; } GLenum Texture2D::getActualFormat(GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[level]->getActualFormat(); else return D3DFMT_UNKNOWN; } void Texture2D::redefineImage(GLint level, GLint internalformat, GLsizei width, GLsizei height) { releaseTexImage(); // If there currently is a corresponding storage texture image, it has these parameters const int storageWidth = std::max(1, mImageArray[0]->getWidth() >> level); const int storageHeight = std::max(1, mImageArray[0]->getHeight() >> level); const int storageFormat = mImageArray[0]->getInternalFormat(); mImageArray[level]->redefine(mRenderer, internalformat, width, height, false); if (mTexStorage) { const int storageLevels = mTexStorage->levelCount(); if ((level >= storageLevels && storageLevels != 0) || width != storageWidth || height != storageHeight || internalformat != storageFormat) // Discard mismatched storage { for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) { mImageArray[i]->markDirty(); } delete mTexStorage; mTexStorage = NULL; mDirtyImages = true; } } } void Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels) { GLint internalformat = ConvertSizedInternalFormat(format, type); redefineImage(level, internalformat, width, height); Texture::setImage(unpackAlignment, pixels, mImageArray[level]); } void Texture2D::bindTexImage(egl::Surface *surface) { releaseTexImage(); GLint internalformat = surface->getFormat(); mImageArray[0]->redefine(mRenderer, internalformat, surface->getWidth(), surface->getHeight(), true); delete mTexStorage; mTexStorage = new rx::TextureStorageInterface2D(mRenderer, surface->getSwapChain()); mDirtyImages = true; mSurface = surface; mSurface->setBoundTexture(this); } void Texture2D::releaseTexImage() { if (mSurface) { mSurface->setBoundTexture(NULL); mSurface = NULL; if (mTexStorage) { delete mTexStorage; mTexStorage = NULL; } for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) { mImageArray[i]->redefine(mRenderer, GL_NONE, 0, 0, true); } } } void Texture2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels) { // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly redefineImage(level, format, width, height); Texture::setCompressedImage(imageSize, pixels, mImageArray[level]); } void Texture2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) { if (level < levelCount()) { rx::Image *image = mImageArray[level]; if (image->updateSurface(mTexStorage, level, xoffset, yoffset, width, height)) { image->markClean(); } } } void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels) { if (Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, mImageArray[level])) { commitRect(level, xoffset, yoffset, width, height); } } void Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels) { if (Texture::subImageCompressed(xoffset, yoffset, width, height, format, imageSize, pixels, mImageArray[level])) { commitRect(level, xoffset, yoffset, width, height); } } void Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { GLint internalformat = ConvertSizedInternalFormat(format, GL_UNSIGNED_BYTE); redefineImage(level, internalformat, width, height); if (!mImageArray[level]->isRenderableFormat()) { mImageArray[level]->copy(0, 0, x, y, width, height, source); mDirtyImages = true; } else { if (!mTexStorage || !mTexStorage->isRenderTarget()) { convertToRenderTarget(); } mImageArray[level]->markClean(); if (width != 0 && height != 0 && level < levelCount()) { gl::Rectangle sourceRect; sourceRect.x = x; sourceRect.width = width; sourceRect.y = y; sourceRect.height = height; mRenderer->copyImage(source, sourceRect, format, 0, 0, mTexStorage, level); } } } void Texture2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { if (xoffset + width > mImageArray[level]->getWidth() || yoffset + height > mImageArray[level]->getHeight()) { return gl::error(GL_INVALID_VALUE); } if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !isSamplerComplete())) { mImageArray[level]->copy(xoffset, yoffset, x, y, width, height, source); mDirtyImages = true; } else { if (!mTexStorage || !mTexStorage->isRenderTarget()) { convertToRenderTarget(); } updateTexture(); if (level < levelCount()) { gl::Rectangle sourceRect; sourceRect.x = x; sourceRect.width = width; sourceRect.y = y; sourceRect.height = height; mRenderer->copyImage(source, sourceRect, gl::ExtractFormat(mImageArray[0]->getInternalFormat()), xoffset, yoffset, mTexStorage, level); } } } void Texture2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) { delete mTexStorage; mTexStorage = new rx::TextureStorageInterface2D(mRenderer, levels, internalformat, mUsage, false, width, height); mImmutable = true; for (int level = 0; level < levels; level++) { mImageArray[level]->redefine(mRenderer, internalformat, width, height, true); width = std::max(1, width >> 1); height = std::max(1, height >> 1); } for (int level = levels; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) { mImageArray[level]->redefine(mRenderer, GL_NONE, 0, 0, true); } if (mTexStorage->isManaged()) { int levels = levelCount(); for (int level = 0; level < levels; level++) { mImageArray[level]->setManagedSurface(mTexStorage, level); } } } // Tests for 2D texture sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 85. bool Texture2D::isSamplerComplete() const { GLsizei width = mImageArray[0]->getWidth(); GLsizei height = mImageArray[0]->getHeight(); if (width <= 0 || height <= 0) { return false; } bool mipmapping = isMipmapFiltered(); bool filtering, renderable; if ((IsFloat32Format(getInternalFormat(0)) && !mRenderer->getFloat32TextureSupport(&filtering, &renderable)) || (IsFloat16Format(getInternalFormat(0)) && !mRenderer->getFloat16TextureSupport(&filtering, &renderable))) { if (mSamplerState.magFilter != GL_NEAREST || (mSamplerState.minFilter != GL_NEAREST && mSamplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST)) { return false; } } bool npotSupport = mRenderer->getNonPower2TextureSupport(); if (!npotSupport) { if ((mSamplerState.wrapS != GL_CLAMP_TO_EDGE && !isPow2(width)) || (mSamplerState.wrapT != GL_CLAMP_TO_EDGE && !isPow2(height))) { return false; } } if (mipmapping) { if (!npotSupport) { if (!isPow2(width) || !isPow2(height)) { return false; } } if (!isMipmapComplete()) { return false; } } return true; } // Tests for 2D texture (mipmap) completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81. bool Texture2D::isMipmapComplete() const { if (isImmutable()) { return true; } GLsizei width = mImageArray[0]->getWidth(); GLsizei height = mImageArray[0]->getHeight(); if (width <= 0 || height <= 0) { return false; } int q = log2(std::max(width, height)); for (int level = 1; level <= q; level++) { if (mImageArray[level]->getInternalFormat() != mImageArray[0]->getInternalFormat()) { return false; } if (mImageArray[level]->getWidth() != std::max(1, width >> level)) { return false; } if (mImageArray[level]->getHeight() != std::max(1, height >> level)) { return false; } } return true; } bool Texture2D::isCompressed(GLint level) const { return IsCompressed(getInternalFormat(level)); } bool Texture2D::isDepth(GLint level) const { return IsDepthTexture(getInternalFormat(level)); } // Constructs a native texture resource from the texture images void Texture2D::createTexture() { GLsizei width = mImageArray[0]->getWidth(); GLsizei height = mImageArray[0]->getHeight(); if (!(width > 0 && height > 0)) return; // do not attempt to create native textures for nonexistant data GLint levels = creationLevels(width, height); GLenum internalformat = mImageArray[0]->getInternalFormat(); delete mTexStorage; mTexStorage = new rx::TextureStorageInterface2D(mRenderer, levels, internalformat, mUsage, false, width, height); if (mTexStorage->isManaged()) { int levels = levelCount(); for (int level = 0; level < levels; level++) { mImageArray[level]->setManagedSurface(mTexStorage, level); } } mDirtyImages = true; } void Texture2D::updateTexture() { bool mipmapping = (isMipmapFiltered() && isMipmapComplete()); int levels = (mipmapping ? levelCount() : 1); for (int level = 0; level < levels; level++) { rx::Image *image = mImageArray[level]; if (image->isDirty()) { commitRect(level, 0, 0, mImageArray[level]->getWidth(), mImageArray[level]->getHeight()); } } } void Texture2D::convertToRenderTarget() { rx::TextureStorageInterface2D *newTexStorage = NULL; if (mImageArray[0]->getWidth() != 0 && mImageArray[0]->getHeight() != 0) { GLsizei width = mImageArray[0]->getWidth(); GLsizei height = mImageArray[0]->getHeight(); GLint levels = mTexStorage != NULL ? mTexStorage->levelCount() : creationLevels(width, height); GLenum internalformat = mImageArray[0]->getInternalFormat(); newTexStorage = new rx::TextureStorageInterface2D(mRenderer, levels, internalformat, GL_FRAMEBUFFER_ATTACHMENT_ANGLE, true, width, height); if (mTexStorage != NULL) { if (!mRenderer->copyToRenderTarget(newTexStorage, mTexStorage)) { delete newTexStorage; return gl::error(GL_OUT_OF_MEMORY); } } } delete mTexStorage; mTexStorage = newTexStorage; mDirtyImages = true; } void Texture2D::generateMipmaps() { if (!mRenderer->getNonPower2TextureSupport()) { if (!isPow2(mImageArray[0]->getWidth()) || !isPow2(mImageArray[0]->getHeight())) { return gl::error(GL_INVALID_OPERATION); } } // Purge array levels 1 through q and reset them to represent the generated mipmap levels. unsigned int q = log2(std::max(mImageArray[0]->getWidth(), mImageArray[0]->getHeight())); for (unsigned int i = 1; i <= q; i++) { redefineImage(i, mImageArray[0]->getInternalFormat(), std::max(mImageArray[0]->getWidth() >> i, 1), std::max(mImageArray[0]->getHeight() >> i, 1)); } if (mTexStorage && mTexStorage->isRenderTarget()) { for (unsigned int i = 1; i <= q; i++) { mTexStorage->generateMipmap(i); mImageArray[i]->markClean(); } } else { for (unsigned int i = 1; i <= q; i++) { mRenderer->generateMipmap(mImageArray[i], mImageArray[i - 1]); } } } Renderbuffer *Texture2D::getRenderbuffer(GLenum target) { if (target != GL_TEXTURE_2D) { return gl::error(GL_INVALID_OPERATION, (Renderbuffer *)NULL); } if (mColorbufferProxy == NULL) { mColorbufferProxy = new Renderbuffer(mRenderer, id(), new RenderbufferTexture2D(this, target)); } return mColorbufferProxy; } rx::RenderTarget *Texture2D::getRenderTarget(GLenum target) { ASSERT(target == GL_TEXTURE_2D); // ensure the underlying texture is created if (getStorage(true) == NULL) { return NULL; } updateTexture(); // ensure this is NOT a depth texture if (isDepth(0)) { return NULL; } return mTexStorage->getRenderTarget(); } rx::RenderTarget *Texture2D::getDepthStencil(GLenum target) { ASSERT(target == GL_TEXTURE_2D); // ensure the underlying texture is created if (getStorage(true) == NULL) { return NULL; } updateTexture(); // ensure this is actually a depth texture if (!isDepth(0)) { return NULL; } return mTexStorage->getRenderTarget(); } int Texture2D::levelCount() { return mTexStorage ? mTexStorage->levelCount() : 0; } rx::TextureStorageInterface *Texture2D::getStorage(bool renderTarget) { if (!mTexStorage || (renderTarget && !mTexStorage->isRenderTarget())) { if (renderTarget) { convertToRenderTarget(); } else { createTexture(); } } return mTexStorage; } TextureCubeMap::TextureCubeMap(rx::Renderer *renderer, GLuint id) : Texture(renderer, id) { mTexStorage = NULL; for (int i = 0; i < 6; i++) { mFaceProxies[i] = NULL; mFaceProxyRefs[i] = 0; for (int j = 0; j < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j) { mImageArray[i][j] = renderer->createImage(); } } } TextureCubeMap::~TextureCubeMap() { for (int i = 0; i < 6; i++) { mFaceProxies[i] = NULL; for (int j = 0; j < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j) { delete mImageArray[i][j]; } } delete mTexStorage; mTexStorage = NULL; } // We need to maintain a count of references to renderbuffers acting as // proxies for this texture, so that the texture is not deleted while // proxy references still exist. If the reference count drops to zero, // we set our proxy pointer NULL, so that a new attempt at referencing // will cause recreation. void TextureCubeMap::addProxyRef(const Renderbuffer *proxy) { for (int i = 0; i < 6; i++) { if (mFaceProxies[i] == proxy) mFaceProxyRefs[i]++; } } void TextureCubeMap::releaseProxy(const Renderbuffer *proxy) { for (int i = 0; i < 6; i++) { if (mFaceProxies[i] == proxy) { if (mFaceProxyRefs[i] > 0) mFaceProxyRefs[i]--; if (mFaceProxyRefs[i] == 0) mFaceProxies[i] = NULL; } } } GLenum TextureCubeMap::getTarget() const { return GL_TEXTURE_CUBE_MAP; } GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[faceIndex(target)][level]->getWidth(); else return 0; } GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[faceIndex(target)][level]->getHeight(); else return 0; } GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[faceIndex(target)][level]->getInternalFormat(); else return GL_NONE; } GLenum TextureCubeMap::getActualFormat(GLenum target, GLint level) const { if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) return mImageArray[faceIndex(target)][level]->getActualFormat(); else return D3DFMT_UNKNOWN; } void TextureCubeMap::setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels) { setImage(0, level, width, height, format, type, unpackAlignment, pixels); } void TextureCubeMap::setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels) { setImage(1, level, width, height, format, type, unpackAlignment, pixels); } void TextureCubeMap::setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels) { setImage(2, level, width, height, format, type, unpackAlignment, pixels); } void TextureCubeMap::setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels) { setImage(3, level, width, height, format, type, unpackAlignment, pixels); } void TextureCubeMap::setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels) { setImage(4, level, width, height, format, type, unpackAlignment, pixels); } void TextureCubeMap::setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels) { setImage(5, level, width, height, format, type, unpackAlignment, pixels); } void TextureCubeMap::setCompressedImage(GLenum face, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels) { // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly redefineImage(faceIndex(face), level, format, width, height); Texture::setCompressedImage(imageSize, pixels, mImageArray[faceIndex(face)][level]); } void TextureCubeMap::commitRect(int face, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) { if (level < levelCount()) { rx::Image *image = mImageArray[face][level]; if (image->updateSurface(mTexStorage, face, level, xoffset, yoffset, width, height)) image->markClean(); } } void TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels) { if (Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, mImageArray[faceIndex(target)][level])) { commitRect(faceIndex(target), level, xoffset, yoffset, width, height); } } void TextureCubeMap::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels) { if (Texture::subImageCompressed(xoffset, yoffset, width, height, format, imageSize, pixels, mImageArray[faceIndex(target)][level])) { commitRect(faceIndex(target), level, xoffset, yoffset, width, height); } } // Tests for cube map sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 86. bool TextureCubeMap::isSamplerComplete() const { int size = mImageArray[0][0]->getWidth(); bool mipmapping = isMipmapFiltered(); bool filtering, renderable; if ((gl::ExtractType(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0)) == GL_FLOAT && !mRenderer->getFloat32TextureSupport(&filtering, &renderable)) || (gl::ExtractType(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0) == GL_HALF_FLOAT_OES) && !mRenderer->getFloat16TextureSupport(&filtering, &renderable))) { if (mSamplerState.magFilter != GL_NEAREST || (mSamplerState.minFilter != GL_NEAREST && mSamplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST)) { return false; } } if (!isPow2(size) && !mRenderer->getNonPower2TextureSupport()) { if (mSamplerState.wrapS != GL_CLAMP_TO_EDGE || mSamplerState.wrapT != GL_CLAMP_TO_EDGE || mipmapping) { return false; } } if (!mipmapping) { if (!isCubeComplete()) { return false; } } else { if (!isMipmapCubeComplete()) // Also tests for isCubeComplete() { return false; } } return true; } // Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81. bool TextureCubeMap::isCubeComplete() const { if (mImageArray[0][0]->getWidth() <= 0 || mImageArray[0][0]->getHeight() != mImageArray[0][0]->getWidth()) { return false; } for (unsigned int face = 1; face < 6; face++) { if (mImageArray[face][0]->getWidth() != mImageArray[0][0]->getWidth() || mImageArray[face][0]->getWidth() != mImageArray[0][0]->getHeight() || mImageArray[face][0]->getInternalFormat() != mImageArray[0][0]->getInternalFormat()) { return false; } } return true; } bool TextureCubeMap::isMipmapCubeComplete() const { if (isImmutable()) { return true; } if (!isCubeComplete()) { return false; } GLsizei size = mImageArray[0][0]->getWidth(); int q = log2(size); for (int face = 0; face < 6; face++) { for (int level = 1; level <= q; level++) { if (mImageArray[face][level]->getInternalFormat() != mImageArray[0][0]->getInternalFormat()) { return false; } if (mImageArray[face][level]->getWidth() != std::max(1, size >> level)) { return false; } } } return true; } bool TextureCubeMap::isCompressed(GLenum target, GLint level) const { return IsCompressed(getInternalFormat(target, level)); } // Constructs a native texture resource from the texture images, or returns an existing one void TextureCubeMap::createTexture() { GLsizei size = mImageArray[0][0]->getWidth(); if (!(size > 0)) return; // do not attempt to create native textures for nonexistant data GLint levels = creationLevels(size); GLenum internalformat = mImageArray[0][0]->getInternalFormat(); delete mTexStorage; mTexStorage = new rx::TextureStorageInterfaceCube(mRenderer, levels, internalformat, mUsage, false, size); if (mTexStorage->isManaged()) { int levels = levelCount(); for (int face = 0; face < 6; face++) { for (int level = 0; level < levels; level++) { mImageArray[face][level]->setManagedSurface(mTexStorage, face, level); } } } mDirtyImages = true; } void TextureCubeMap::updateTexture() { bool mipmapping = isMipmapFiltered() && isMipmapCubeComplete(); for (int face = 0; face < 6; face++) { int levels = (mipmapping ? levelCount() : 1); for (int level = 0; level < levels; level++) { rx::Image *image = mImageArray[face][level]; if (image->isDirty()) { commitRect(face, level, 0, 0, image->getWidth(), image->getHeight()); } } } } void TextureCubeMap::convertToRenderTarget() { rx::TextureStorageInterfaceCube *newTexStorage = NULL; if (mImageArray[0][0]->getWidth() != 0) { GLsizei size = mImageArray[0][0]->getWidth(); GLint levels = mTexStorage != NULL ? mTexStorage->levelCount() : creationLevels(size); GLenum internalformat = mImageArray[0][0]->getInternalFormat(); newTexStorage = new rx::TextureStorageInterfaceCube(mRenderer, levels, internalformat, GL_FRAMEBUFFER_ATTACHMENT_ANGLE, true, size); if (mTexStorage != NULL) { if (!mRenderer->copyToRenderTarget(newTexStorage, mTexStorage)) { delete newTexStorage; return gl::error(GL_OUT_OF_MEMORY); } } } delete mTexStorage; mTexStorage = newTexStorage; mDirtyImages = true; } void TextureCubeMap::setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels) { GLint internalformat = ConvertSizedInternalFormat(format, type); redefineImage(faceIndex, level, internalformat, width, height); Texture::setImage(unpackAlignment, pixels, mImageArray[faceIndex][level]); } unsigned int TextureCubeMap::faceIndex(GLenum face) { META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1); META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2); META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3); META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4); META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5); return face - GL_TEXTURE_CUBE_MAP_POSITIVE_X; } void TextureCubeMap::redefineImage(int face, GLint level, GLint internalformat, GLsizei width, GLsizei height) { // If there currently is a corresponding storage texture image, it has these parameters const int storageWidth = std::max(1, mImageArray[0][0]->getWidth() >> level); const int storageHeight = std::max(1, mImageArray[0][0]->getHeight() >> level); const int storageFormat = mImageArray[0][0]->getInternalFormat(); mImageArray[face][level]->redefine(mRenderer, internalformat, width, height, false); if (mTexStorage) { const int storageLevels = mTexStorage->levelCount(); if ((level >= storageLevels && storageLevels != 0) || width != storageWidth || height != storageHeight || internalformat != storageFormat) // Discard mismatched storage { for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) { for (int f = 0; f < 6; f++) { mImageArray[f][i]->markDirty(); } } delete mTexStorage; mTexStorage = NULL; mDirtyImages = true; } } } void TextureCubeMap::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { unsigned int faceindex = faceIndex(target); GLint internalformat = gl::ConvertSizedInternalFormat(format, GL_UNSIGNED_BYTE); redefineImage(faceindex, level, internalformat, width, height); if (!mImageArray[faceindex][level]->isRenderableFormat()) { mImageArray[faceindex][level]->copy(0, 0, x, y, width, height, source); mDirtyImages = true; } else { if (!mTexStorage || !mTexStorage->isRenderTarget()) { convertToRenderTarget(); } mImageArray[faceindex][level]->markClean(); ASSERT(width == height); if (width > 0 && level < levelCount()) { gl::Rectangle sourceRect; sourceRect.x = x; sourceRect.width = width; sourceRect.y = y; sourceRect.height = height; mRenderer->copyImage(source, sourceRect, format, 0, 0, mTexStorage, target, level); } } } void TextureCubeMap::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) { GLsizei size = mImageArray[faceIndex(target)][level]->getWidth(); if (xoffset + width > size || yoffset + height > size) { return gl::error(GL_INVALID_VALUE); } unsigned int faceindex = faceIndex(target); if (!mImageArray[faceindex][level]->isRenderableFormat() || (!mTexStorage && !isSamplerComplete())) { mImageArray[faceindex][level]->copy(0, 0, x, y, width, height, source); mDirtyImages = true; } else { if (!mTexStorage || !mTexStorage->isRenderTarget()) { convertToRenderTarget(); } updateTexture(); if (level < levelCount()) { gl::Rectangle sourceRect; sourceRect.x = x; sourceRect.width = width; sourceRect.y = y; sourceRect.height = height; mRenderer->copyImage(source, sourceRect, gl::ExtractFormat(mImageArray[0][0]->getInternalFormat()), xoffset, yoffset, mTexStorage, target, level); } } } void TextureCubeMap::storage(GLsizei levels, GLenum internalformat, GLsizei size) { delete mTexStorage; mTexStorage = new rx::TextureStorageInterfaceCube(mRenderer, levels, internalformat, mUsage, false, size); mImmutable = true; for (int level = 0; level < levels; level++) { for (int face = 0; face < 6; face++) { mImageArray[face][level]->redefine(mRenderer, internalformat, size, size, true); size = std::max(1, size >> 1); } } for (int level = levels; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) { for (int face = 0; face < 6; face++) { mImageArray[face][level]->redefine(mRenderer, GL_NONE, 0, 0, true); } } if (mTexStorage->isManaged()) { int levels = levelCount(); for (int face = 0; face < 6; face++) { for (int level = 0; level < levels; level++) { mImageArray[face][level]->setManagedSurface(mTexStorage, face, level); } } } } void TextureCubeMap::generateMipmaps() { if (!isCubeComplete()) { return gl::error(GL_INVALID_OPERATION); } if (!mRenderer->getNonPower2TextureSupport()) { if (!isPow2(mImageArray[0][0]->getWidth())) { return gl::error(GL_INVALID_OPERATION); } } // Purge array levels 1 through q and reset them to represent the generated mipmap levels. unsigned int q = log2(mImageArray[0][0]->getWidth()); for (unsigned int f = 0; f < 6; f++) { for (unsigned int i = 1; i <= q; i++) { redefineImage(f, i, mImageArray[f][0]->getInternalFormat(), std::max(mImageArray[f][0]->getWidth() >> i, 1), std::max(mImageArray[f][0]->getWidth() >> i, 1)); } } if (mTexStorage && mTexStorage->isRenderTarget()) { for (unsigned int f = 0; f < 6; f++) { for (unsigned int i = 1; i <= q; i++) { mTexStorage->generateMipmap(f, i); mImageArray[f][i]->markClean(); } } } else { for (unsigned int f = 0; f < 6; f++) { for (unsigned int i = 1; i <= q; i++) { mRenderer->generateMipmap(mImageArray[f][i], mImageArray[f][i - 1]); } } } } Renderbuffer *TextureCubeMap::getRenderbuffer(GLenum target) { if (!IsCubemapTextureTarget(target)) { return gl::error(GL_INVALID_OPERATION, (Renderbuffer *)NULL); } unsigned int face = faceIndex(target); if (mFaceProxies[face] == NULL) { mFaceProxies[face] = new Renderbuffer(mRenderer, id(), new RenderbufferTextureCubeMap(this, target)); } return mFaceProxies[face]; } rx::RenderTarget *TextureCubeMap::getRenderTarget(GLenum target) { ASSERT(IsCubemapTextureTarget(target)); // ensure the underlying texture is created if (getStorage(true) == NULL) { return NULL; } updateTexture(); return mTexStorage->getRenderTarget(target); } int TextureCubeMap::levelCount() { return mTexStorage ? mTexStorage->levelCount() - getLodOffset() : 0; } rx::TextureStorageInterface *TextureCubeMap::getStorage(bool renderTarget) { if (!mTexStorage || (renderTarget && !mTexStorage->isRenderTarget())) { if (renderTarget) { convertToRenderTarget(); } else { createTexture(); } } return mTexStorage; } }
010smithzhang-ddd
src/libGLESv2/Texture.cpp
C++
bsd
41,345
// // Copyright (c) 2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // precompiled.h: Precompiled header file for libGLESv2. #define GL_APICALL #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> #define EGLAPI #include <EGL/egl.h> #include <assert.h> #include <cstddef> #include <float.h> #include <intrin.h> #include <math.h> #include <stdarg.h> #include <stdlib.h> #include <stdio.h> #include <string.h> #include <algorithm> // for std::min and std::max #include <limits> #include <map> #include <set> #include <sstream> #include <string> #include <unordered_map> #include <vector> #include <d3d9.h> #include <D3D11.h> #include <dxgi.h> #include <D3Dcompiler.h> #ifdef _MSC_VER #include <hash_map> #endif
010smithzhang-ddd
src/libGLESv2/precompiled.h
C++
bsd
824
deps = { "trunk/third_party/gyp": "http://gyp.googlecode.com/svn/trunk@1564", "trunk/third_party/googletest": "http://googletest.googlecode.com/svn/trunk@573", #release 1.6.0 "trunk/third_party/googlemock": "http://googlemock.googlecode.com/svn/trunk@387", #release 1.6.0 } hooks = [ { # A change to a .gyp, .gypi, or to GYP itself should run the generator. "pattern": ".", "action": ["python", "trunk/build/gyp_angle"], }, ]
010smithzhang-ddd
DEPS
Python
bsd
469
#ifndef __khrplatform_h_ #define __khrplatform_h_ /* ** Copyright (c) 2008-2009 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. ** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ /* Khronos platform-specific types and definitions. * * $Revision: 9356 $ on $Date: 2009-10-21 02:52:25 -0700 (Wed, 21 Oct 2009) $ * * Adopters may modify this file to suit their platform. Adopters are * encouraged to submit platform specific modifications to the Khronos * group so that they can be included in future versions of this file. * Please submit changes by sending them to the public Khronos Bugzilla * (http://khronos.org/bugzilla) by filing a bug against product * "Khronos (general)" component "Registry". * * A predefined template which fills in some of the bug fields can be * reached using http://tinyurl.com/khrplatform-h-bugreport, but you * must create a Bugzilla login first. * * * See the Implementer's Guidelines for information about where this file * should be located on your system and for more details of its use: * http://www.khronos.org/registry/implementers_guide.pdf * * This file should be included as * #include <KHR/khrplatform.h> * by Khronos client API header files that use its types and defines. * * The types in khrplatform.h should only be used to define API-specific types. * * Types defined in khrplatform.h: * khronos_int8_t signed 8 bit * khronos_uint8_t unsigned 8 bit * khronos_int16_t signed 16 bit * khronos_uint16_t unsigned 16 bit * khronos_int32_t signed 32 bit * khronos_uint32_t unsigned 32 bit * khronos_int64_t signed 64 bit * khronos_uint64_t unsigned 64 bit * khronos_intptr_t signed same number of bits as a pointer * khronos_uintptr_t unsigned same number of bits as a pointer * khronos_ssize_t signed size * khronos_usize_t unsigned size * khronos_float_t signed 32 bit floating point * khronos_time_ns_t unsigned 64 bit time in nanoseconds * khronos_utime_nanoseconds_t unsigned time interval or absolute time in * nanoseconds * khronos_stime_nanoseconds_t signed time interval in nanoseconds * khronos_boolean_enum_t enumerated boolean type. This should * only be used as a base type when a client API's boolean type is * an enum. Client APIs which use an integer or other type for * booleans cannot use this as the base type for their boolean. * * Tokens defined in khrplatform.h: * * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. * * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. * * Calling convention macros defined in this file: * KHRONOS_APICALL * KHRONOS_APIENTRY * KHRONOS_APIATTRIBUTES * * These may be used in function prototypes as: * * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( * int arg1, * int arg2) KHRONOS_APIATTRIBUTES; */ /*------------------------------------------------------------------------- * Definition of KHRONOS_APICALL *------------------------------------------------------------------------- * This precedes the return type of the function in the function prototype. */ #if defined(_WIN32) && !defined(__SCITECH_SNAP__) # define KHRONOS_APICALL __declspec(dllimport) #elif defined (__SYMBIAN32__) # define KHRONOS_APICALL IMPORT_C #else # define KHRONOS_APICALL #endif /*------------------------------------------------------------------------- * Definition of KHRONOS_APIENTRY *------------------------------------------------------------------------- * This follows the return type of the function and precedes the function * name in the function prototype. */ #if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) /* Win32 but not WinCE */ # define KHRONOS_APIENTRY __stdcall #else # define KHRONOS_APIENTRY #endif /*------------------------------------------------------------------------- * Definition of KHRONOS_APIATTRIBUTES *------------------------------------------------------------------------- * This follows the closing parenthesis of the function prototype arguments. */ #if defined (__ARMCC_2__) #define KHRONOS_APIATTRIBUTES __softfp #else #define KHRONOS_APIATTRIBUTES #endif /*------------------------------------------------------------------------- * basic type definitions *-----------------------------------------------------------------------*/ #if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) /* * Using <stdint.h> */ #include <stdint.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; typedef int64_t khronos_int64_t; typedef uint64_t khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #elif defined(__VMS ) || defined(__sgi) /* * Using <inttypes.h> */ #include <inttypes.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; typedef int64_t khronos_int64_t; typedef uint64_t khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #elif defined(_WIN32) && !defined(__SCITECH_SNAP__) /* * Win32 */ typedef __int32 khronos_int32_t; typedef unsigned __int32 khronos_uint32_t; typedef __int64 khronos_int64_t; typedef unsigned __int64 khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #elif defined(__sun__) || defined(__digital__) /* * Sun or Digital */ typedef int khronos_int32_t; typedef unsigned int khronos_uint32_t; #if defined(__arch64__) || defined(_LP64) typedef long int khronos_int64_t; typedef unsigned long int khronos_uint64_t; #else typedef long long int khronos_int64_t; typedef unsigned long long int khronos_uint64_t; #endif /* __arch64__ */ #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #elif 0 /* * Hypothetical platform with no float or int64 support */ typedef int khronos_int32_t; typedef unsigned int khronos_uint32_t; #define KHRONOS_SUPPORT_INT64 0 #define KHRONOS_SUPPORT_FLOAT 0 #else /* * Generic fallback */ #include <stdint.h> typedef int32_t khronos_int32_t; typedef uint32_t khronos_uint32_t; typedef int64_t khronos_int64_t; typedef uint64_t khronos_uint64_t; #define KHRONOS_SUPPORT_INT64 1 #define KHRONOS_SUPPORT_FLOAT 1 #endif /* * Types that are (so far) the same on all platforms */ typedef signed char khronos_int8_t; typedef unsigned char khronos_uint8_t; typedef signed short int khronos_int16_t; typedef unsigned short int khronos_uint16_t; typedef signed long int khronos_intptr_t; typedef unsigned long int khronos_uintptr_t; typedef signed long int khronos_ssize_t; typedef unsigned long int khronos_usize_t; #if KHRONOS_SUPPORT_FLOAT /* * Float type */ typedef float khronos_float_t; #endif #if KHRONOS_SUPPORT_INT64 /* Time types * * These types can be used to represent a time interval in nanoseconds or * an absolute Unadjusted System Time. Unadjusted System Time is the number * of nanoseconds since some arbitrary system event (e.g. since the last * time the system booted). The Unadjusted System Time is an unsigned * 64 bit value that wraps back to 0 every 584 years. Time intervals * may be either signed or unsigned. */ typedef khronos_uint64_t khronos_utime_nanoseconds_t; typedef khronos_int64_t khronos_stime_nanoseconds_t; #endif /* * Dummy value used to pad enum types to 32 bits. */ #ifndef KHRONOS_MAX_ENUM #define KHRONOS_MAX_ENUM 0x7FFFFFFF #endif /* * Enumerated boolean type * * Values other than zero should be considered to be true. Therefore * comparisons should not be made against KHRONOS_TRUE. */ typedef enum { KHRONOS_FALSE = 0, KHRONOS_TRUE = 1, KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM } khronos_boolean_enum_t; #endif /* __khrplatform_h_ */
010smithzhang-ddd
include/KHR/khrplatform.h
C
bsd
9,599
/* -*- mode: c; tab-width: 8; -*- */ /* vi: set sw=4 ts=8: */ /* Reference version of egl.h for EGL 1.4. * $Revision: 9356 $ on $Date: 2009-10-21 02:52:25 -0700 (Wed, 21 Oct 2009) $ */ /* ** Copyright (c) 2007-2009 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. ** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ #ifndef __egl_h_ #define __egl_h_ /* All platform-dependent types and macro boilerplate (such as EGLAPI * and EGLAPIENTRY) should go in eglplatform.h. */ #include <EGL/eglplatform.h> #ifdef __cplusplus extern "C" { #endif /* EGL Types */ /* EGLint is defined in eglplatform.h */ typedef unsigned int EGLBoolean; typedef unsigned int EGLenum; typedef void *EGLConfig; typedef void *EGLContext; typedef void *EGLDisplay; typedef void *EGLSurface; typedef void *EGLClientBuffer; /* EGL Versioning */ #define EGL_VERSION_1_0 1 #define EGL_VERSION_1_1 1 #define EGL_VERSION_1_2 1 #define EGL_VERSION_1_3 1 #define EGL_VERSION_1_4 1 /* EGL Enumerants. Bitmasks and other exceptional cases aside, most * enums are assigned unique values starting at 0x3000. */ /* EGL aliases */ #define EGL_FALSE 0 #define EGL_TRUE 1 /* Out-of-band handle values */ #define EGL_DEFAULT_DISPLAY ((EGLNativeDisplayType)0) #define EGL_NO_CONTEXT ((EGLContext)0) #define EGL_NO_DISPLAY ((EGLDisplay)0) #define EGL_NO_SURFACE ((EGLSurface)0) /* Out-of-band attribute value */ #define EGL_DONT_CARE ((EGLint)-1) /* Errors / GetError return values */ #define EGL_SUCCESS 0x3000 #define EGL_NOT_INITIALIZED 0x3001 #define EGL_BAD_ACCESS 0x3002 #define EGL_BAD_ALLOC 0x3003 #define EGL_BAD_ATTRIBUTE 0x3004 #define EGL_BAD_CONFIG 0x3005 #define EGL_BAD_CONTEXT 0x3006 #define EGL_BAD_CURRENT_SURFACE 0x3007 #define EGL_BAD_DISPLAY 0x3008 #define EGL_BAD_MATCH 0x3009 #define EGL_BAD_NATIVE_PIXMAP 0x300A #define EGL_BAD_NATIVE_WINDOW 0x300B #define EGL_BAD_PARAMETER 0x300C #define EGL_BAD_SURFACE 0x300D #define EGL_CONTEXT_LOST 0x300E /* EGL 1.1 - IMG_power_management */ /* Reserved 0x300F-0x301F for additional errors */ /* Config attributes */ #define EGL_BUFFER_SIZE 0x3020 #define EGL_ALPHA_SIZE 0x3021 #define EGL_BLUE_SIZE 0x3022 #define EGL_GREEN_SIZE 0x3023 #define EGL_RED_SIZE 0x3024 #define EGL_DEPTH_SIZE 0x3025 #define EGL_STENCIL_SIZE 0x3026 #define EGL_CONFIG_CAVEAT 0x3027 #define EGL_CONFIG_ID 0x3028 #define EGL_LEVEL 0x3029 #define EGL_MAX_PBUFFER_HEIGHT 0x302A #define EGL_MAX_PBUFFER_PIXELS 0x302B #define EGL_MAX_PBUFFER_WIDTH 0x302C #define EGL_NATIVE_RENDERABLE 0x302D #define EGL_NATIVE_VISUAL_ID 0x302E #define EGL_NATIVE_VISUAL_TYPE 0x302F #define EGL_SAMPLES 0x3031 #define EGL_SAMPLE_BUFFERS 0x3032 #define EGL_SURFACE_TYPE 0x3033 #define EGL_TRANSPARENT_TYPE 0x3034 #define EGL_TRANSPARENT_BLUE_VALUE 0x3035 #define EGL_TRANSPARENT_GREEN_VALUE 0x3036 #define EGL_TRANSPARENT_RED_VALUE 0x3037 #define EGL_NONE 0x3038 /* Attrib list terminator */ #define EGL_BIND_TO_TEXTURE_RGB 0x3039 #define EGL_BIND_TO_TEXTURE_RGBA 0x303A #define EGL_MIN_SWAP_INTERVAL 0x303B #define EGL_MAX_SWAP_INTERVAL 0x303C #define EGL_LUMINANCE_SIZE 0x303D #define EGL_ALPHA_MASK_SIZE 0x303E #define EGL_COLOR_BUFFER_TYPE 0x303F #define EGL_RENDERABLE_TYPE 0x3040 #define EGL_MATCH_NATIVE_PIXMAP 0x3041 /* Pseudo-attribute (not queryable) */ #define EGL_CONFORMANT 0x3042 /* Reserved 0x3041-0x304F for additional config attributes */ /* Config attribute values */ #define EGL_SLOW_CONFIG 0x3050 /* EGL_CONFIG_CAVEAT value */ #define EGL_NON_CONFORMANT_CONFIG 0x3051 /* EGL_CONFIG_CAVEAT value */ #define EGL_TRANSPARENT_RGB 0x3052 /* EGL_TRANSPARENT_TYPE value */ #define EGL_RGB_BUFFER 0x308E /* EGL_COLOR_BUFFER_TYPE value */ #define EGL_LUMINANCE_BUFFER 0x308F /* EGL_COLOR_BUFFER_TYPE value */ /* More config attribute values, for EGL_TEXTURE_FORMAT */ #define EGL_NO_TEXTURE 0x305C #define EGL_TEXTURE_RGB 0x305D #define EGL_TEXTURE_RGBA 0x305E #define EGL_TEXTURE_2D 0x305F /* Config attribute mask bits */ #define EGL_PBUFFER_BIT 0x0001 /* EGL_SURFACE_TYPE mask bits */ #define EGL_PIXMAP_BIT 0x0002 /* EGL_SURFACE_TYPE mask bits */ #define EGL_WINDOW_BIT 0x0004 /* EGL_SURFACE_TYPE mask bits */ #define EGL_VG_COLORSPACE_LINEAR_BIT 0x0020 /* EGL_SURFACE_TYPE mask bits */ #define EGL_VG_ALPHA_FORMAT_PRE_BIT 0x0040 /* EGL_SURFACE_TYPE mask bits */ #define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200 /* EGL_SURFACE_TYPE mask bits */ #define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400 /* EGL_SURFACE_TYPE mask bits */ #define EGL_OPENGL_ES_BIT 0x0001 /* EGL_RENDERABLE_TYPE mask bits */ #define EGL_OPENVG_BIT 0x0002 /* EGL_RENDERABLE_TYPE mask bits */ #define EGL_OPENGL_ES2_BIT 0x0004 /* EGL_RENDERABLE_TYPE mask bits */ #define EGL_OPENGL_BIT 0x0008 /* EGL_RENDERABLE_TYPE mask bits */ /* QueryString targets */ #define EGL_VENDOR 0x3053 #define EGL_VERSION 0x3054 #define EGL_EXTENSIONS 0x3055 #define EGL_CLIENT_APIS 0x308D /* QuerySurface / SurfaceAttrib / CreatePbufferSurface targets */ #define EGL_HEIGHT 0x3056 #define EGL_WIDTH 0x3057 #define EGL_LARGEST_PBUFFER 0x3058 #define EGL_TEXTURE_FORMAT 0x3080 #define EGL_TEXTURE_TARGET 0x3081 #define EGL_MIPMAP_TEXTURE 0x3082 #define EGL_MIPMAP_LEVEL 0x3083 #define EGL_RENDER_BUFFER 0x3086 #define EGL_VG_COLORSPACE 0x3087 #define EGL_VG_ALPHA_FORMAT 0x3088 #define EGL_HORIZONTAL_RESOLUTION 0x3090 #define EGL_VERTICAL_RESOLUTION 0x3091 #define EGL_PIXEL_ASPECT_RATIO 0x3092 #define EGL_SWAP_BEHAVIOR 0x3093 #define EGL_MULTISAMPLE_RESOLVE 0x3099 /* EGL_RENDER_BUFFER values / BindTexImage / ReleaseTexImage buffer targets */ #define EGL_BACK_BUFFER 0x3084 #define EGL_SINGLE_BUFFER 0x3085 /* OpenVG color spaces */ #define EGL_VG_COLORSPACE_sRGB 0x3089 /* EGL_VG_COLORSPACE value */ #define EGL_VG_COLORSPACE_LINEAR 0x308A /* EGL_VG_COLORSPACE value */ /* OpenVG alpha formats */ #define EGL_VG_ALPHA_FORMAT_NONPRE 0x308B /* EGL_ALPHA_FORMAT value */ #define EGL_VG_ALPHA_FORMAT_PRE 0x308C /* EGL_ALPHA_FORMAT value */ /* Constant scale factor by which fractional display resolutions & * aspect ratio are scaled when queried as integer values. */ #define EGL_DISPLAY_SCALING 10000 /* Unknown display resolution/aspect ratio */ #define EGL_UNKNOWN ((EGLint)-1) /* Back buffer swap behaviors */ #define EGL_BUFFER_PRESERVED 0x3094 /* EGL_SWAP_BEHAVIOR value */ #define EGL_BUFFER_DESTROYED 0x3095 /* EGL_SWAP_BEHAVIOR value */ /* CreatePbufferFromClientBuffer buffer types */ #define EGL_OPENVG_IMAGE 0x3096 /* QueryContext targets */ #define EGL_CONTEXT_CLIENT_TYPE 0x3097 /* CreateContext attributes */ #define EGL_CONTEXT_CLIENT_VERSION 0x3098 /* Multisample resolution behaviors */ #define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A /* EGL_MULTISAMPLE_RESOLVE value */ #define EGL_MULTISAMPLE_RESOLVE_BOX 0x309B /* EGL_MULTISAMPLE_RESOLVE value */ /* BindAPI/QueryAPI targets */ #define EGL_OPENGL_ES_API 0x30A0 #define EGL_OPENVG_API 0x30A1 #define EGL_OPENGL_API 0x30A2 /* GetCurrentSurface targets */ #define EGL_DRAW 0x3059 #define EGL_READ 0x305A /* WaitNative engines */ #define EGL_CORE_NATIVE_ENGINE 0x305B /* EGL 1.2 tokens renamed for consistency in EGL 1.3 */ #define EGL_COLORSPACE EGL_VG_COLORSPACE #define EGL_ALPHA_FORMAT EGL_VG_ALPHA_FORMAT #define EGL_COLORSPACE_sRGB EGL_VG_COLORSPACE_sRGB #define EGL_COLORSPACE_LINEAR EGL_VG_COLORSPACE_LINEAR #define EGL_ALPHA_FORMAT_NONPRE EGL_VG_ALPHA_FORMAT_NONPRE #define EGL_ALPHA_FORMAT_PRE EGL_VG_ALPHA_FORMAT_PRE /* EGL extensions must request enum blocks from the Khronos * API Registrar, who maintains the enumerant registry. Submit * a bug in Khronos Bugzilla against task "Registry". */ /* EGL Functions */ EGLAPI EGLint EGLAPIENTRY eglGetError(void); EGLAPI EGLDisplay EGLAPIENTRY eglGetDisplay(EGLNativeDisplayType display_id); EGLAPI EGLBoolean EGLAPIENTRY eglInitialize(EGLDisplay dpy, EGLint *major, EGLint *minor); EGLAPI EGLBoolean EGLAPIENTRY eglTerminate(EGLDisplay dpy); EGLAPI const char * EGLAPIENTRY eglQueryString(EGLDisplay dpy, EGLint name); EGLAPI EGLBoolean EGLAPIENTRY eglGetConfigs(EGLDisplay dpy, EGLConfig *configs, EGLint config_size, EGLint *num_config); EGLAPI EGLBoolean EGLAPIENTRY eglChooseConfig(EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config); EGLAPI EGLBoolean EGLAPIENTRY eglGetConfigAttrib(EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint *value); EGLAPI EGLSurface EGLAPIENTRY eglCreateWindowSurface(EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint *attrib_list); EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferSurface(EGLDisplay dpy, EGLConfig config, const EGLint *attrib_list); EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurface(EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglDestroySurface(EGLDisplay dpy, EGLSurface surface); EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurface(EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint *value); EGLAPI EGLBoolean EGLAPIENTRY eglBindAPI(EGLenum api); EGLAPI EGLenum EGLAPIENTRY eglQueryAPI(void); EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient(void); EGLAPI EGLBoolean EGLAPIENTRY eglReleaseThread(void); EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferFromClientBuffer( EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglSurfaceAttrib(EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); EGLAPI EGLBoolean EGLAPIENTRY eglBindTexImage(EGLDisplay dpy, EGLSurface surface, EGLint buffer); EGLAPI EGLBoolean EGLAPIENTRY eglReleaseTexImage(EGLDisplay dpy, EGLSurface surface, EGLint buffer); EGLAPI EGLBoolean EGLAPIENTRY eglSwapInterval(EGLDisplay dpy, EGLint interval); EGLAPI EGLContext EGLAPIENTRY eglCreateContext(EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglDestroyContext(EGLDisplay dpy, EGLContext ctx); EGLAPI EGLBoolean EGLAPIENTRY eglMakeCurrent(EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx); EGLAPI EGLContext EGLAPIENTRY eglGetCurrentContext(void); EGLAPI EGLSurface EGLAPIENTRY eglGetCurrentSurface(EGLint readdraw); EGLAPI EGLDisplay EGLAPIENTRY eglGetCurrentDisplay(void); EGLAPI EGLBoolean EGLAPIENTRY eglQueryContext(EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint *value); EGLAPI EGLBoolean EGLAPIENTRY eglWaitGL(void); EGLAPI EGLBoolean EGLAPIENTRY eglWaitNative(EGLint engine); EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffers(EGLDisplay dpy, EGLSurface surface); EGLAPI EGLBoolean EGLAPIENTRY eglCopyBuffers(EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); /* This is a generic function pointer type, whose name indicates it must * be cast to the proper type *and calling convention* before use. */ typedef void (*__eglMustCastToProperFunctionPointerType)(void); /* Now, define eglGetProcAddress using the generic function ptr. type */ EGLAPI __eglMustCastToProperFunctionPointerType EGLAPIENTRY eglGetProcAddress(const char *procname); #ifdef __cplusplus } #endif #endif /* __egl_h_ */
010smithzhang-ddd
include/EGL/egl.h
C
bsd
12,353
#ifndef __eglext_h_ #define __eglext_h_ #ifdef __cplusplus extern "C" { #endif /* ** Copyright (c) 2007-2012 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. ** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ #include <EGL/eglplatform.h> /*************************************************************/ /* Header file version number */ /* Current version at http://www.khronos.org/registry/egl/ */ /* $Revision: 16473 $ on $Date: 2012-01-04 02:20:48 -0800 (Wed, 04 Jan 2012) $ */ #define EGL_EGLEXT_VERSION 11 #ifndef EGL_KHR_config_attribs #define EGL_KHR_config_attribs 1 #define EGL_CONFORMANT_KHR 0x3042 /* EGLConfig attribute */ #define EGL_VG_COLORSPACE_LINEAR_BIT_KHR 0x0020 /* EGL_SURFACE_TYPE bitfield */ #define EGL_VG_ALPHA_FORMAT_PRE_BIT_KHR 0x0040 /* EGL_SURFACE_TYPE bitfield */ #endif #ifndef EGL_KHR_lock_surface #define EGL_KHR_lock_surface 1 #define EGL_READ_SURFACE_BIT_KHR 0x0001 /* EGL_LOCK_USAGE_HINT_KHR bitfield */ #define EGL_WRITE_SURFACE_BIT_KHR 0x0002 /* EGL_LOCK_USAGE_HINT_KHR bitfield */ #define EGL_LOCK_SURFACE_BIT_KHR 0x0080 /* EGL_SURFACE_TYPE bitfield */ #define EGL_OPTIMAL_FORMAT_BIT_KHR 0x0100 /* EGL_SURFACE_TYPE bitfield */ #define EGL_MATCH_FORMAT_KHR 0x3043 /* EGLConfig attribute */ #define EGL_FORMAT_RGB_565_EXACT_KHR 0x30C0 /* EGL_MATCH_FORMAT_KHR value */ #define EGL_FORMAT_RGB_565_KHR 0x30C1 /* EGL_MATCH_FORMAT_KHR value */ #define EGL_FORMAT_RGBA_8888_EXACT_KHR 0x30C2 /* EGL_MATCH_FORMAT_KHR value */ #define EGL_FORMAT_RGBA_8888_KHR 0x30C3 /* EGL_MATCH_FORMAT_KHR value */ #define EGL_MAP_PRESERVE_PIXELS_KHR 0x30C4 /* eglLockSurfaceKHR attribute */ #define EGL_LOCK_USAGE_HINT_KHR 0x30C5 /* eglLockSurfaceKHR attribute */ #define EGL_BITMAP_POINTER_KHR 0x30C6 /* eglQuerySurface attribute */ #define EGL_BITMAP_PITCH_KHR 0x30C7 /* eglQuerySurface attribute */ #define EGL_BITMAP_ORIGIN_KHR 0x30C8 /* eglQuerySurface attribute */ #define EGL_BITMAP_PIXEL_RED_OFFSET_KHR 0x30C9 /* eglQuerySurface attribute */ #define EGL_BITMAP_PIXEL_GREEN_OFFSET_KHR 0x30CA /* eglQuerySurface attribute */ #define EGL_BITMAP_PIXEL_BLUE_OFFSET_KHR 0x30CB /* eglQuerySurface attribute */ #define EGL_BITMAP_PIXEL_ALPHA_OFFSET_KHR 0x30CC /* eglQuerySurface attribute */ #define EGL_BITMAP_PIXEL_LUMINANCE_OFFSET_KHR 0x30CD /* eglQuerySurface attribute */ #define EGL_LOWER_LEFT_KHR 0x30CE /* EGL_BITMAP_ORIGIN_KHR value */ #define EGL_UPPER_LEFT_KHR 0x30CF /* EGL_BITMAP_ORIGIN_KHR value */ #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglLockSurfaceKHR (EGLDisplay display, EGLSurface surface, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglUnlockSurfaceKHR (EGLDisplay display, EGLSurface surface); #endif /* EGL_EGLEXT_PROTOTYPES */ typedef EGLBoolean (EGLAPIENTRYP PFNEGLLOCKSURFACEKHRPROC) (EGLDisplay display, EGLSurface surface, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNLOCKSURFACEKHRPROC) (EGLDisplay display, EGLSurface surface); #endif #ifndef EGL_KHR_image #define EGL_KHR_image 1 #define EGL_NATIVE_PIXMAP_KHR 0x30B0 /* eglCreateImageKHR target */ typedef void *EGLImageKHR; #define EGL_NO_IMAGE_KHR ((EGLImageKHR)0) #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLImageKHR EGLAPIENTRY eglCreateImageKHR (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglDestroyImageKHR (EGLDisplay dpy, EGLImageKHR image); #endif /* EGL_EGLEXT_PROTOTYPES */ typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEIMAGEKHRPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEKHRPROC) (EGLDisplay dpy, EGLImageKHR image); #endif #ifndef EGL_KHR_vg_parent_image #define EGL_KHR_vg_parent_image 1 #define EGL_VG_PARENT_IMAGE_KHR 0x30BA /* eglCreateImageKHR target */ #endif #ifndef EGL_KHR_gl_texture_2D_image #define EGL_KHR_gl_texture_2D_image 1 #define EGL_GL_TEXTURE_2D_KHR 0x30B1 /* eglCreateImageKHR target */ #define EGL_GL_TEXTURE_LEVEL_KHR 0x30BC /* eglCreateImageKHR attribute */ #endif #ifndef EGL_KHR_gl_texture_cubemap_image #define EGL_KHR_gl_texture_cubemap_image 1 #define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR 0x30B3 /* eglCreateImageKHR target */ #define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR 0x30B4 /* eglCreateImageKHR target */ #define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR 0x30B5 /* eglCreateImageKHR target */ #define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR 0x30B6 /* eglCreateImageKHR target */ #define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR 0x30B7 /* eglCreateImageKHR target */ #define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR 0x30B8 /* eglCreateImageKHR target */ #endif #ifndef EGL_KHR_gl_texture_3D_image #define EGL_KHR_gl_texture_3D_image 1 #define EGL_GL_TEXTURE_3D_KHR 0x30B2 /* eglCreateImageKHR target */ #define EGL_GL_TEXTURE_ZOFFSET_KHR 0x30BD /* eglCreateImageKHR attribute */ #endif #ifndef EGL_KHR_gl_renderbuffer_image #define EGL_KHR_gl_renderbuffer_image 1 #define EGL_GL_RENDERBUFFER_KHR 0x30B9 /* eglCreateImageKHR target */ #endif #if KHRONOS_SUPPORT_INT64 /* EGLTimeKHR requires 64-bit uint support */ #ifndef EGL_KHR_reusable_sync #define EGL_KHR_reusable_sync 1 typedef void* EGLSyncKHR; typedef khronos_utime_nanoseconds_t EGLTimeKHR; #define EGL_SYNC_STATUS_KHR 0x30F1 #define EGL_SIGNALED_KHR 0x30F2 #define EGL_UNSIGNALED_KHR 0x30F3 #define EGL_TIMEOUT_EXPIRED_KHR 0x30F5 #define EGL_CONDITION_SATISFIED_KHR 0x30F6 #define EGL_SYNC_TYPE_KHR 0x30F7 #define EGL_SYNC_REUSABLE_KHR 0x30FA #define EGL_SYNC_FLUSH_COMMANDS_BIT_KHR 0x0001 /* eglClientWaitSyncKHR <flags> bitfield */ #define EGL_FOREVER_KHR 0xFFFFFFFFFFFFFFFFull #define EGL_NO_SYNC_KHR ((EGLSyncKHR)0) #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSyncKHR(EGLDisplay dpy, EGLenum type, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglDestroySyncKHR(EGLDisplay dpy, EGLSyncKHR sync); EGLAPI EGLint EGLAPIENTRY eglClientWaitSyncKHR(EGLDisplay dpy, EGLSyncKHR sync, EGLint flags, EGLTimeKHR timeout); EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncKHR(EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttribKHR(EGLDisplay dpy, EGLSyncKHR sync, EGLint attribute, EGLint *value); #endif /* EGL_EGLEXT_PROTOTYPES */ typedef EGLSyncKHR (EGLAPIENTRYP PFNEGLCREATESYNCKHRPROC) (EGLDisplay dpy, EGLenum type, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync); typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags, EGLTimeKHR timeout); typedef EGLBoolean (EGLAPIENTRYP PFNEGLSIGNALSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint attribute, EGLint *value); #endif #endif #ifndef EGL_KHR_image_base #define EGL_KHR_image_base 1 /* Most interfaces defined by EGL_KHR_image_pixmap above */ #define EGL_IMAGE_PRESERVED_KHR 0x30D2 /* eglCreateImageKHR attribute */ #endif #ifndef EGL_KHR_image_pixmap #define EGL_KHR_image_pixmap 1 /* Interfaces defined by EGL_KHR_image above */ #endif #ifndef EGL_IMG_context_priority #define EGL_IMG_context_priority 1 #define EGL_CONTEXT_PRIORITY_LEVEL_IMG 0x3100 #define EGL_CONTEXT_PRIORITY_HIGH_IMG 0x3101 #define EGL_CONTEXT_PRIORITY_MEDIUM_IMG 0x3102 #define EGL_CONTEXT_PRIORITY_LOW_IMG 0x3103 #endif #ifndef EGL_KHR_lock_surface2 #define EGL_KHR_lock_surface2 1 #define EGL_BITMAP_PIXEL_SIZE_KHR 0x3110 #endif #ifndef EGL_NV_coverage_sample #define EGL_NV_coverage_sample 1 #define EGL_COVERAGE_BUFFERS_NV 0x30E0 #define EGL_COVERAGE_SAMPLES_NV 0x30E1 #endif #ifndef EGL_NV_depth_nonlinear #define EGL_NV_depth_nonlinear 1 #define EGL_DEPTH_ENCODING_NV 0x30E2 #define EGL_DEPTH_ENCODING_NONE_NV 0 #define EGL_DEPTH_ENCODING_NONLINEAR_NV 0x30E3 #endif #if KHRONOS_SUPPORT_INT64 /* EGLTimeNV requires 64-bit uint support */ #ifndef EGL_NV_sync #define EGL_NV_sync 1 #define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_NV 0x30E6 #define EGL_SYNC_STATUS_NV 0x30E7 #define EGL_SIGNALED_NV 0x30E8 #define EGL_UNSIGNALED_NV 0x30E9 #define EGL_SYNC_FLUSH_COMMANDS_BIT_NV 0x0001 #define EGL_FOREVER_NV 0xFFFFFFFFFFFFFFFFull #define EGL_ALREADY_SIGNALED_NV 0x30EA #define EGL_TIMEOUT_EXPIRED_NV 0x30EB #define EGL_CONDITION_SATISFIED_NV 0x30EC #define EGL_SYNC_TYPE_NV 0x30ED #define EGL_SYNC_CONDITION_NV 0x30EE #define EGL_SYNC_FENCE_NV 0x30EF #define EGL_NO_SYNC_NV ((EGLSyncNV)0) typedef void* EGLSyncNV; typedef khronos_utime_nanoseconds_t EGLTimeNV; #ifdef EGL_EGLEXT_PROTOTYPES EGLSyncNV eglCreateFenceSyncNV (EGLDisplay dpy, EGLenum condition, const EGLint *attrib_list); EGLBoolean eglDestroySyncNV (EGLSyncNV sync); EGLBoolean eglFenceNV (EGLSyncNV sync); EGLint eglClientWaitSyncNV (EGLSyncNV sync, EGLint flags, EGLTimeNV timeout); EGLBoolean eglSignalSyncNV (EGLSyncNV sync, EGLenum mode); EGLBoolean eglGetSyncAttribNV (EGLSyncNV sync, EGLint attribute, EGLint *value); #endif /* EGL_EGLEXT_PROTOTYPES */ typedef EGLSyncNV (EGLAPIENTRYP PFNEGLCREATEFENCESYNCNVPROC) (EGLDisplay dpy, EGLenum condition, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCNVPROC) (EGLSyncNV sync); typedef EGLBoolean (EGLAPIENTRYP PFNEGLFENCENVPROC) (EGLSyncNV sync); typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCNVPROC) (EGLSyncNV sync, EGLint flags, EGLTimeNV timeout); typedef EGLBoolean (EGLAPIENTRYP PFNEGLSIGNALSYNCNVPROC) (EGLSyncNV sync, EGLenum mode); typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBNVPROC) (EGLSyncNV sync, EGLint attribute, EGLint *value); #endif #endif #if KHRONOS_SUPPORT_INT64 /* Dependent on EGL_KHR_reusable_sync which requires 64-bit uint support */ #ifndef EGL_KHR_fence_sync #define EGL_KHR_fence_sync 1 /* Reuses most tokens and entry points from EGL_KHR_reusable_sync */ #define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_KHR 0x30F0 #define EGL_SYNC_CONDITION_KHR 0x30F8 #define EGL_SYNC_FENCE_KHR 0x30F9 #endif #endif #ifndef EGL_HI_clientpixmap #define EGL_HI_clientpixmap 1 /* Surface Attribute */ #define EGL_CLIENT_PIXMAP_POINTER_HI 0x8F74 /* * Structure representing a client pixmap * (pixmap's data is in client-space memory). */ struct EGLClientPixmapHI { void* pData; EGLint iWidth; EGLint iHeight; EGLint iStride; }; #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurfaceHI(EGLDisplay dpy, EGLConfig config, struct EGLClientPixmapHI* pixmap); #endif /* EGL_EGLEXT_PROTOTYPES */ typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPIXMAPSURFACEHIPROC) (EGLDisplay dpy, EGLConfig config, struct EGLClientPixmapHI* pixmap); #endif /* EGL_HI_clientpixmap */ #ifndef EGL_HI_colorformats #define EGL_HI_colorformats 1 /* Config Attribute */ #define EGL_COLOR_FORMAT_HI 0x8F70 /* Color Formats */ #define EGL_COLOR_RGB_HI 0x8F71 #define EGL_COLOR_RGBA_HI 0x8F72 #define EGL_COLOR_ARGB_HI 0x8F73 #endif /* EGL_HI_colorformats */ #ifndef EGL_MESA_drm_image #define EGL_MESA_drm_image 1 #define EGL_DRM_BUFFER_FORMAT_MESA 0x31D0 /* CreateDRMImageMESA attribute */ #define EGL_DRM_BUFFER_USE_MESA 0x31D1 /* CreateDRMImageMESA attribute */ #define EGL_DRM_BUFFER_FORMAT_ARGB32_MESA 0x31D2 /* EGL_IMAGE_FORMAT_MESA attribute value */ #define EGL_DRM_BUFFER_MESA 0x31D3 /* eglCreateImageKHR target */ #define EGL_DRM_BUFFER_STRIDE_MESA 0x31D4 #define EGL_DRM_BUFFER_USE_SCANOUT_MESA 0x00000001 /* EGL_DRM_BUFFER_USE_MESA bits */ #define EGL_DRM_BUFFER_USE_SHARE_MESA 0x00000002 /* EGL_DRM_BUFFER_USE_MESA bits */ #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLImageKHR EGLAPIENTRY eglCreateDRMImageMESA (EGLDisplay dpy, const EGLint *attrib_list); EGLAPI EGLBoolean EGLAPIENTRY eglExportDRMImageMESA (EGLDisplay dpy, EGLImageKHR image, EGLint *name, EGLint *handle, EGLint *stride); #endif /* EGL_EGLEXT_PROTOTYPES */ typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEDRMIMAGEMESAPROC) (EGLDisplay dpy, const EGLint *attrib_list); typedef EGLBoolean (EGLAPIENTRYP PFNEGLEXPORTDRMIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, EGLint *name, EGLint *handle, EGLint *stride); #endif #ifndef EGL_NV_post_sub_buffer #define EGL_NV_post_sub_buffer 1 #define EGL_POST_SUB_BUFFER_SUPPORTED_NV 0x30BE #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean EGLAPIENTRY eglPostSubBufferNV (EGLDisplay dpy, EGLSurface surface, EGLint x, EGLint y, EGLint width, EGLint height); #endif /* EGL_EGLEXT_PROTOTYPES */ typedef EGLBoolean (EGLAPIENTRYP PFNEGLPOSTSUBBUFFERNVPROC) (EGLDisplay dpy, EGLSurface surface, EGLint x, EGLint y, EGLint width, EGLint height); #endif #ifndef EGL_ANGLE_query_surface_pointer #define EGL_ANGLE_query_surface_pointer 1 #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLBoolean eglQuerySurfacePointerANGLE(EGLDisplay dpy, EGLSurface surface, EGLint attribute, void **value); #endif typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSURFACEPOINTERANGLEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, void **value); #endif #ifndef EGL_ANGLE_software_display #define EGL_ANGLE_software_display 1 #define EGL_SOFTWARE_DISPLAY_ANGLE ((EGLNativeDisplayType)-1) #endif #ifndef EGL_ANGLE_direct3d_display #define EGL_ANGLE_direct3d_display 1 #define EGL_D3D11_ELSE_D3D9_DISPLAY_ANGLE ((EGLNativeDisplayType)-2) #define EGL_D3D11_ONLY_DISPLAY_ANGLE ((EGLNativeDisplayType)-3) #endif #ifndef EGL_ANGLE_surface_d3d_texture_2d_share_handle #define EGL_ANGLE_surface_d3d_texture_2d_share_handle 1 #define EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE 0x3200 #endif #ifndef EGL_NV_coverage_sample_resolve #define EGL_NV_coverage_sample_resolve 1 #define EGL_COVERAGE_SAMPLE_RESOLVE_NV 0x3131 #define EGL_COVERAGE_SAMPLE_RESOLVE_DEFAULT_NV 0x3132 #define EGL_COVERAGE_SAMPLE_RESOLVE_NONE_NV 0x3133 #endif #if KHRONOS_SUPPORT_INT64 /* EGLTimeKHR requires 64-bit uint support */ #ifndef EGL_NV_system_time #define EGL_NV_system_time 1 typedef khronos_utime_nanoseconds_t EGLuint64NV; #ifdef EGL_EGLEXT_PROTOTYPES EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeFrequencyNV(void); EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeNV(void); #endif /* EGL_EGLEXT_PROTOTYPES */ typedef EGLuint64NV (EGLAPIENTRYP PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC) (void); typedef EGLuint64NV (EGLAPIENTRYP PFNEGLGETSYSTEMTIMENVPROC) (void); #endif #endif #ifndef EGL_EXT_create_context_robustness #define EGL_EXT_create_context_robustness 1 #define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT 0x30BF #define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT 0x3138 #define EGL_NO_RESET_NOTIFICATION_EXT 0x31BE #define EGL_LOSE_CONTEXT_ON_RESET_EXT 0x31BF #endif #ifdef __cplusplus } #endif #endif
010smithzhang-ddd
include/EGL/eglext.h
C
bsd
15,715
#ifndef __eglplatform_h_ #define __eglplatform_h_ /* ** Copyright (c) 2007-2009 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. ** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ /* Platform-specific types and definitions for egl.h * $Revision: 12306 $ on $Date: 2010-08-25 09:51:28 -0700 (Wed, 25 Aug 2010) $ * * Adopters may modify khrplatform.h and this file to suit their platform. * You are encouraged to submit all modifications to the Khronos group so that * they can be included in future versions of this file. Please submit changes * by sending them to the public Khronos Bugzilla (http://khronos.org/bugzilla) * by filing a bug against product "EGL" component "Registry". */ #include <KHR/khrplatform.h> /* Macros used in EGL function prototype declarations. * * EGL functions should be prototyped as: * * EGLAPI return-type EGLAPIENTRY eglFunction(arguments); * typedef return-type (EXPAPIENTRYP PFNEGLFUNCTIONPROC) (arguments); * * KHRONOS_APICALL and KHRONOS_APIENTRY are defined in KHR/khrplatform.h */ #ifndef EGLAPI #define EGLAPI KHRONOS_APICALL #endif #ifndef EGLAPIENTRY #define EGLAPIENTRY KHRONOS_APIENTRY #endif #define EGLAPIENTRYP EGLAPIENTRY* /* The types NativeDisplayType, NativeWindowType, and NativePixmapType * are aliases of window-system-dependent types, such as X Display * or * Windows Device Context. They must be defined in platform-specific * code below. The EGL-prefixed versions of Native*Type are the same * types, renamed in EGL 1.3 so all types in the API start with "EGL". * * Khronos STRONGLY RECOMMENDS that you use the default definitions * provided below, since these changes affect both binary and source * portability of applications using EGL running on different EGL * implementations. */ #if defined(_WIN32) || defined(__VC32__) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) /* Win32 and WinCE */ #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN 1 #endif #include <windows.h> typedef HDC EGLNativeDisplayType; typedef HBITMAP EGLNativePixmapType; typedef HWND EGLNativeWindowType; #elif defined(__WINSCW__) || defined(__SYMBIAN32__) /* Symbian */ typedef int EGLNativeDisplayType; typedef void *EGLNativeWindowType; typedef void *EGLNativePixmapType; #elif defined(WL_EGL_PLATFORM) typedef struct wl_display *EGLNativeDisplayType; typedef struct wl_egl_pixmap *EGLNativePixmapType; typedef struct wl_egl_window *EGLNativeWindowType; #elif defined(__unix__) && !defined(ANDROID) /* X11 (tentative) */ #include <X11/Xlib.h> #include <X11/Xutil.h> typedef Display *EGLNativeDisplayType; typedef Pixmap EGLNativePixmapType; typedef Window EGLNativeWindowType; #elif defined(ANDROID) struct egl_native_pixmap_t; typedef struct ANativeWindow* EGLNativeWindowType; typedef struct egl_native_pixmap_t* EGLNativePixmapType; typedef void* EGLNativeDisplayType; #else #error "Platform not recognized" #endif /* EGL 1.2 types, renamed for consistency in EGL 1.3 */ typedef EGLNativeDisplayType NativeDisplayType; typedef EGLNativePixmapType NativePixmapType; typedef EGLNativeWindowType NativeWindowType; /* Define EGLint. This must be a signed integral type large enough to contain * all legal attribute names and values passed into and out of EGL, whether * their type is boolean, bitmask, enumerant (symbolic constant), integer, * handle, or other. While in general a 32-bit integer will suffice, if * handles are 64 bit types, then EGLint should be defined as a signed 64-bit * integer type. */ typedef khronos_int32_t EGLint; #endif /* __eglplatform_h */
010smithzhang-ddd
include/EGL/eglplatform.h
C
bsd
4,656
// // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #ifndef _COMPILER_INTERFACE_INCLUDED_ #define _COMPILER_INTERFACE_INCLUDED_ #if defined(COMPONENT_BUILD) #if defined(_WIN32) || defined(_WIN64) #if defined(COMPILER_IMPLEMENTATION) #define COMPILER_EXPORT __declspec(dllexport) #else #define COMPILER_EXPORT __declspec(dllimport) #endif // defined(COMPILER_IMPLEMENTATION) #else // defined(WIN32) #define COMPILER_EXPORT __attribute__((visibility("default"))) #endif #else // defined(COMPONENT_BUILD) #define COMPILER_EXPORT #endif #include "KHR/khrplatform.h" #include <stddef.h> // // This is the platform independent interface between an OGL driver // and the shading language compiler. // #ifdef __cplusplus extern "C" { #endif // Version number for shader translation API. // It is incremented everytime the API changes. #define ANGLE_SH_VERSION 110 // // The names of the following enums have been derived by replacing GL prefix // with SH. For example, SH_INFO_LOG_LENGTH is equivalent to GL_INFO_LOG_LENGTH. // The enum values are also equal to the values of their GL counterpart. This // is done to make it easier for applications to use the shader library. // typedef enum { SH_FRAGMENT_SHADER = 0x8B30, SH_VERTEX_SHADER = 0x8B31 } ShShaderType; typedef enum { SH_GLES2_SPEC = 0x8B40, SH_WEBGL_SPEC = 0x8B41, // The CSS Shaders spec is a subset of the WebGL spec. // // In both CSS vertex and fragment shaders, ANGLE: // (1) Reserves the "css_" prefix. // (2) Renames the main function to css_main. // (3) Disables the gl_MaxDrawBuffers built-in. // // In CSS fragment shaders, ANGLE: // (1) Disables the gl_FragColor built-in. // (2) Disables the gl_FragData built-in. // (3) Enables the css_MixColor built-in. // (4) Enables the css_ColorMatrix built-in. // // After passing a CSS shader through ANGLE, the browser is expected to append // a new main function to it. // This new main function will call the css_main function. // It may also perform additional operations like varying assignment, texture // access, and gl_FragColor assignment in order to implement the CSS Shaders // blend modes. // SH_CSS_SHADERS_SPEC = 0x8B42 } ShShaderSpec; typedef enum { SH_ESSL_OUTPUT = 0x8B45, SH_GLSL_OUTPUT = 0x8B46, SH_HLSL_OUTPUT = 0x8B47, SH_HLSL9_OUTPUT = 0x8B47, SH_HLSL11_OUTPUT = 0x8B48 } ShShaderOutput; typedef enum { SH_NONE = 0, SH_INT = 0x1404, SH_FLOAT = 0x1406, SH_FLOAT_VEC2 = 0x8B50, SH_FLOAT_VEC3 = 0x8B51, SH_FLOAT_VEC4 = 0x8B52, SH_INT_VEC2 = 0x8B53, SH_INT_VEC3 = 0x8B54, SH_INT_VEC4 = 0x8B55, SH_BOOL = 0x8B56, SH_BOOL_VEC2 = 0x8B57, SH_BOOL_VEC3 = 0x8B58, SH_BOOL_VEC4 = 0x8B59, SH_FLOAT_MAT2 = 0x8B5A, SH_FLOAT_MAT3 = 0x8B5B, SH_FLOAT_MAT4 = 0x8B5C, SH_SAMPLER_2D = 0x8B5E, SH_SAMPLER_CUBE = 0x8B60, SH_SAMPLER_2D_RECT_ARB = 0x8B63, SH_SAMPLER_EXTERNAL_OES = 0x8D66 } ShDataType; typedef enum { SH_INFO_LOG_LENGTH = 0x8B84, SH_OBJECT_CODE_LENGTH = 0x8B88, // GL_SHADER_SOURCE_LENGTH SH_ACTIVE_UNIFORMS = 0x8B86, SH_ACTIVE_UNIFORM_MAX_LENGTH = 0x8B87, SH_ACTIVE_ATTRIBUTES = 0x8B89, SH_ACTIVE_ATTRIBUTE_MAX_LENGTH = 0x8B8A, SH_MAPPED_NAME_MAX_LENGTH = 0x6000, SH_NAME_MAX_LENGTH = 0x6001, SH_HASHED_NAME_MAX_LENGTH = 0x6002, SH_HASHED_NAMES_COUNT = 0x6003, SH_ACTIVE_UNIFORMS_ARRAY = 0x6004 } ShShaderInfo; // Compile options. typedef enum { SH_VALIDATE = 0, SH_VALIDATE_LOOP_INDEXING = 0x0001, SH_INTERMEDIATE_TREE = 0x0002, SH_OBJECT_CODE = 0x0004, SH_ATTRIBUTES_UNIFORMS = 0x0008, SH_LINE_DIRECTIVES = 0x0010, SH_SOURCE_PATH = 0x0020, SH_MAP_LONG_VARIABLE_NAMES = 0x0040, SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX = 0x0080, // This is needed only as a workaround for certain OpenGL driver bugs. SH_EMULATE_BUILT_IN_FUNCTIONS = 0x0100, // This is an experimental flag to enforce restrictions that aim to prevent // timing attacks. // It generates compilation errors for shaders that could expose sensitive // texture information via the timing channel. // To use this flag, you must compile the shader under the WebGL spec // (using the SH_WEBGL_SPEC flag). SH_TIMING_RESTRICTIONS = 0x0200, // This flag prints the dependency graph that is used to enforce timing // restrictions on fragment shaders. // This flag only has an effect if all of the following are true: // - The shader spec is SH_WEBGL_SPEC. // - The compile options contain the SH_TIMING_RESTRICTIONS flag. // - The shader type is SH_FRAGMENT_SHADER. SH_DEPENDENCY_GRAPH = 0x0400, // Enforce the GLSL 1.017 Appendix A section 7 packing restrictions. SH_ENFORCE_PACKING_RESTRICTIONS = 0x0800, // This flag ensures all indirect (expression-based) array indexing // is clamped to the bounds of the array. This ensures, for example, // that you cannot read off the end of a uniform, whether an array // vec234, or mat234 type. The ShArrayIndexClampingStrategy enum, // specified in the ShBuiltInResources when constructing the // compiler, selects the strategy for the clamping implementation. SH_CLAMP_INDIRECT_ARRAY_BOUNDS = 0x1000, // This flag limits the complexity of an expression. SH_LIMIT_EXPRESSION_COMPLEXITY = 0x2000, // This flag limits the depth of the call stack. SH_LIMIT_CALL_STACK_DEPTH = 0x4000, } ShCompileOptions; // Defines alternate strategies for implementing array index clamping. typedef enum { // Use the clamp intrinsic for array index clamping. SH_CLAMP_WITH_CLAMP_INTRINSIC = 1, // Use a user-defined function for array index clamping. SH_CLAMP_WITH_USER_DEFINED_INT_CLAMP_FUNCTION } ShArrayIndexClampingStrategy; // // Driver must call this first, once, before doing any other // compiler operations. // If the function succeeds, the return value is nonzero, else zero. // COMPILER_EXPORT int ShInitialize(); // // Driver should call this at shutdown. // If the function succeeds, the return value is nonzero, else zero. // COMPILER_EXPORT int ShFinalize(); // The 64 bits hash function. The first parameter is the input string; the // second parameter is the string length. typedef khronos_uint64_t (*ShHashFunction64)(const char*, size_t); // // Implementation dependent built-in resources (constants and extensions). // The names for these resources has been obtained by stripping gl_/GL_. // typedef struct { // Constants. int MaxVertexAttribs; int MaxVertexUniformVectors; int MaxVaryingVectors; int MaxVertexTextureImageUnits; int MaxCombinedTextureImageUnits; int MaxTextureImageUnits; int MaxFragmentUniformVectors; int MaxDrawBuffers; // Extensions. // Set to 1 to enable the extension, else 0. int OES_standard_derivatives; int OES_EGL_image_external; int ARB_texture_rectangle; int EXT_draw_buffers; int EXT_frag_depth; // Set to 1 if highp precision is supported in the fragment language. // Default is 0. int FragmentPrecisionHigh; // Name Hashing. // Set a 64 bit hash function to enable user-defined name hashing. // Default is NULL. ShHashFunction64 HashFunction; // Selects a strategy to use when implementing array index clamping. // Default is SH_CLAMP_WITH_CLAMP_INTRINSIC. ShArrayIndexClampingStrategy ArrayIndexClampingStrategy; // The maximum complexity an expression can be. int MaxExpressionComplexity; // The maximum depth a call stack can be. int MaxCallStackDepth; } ShBuiltInResources; // // Initialize built-in resources with minimum expected values. // COMPILER_EXPORT void ShInitBuiltInResources(ShBuiltInResources* resources); // // ShHandle held by but opaque to the driver. It is allocated, // managed, and de-allocated by the compiler. It's contents // are defined by and used by the compiler. // // If handle creation fails, 0 will be returned. // typedef void* ShHandle; // // Driver calls these to create and destroy compiler objects. // // Returns the handle of constructed compiler, null if the requested compiler is // not supported. // Parameters: // type: Specifies the type of shader - SH_FRAGMENT_SHADER or SH_VERTEX_SHADER. // spec: Specifies the language spec the compiler must conform to - // SH_GLES2_SPEC or SH_WEBGL_SPEC. // output: Specifies the output code type - SH_ESSL_OUTPUT, SH_GLSL_OUTPUT, // SH_HLSL9_OUTPUT or SH_HLSL11_OUTPUT. // resources: Specifies the built-in resources. COMPILER_EXPORT ShHandle ShConstructCompiler( ShShaderType type, ShShaderSpec spec, ShShaderOutput output, const ShBuiltInResources* resources); COMPILER_EXPORT void ShDestruct(ShHandle handle); // // Compiles the given shader source. // If the function succeeds, the return value is nonzero, else zero. // Parameters: // handle: Specifies the handle of compiler to be used. // shaderStrings: Specifies an array of pointers to null-terminated strings // containing the shader source code. // numStrings: Specifies the number of elements in shaderStrings array. // compileOptions: A mask containing the following parameters: // SH_VALIDATE: Validates shader to ensure that it conforms to the spec // specified during compiler construction. // SH_VALIDATE_LOOP_INDEXING: Validates loop and indexing in the shader to // ensure that they do not exceed the minimum // functionality mandated in GLSL 1.0 spec, // Appendix A, Section 4 and 5. // There is no need to specify this parameter when // compiling for WebGL - it is implied. // SH_INTERMEDIATE_TREE: Writes intermediate tree to info log. // Can be queried by calling ShGetInfoLog(). // SH_OBJECT_CODE: Translates intermediate tree to glsl or hlsl shader. // Can be queried by calling ShGetObjectCode(). // SH_ATTRIBUTES_UNIFORMS: Extracts attributes and uniforms. // Can be queried by calling ShGetActiveAttrib() and // ShGetActiveUniform(). // COMPILER_EXPORT int ShCompile( const ShHandle handle, const char* const shaderStrings[], size_t numStrings, int compileOptions ); // Returns a parameter from a compiled shader. // Parameters: // handle: Specifies the compiler // pname: Specifies the parameter to query. // The following parameters are defined: // SH_INFO_LOG_LENGTH: the number of characters in the information log // including the null termination character. // SH_OBJECT_CODE_LENGTH: the number of characters in the object code // including the null termination character. // SH_ACTIVE_ATTRIBUTES: the number of active attribute variables. // SH_ACTIVE_ATTRIBUTE_MAX_LENGTH: the length of the longest active attribute // variable name including the null // termination character. // SH_ACTIVE_UNIFORMS: the number of active uniform variables. // SH_ACTIVE_UNIFORM_MAX_LENGTH: the length of the longest active uniform // variable name including the null // termination character. // SH_MAPPED_NAME_MAX_LENGTH: the length of the mapped variable name including // the null termination character. // SH_NAME_MAX_LENGTH: the max length of a user-defined name including the // null termination character. // SH_HASHED_NAME_MAX_LENGTH: the max length of a hashed name including the // null termination character. // SH_HASHED_NAMES_COUNT: the number of hashed names from the latest compile. // // params: Requested parameter COMPILER_EXPORT void ShGetInfo(const ShHandle handle, ShShaderInfo pname, size_t* params); // Returns nul-terminated information log for a compiled shader. // Parameters: // handle: Specifies the compiler // infoLog: Specifies an array of characters that is used to return // the information log. It is assumed that infoLog has enough memory // to accomodate the information log. The size of the buffer required // to store the returned information log can be obtained by calling // ShGetInfo with SH_INFO_LOG_LENGTH. COMPILER_EXPORT void ShGetInfoLog(const ShHandle handle, char* infoLog); // Returns null-terminated object code for a compiled shader. // Parameters: // handle: Specifies the compiler // infoLog: Specifies an array of characters that is used to return // the object code. It is assumed that infoLog has enough memory to // accomodate the object code. The size of the buffer required to // store the returned object code can be obtained by calling // ShGetInfo with SH_OBJECT_CODE_LENGTH. COMPILER_EXPORT void ShGetObjectCode(const ShHandle handle, char* objCode); // Returns information about an active attribute variable. // Parameters: // handle: Specifies the compiler // index: Specifies the index of the attribute variable to be queried. // length: Returns the number of characters actually written in the string // indicated by name (excluding the null terminator) if a value other // than NULL is passed. // size: Returns the size of the attribute variable. // type: Returns the data type of the attribute variable. // name: Returns a null terminated string containing the name of the // attribute variable. It is assumed that name has enough memory to // accomodate the attribute variable name. The size of the buffer // required to store the attribute variable name can be obtained by // calling ShGetInfo with SH_ACTIVE_ATTRIBUTE_MAX_LENGTH. // mappedName: Returns a null terminated string containing the mapped name of // the attribute variable, It is assumed that mappedName has enough // memory (SH_MAPPED_NAME_MAX_LENGTH), or NULL if don't care // about the mapped name. If the name is not mapped, then name and // mappedName are the same. COMPILER_EXPORT void ShGetActiveAttrib(const ShHandle handle, int index, size_t* length, int* size, ShDataType* type, char* name, char* mappedName); // Returns information about an active uniform variable. // Parameters: // handle: Specifies the compiler // index: Specifies the index of the uniform variable to be queried. // length: Returns the number of characters actually written in the string // indicated by name (excluding the null terminator) if a value // other than NULL is passed. // size: Returns the size of the uniform variable. // type: Returns the data type of the uniform variable. // name: Returns a null terminated string containing the name of the // uniform variable. It is assumed that name has enough memory to // accomodate the uniform variable name. The size of the buffer required // to store the uniform variable name can be obtained by calling // ShGetInfo with SH_ACTIVE_UNIFORMS_MAX_LENGTH. // mappedName: Returns a null terminated string containing the mapped name of // the uniform variable, It is assumed that mappedName has enough // memory (SH_MAPPED_NAME_MAX_LENGTH), or NULL if don't care // about the mapped name. If the name is not mapped, then name and // mappedName are the same. COMPILER_EXPORT void ShGetActiveUniform(const ShHandle handle, int index, size_t* length, int* size, ShDataType* type, char* name, char* mappedName); // Returns information about a name hashing entry from the latest compile. // Parameters: // handle: Specifies the compiler // index: Specifies the index of the name hashing entry to be queried. // name: Returns a null terminated string containing the user defined name. // It is assumed that name has enough memory to accomodate the name. // The size of the buffer required to store the user defined name can // be obtained by calling ShGetInfo with SH_NAME_MAX_LENGTH. // hashedName: Returns a null terminated string containing the hashed name of // the uniform variable, It is assumed that hashedName has enough // memory to accomodate the name. The size of the buffer required // to store the name can be obtained by calling ShGetInfo with // SH_HASHED_NAME_MAX_LENGTH. COMPILER_EXPORT void ShGetNameHashingEntry(const ShHandle handle, int index, char* name, char* hashedName); // Returns a parameter from a compiled shader. // Parameters: // handle: Specifies the compiler // pname: Specifies the parameter to query. // The following parameters are defined: // SH_ACTIVE_UNIFORMS_ARRAY: an STL vector of active uniforms. Valid only for // HLSL output. // params: Requested parameter COMPILER_EXPORT void ShGetInfoPointer(const ShHandle handle, ShShaderInfo pname, void** params); #ifdef __cplusplus } #endif #endif // _COMPILER_INTERFACE_INCLUDED_
010smithzhang-ddd
include/GLSLANG/ShaderLang.h
C
bsd
18,135
#ifndef __gl2ext_h_ #define __gl2ext_h_ /* $Revision: 16482 $ on $Date:: 2012-01-04 13:44:55 -0500 #$ */ #ifdef __cplusplus extern "C" { #endif /* * This document is licensed under the SGI Free Software B License Version * 2.0. For details, see http://oss.sgi.com/projects/FreeB/ . */ #ifndef GL_APIENTRYP # define GL_APIENTRYP GL_APIENTRY* #endif /*------------------------------------------------------------------------* * OES extension tokens *------------------------------------------------------------------------*/ /* GL_OES_compressed_ETC1_RGB8_texture */ #ifndef GL_OES_compressed_ETC1_RGB8_texture #define GL_ETC1_RGB8_OES 0x8D64 #endif /* GL_OES_compressed_paletted_texture */ #ifndef GL_OES_compressed_paletted_texture #define GL_PALETTE4_RGB8_OES 0x8B90 #define GL_PALETTE4_RGBA8_OES 0x8B91 #define GL_PALETTE4_R5_G6_B5_OES 0x8B92 #define GL_PALETTE4_RGBA4_OES 0x8B93 #define GL_PALETTE4_RGB5_A1_OES 0x8B94 #define GL_PALETTE8_RGB8_OES 0x8B95 #define GL_PALETTE8_RGBA8_OES 0x8B96 #define GL_PALETTE8_R5_G6_B5_OES 0x8B97 #define GL_PALETTE8_RGBA4_OES 0x8B98 #define GL_PALETTE8_RGB5_A1_OES 0x8B99 #endif /* GL_OES_depth24 */ #ifndef GL_OES_depth24 #define GL_DEPTH_COMPONENT24_OES 0x81A6 #endif /* GL_OES_depth32 */ #ifndef GL_OES_depth32 #define GL_DEPTH_COMPONENT32_OES 0x81A7 #endif /* GL_OES_depth_texture */ /* No new tokens introduced by this extension. */ /* GL_OES_EGL_image */ #ifndef GL_OES_EGL_image typedef void* GLeglImageOES; #endif /* GL_OES_EGL_image_external */ #ifndef GL_OES_EGL_image_external /* GLeglImageOES defined in GL_OES_EGL_image already. */ #define GL_TEXTURE_EXTERNAL_OES 0x8D65 #define GL_SAMPLER_EXTERNAL_OES 0x8D66 #define GL_TEXTURE_BINDING_EXTERNAL_OES 0x8D67 #define GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES 0x8D68 #endif /* GL_OES_element_index_uint */ #ifndef GL_OES_element_index_uint #define GL_UNSIGNED_INT 0x1405 #endif /* GL_OES_get_program_binary */ #ifndef GL_OES_get_program_binary #define GL_PROGRAM_BINARY_LENGTH_OES 0x8741 #define GL_NUM_PROGRAM_BINARY_FORMATS_OES 0x87FE #define GL_PROGRAM_BINARY_FORMATS_OES 0x87FF #endif /* GL_OES_mapbuffer */ #ifndef GL_OES_mapbuffer #define GL_WRITE_ONLY_OES 0x88B9 #define GL_BUFFER_ACCESS_OES 0x88BB #define GL_BUFFER_MAPPED_OES 0x88BC #define GL_BUFFER_MAP_POINTER_OES 0x88BD #endif /* GL_OES_packed_depth_stencil */ #ifndef GL_OES_packed_depth_stencil #define GL_DEPTH_STENCIL_OES 0x84F9 #define GL_UNSIGNED_INT_24_8_OES 0x84FA #define GL_DEPTH24_STENCIL8_OES 0x88F0 #endif /* GL_OES_rgb8_rgba8 */ #ifndef GL_OES_rgb8_rgba8 #define GL_RGB8_OES 0x8051 #define GL_RGBA8_OES 0x8058 #endif /* GL_OES_standard_derivatives */ #ifndef GL_OES_standard_derivatives #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES 0x8B8B #endif /* GL_OES_stencil1 */ #ifndef GL_OES_stencil1 #define GL_STENCIL_INDEX1_OES 0x8D46 #endif /* GL_OES_stencil4 */ #ifndef GL_OES_stencil4 #define GL_STENCIL_INDEX4_OES 0x8D47 #endif /* GL_OES_texture_3D */ #ifndef GL_OES_texture_3D #define GL_TEXTURE_WRAP_R_OES 0x8072 #define GL_TEXTURE_3D_OES 0x806F #define GL_TEXTURE_BINDING_3D_OES 0x806A #define GL_MAX_3D_TEXTURE_SIZE_OES 0x8073 #define GL_SAMPLER_3D_OES 0x8B5F #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES 0x8CD4 #endif /* GL_OES_texture_float */ /* No new tokens introduced by this extension. */ /* GL_OES_texture_float_linear */ /* No new tokens introduced by this extension. */ /* GL_OES_texture_half_float */ #ifndef GL_OES_texture_half_float #define GL_HALF_FLOAT_OES 0x8D61 #endif /* GL_OES_texture_half_float_linear */ /* No new tokens introduced by this extension. */ /* GL_OES_texture_npot */ /* No new tokens introduced by this extension. */ /* GL_OES_vertex_array_object */ #ifndef GL_OES_vertex_array_object #define GL_VERTEX_ARRAY_BINDING_OES 0x85B5 #endif /* GL_OES_vertex_half_float */ /* GL_HALF_FLOAT_OES defined in GL_OES_texture_half_float already. */ /* GL_OES_vertex_type_10_10_10_2 */ #ifndef GL_OES_vertex_type_10_10_10_2 #define GL_UNSIGNED_INT_10_10_10_2_OES 0x8DF6 #define GL_INT_10_10_10_2_OES 0x8DF7 #endif /*------------------------------------------------------------------------* * AMD extension tokens *------------------------------------------------------------------------*/ /* GL_AMD_compressed_3DC_texture */ #ifndef GL_AMD_compressed_3DC_texture #define GL_3DC_X_AMD 0x87F9 #define GL_3DC_XY_AMD 0x87FA #endif /* GL_AMD_compressed_ATC_texture */ #ifndef GL_AMD_compressed_ATC_texture #define GL_ATC_RGB_AMD 0x8C92 #define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93 #define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE #endif /* GL_AMD_performance_monitor */ #ifndef GL_AMD_performance_monitor #define GL_COUNTER_TYPE_AMD 0x8BC0 #define GL_COUNTER_RANGE_AMD 0x8BC1 #define GL_UNSIGNED_INT64_AMD 0x8BC2 #define GL_PERCENTAGE_AMD 0x8BC3 #define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4 #define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5 #define GL_PERFMON_RESULT_AMD 0x8BC6 #endif /* GL_AMD_program_binary_Z400 */ #ifndef GL_AMD_program_binary_Z400 #define GL_Z400_BINARY_AMD 0x8740 #endif /*------------------------------------------------------------------------* * ANGLE extension tokens *------------------------------------------------------------------------*/ /* GL_ANGLE_framebuffer_blit */ #ifndef GL_ANGLE_framebuffer_blit #define GL_READ_FRAMEBUFFER_ANGLE 0x8CA8 #define GL_DRAW_FRAMEBUFFER_ANGLE 0x8CA9 #define GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 0x8CA6 #define GL_READ_FRAMEBUFFER_BINDING_ANGLE 0x8CAA #endif /* GL_ANGLE_framebuffer_multisample */ #ifndef GL_ANGLE_framebuffer_multisample #define GL_RENDERBUFFER_SAMPLES_ANGLE 0x8CAB #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE 0x8D56 #define GL_MAX_SAMPLES_ANGLE 0x8D57 #endif /* GL_ANGLE_pack_reverse_row_order */ #ifndef GL_ANGLE_pack_reverse_row_order #define GL_PACK_REVERSE_ROW_ORDER_ANGLE 0x93A4 #endif /* GL_ANGLE_texture_compression_dxt3 */ #ifndef GL_ANGLE_texture_compression_dxt3 #define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2 #endif /* GL_ANGLE_texture_compression_dxt5 */ #ifndef GL_ANGLE_texture_compression_dxt5 #define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3 #endif /* GL_ANGLE_translated_shader_source */ #ifndef GL_ANGLE_translated_shader_source #define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0 #endif /* GL_ANGLE_texture_usage */ #ifndef GL_ANGLE_texture_usage #define GL_TEXTURE_USAGE_ANGLE 0x93A2 #define GL_FRAMEBUFFER_ATTACHMENT_ANGLE 0x93A3 #endif /* GL_ANGLE_instanced_arrays */ #ifndef GL_ANGLE_instanced_arrays #define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE 0x88FE #endif /* GL_ANGLE_program_binary */ #ifndef GL_ANGLE_program_binary #define GL_PROGRAM_BINARY_ANGLE 0x93A6 #endif /*------------------------------------------------------------------------* * APPLE extension tokens *------------------------------------------------------------------------*/ /* GL_APPLE_rgb_422 */ #ifndef GL_APPLE_rgb_422 #define GL_RGB_422_APPLE 0x8A1F #define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA #define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB #endif /* GL_APPLE_framebuffer_multisample */ #ifndef GL_APPLE_framebuffer_multisample #define GL_RENDERBUFFER_SAMPLES_APPLE 0x8CAB #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE 0x8D56 #define GL_MAX_SAMPLES_APPLE 0x8D57 #define GL_READ_FRAMEBUFFER_APPLE 0x8CA8 #define GL_DRAW_FRAMEBUFFER_APPLE 0x8CA9 #define GL_DRAW_FRAMEBUFFER_BINDING_APPLE 0x8CA6 #define GL_READ_FRAMEBUFFER_BINDING_APPLE 0x8CAA #endif /* GL_APPLE_texture_format_BGRA8888 */ #ifndef GL_APPLE_texture_format_BGRA8888 #define GL_BGRA_EXT 0x80E1 #endif /* GL_APPLE_texture_max_level */ #ifndef GL_APPLE_texture_max_level #define GL_TEXTURE_MAX_LEVEL_APPLE 0x813D #endif /*------------------------------------------------------------------------* * ARM extension tokens *------------------------------------------------------------------------*/ /* GL_ARM_mali_shader_binary */ #ifndef GL_ARM_mali_shader_binary #define GL_MALI_SHADER_BINARY_ARM 0x8F60 #endif /* GL_ARM_rgba8 */ /* No new tokens introduced by this extension. */ /*------------------------------------------------------------------------* * EXT extension tokens *------------------------------------------------------------------------*/ /* GL_EXT_blend_minmax */ #ifndef GL_EXT_blend_minmax #define GL_MIN_EXT 0x8007 #define GL_MAX_EXT 0x8008 #endif /* GL_EXT_color_buffer_half_float */ #ifndef GL_EXT_color_buffer_half_float #define GL_RGBA16F_EXT 0x881A #define GL_RGB16F_EXT 0x881B #define GL_RG16F_EXT 0x822F #define GL_R16F_EXT 0x822D #define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT 0x8211 #define GL_UNSIGNED_NORMALIZED_EXT 0x8C17 #endif /* GL_EXT_debug_label */ #ifndef GL_EXT_debug_label #define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F #define GL_PROGRAM_OBJECT_EXT 0x8B40 #define GL_SHADER_OBJECT_EXT 0x8B48 #define GL_BUFFER_OBJECT_EXT 0x9151 #define GL_QUERY_OBJECT_EXT 0x9153 #define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154 #endif /* GL_EXT_debug_marker */ /* No new tokens introduced by this extension. */ /* GL_EXT_discard_framebuffer */ #ifndef GL_EXT_discard_framebuffer #define GL_COLOR_EXT 0x1800 #define GL_DEPTH_EXT 0x1801 #define GL_STENCIL_EXT 0x1802 #endif /* GL_EXT_multisampled_render_to_texture */ #ifndef GL_EXT_multisampled_render_to_texture #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT 0x8D6C #define GL_RENDERBUFFER_SAMPLES_EXT 0x9133 #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x9134 #define GL_MAX_SAMPLES_EXT 0x9135 #endif /* GL_EXT_multi_draw_arrays */ /* No new tokens introduced by this extension. */ /* GL_EXT_occlusion_query_boolean */ #ifndef GL_EXT_occlusion_query_boolean #define GL_ANY_SAMPLES_PASSED_EXT 0x8C2F #define GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT 0x8D6A #define GL_CURRENT_QUERY_EXT 0x8865 #define GL_QUERY_RESULT_EXT 0x8866 #define GL_QUERY_RESULT_AVAILABLE_EXT 0x8867 #endif /* GL_EXT_read_format_bgra */ #ifndef GL_EXT_read_format_bgra #define GL_BGRA_EXT 0x80E1 #define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365 #define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366 #endif /* GL_EXT_robustness */ #ifndef GL_EXT_robustness /* reuse GL_NO_ERROR */ #define GL_GUILTY_CONTEXT_RESET_EXT 0x8253 #define GL_INNOCENT_CONTEXT_RESET_EXT 0x8254 #define GL_UNKNOWN_CONTEXT_RESET_EXT 0x8255 #define GL_CONTEXT_ROBUST_ACCESS_EXT 0x90F3 #define GL_RESET_NOTIFICATION_STRATEGY_EXT 0x8256 #define GL_LOSE_CONTEXT_ON_RESET_EXT 0x8252 #define GL_NO_RESET_NOTIFICATION_EXT 0x8261 #endif /* GL_EXT_separate_shader_objects */ #ifndef GL_EXT_separate_shader_objects #define GL_VERTEX_SHADER_BIT_EXT 0x00000001 #define GL_FRAGMENT_SHADER_BIT_EXT 0x00000002 #define GL_ALL_SHADER_BITS_EXT 0xFFFFFFFF #define GL_PROGRAM_SEPARABLE_EXT 0x8258 #define GL_ACTIVE_PROGRAM_EXT 0x8259 #define GL_PROGRAM_PIPELINE_BINDING_EXT 0x825A #endif /* GL_EXT_shader_texture_lod */ /* No new tokens introduced by this extension. */ /* GL_EXT_shadow_samplers */ #ifndef GL_EXT_shadow_samplers #define GL_TEXTURE_COMPARE_MODE_EXT 0x884C #define GL_TEXTURE_COMPARE_FUNC_EXT 0x884D #define GL_COMPARE_REF_TO_TEXTURE_EXT 0x884E #endif /* GL_EXT_sRGB */ #ifndef GL_EXT_sRGB #define GL_SRGB_EXT 0x8C40 #define GL_SRGB_ALPHA_EXT 0x8C42 #define GL_SRGB8_ALPHA8_EXT 0x8C43 #define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT 0x8210 #endif /* GL_EXT_texture_compression_dxt1 */ #ifndef GL_EXT_texture_compression_dxt1 #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 #endif /* GL_EXT_texture_filter_anisotropic */ #ifndef GL_EXT_texture_filter_anisotropic #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF #endif /* GL_EXT_texture_format_BGRA8888 */ #ifndef GL_EXT_texture_format_BGRA8888 #define GL_BGRA_EXT 0x80E1 #endif /* GL_EXT_texture_rg */ #ifndef GL_EXT_texture_rg #define GL_RED_EXT 0x1903 #define GL_RG_EXT 0x8227 #define GL_R8_EXT 0x8229 #define GL_RG8_EXT 0x822B #endif /* GL_EXT_texture_storage */ #ifndef GL_EXT_texture_storage #define GL_TEXTURE_IMMUTABLE_FORMAT_EXT 0x912F #define GL_ALPHA8_EXT 0x803C #define GL_LUMINANCE8_EXT 0x8040 #define GL_LUMINANCE8_ALPHA8_EXT 0x8045 #define GL_RGBA32F_EXT 0x8814 #define GL_RGB32F_EXT 0x8815 #define GL_ALPHA32F_EXT 0x8816 #define GL_LUMINANCE32F_EXT 0x8818 #define GL_LUMINANCE_ALPHA32F_EXT 0x8819 /* reuse GL_RGBA16F_EXT */ #define GL_RGB16F_EXT 0x881B #define GL_ALPHA16F_EXT 0x881C #define GL_LUMINANCE16F_EXT 0x881E #define GL_LUMINANCE_ALPHA16F_EXT 0x881F #define GL_RGB10_A2_EXT 0x8059 #define GL_RGB10_EXT 0x8052 #define GL_BGRA8_EXT 0x93A1 #endif /* GL_EXT_texture_type_2_10_10_10_REV */ #ifndef GL_EXT_texture_type_2_10_10_10_REV #define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368 #endif /* GL_EXT_unpack_subimage */ #ifndef GL_EXT_unpack_subimage #define GL_UNPACK_ROW_LENGTH 0x0CF2 #define GL_UNPACK_SKIP_ROWS 0x0CF3 #define GL_UNPACK_SKIP_PIXELS 0x0CF4 #endif /*------------------------------------------------------------------------* * DMP extension tokens *------------------------------------------------------------------------*/ /* GL_DMP_shader_binary */ #ifndef GL_DMP_shader_binary #define GL_SHADER_BINARY_DMP 0x9250 #endif /*------------------------------------------------------------------------* * IMG extension tokens *------------------------------------------------------------------------*/ /* GL_IMG_program_binary */ #ifndef GL_IMG_program_binary #define GL_SGX_PROGRAM_BINARY_IMG 0x9130 #endif /* GL_IMG_read_format */ #ifndef GL_IMG_read_format #define GL_BGRA_IMG 0x80E1 #define GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG 0x8365 #endif /* GL_IMG_shader_binary */ #ifndef GL_IMG_shader_binary #define GL_SGX_BINARY_IMG 0x8C0A #endif /* GL_IMG_texture_compression_pvrtc */ #ifndef GL_IMG_texture_compression_pvrtc #define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 #define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01 #define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 #define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03 #endif /* GL_IMG_multisampled_render_to_texture */ #ifndef GL_IMG_multisampled_render_to_texture #define GL_RENDERBUFFER_SAMPLES_IMG 0x9133 #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG 0x9134 #define GL_MAX_SAMPLES_IMG 0x9135 #define GL_TEXTURE_SAMPLES_IMG 0x9136 #endif /*------------------------------------------------------------------------* * NV extension tokens *------------------------------------------------------------------------*/ /* GL_NV_coverage_sample */ #ifndef GL_NV_coverage_sample #define GL_COVERAGE_COMPONENT_NV 0x8ED0 #define GL_COVERAGE_COMPONENT4_NV 0x8ED1 #define GL_COVERAGE_ATTACHMENT_NV 0x8ED2 #define GL_COVERAGE_BUFFERS_NV 0x8ED3 #define GL_COVERAGE_SAMPLES_NV 0x8ED4 #define GL_COVERAGE_ALL_FRAGMENTS_NV 0x8ED5 #define GL_COVERAGE_EDGE_FRAGMENTS_NV 0x8ED6 #define GL_COVERAGE_AUTOMATIC_NV 0x8ED7 #define GL_COVERAGE_BUFFER_BIT_NV 0x8000 #endif /* GL_NV_depth_nonlinear */ #ifndef GL_NV_depth_nonlinear #define GL_DEPTH_COMPONENT16_NONLINEAR_NV 0x8E2C #endif /* GL_NV_draw_buffers */ #ifndef GL_NV_draw_buffers #define GL_MAX_DRAW_BUFFERS_NV 0x8824 #define GL_DRAW_BUFFER0_NV 0x8825 #define GL_DRAW_BUFFER1_NV 0x8826 #define GL_DRAW_BUFFER2_NV 0x8827 #define GL_DRAW_BUFFER3_NV 0x8828 #define GL_DRAW_BUFFER4_NV 0x8829 #define GL_DRAW_BUFFER5_NV 0x882A #define GL_DRAW_BUFFER6_NV 0x882B #define GL_DRAW_BUFFER7_NV 0x882C #define GL_DRAW_BUFFER8_NV 0x882D #define GL_DRAW_BUFFER9_NV 0x882E #define GL_DRAW_BUFFER10_NV 0x882F #define GL_DRAW_BUFFER11_NV 0x8830 #define GL_DRAW_BUFFER12_NV 0x8831 #define GL_DRAW_BUFFER13_NV 0x8832 #define GL_DRAW_BUFFER14_NV 0x8833 #define GL_DRAW_BUFFER15_NV 0x8834 #define GL_COLOR_ATTACHMENT0_NV 0x8CE0 #define GL_COLOR_ATTACHMENT1_NV 0x8CE1 #define GL_COLOR_ATTACHMENT2_NV 0x8CE2 #define GL_COLOR_ATTACHMENT3_NV 0x8CE3 #define GL_COLOR_ATTACHMENT4_NV 0x8CE4 #define GL_COLOR_ATTACHMENT5_NV 0x8CE5 #define GL_COLOR_ATTACHMENT6_NV 0x8CE6 #define GL_COLOR_ATTACHMENT7_NV 0x8CE7 #define GL_COLOR_ATTACHMENT8_NV 0x8CE8 #define GL_COLOR_ATTACHMENT9_NV 0x8CE9 #define GL_COLOR_ATTACHMENT10_NV 0x8CEA #define GL_COLOR_ATTACHMENT11_NV 0x8CEB #define GL_COLOR_ATTACHMENT12_NV 0x8CEC #define GL_COLOR_ATTACHMENT13_NV 0x8CED #define GL_COLOR_ATTACHMENT14_NV 0x8CEE #define GL_COLOR_ATTACHMENT15_NV 0x8CEF #endif /* GL_EXT_draw_buffers */ #ifndef GL_EXT_draw_buffers #define GL_MAX_DRAW_BUFFERS_EXT 0x8824 #define GL_DRAW_BUFFER0_EXT 0x8825 #define GL_DRAW_BUFFER1_EXT 0x8826 #define GL_DRAW_BUFFER2_EXT 0x8827 #define GL_DRAW_BUFFER3_EXT 0x8828 #define GL_DRAW_BUFFER4_EXT 0x8829 #define GL_DRAW_BUFFER5_EXT 0x882A #define GL_DRAW_BUFFER6_EXT 0x882B #define GL_DRAW_BUFFER7_EXT 0x882C #define GL_DRAW_BUFFER8_EXT 0x882D #define GL_DRAW_BUFFER9_EXT 0x882E #define GL_DRAW_BUFFER10_EXT 0x882F #define GL_DRAW_BUFFER11_EXT 0x8830 #define GL_DRAW_BUFFER12_EXT 0x8831 #define GL_DRAW_BUFFER13_EXT 0x8832 #define GL_DRAW_BUFFER14_EXT 0x8833 #define GL_DRAW_BUFFER15_EXT 0x8834 #define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 #define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 #define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 #define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 #define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 #define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 #define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 #define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 #define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 #define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 #define GL_COLOR_ATTACHMENT10_EXT 0x8CEA #define GL_COLOR_ATTACHMENT11_EXT 0x8CEB #define GL_COLOR_ATTACHMENT12_EXT 0x8CEC #define GL_COLOR_ATTACHMENT13_EXT 0x8CED #define GL_COLOR_ATTACHMENT14_EXT 0x8CEE #define GL_COLOR_ATTACHMENT15_EXT 0x8CEF #define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF #endif /* GL_NV_fbo_color_attachments */ #ifndef GL_NV_fbo_color_attachments #define GL_MAX_COLOR_ATTACHMENTS_NV 0x8CDF /* GL_COLOR_ATTACHMENT{0-15}_NV defined in GL_NV_draw_buffers already. */ #endif /* GL_NV_fence */ #ifndef GL_NV_fence #define GL_ALL_COMPLETED_NV 0x84F2 #define GL_FENCE_STATUS_NV 0x84F3 #define GL_FENCE_CONDITION_NV 0x84F4 #endif /* GL_NV_read_buffer */ #ifndef GL_NV_read_buffer #define GL_READ_BUFFER_NV 0x0C02 #endif /* GL_NV_read_buffer_front */ /* No new tokens introduced by this extension. */ /* GL_NV_read_depth */ /* No new tokens introduced by this extension. */ /* GL_NV_read_depth_stencil */ /* No new tokens introduced by this extension. */ /* GL_NV_read_stencil */ /* No new tokens introduced by this extension. */ /* GL_NV_texture_compression_s3tc_update */ /* No new tokens introduced by this extension. */ /* GL_NV_texture_npot_2D_mipmap */ /* No new tokens introduced by this extension. */ /*------------------------------------------------------------------------* * QCOM extension tokens *------------------------------------------------------------------------*/ /* GL_QCOM_alpha_test */ #ifndef GL_QCOM_alpha_test #define GL_ALPHA_TEST_QCOM 0x0BC0 #define GL_ALPHA_TEST_FUNC_QCOM 0x0BC1 #define GL_ALPHA_TEST_REF_QCOM 0x0BC2 #endif /* GL_QCOM_driver_control */ /* No new tokens introduced by this extension. */ /* GL_QCOM_extended_get */ #ifndef GL_QCOM_extended_get #define GL_TEXTURE_WIDTH_QCOM 0x8BD2 #define GL_TEXTURE_HEIGHT_QCOM 0x8BD3 #define GL_TEXTURE_DEPTH_QCOM 0x8BD4 #define GL_TEXTURE_INTERNAL_FORMAT_QCOM 0x8BD5 #define GL_TEXTURE_FORMAT_QCOM 0x8BD6 #define GL_TEXTURE_TYPE_QCOM 0x8BD7 #define GL_TEXTURE_IMAGE_VALID_QCOM 0x8BD8 #define GL_TEXTURE_NUM_LEVELS_QCOM 0x8BD9 #define GL_TEXTURE_TARGET_QCOM 0x8BDA #define GL_TEXTURE_OBJECT_VALID_QCOM 0x8BDB #define GL_STATE_RESTORE 0x8BDC #endif /* GL_QCOM_extended_get2 */ /* No new tokens introduced by this extension. */ /* GL_QCOM_perfmon_global_mode */ #ifndef GL_QCOM_perfmon_global_mode #define GL_PERFMON_GLOBAL_MODE_QCOM 0x8FA0 #endif /* GL_QCOM_writeonly_rendering */ #ifndef GL_QCOM_writeonly_rendering #define GL_WRITEONLY_RENDERING_QCOM 0x8823 #endif /* GL_QCOM_tiled_rendering */ #ifndef GL_QCOM_tiled_rendering #define GL_COLOR_BUFFER_BIT0_QCOM 0x00000001 #define GL_COLOR_BUFFER_BIT1_QCOM 0x00000002 #define GL_COLOR_BUFFER_BIT2_QCOM 0x00000004 #define GL_COLOR_BUFFER_BIT3_QCOM 0x00000008 #define GL_COLOR_BUFFER_BIT4_QCOM 0x00000010 #define GL_COLOR_BUFFER_BIT5_QCOM 0x00000020 #define GL_COLOR_BUFFER_BIT6_QCOM 0x00000040 #define GL_COLOR_BUFFER_BIT7_QCOM 0x00000080 #define GL_DEPTH_BUFFER_BIT0_QCOM 0x00000100 #define GL_DEPTH_BUFFER_BIT1_QCOM 0x00000200 #define GL_DEPTH_BUFFER_BIT2_QCOM 0x00000400 #define GL_DEPTH_BUFFER_BIT3_QCOM 0x00000800 #define GL_DEPTH_BUFFER_BIT4_QCOM 0x00001000 #define GL_DEPTH_BUFFER_BIT5_QCOM 0x00002000 #define GL_DEPTH_BUFFER_BIT6_QCOM 0x00004000 #define GL_DEPTH_BUFFER_BIT7_QCOM 0x00008000 #define GL_STENCIL_BUFFER_BIT0_QCOM 0x00010000 #define GL_STENCIL_BUFFER_BIT1_QCOM 0x00020000 #define GL_STENCIL_BUFFER_BIT2_QCOM 0x00040000 #define GL_STENCIL_BUFFER_BIT3_QCOM 0x00080000 #define GL_STENCIL_BUFFER_BIT4_QCOM 0x00100000 #define GL_STENCIL_BUFFER_BIT5_QCOM 0x00200000 #define GL_STENCIL_BUFFER_BIT6_QCOM 0x00400000 #define GL_STENCIL_BUFFER_BIT7_QCOM 0x00800000 #define GL_MULTISAMPLE_BUFFER_BIT0_QCOM 0x01000000 #define GL_MULTISAMPLE_BUFFER_BIT1_QCOM 0x02000000 #define GL_MULTISAMPLE_BUFFER_BIT2_QCOM 0x04000000 #define GL_MULTISAMPLE_BUFFER_BIT3_QCOM 0x08000000 #define GL_MULTISAMPLE_BUFFER_BIT4_QCOM 0x10000000 #define GL_MULTISAMPLE_BUFFER_BIT5_QCOM 0x20000000 #define GL_MULTISAMPLE_BUFFER_BIT6_QCOM 0x40000000 #define GL_MULTISAMPLE_BUFFER_BIT7_QCOM 0x80000000 #endif /*------------------------------------------------------------------------* * VIV extension tokens *------------------------------------------------------------------------*/ /* GL_VIV_shader_binary */ #ifndef GL_VIV_shader_binary #define GL_SHADER_BINARY_VIV 0x8FC4 #endif /*------------------------------------------------------------------------* * End of extension tokens, start of corresponding extension functions *------------------------------------------------------------------------*/ /*------------------------------------------------------------------------* * OES extension functions *------------------------------------------------------------------------*/ /* GL_OES_compressed_ETC1_RGB8_texture */ #ifndef GL_OES_compressed_ETC1_RGB8_texture #define GL_OES_compressed_ETC1_RGB8_texture 1 #endif /* GL_OES_compressed_paletted_texture */ #ifndef GL_OES_compressed_paletted_texture #define GL_OES_compressed_paletted_texture 1 #endif /* GL_OES_depth24 */ #ifndef GL_OES_depth24 #define GL_OES_depth24 1 #endif /* GL_OES_depth32 */ #ifndef GL_OES_depth32 #define GL_OES_depth32 1 #endif /* GL_OES_depth_texture */ #ifndef GL_OES_depth_texture #define GL_OES_depth_texture 1 #endif /* GL_OES_EGL_image */ #ifndef GL_OES_EGL_image #define GL_OES_EGL_image 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glEGLImageTargetTexture2DOES (GLenum target, GLeglImageOES image); GL_APICALL void GL_APIENTRY glEGLImageTargetRenderbufferStorageOES (GLenum target, GLeglImageOES image); #endif typedef void (GL_APIENTRYP PFNGLEGLIMAGETARGETTEXTURE2DOESPROC) (GLenum target, GLeglImageOES image); typedef void (GL_APIENTRYP PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC) (GLenum target, GLeglImageOES image); #endif /* GL_OES_EGL_image_external */ #ifndef GL_OES_EGL_image_external #define GL_OES_EGL_image_external 1 /* glEGLImageTargetTexture2DOES defined in GL_OES_EGL_image already. */ #endif /* GL_OES_element_index_uint */ #ifndef GL_OES_element_index_uint #define GL_OES_element_index_uint 1 #endif /* GL_OES_fbo_render_mipmap */ #ifndef GL_OES_fbo_render_mipmap #define GL_OES_fbo_render_mipmap 1 #endif /* GL_OES_fragment_precision_high */ #ifndef GL_OES_fragment_precision_high #define GL_OES_fragment_precision_high 1 #endif /* GL_OES_get_program_binary */ #ifndef GL_OES_get_program_binary #define GL_OES_get_program_binary 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glGetProgramBinaryOES (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary); GL_APICALL void GL_APIENTRY glProgramBinaryOES (GLuint program, GLenum binaryFormat, const GLvoid *binary, GLint length); #endif typedef void (GL_APIENTRYP PFNGLGETPROGRAMBINARYOESPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary); typedef void (GL_APIENTRYP PFNGLPROGRAMBINARYOESPROC) (GLuint program, GLenum binaryFormat, const GLvoid *binary, GLint length); #endif /* GL_OES_mapbuffer */ #ifndef GL_OES_mapbuffer #define GL_OES_mapbuffer 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void* GL_APIENTRY glMapBufferOES (GLenum target, GLenum access); GL_APICALL GLboolean GL_APIENTRY glUnmapBufferOES (GLenum target); GL_APICALL void GL_APIENTRY glGetBufferPointervOES (GLenum target, GLenum pname, GLvoid** params); #endif typedef void* (GL_APIENTRYP PFNGLMAPBUFFEROESPROC) (GLenum target, GLenum access); typedef GLboolean (GL_APIENTRYP PFNGLUNMAPBUFFEROESPROC) (GLenum target); typedef void (GL_APIENTRYP PFNGLGETBUFFERPOINTERVOESPROC) (GLenum target, GLenum pname, GLvoid** params); #endif /* GL_OES_packed_depth_stencil */ #ifndef GL_OES_packed_depth_stencil #define GL_OES_packed_depth_stencil 1 #endif /* GL_OES_rgb8_rgba8 */ #ifndef GL_OES_rgb8_rgba8 #define GL_OES_rgb8_rgba8 1 #endif /* GL_OES_standard_derivatives */ #ifndef GL_OES_standard_derivatives #define GL_OES_standard_derivatives 1 #endif /* GL_OES_stencil1 */ #ifndef GL_OES_stencil1 #define GL_OES_stencil1 1 #endif /* GL_OES_stencil4 */ #ifndef GL_OES_stencil4 #define GL_OES_stencil4 1 #endif /* GL_OES_texture_3D */ #ifndef GL_OES_texture_3D #define GL_OES_texture_3D 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glTexImage3DOES (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels); GL_APICALL void GL_APIENTRY glTexSubImage3DOES (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels); GL_APICALL void GL_APIENTRY glCopyTexSubImage3DOES (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glCompressedTexImage3DOES (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data); GL_APICALL void GL_APIENTRY glCompressedTexSubImage3DOES (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data); GL_APICALL void GL_APIENTRY glFramebufferTexture3DOES (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); #endif typedef void (GL_APIENTRYP PFNGLTEXIMAGE3DOESPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels); typedef void (GL_APIENTRYP PFNGLTEXSUBIMAGE3DOESPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels); typedef void (GL_APIENTRYP PFNGLCOPYTEXSUBIMAGE3DOESPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DOESPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data); typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DOESPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data); typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DOES) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); #endif /* GL_OES_texture_float */ #ifndef GL_OES_texture_float #define GL_OES_texture_float 1 #endif /* GL_OES_texture_float_linear */ #ifndef GL_OES_texture_float_linear #define GL_OES_texture_float_linear 1 #endif /* GL_OES_texture_half_float */ #ifndef GL_OES_texture_half_float #define GL_OES_texture_half_float 1 #endif /* GL_OES_texture_half_float_linear */ #ifndef GL_OES_texture_half_float_linear #define GL_OES_texture_half_float_linear 1 #endif /* GL_OES_texture_npot */ #ifndef GL_OES_texture_npot #define GL_OES_texture_npot 1 #endif /* GL_OES_vertex_array_object */ #ifndef GL_OES_vertex_array_object #define GL_OES_vertex_array_object 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glBindVertexArrayOES (GLuint array); GL_APICALL void GL_APIENTRY glDeleteVertexArraysOES (GLsizei n, const GLuint *arrays); GL_APICALL void GL_APIENTRY glGenVertexArraysOES (GLsizei n, GLuint *arrays); GL_APICALL GLboolean GL_APIENTRY glIsVertexArrayOES (GLuint array); #endif typedef void (GL_APIENTRYP PFNGLBINDVERTEXARRAYOESPROC) (GLuint array); typedef void (GL_APIENTRYP PFNGLDELETEVERTEXARRAYSOESPROC) (GLsizei n, const GLuint *arrays); typedef void (GL_APIENTRYP PFNGLGENVERTEXARRAYSOESPROC) (GLsizei n, GLuint *arrays); typedef GLboolean (GL_APIENTRYP PFNGLISVERTEXARRAYOESPROC) (GLuint array); #endif /* GL_OES_vertex_half_float */ #ifndef GL_OES_vertex_half_float #define GL_OES_vertex_half_float 1 #endif /* GL_OES_vertex_type_10_10_10_2 */ #ifndef GL_OES_vertex_type_10_10_10_2 #define GL_OES_vertex_type_10_10_10_2 1 #endif /*------------------------------------------------------------------------* * AMD extension functions *------------------------------------------------------------------------*/ /* GL_AMD_compressed_3DC_texture */ #ifndef GL_AMD_compressed_3DC_texture #define GL_AMD_compressed_3DC_texture 1 #endif /* GL_AMD_compressed_ATC_texture */ #ifndef GL_AMD_compressed_ATC_texture #define GL_AMD_compressed_ATC_texture 1 #endif /* AMD_performance_monitor */ #ifndef GL_AMD_performance_monitor #define GL_AMD_performance_monitor 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glGetPerfMonitorGroupsAMD (GLint *numGroups, GLsizei groupsSize, GLuint *groups); GL_APICALL void GL_APIENTRY glGetPerfMonitorCountersAMD (GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters); GL_APICALL void GL_APIENTRY glGetPerfMonitorGroupStringAMD (GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString); GL_APICALL void GL_APIENTRY glGetPerfMonitorCounterStringAMD (GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString); GL_APICALL void GL_APIENTRY glGetPerfMonitorCounterInfoAMD (GLuint group, GLuint counter, GLenum pname, GLvoid *data); GL_APICALL void GL_APIENTRY glGenPerfMonitorsAMD (GLsizei n, GLuint *monitors); GL_APICALL void GL_APIENTRY glDeletePerfMonitorsAMD (GLsizei n, GLuint *monitors); GL_APICALL void GL_APIENTRY glSelectPerfMonitorCountersAMD (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *countersList); GL_APICALL void GL_APIENTRY glBeginPerfMonitorAMD (GLuint monitor); GL_APICALL void GL_APIENTRY glEndPerfMonitorAMD (GLuint monitor); GL_APICALL void GL_APIENTRY glGetPerfMonitorCounterDataAMD (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten); #endif typedef void (GL_APIENTRYP PFNGLGETPERFMONITORGROUPSAMDPROC) (GLint *numGroups, GLsizei groupsSize, GLuint *groups); typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERSAMDPROC) (GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters); typedef void (GL_APIENTRYP PFNGLGETPERFMONITORGROUPSTRINGAMDPROC) (GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString); typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString); typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERINFOAMDPROC) (GLuint group, GLuint counter, GLenum pname, GLvoid *data); typedef void (GL_APIENTRYP PFNGLGENPERFMONITORSAMDPROC) (GLsizei n, GLuint *monitors); typedef void (GL_APIENTRYP PFNGLDELETEPERFMONITORSAMDPROC) (GLsizei n, GLuint *monitors); typedef void (GL_APIENTRYP PFNGLSELECTPERFMONITORCOUNTERSAMDPROC) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *countersList); typedef void (GL_APIENTRYP PFNGLBEGINPERFMONITORAMDPROC) (GLuint monitor); typedef void (GL_APIENTRYP PFNGLENDPERFMONITORAMDPROC) (GLuint monitor); typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERDATAAMDPROC) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten); #endif /* GL_AMD_program_binary_Z400 */ #ifndef GL_AMD_program_binary_Z400 #define GL_AMD_program_binary_Z400 1 #endif /*------------------------------------------------------------------------* * ANGLE extension functions *------------------------------------------------------------------------*/ /* GL_ANGLE_framebuffer_blit */ #ifndef GL_ANGLE_framebuffer_blit #define GL_ANGLE_framebuffer_blit 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glBlitFramebufferANGLE (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); #endif typedef void (GL_APIENTRYP PFNGLBLITFRAMEBUFFERANGLEPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); #endif /* GL_ANGLE_framebuffer_multisample */ #ifndef GL_ANGLE_framebuffer_multisample #define GL_ANGLE_framebuffer_multisample 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleANGLE (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); #endif typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); #endif /* GL_ANGLE_pack_reverse_row_order */ #ifndef GL_ANGLE_pack_reverse_row_order #define GL_ANGLE_pack_reverse_row_order 1 #endif /* GL_ANGLE_texture_compression_dxt3 */ #ifndef GL_ANGLE_texture_compression_dxt3 #define GL_ANGLE_texture_compression_dxt3 1 #endif /* GL_ANGLE_texture_compression_dxt5 */ #ifndef GL_ANGLE_texture_compression_dxt5 #define GL_ANGLE_texture_compression_dxt5 1 #endif /* GL_ANGLE_translated_shader_source */ #ifndef GL_ANGLE_translated_shader_source #define GL_ANGLE_translated_shader_source 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glGetTranslatedShaderSourceANGLE (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); #endif typedef void (GL_APIENTRYP PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC) (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); #endif /* GL_ANGLE_texture_usage */ #ifndef GL_ANGLE_texture_usage #define GL_ANGLE_texture_usage 1 #endif /* GL_ANGLE_instanced_arrays */ #ifndef GL_ANGLE_instanced_arrays #define GL_ANGLE_instanced_arrays 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glVertexAttribDivisorANGLE(GLuint index, GLuint divisor); GL_APICALL void GL_APIENTRY glDrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei primcount); GL_APICALL void GL_APIENTRY glDrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei primcount); #endif typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISORANGLEPROC) (GLuint index, GLuint divisor); typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDANGLEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDANGLEPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei primcount); #endif /*------------------------------------------------------------------------* * APPLE extension functions *------------------------------------------------------------------------*/ /* GL_APPLE_rgb_422 */ #ifndef GL_APPLE_rgb_422 #define GL_APPLE_rgb_422 1 #endif /* GL_APPLE_framebuffer_multisample */ #ifndef GL_APPLE_framebuffer_multisample #define GL_APPLE_framebuffer_multisample 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleAPPLE (GLenum, GLsizei, GLenum, GLsizei, GLsizei); GL_APICALL void GL_APIENTRY glResolveMultisampleFramebufferAPPLE (void); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC) (void); #endif /* GL_APPLE_texture_format_BGRA8888 */ #ifndef GL_APPLE_texture_format_BGRA8888 #define GL_APPLE_texture_format_BGRA8888 1 #endif /* GL_APPLE_texture_max_level */ #ifndef GL_APPLE_texture_max_level #define GL_APPLE_texture_max_level 1 #endif /*------------------------------------------------------------------------* * ARM extension functions *------------------------------------------------------------------------*/ /* GL_ARM_mali_shader_binary */ #ifndef GL_ARM_mali_shader_binary #define GL_ARM_mali_shader_binary 1 #endif /* GL_ARM_rgba8 */ #ifndef GL_ARM_rgba8 #define GL_ARM_rgba8 1 #endif /*------------------------------------------------------------------------* * EXT extension functions *------------------------------------------------------------------------*/ /* GL_EXT_blend_minmax */ #ifndef GL_EXT_blend_minmax #define GL_EXT_blend_minmax 1 #endif /* GL_EXT_color_buffer_half_float */ #ifndef GL_EXT_color_buffer_half_float #define GL_EXT_color_buffer_half_float 1 #endif /* GL_EXT_debug_label */ #ifndef GL_EXT_debug_label #define GL_EXT_debug_label 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glLabelObjectEXT (GLenum type, GLuint object, GLsizei length, const GLchar *label); GL_APICALL void GL_APIENTRY glGetObjectLabelEXT (GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label); #endif typedef void (GL_APIENTRYP PFNGLLABELOBJECTEXTPROC) (GLenum type, GLuint object, GLsizei length, const GLchar *label); typedef void (GL_APIENTRYP PFNGLGETOBJECTLABELEXTPROC) (GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label); #endif /* GL_EXT_debug_marker */ #ifndef GL_EXT_debug_marker #define GL_EXT_debug_marker 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glInsertEventMarkerEXT (GLsizei length, const GLchar *marker); GL_APICALL void GL_APIENTRY glPushGroupMarkerEXT (GLsizei length, const GLchar *marker); GL_APICALL void GL_APIENTRY glPopGroupMarkerEXT (void); #endif typedef void (GL_APIENTRYP PFNGLINSERTEVENTMARKEREXTPROC) (GLsizei length, const GLchar *marker); typedef void (GL_APIENTRYP PFNGLPUSHGROUPMARKEREXTPROC) (GLsizei length, const GLchar *marker); typedef void (GL_APIENTRYP PFNGLPOPGROUPMARKEREXTPROC) (void); #endif /* GL_EXT_discard_framebuffer */ #ifndef GL_EXT_discard_framebuffer #define GL_EXT_discard_framebuffer 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDiscardFramebufferEXT (GLenum target, GLsizei numAttachments, const GLenum *attachments); #endif typedef void (GL_APIENTRYP PFNGLDISCARDFRAMEBUFFEREXTPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments); #endif /* GL_EXT_multisampled_render_to_texture */ #ifndef GL_EXT_multisampled_render_to_texture #define GL_EXT_multisampled_render_to_texture 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleEXT (GLenum, GLsizei, GLenum, GLsizei, GLsizei); GL_APICALL void GL_APIENTRY glFramebufferTexture2DMultisampleEXT (GLenum, GLenum, GLenum, GLuint, GLint, GLsizei); #endif typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); #endif #ifndef GL_EXT_multi_draw_arrays #define GL_EXT_multi_draw_arrays 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glMultiDrawArraysEXT (GLenum, GLint *, GLsizei *, GLsizei); GL_APICALL void GL_APIENTRY glMultiDrawElementsEXT (GLenum, const GLsizei *, GLenum, const GLvoid* *, GLsizei); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (GL_APIENTRYP PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, GLint *first, GLsizei *count, GLsizei primcount); typedef void (GL_APIENTRYP PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* *indices, GLsizei primcount); #endif /* GL_EXT_occlusion_query_boolean */ #ifndef GL_EXT_occlusion_query_boolean #define GL_EXT_occlusion_query_boolean 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glGenQueriesEXT (GLsizei n, GLuint *ids); GL_APICALL void GL_APIENTRY glDeleteQueriesEXT (GLsizei n, const GLuint *ids); GL_APICALL GLboolean GL_APIENTRY glIsQueryEXT (GLuint id); GL_APICALL void GL_APIENTRY glBeginQueryEXT (GLenum target, GLuint id); GL_APICALL void GL_APIENTRY glEndQueryEXT (GLenum target); GL_APICALL void GL_APIENTRY glGetQueryivEXT (GLenum target, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glGetQueryObjectuivEXT (GLuint id, GLenum pname, GLuint *params); #endif typedef void (GL_APIENTRYP PFNGLGENQUERIESEXTPROC) (GLsizei n, GLuint *ids); typedef void (GL_APIENTRYP PFNGLDELETEQUERIESEXTPROC) (GLsizei n, const GLuint *ids); typedef GLboolean (GL_APIENTRYP PFNGLISQUERYEXTPROC) (GLuint id); typedef void (GL_APIENTRYP PFNGLBEGINQUERYEXTPROC) (GLenum target, GLuint id); typedef void (GL_APIENTRYP PFNGLENDQUERYEXTPROC) (GLenum target); typedef void (GL_APIENTRYP PFNGLGETQUERYIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLGETQUERYOBJECTUIVEXTPROC) (GLuint id, GLenum pname, GLuint *params); #endif /* GL_EXT_read_format_bgra */ #ifndef GL_EXT_read_format_bgra #define GL_EXT_read_format_bgra 1 #endif /* GL_EXT_robustness */ #ifndef GL_EXT_robustness #define GL_EXT_robustness 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL GLenum GL_APIENTRY glGetGraphicsResetStatusEXT (void); GL_APICALL void GL_APIENTRY glReadnPixelsEXT (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); GL_APICALL void GL_APIENTRY glGetnUniformfvEXT (GLuint program, GLint location, GLsizei bufSize, float *params); GL_APICALL void GL_APIENTRY glGetnUniformivEXT (GLuint program, GLint location, GLsizei bufSize, GLint *params); #endif typedef GLenum (GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSEXTPROC) (void); typedef void (GL_APIENTRYP PFNGLREADNPIXELSEXTPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); typedef void (GL_APIENTRYP PFNGLGETNUNIFORMFVEXTPROC) (GLuint program, GLint location, GLsizei bufSize, float *params); typedef void (GL_APIENTRYP PFNGLGETNUNIFORMIVEXTPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params); #endif /* GL_EXT_separate_shader_objects */ #ifndef GL_EXT_separate_shader_objects #define GL_EXT_separate_shader_objects 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glUseProgramStagesEXT (GLuint pipeline, GLbitfield stages, GLuint program); GL_APICALL void GL_APIENTRY glActiveShaderProgramEXT (GLuint pipeline, GLuint program); GL_APICALL GLuint GL_APIENTRY glCreateShaderProgramvEXT (GLenum type, GLsizei count, const GLchar **strings); GL_APICALL void GL_APIENTRY glBindProgramPipelineEXT (GLuint pipeline); GL_APICALL void GL_APIENTRY glDeleteProgramPipelinesEXT (GLsizei n, const GLuint *pipelines); GL_APICALL void GL_APIENTRY glGenProgramPipelinesEXT (GLsizei n, GLuint *pipelines); GL_APICALL GLboolean GL_APIENTRY glIsProgramPipelineEXT (GLuint pipeline); GL_APICALL void GL_APIENTRY glProgramParameteriEXT (GLuint program, GLenum pname, GLint value); GL_APICALL void GL_APIENTRY glGetProgramPipelineivEXT (GLuint pipeline, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glProgramUniform1iEXT (GLuint program, GLint location, GLint x); GL_APICALL void GL_APIENTRY glProgramUniform2iEXT (GLuint program, GLint location, GLint x, GLint y); GL_APICALL void GL_APIENTRY glProgramUniform3iEXT (GLuint program, GLint location, GLint x, GLint y, GLint z); GL_APICALL void GL_APIENTRY glProgramUniform4iEXT (GLuint program, GLint location, GLint x, GLint y, GLint z, GLint w); GL_APICALL void GL_APIENTRY glProgramUniform1fEXT (GLuint program, GLint location, GLfloat x); GL_APICALL void GL_APIENTRY glProgramUniform2fEXT (GLuint program, GLint location, GLfloat x, GLfloat y); GL_APICALL void GL_APIENTRY glProgramUniform3fEXT (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z); GL_APICALL void GL_APIENTRY glProgramUniform4fEXT (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); GL_APICALL void GL_APIENTRY glProgramUniform1ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); GL_APICALL void GL_APIENTRY glProgramUniform2ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); GL_APICALL void GL_APIENTRY glProgramUniform3ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); GL_APICALL void GL_APIENTRY glProgramUniform4ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); GL_APICALL void GL_APIENTRY glProgramUniform1fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniform2fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniform3fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniform4fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniformMatrix2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniformMatrix3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glProgramUniformMatrix4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); GL_APICALL void GL_APIENTRY glValidateProgramPipelineEXT (GLuint pipeline); GL_APICALL void GL_APIENTRY glGetProgramPipelineInfoLogEXT (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); #endif typedef void (GL_APIENTRYP PFNGLUSEPROGRAMSTAGESEXTPROC) (GLuint pipeline, GLbitfield stages, GLuint program); typedef void (GL_APIENTRYP PFNGLACTIVESHADERPROGRAMEXTPROC) (GLuint pipeline, GLuint program); typedef GLuint (GL_APIENTRYP PFNGLCREATESHADERPROGRAMVEXTPROC) (GLenum type, GLsizei count, const GLchar **strings); typedef void (GL_APIENTRYP PFNGLBINDPROGRAMPIPELINEEXTPROC) (GLuint pipeline); typedef void (GL_APIENTRYP PFNGLDELETEPROGRAMPIPELINESEXTPROC) (GLsizei n, const GLuint *pipelines); typedef void (GL_APIENTRYP PFNGLGENPROGRAMPIPELINESEXTPROC) (GLsizei n, GLuint *pipelines); typedef GLboolean (GL_APIENTRYP PFNGLISPROGRAMPIPELINEEXTPROC) (GLuint pipeline); typedef void (GL_APIENTRYP PFNGLPROGRAMPARAMETERIEXTPROC) (GLuint program, GLenum pname, GLint value); typedef void (GL_APIENTRYP PFNGLGETPROGRAMPIPELINEIVEXTPROC) (GLuint pipeline, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1IEXTPROC) (GLuint program, GLint location, GLint x); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2IEXTPROC) (GLuint program, GLint location, GLint x, GLint y); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3IEXTPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4IEXTPROC) (GLuint program, GLint location, GLint x, GLint y, GLint z, GLint w); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1FEXTPROC) (GLuint program, GLint location, GLfloat x); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2FEXTPROC) (GLuint program, GLint location, GLfloat x, GLfloat y); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3FEXTPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4FEXTPROC) (GLuint program, GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEEXTPROC) (GLuint pipeline); typedef void (GL_APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGEXTPROC) (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); #endif /* GL_EXT_shader_texture_lod */ #ifndef GL_EXT_shader_texture_lod #define GL_EXT_shader_texture_lod 1 #endif /* GL_EXT_shadow_samplers */ #ifndef GL_EXT_shadow_samplers #define GL_EXT_shadow_samplers 1 #endif /* GL_EXT_sRGB */ #ifndef GL_EXT_sRGB #define GL_EXT_sRGB 1 #endif /* GL_EXT_texture_compression_dxt1 */ #ifndef GL_EXT_texture_compression_dxt1 #define GL_EXT_texture_compression_dxt1 1 #endif /* GL_EXT_texture_filter_anisotropic */ #ifndef GL_EXT_texture_filter_anisotropic #define GL_EXT_texture_filter_anisotropic 1 #endif /* GL_EXT_texture_format_BGRA8888 */ #ifndef GL_EXT_texture_format_BGRA8888 #define GL_EXT_texture_format_BGRA8888 1 #endif /* GL_EXT_texture_rg */ #ifndef GL_EXT_texture_rg #define GL_EXT_texture_rg 1 #endif /* GL_EXT_texture_storage */ #ifndef GL_EXT_texture_storage #define GL_EXT_texture_storage 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glTexStorage1DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); GL_APICALL void GL_APIENTRY glTexStorage2DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glTexStorage3DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); GL_APICALL void GL_APIENTRY glTextureStorage1DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); GL_APICALL void GL_APIENTRY glTextureStorage2DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glTextureStorage3DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); #endif typedef void (GL_APIENTRYP PFNGLTEXSTORAGE1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); typedef void (GL_APIENTRYP PFNGLTEXSTORAGE2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLTEXSTORAGE3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); #endif /* GL_EXT_texture_type_2_10_10_10_REV */ #ifndef GL_EXT_texture_type_2_10_10_10_REV #define GL_EXT_texture_type_2_10_10_10_REV 1 #endif /* GL_EXT_unpack_subimage */ #ifndef GL_EXT_unpack_subimage #define GL_EXT_unpack_subimage 1 #endif /*------------------------------------------------------------------------* * DMP extension functions *------------------------------------------------------------------------*/ /* GL_DMP_shader_binary */ #ifndef GL_DMP_shader_binary #define GL_DMP_shader_binary 1 #endif /*------------------------------------------------------------------------* * IMG extension functions *------------------------------------------------------------------------*/ /* GL_IMG_program_binary */ #ifndef GL_IMG_program_binary #define GL_IMG_program_binary 1 #endif /* GL_IMG_read_format */ #ifndef GL_IMG_read_format #define GL_IMG_read_format 1 #endif /* GL_IMG_shader_binary */ #ifndef GL_IMG_shader_binary #define GL_IMG_shader_binary 1 #endif /* GL_IMG_texture_compression_pvrtc */ #ifndef GL_IMG_texture_compression_pvrtc #define GL_IMG_texture_compression_pvrtc 1 #endif /* GL_IMG_multisampled_render_to_texture */ #ifndef GL_IMG_multisampled_render_to_texture #define GL_IMG_multisampled_render_to_texture 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleIMG (GLenum, GLsizei, GLenum, GLsizei, GLsizei); GL_APICALL void GL_APIENTRY glFramebufferTexture2DMultisampleIMG (GLenum, GLenum, GLenum, GLuint, GLint, GLsizei); #endif typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEIMG) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEIMG) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); #endif /*------------------------------------------------------------------------* * NV extension functions *------------------------------------------------------------------------*/ /* GL_NV_coverage_sample */ #ifndef GL_NV_coverage_sample #define GL_NV_coverage_sample 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glCoverageMaskNV (GLboolean mask); GL_APICALL void GL_APIENTRY glCoverageOperationNV (GLenum operation); #endif typedef void (GL_APIENTRYP PFNGLCOVERAGEMASKNVPROC) (GLboolean mask); typedef void (GL_APIENTRYP PFNGLCOVERAGEOPERATIONNVPROC) (GLenum operation); #endif /* GL_NV_depth_nonlinear */ #ifndef GL_NV_depth_nonlinear #define GL_NV_depth_nonlinear 1 #endif /* GL_NV_draw_buffers */ #ifndef GL_NV_draw_buffers #define GL_NV_draw_buffers 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDrawBuffersNV (GLsizei n, const GLenum *bufs); #endif typedef void (GL_APIENTRYP PFNGLDRAWBUFFERSNVPROC) (GLsizei n, const GLenum *bufs); #endif #ifndef GL_EXT_draw_buffers #define GL_EXT_draw_buffers 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDrawBuffersEXT (GLsizei n, const GLenum *bufs); #endif typedef void (GL_APIENTRYP PFNGLDRAWBUFFERSEXTPROC) (GLsizei n, const GLenum *bufs); #endif /* GL_NV_fbo_color_attachments */ #ifndef GL_NV_fbo_color_attachments #define GL_NV_fbo_color_attachments 1 #endif /* GL_NV_fence */ #ifndef GL_NV_fence #define GL_NV_fence 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glDeleteFencesNV (GLsizei, const GLuint *); GL_APICALL void GL_APIENTRY glGenFencesNV (GLsizei, GLuint *); GL_APICALL GLboolean GL_APIENTRY glIsFenceNV (GLuint); GL_APICALL GLboolean GL_APIENTRY glTestFenceNV (GLuint); GL_APICALL void GL_APIENTRY glGetFenceivNV (GLuint, GLenum, GLint *); GL_APICALL void GL_APIENTRY glFinishFenceNV (GLuint); GL_APICALL void GL_APIENTRY glSetFenceNV (GLuint, GLenum); #endif typedef void (GL_APIENTRYP PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint *fences); typedef void (GL_APIENTRYP PFNGLGENFENCESNVPROC) (GLsizei n, GLuint *fences); typedef GLboolean (GL_APIENTRYP PFNGLISFENCENVPROC) (GLuint fence); typedef GLboolean (GL_APIENTRYP PFNGLTESTFENCENVPROC) (GLuint fence); typedef void (GL_APIENTRYP PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLFINISHFENCENVPROC) (GLuint fence); typedef void (GL_APIENTRYP PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition); #endif /* GL_NV_read_buffer */ #ifndef GL_NV_read_buffer #define GL_NV_read_buffer 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glReadBufferNV (GLenum mode); #endif typedef void (GL_APIENTRYP PFNGLREADBUFFERNVPROC) (GLenum mode); #endif /* GL_NV_read_buffer_front */ #ifndef GL_NV_read_buffer_front #define GL_NV_read_buffer_front 1 #endif /* GL_NV_read_depth */ #ifndef GL_NV_read_depth #define GL_NV_read_depth 1 #endif /* GL_NV_read_depth_stencil */ #ifndef GL_NV_read_depth_stencil #define GL_NV_read_depth_stencil 1 #endif /* GL_NV_read_stencil */ #ifndef GL_NV_read_stencil #define GL_NV_read_stencil 1 #endif /* GL_NV_texture_compression_s3tc_update */ #ifndef GL_NV_texture_compression_s3tc_update #define GL_NV_texture_compression_s3tc_update 1 #endif /* GL_NV_texture_npot_2D_mipmap */ #ifndef GL_NV_texture_npot_2D_mipmap #define GL_NV_texture_npot_2D_mipmap 1 #endif /*------------------------------------------------------------------------* * QCOM extension functions *------------------------------------------------------------------------*/ /* GL_QCOM_alpha_test */ #ifndef GL_QCOM_alpha_test #define GL_QCOM_alpha_test 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glAlphaFuncQCOM (GLenum func, GLclampf ref); #endif typedef void (GL_APIENTRYP PFNGLALPHAFUNCQCOMPROC) (GLenum func, GLclampf ref); #endif /* GL_QCOM_driver_control */ #ifndef GL_QCOM_driver_control #define GL_QCOM_driver_control 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glGetDriverControlsQCOM (GLint *num, GLsizei size, GLuint *driverControls); GL_APICALL void GL_APIENTRY glGetDriverControlStringQCOM (GLuint driverControl, GLsizei bufSize, GLsizei *length, GLchar *driverControlString); GL_APICALL void GL_APIENTRY glEnableDriverControlQCOM (GLuint driverControl); GL_APICALL void GL_APIENTRY glDisableDriverControlQCOM (GLuint driverControl); #endif typedef void (GL_APIENTRYP PFNGLGETDRIVERCONTROLSQCOMPROC) (GLint *num, GLsizei size, GLuint *driverControls); typedef void (GL_APIENTRYP PFNGLGETDRIVERCONTROLSTRINGQCOMPROC) (GLuint driverControl, GLsizei bufSize, GLsizei *length, GLchar *driverControlString); typedef void (GL_APIENTRYP PFNGLENABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl); typedef void (GL_APIENTRYP PFNGLDISABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl); #endif /* GL_QCOM_extended_get */ #ifndef GL_QCOM_extended_get #define GL_QCOM_extended_get 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glExtGetTexturesQCOM (GLuint *textures, GLint maxTextures, GLint *numTextures); GL_APICALL void GL_APIENTRY glExtGetBuffersQCOM (GLuint *buffers, GLint maxBuffers, GLint *numBuffers); GL_APICALL void GL_APIENTRY glExtGetRenderbuffersQCOM (GLuint *renderbuffers, GLint maxRenderbuffers, GLint *numRenderbuffers); GL_APICALL void GL_APIENTRY glExtGetFramebuffersQCOM (GLuint *framebuffers, GLint maxFramebuffers, GLint *numFramebuffers); GL_APICALL void GL_APIENTRY glExtGetTexLevelParameterivQCOM (GLuint texture, GLenum face, GLint level, GLenum pname, GLint *params); GL_APICALL void GL_APIENTRY glExtTexObjectStateOverrideiQCOM (GLenum target, GLenum pname, GLint param); GL_APICALL void GL_APIENTRY glExtGetTexSubImageQCOM (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLvoid *texels); GL_APICALL void GL_APIENTRY glExtGetBufferPointervQCOM (GLenum target, GLvoid **params); #endif typedef void (GL_APIENTRYP PFNGLEXTGETTEXTURESQCOMPROC) (GLuint *textures, GLint maxTextures, GLint *numTextures); typedef void (GL_APIENTRYP PFNGLEXTGETBUFFERSQCOMPROC) (GLuint *buffers, GLint maxBuffers, GLint *numBuffers); typedef void (GL_APIENTRYP PFNGLEXTGETRENDERBUFFERSQCOMPROC) (GLuint *renderbuffers, GLint maxRenderbuffers, GLint *numRenderbuffers); typedef void (GL_APIENTRYP PFNGLEXTGETFRAMEBUFFERSQCOMPROC) (GLuint *framebuffers, GLint maxFramebuffers, GLint *numFramebuffers); typedef void (GL_APIENTRYP PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC) (GLuint texture, GLenum face, GLint level, GLenum pname, GLint *params); typedef void (GL_APIENTRYP PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC) (GLenum target, GLenum pname, GLint param); typedef void (GL_APIENTRYP PFNGLEXTGETTEXSUBIMAGEQCOMPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLvoid *texels); typedef void (GL_APIENTRYP PFNGLEXTGETBUFFERPOINTERVQCOMPROC) (GLenum target, GLvoid **params); #endif /* GL_QCOM_extended_get2 */ #ifndef GL_QCOM_extended_get2 #define GL_QCOM_extended_get2 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glExtGetShadersQCOM (GLuint *shaders, GLint maxShaders, GLint *numShaders); GL_APICALL void GL_APIENTRY glExtGetProgramsQCOM (GLuint *programs, GLint maxPrograms, GLint *numPrograms); GL_APICALL GLboolean GL_APIENTRY glExtIsProgramBinaryQCOM (GLuint program); GL_APICALL void GL_APIENTRY glExtGetProgramBinarySourceQCOM (GLuint program, GLenum shadertype, GLchar *source, GLint *length); #endif typedef void (GL_APIENTRYP PFNGLEXTGETSHADERSQCOMPROC) (GLuint *shaders, GLint maxShaders, GLint *numShaders); typedef void (GL_APIENTRYP PFNGLEXTGETPROGRAMSQCOMPROC) (GLuint *programs, GLint maxPrograms, GLint *numPrograms); typedef GLboolean (GL_APIENTRYP PFNGLEXTISPROGRAMBINARYQCOMPROC) (GLuint program); typedef void (GL_APIENTRYP PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC) (GLuint program, GLenum shadertype, GLchar *source, GLint *length); #endif /* GL_QCOM_perfmon_global_mode */ #ifndef GL_QCOM_perfmon_global_mode #define GL_QCOM_perfmon_global_mode 1 #endif /* GL_QCOM_writeonly_rendering */ #ifndef GL_QCOM_writeonly_rendering #define GL_QCOM_writeonly_rendering 1 #endif /* GL_QCOM_tiled_rendering */ #ifndef GL_QCOM_tiled_rendering #define GL_QCOM_tiled_rendering 1 #ifdef GL_GLEXT_PROTOTYPES GL_APICALL void GL_APIENTRY glStartTilingQCOM (GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask); GL_APICALL void GL_APIENTRY glEndTilingQCOM (GLbitfield preserveMask); #endif typedef void (GL_APIENTRYP PFNGLSTARTTILINGQCOMPROC) (GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask); typedef void (GL_APIENTRYP PFNGLENDTILINGQCOMPROC) (GLbitfield preserveMask); #endif /*------------------------------------------------------------------------* * VIV extension tokens *------------------------------------------------------------------------*/ /* GL_VIV_shader_binary */ #ifndef GL_VIV_shader_binary #define GL_VIV_shader_binary 1 #endif /* GL_ANGLE_program_binary */ #ifndef GL_ANGLE_program_binary #define GL_ANGLE_program_binary 1 #endif #ifdef __cplusplus } #endif #endif /* __gl2ext_h_ */
010smithzhang-ddd
include/GLES2/gl2ext.h
C
bsd
73,181
#ifndef __gl2platform_h_ #define __gl2platform_h_ /* $Revision: 10602 $ on $Date:: 2010-03-04 22:35:34 -0800 #$ */ /* * This document is licensed under the SGI Free Software B License Version * 2.0. For details, see http://oss.sgi.com/projects/FreeB/ . */ /* Platform-specific types and definitions for OpenGL ES 2.X gl2.h * * Adopters may modify khrplatform.h and this file to suit their platform. * You are encouraged to submit all modifications to the Khronos group so that * they can be included in future versions of this file. Please submit changes * by sending them to the public Khronos Bugzilla (http://khronos.org/bugzilla) * by filing a bug against product "OpenGL-ES" component "Registry". */ #include <KHR/khrplatform.h> #ifndef GL_APICALL #define GL_APICALL KHRONOS_APICALL #endif #ifndef GL_APIENTRY #define GL_APIENTRY KHRONOS_APIENTRY #endif #endif /* __gl2platform_h_ */
010smithzhang-ddd
include/GLES2/gl2platform.h
C
bsd
909
#ifndef __gl2_h_ #define __gl2_h_ /* $Revision: 10602 $ on $Date:: 2010-03-04 22:35:34 -0800 #$ */ #include <GLES2/gl2platform.h> #ifdef __cplusplus extern "C" { #endif /* * This document is licensed under the SGI Free Software B License Version * 2.0. For details, see http://oss.sgi.com/projects/FreeB/ . */ /*------------------------------------------------------------------------- * Data type definitions *-----------------------------------------------------------------------*/ typedef void GLvoid; typedef char GLchar; typedef unsigned int GLenum; typedef unsigned char GLboolean; typedef unsigned int GLbitfield; typedef khronos_int8_t GLbyte; typedef short GLshort; typedef int GLint; typedef int GLsizei; typedef khronos_uint8_t GLubyte; typedef unsigned short GLushort; typedef unsigned int GLuint; typedef khronos_float_t GLfloat; typedef khronos_float_t GLclampf; typedef khronos_int32_t GLfixed; /* GL types for handling large vertex buffer objects */ typedef khronos_intptr_t GLintptr; typedef khronos_ssize_t GLsizeiptr; /* OpenGL ES core versions */ #define GL_ES_VERSION_2_0 1 /* ClearBufferMask */ #define GL_DEPTH_BUFFER_BIT 0x00000100 #define GL_STENCIL_BUFFER_BIT 0x00000400 #define GL_COLOR_BUFFER_BIT 0x00004000 /* Boolean */ #define GL_FALSE 0 #define GL_TRUE 1 /* BeginMode */ #define GL_POINTS 0x0000 #define GL_LINES 0x0001 #define GL_LINE_LOOP 0x0002 #define GL_LINE_STRIP 0x0003 #define GL_TRIANGLES 0x0004 #define GL_TRIANGLE_STRIP 0x0005 #define GL_TRIANGLE_FAN 0x0006 /* AlphaFunction (not supported in ES20) */ /* GL_NEVER */ /* GL_LESS */ /* GL_EQUAL */ /* GL_LEQUAL */ /* GL_GREATER */ /* GL_NOTEQUAL */ /* GL_GEQUAL */ /* GL_ALWAYS */ /* BlendingFactorDest */ #define GL_ZERO 0 #define GL_ONE 1 #define GL_SRC_COLOR 0x0300 #define GL_ONE_MINUS_SRC_COLOR 0x0301 #define GL_SRC_ALPHA 0x0302 #define GL_ONE_MINUS_SRC_ALPHA 0x0303 #define GL_DST_ALPHA 0x0304 #define GL_ONE_MINUS_DST_ALPHA 0x0305 /* BlendingFactorSrc */ /* GL_ZERO */ /* GL_ONE */ #define GL_DST_COLOR 0x0306 #define GL_ONE_MINUS_DST_COLOR 0x0307 #define GL_SRC_ALPHA_SATURATE 0x0308 /* GL_SRC_ALPHA */ /* GL_ONE_MINUS_SRC_ALPHA */ /* GL_DST_ALPHA */ /* GL_ONE_MINUS_DST_ALPHA */ /* BlendEquationSeparate */ #define GL_FUNC_ADD 0x8006 #define GL_BLEND_EQUATION 0x8009 #define GL_BLEND_EQUATION_RGB 0x8009 /* same as BLEND_EQUATION */ #define GL_BLEND_EQUATION_ALPHA 0x883D /* BlendSubtract */ #define GL_FUNC_SUBTRACT 0x800A #define GL_FUNC_REVERSE_SUBTRACT 0x800B /* Separate Blend Functions */ #define GL_BLEND_DST_RGB 0x80C8 #define GL_BLEND_SRC_RGB 0x80C9 #define GL_BLEND_DST_ALPHA 0x80CA #define GL_BLEND_SRC_ALPHA 0x80CB #define GL_CONSTANT_COLOR 0x8001 #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 #define GL_CONSTANT_ALPHA 0x8003 #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 #define GL_BLEND_COLOR 0x8005 /* Buffer Objects */ #define GL_ARRAY_BUFFER 0x8892 #define GL_ELEMENT_ARRAY_BUFFER 0x8893 #define GL_ARRAY_BUFFER_BINDING 0x8894 #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 #define GL_STREAM_DRAW 0x88E0 #define GL_STATIC_DRAW 0x88E4 #define GL_DYNAMIC_DRAW 0x88E8 #define GL_BUFFER_SIZE 0x8764 #define GL_BUFFER_USAGE 0x8765 #define GL_CURRENT_VERTEX_ATTRIB 0x8626 /* CullFaceMode */ #define GL_FRONT 0x0404 #define GL_BACK 0x0405 #define GL_FRONT_AND_BACK 0x0408 /* DepthFunction */ /* GL_NEVER */ /* GL_LESS */ /* GL_EQUAL */ /* GL_LEQUAL */ /* GL_GREATER */ /* GL_NOTEQUAL */ /* GL_GEQUAL */ /* GL_ALWAYS */ /* EnableCap */ #define GL_TEXTURE_2D 0x0DE1 #define GL_CULL_FACE 0x0B44 #define GL_BLEND 0x0BE2 #define GL_DITHER 0x0BD0 #define GL_STENCIL_TEST 0x0B90 #define GL_DEPTH_TEST 0x0B71 #define GL_SCISSOR_TEST 0x0C11 #define GL_POLYGON_OFFSET_FILL 0x8037 #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E #define GL_SAMPLE_COVERAGE 0x80A0 /* ErrorCode */ #define GL_NO_ERROR 0 #define GL_INVALID_ENUM 0x0500 #define GL_INVALID_VALUE 0x0501 #define GL_INVALID_OPERATION 0x0502 #define GL_OUT_OF_MEMORY 0x0505 /* FrontFaceDirection */ #define GL_CW 0x0900 #define GL_CCW 0x0901 /* GetPName */ #define GL_LINE_WIDTH 0x0B21 #define GL_ALIASED_POINT_SIZE_RANGE 0x846D #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E #define GL_CULL_FACE_MODE 0x0B45 #define GL_FRONT_FACE 0x0B46 #define GL_DEPTH_RANGE 0x0B70 #define GL_DEPTH_WRITEMASK 0x0B72 #define GL_DEPTH_CLEAR_VALUE 0x0B73 #define GL_DEPTH_FUNC 0x0B74 #define GL_STENCIL_CLEAR_VALUE 0x0B91 #define GL_STENCIL_FUNC 0x0B92 #define GL_STENCIL_FAIL 0x0B94 #define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 #define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 #define GL_STENCIL_REF 0x0B97 #define GL_STENCIL_VALUE_MASK 0x0B93 #define GL_STENCIL_WRITEMASK 0x0B98 #define GL_STENCIL_BACK_FUNC 0x8800 #define GL_STENCIL_BACK_FAIL 0x8801 #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 #define GL_STENCIL_BACK_REF 0x8CA3 #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 #define GL_STENCIL_BACK_WRITEMASK 0x8CA5 #define GL_VIEWPORT 0x0BA2 #define GL_SCISSOR_BOX 0x0C10 /* GL_SCISSOR_TEST */ #define GL_COLOR_CLEAR_VALUE 0x0C22 #define GL_COLOR_WRITEMASK 0x0C23 #define GL_UNPACK_ALIGNMENT 0x0CF5 #define GL_PACK_ALIGNMENT 0x0D05 #define GL_MAX_TEXTURE_SIZE 0x0D33 #define GL_MAX_VIEWPORT_DIMS 0x0D3A #define GL_SUBPIXEL_BITS 0x0D50 #define GL_RED_BITS 0x0D52 #define GL_GREEN_BITS 0x0D53 #define GL_BLUE_BITS 0x0D54 #define GL_ALPHA_BITS 0x0D55 #define GL_DEPTH_BITS 0x0D56 #define GL_STENCIL_BITS 0x0D57 #define GL_POLYGON_OFFSET_UNITS 0x2A00 /* GL_POLYGON_OFFSET_FILL */ #define GL_POLYGON_OFFSET_FACTOR 0x8038 #define GL_TEXTURE_BINDING_2D 0x8069 #define GL_SAMPLE_BUFFERS 0x80A8 #define GL_SAMPLES 0x80A9 #define GL_SAMPLE_COVERAGE_VALUE 0x80AA #define GL_SAMPLE_COVERAGE_INVERT 0x80AB /* GetTextureParameter */ /* GL_TEXTURE_MAG_FILTER */ /* GL_TEXTURE_MIN_FILTER */ /* GL_TEXTURE_WRAP_S */ /* GL_TEXTURE_WRAP_T */ #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 /* HintMode */ #define GL_DONT_CARE 0x1100 #define GL_FASTEST 0x1101 #define GL_NICEST 0x1102 /* HintTarget */ #define GL_GENERATE_MIPMAP_HINT 0x8192 /* DataType */ #define GL_BYTE 0x1400 #define GL_UNSIGNED_BYTE 0x1401 #define GL_SHORT 0x1402 #define GL_UNSIGNED_SHORT 0x1403 #define GL_INT 0x1404 #define GL_UNSIGNED_INT 0x1405 #define GL_FLOAT 0x1406 #define GL_FIXED 0x140C /* PixelFormat */ #define GL_DEPTH_COMPONENT 0x1902 #define GL_ALPHA 0x1906 #define GL_RGB 0x1907 #define GL_RGBA 0x1908 #define GL_LUMINANCE 0x1909 #define GL_LUMINANCE_ALPHA 0x190A /* PixelType */ /* GL_UNSIGNED_BYTE */ #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_SHORT_5_6_5 0x8363 /* Shaders */ #define GL_FRAGMENT_SHADER 0x8B30 #define GL_VERTEX_SHADER 0x8B31 #define GL_MAX_VERTEX_ATTRIBS 0x8869 #define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB #define GL_MAX_VARYING_VECTORS 0x8DFC #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 #define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD #define GL_SHADER_TYPE 0x8B4F #define GL_DELETE_STATUS 0x8B80 #define GL_LINK_STATUS 0x8B82 #define GL_VALIDATE_STATUS 0x8B83 #define GL_ATTACHED_SHADERS 0x8B85 #define GL_ACTIVE_UNIFORMS 0x8B86 #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 #define GL_ACTIVE_ATTRIBUTES 0x8B89 #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A #define GL_SHADING_LANGUAGE_VERSION 0x8B8C #define GL_CURRENT_PROGRAM 0x8B8D /* StencilFunction */ #define GL_NEVER 0x0200 #define GL_LESS 0x0201 #define GL_EQUAL 0x0202 #define GL_LEQUAL 0x0203 #define GL_GREATER 0x0204 #define GL_NOTEQUAL 0x0205 #define GL_GEQUAL 0x0206 #define GL_ALWAYS 0x0207 /* StencilOp */ /* GL_ZERO */ #define GL_KEEP 0x1E00 #define GL_REPLACE 0x1E01 #define GL_INCR 0x1E02 #define GL_DECR 0x1E03 #define GL_INVERT 0x150A #define GL_INCR_WRAP 0x8507 #define GL_DECR_WRAP 0x8508 /* StringName */ #define GL_VENDOR 0x1F00 #define GL_RENDERER 0x1F01 #define GL_VERSION 0x1F02 #define GL_EXTENSIONS 0x1F03 /* TextureMagFilter */ #define GL_NEAREST 0x2600 #define GL_LINEAR 0x2601 /* TextureMinFilter */ /* GL_NEAREST */ /* GL_LINEAR */ #define GL_NEAREST_MIPMAP_NEAREST 0x2700 #define GL_LINEAR_MIPMAP_NEAREST 0x2701 #define GL_NEAREST_MIPMAP_LINEAR 0x2702 #define GL_LINEAR_MIPMAP_LINEAR 0x2703 /* TextureParameterName */ #define GL_TEXTURE_MAG_FILTER 0x2800 #define GL_TEXTURE_MIN_FILTER 0x2801 #define GL_TEXTURE_WRAP_S 0x2802 #define GL_TEXTURE_WRAP_T 0x2803 /* TextureTarget */ /* GL_TEXTURE_2D */ #define GL_TEXTURE 0x1702 #define GL_TEXTURE_CUBE_MAP 0x8513 #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C /* TextureUnit */ #define GL_TEXTURE0 0x84C0 #define GL_TEXTURE1 0x84C1 #define GL_TEXTURE2 0x84C2 #define GL_TEXTURE3 0x84C3 #define GL_TEXTURE4 0x84C4 #define GL_TEXTURE5 0x84C5 #define GL_TEXTURE6 0x84C6 #define GL_TEXTURE7 0x84C7 #define GL_TEXTURE8 0x84C8 #define GL_TEXTURE9 0x84C9 #define GL_TEXTURE10 0x84CA #define GL_TEXTURE11 0x84CB #define GL_TEXTURE12 0x84CC #define GL_TEXTURE13 0x84CD #define GL_TEXTURE14 0x84CE #define GL_TEXTURE15 0x84CF #define GL_TEXTURE16 0x84D0 #define GL_TEXTURE17 0x84D1 #define GL_TEXTURE18 0x84D2 #define GL_TEXTURE19 0x84D3 #define GL_TEXTURE20 0x84D4 #define GL_TEXTURE21 0x84D5 #define GL_TEXTURE22 0x84D6 #define GL_TEXTURE23 0x84D7 #define GL_TEXTURE24 0x84D8 #define GL_TEXTURE25 0x84D9 #define GL_TEXTURE26 0x84DA #define GL_TEXTURE27 0x84DB #define GL_TEXTURE28 0x84DC #define GL_TEXTURE29 0x84DD #define GL_TEXTURE30 0x84DE #define GL_TEXTURE31 0x84DF #define GL_ACTIVE_TEXTURE 0x84E0 /* TextureWrapMode */ #define GL_REPEAT 0x2901 #define GL_CLAMP_TO_EDGE 0x812F #define GL_MIRRORED_REPEAT 0x8370 /* Uniform Types */ #define GL_FLOAT_VEC2 0x8B50 #define GL_FLOAT_VEC3 0x8B51 #define GL_FLOAT_VEC4 0x8B52 #define GL_INT_VEC2 0x8B53 #define GL_INT_VEC3 0x8B54 #define GL_INT_VEC4 0x8B55 #define GL_BOOL 0x8B56 #define GL_BOOL_VEC2 0x8B57 #define GL_BOOL_VEC3 0x8B58 #define GL_BOOL_VEC4 0x8B59 #define GL_FLOAT_MAT2 0x8B5A #define GL_FLOAT_MAT3 0x8B5B #define GL_FLOAT_MAT4 0x8B5C #define GL_SAMPLER_2D 0x8B5E #define GL_SAMPLER_CUBE 0x8B60 /* Vertex Arrays */ #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F /* Read Format */ #define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A #define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B /* Shader Source */ #define GL_COMPILE_STATUS 0x8B81 #define GL_INFO_LOG_LENGTH 0x8B84 #define GL_SHADER_SOURCE_LENGTH 0x8B88 #define GL_SHADER_COMPILER 0x8DFA /* Shader Binary */ #define GL_SHADER_BINARY_FORMATS 0x8DF8 #define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 /* Shader Precision-Specified Types */ #define GL_LOW_FLOAT 0x8DF0 #define GL_MEDIUM_FLOAT 0x8DF1 #define GL_HIGH_FLOAT 0x8DF2 #define GL_LOW_INT 0x8DF3 #define GL_MEDIUM_INT 0x8DF4 #define GL_HIGH_INT 0x8DF5 /* Framebuffer Object. */ #define GL_FRAMEBUFFER 0x8D40 #define GL_RENDERBUFFER 0x8D41 #define GL_RGBA4 0x8056 #define GL_RGB5_A1 0x8057 #define GL_RGB565 0x8D62 #define GL_DEPTH_COMPONENT16 0x81A5 #define GL_STENCIL_INDEX 0x1901 #define GL_STENCIL_INDEX8 0x8D48 #define GL_RENDERBUFFER_WIDTH 0x8D42 #define GL_RENDERBUFFER_HEIGHT 0x8D43 #define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 #define GL_RENDERBUFFER_RED_SIZE 0x8D50 #define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 #define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 #define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 #define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 #define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 #define GL_COLOR_ATTACHMENT0 0x8CE0 #define GL_DEPTH_ATTACHMENT 0x8D00 #define GL_STENCIL_ATTACHMENT 0x8D20 #define GL_NONE 0 #define GL_FRAMEBUFFER_COMPLETE 0x8CD5 #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 #define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 #define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD #define GL_FRAMEBUFFER_BINDING 0x8CA6 #define GL_RENDERBUFFER_BINDING 0x8CA7 #define GL_MAX_RENDERBUFFER_SIZE 0x84E8 #define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 /*------------------------------------------------------------------------- * GL core functions. *-----------------------------------------------------------------------*/ GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture); GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader); GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar* name); GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer); GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer); GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer); GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture); GL_APICALL void GL_APIENTRY glBlendColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); GL_APICALL void GL_APIENTRY glBlendEquation ( GLenum mode ); GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor); GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data); GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target); GL_APICALL void GL_APIENTRY glClear (GLbitfield mask); GL_APICALL void GL_APIENTRY glClearColor (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); GL_APICALL void GL_APIENTRY glClearDepthf (GLclampf depth); GL_APICALL void GL_APIENTRY glClearStencil (GLint s); GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader); GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data); GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data); GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GL_APICALL GLuint GL_APIENTRY glCreateProgram (void); GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type); GL_APICALL void GL_APIENTRY glCullFace (GLenum mode); GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint* buffers); GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint* framebuffers); GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program); GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint* renderbuffers); GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader); GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint* textures); GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func); GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag); GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar); GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader); GL_APICALL void GL_APIENTRY glDisable (GLenum cap); GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index); GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count); GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices); GL_APICALL void GL_APIENTRY glEnable (GLenum cap); GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index); GL_APICALL void GL_APIENTRY glFinish (void); GL_APICALL void GL_APIENTRY glFlush (void); GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode); GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint* buffers); GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target); GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint* framebuffers); GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint* renderbuffers); GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint* textures); GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); GL_APICALL int GL_APIENTRY glGetAttribLocation (GLuint program, const GLchar* name); GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean* params); GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint* params); GL_APICALL GLenum GL_APIENTRY glGetError (void); GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat* params); GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint* params); GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint* params); GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint* params); GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint* params); GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint* params); GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); GL_APICALL const GLubyte* GL_APIENTRY glGetString (GLenum name); GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat* params); GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint* params); GL_APICALL void GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat* params); GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint* params); GL_APICALL int GL_APIENTRY glGetUniformLocation (GLuint program, const GLchar* name); GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat* params); GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint* params); GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, GLvoid** pointer); GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode); GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer); GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap); GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer); GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program); GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer); GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader); GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture); GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width); GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program); GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param); GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units); GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void); GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glSampleCoverage (GLclampf value, GLboolean invert); GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length); GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar** string, const GLint* length); GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask); GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask); GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask); GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask); GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass); GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum fail, GLenum zfail, GLenum zpass); GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param); GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat* params); GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint* params); GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels); GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat x); GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v); GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint x); GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v); GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y); GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v); GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y); GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v); GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z); GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v); GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z); GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v); GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v); GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w); GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v); GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); GL_APICALL void GL_APIENTRY glUseProgram (GLuint program); GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program); GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint indx, GLfloat x); GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint indx, const GLfloat* values); GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint indx, GLfloat x, GLfloat y); GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint indx, const GLfloat* values); GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint indx, GLfloat x, GLfloat y, GLfloat z); GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint indx, const GLfloat* values); GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint indx, const GLfloat* values); GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr); GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); #ifdef __cplusplus } #endif #endif /* __gl2_h_ */
010smithzhang-ddd
include/GLES2/gl2.h
C
bsd
31,914
# Copyright (c) 2010 The ANGLE Project Authors. All rights reserved. # Use of this source code is governed by a BSD-style license that can be # found in the LICENSE file. { 'targets': [ { 'target_name': 'essl_to_glsl', 'type': 'executable', 'dependencies': [ '../src/build_angle.gyp:translator_glsl', ], 'include_dirs': [ '../include', ], 'sources': [ 'translator/translator.cpp', ], }, ], 'conditions': [ ['OS=="win"', { 'targets': [ { 'target_name': 'essl_to_hlsl', 'type': 'executable', 'dependencies': [ '../src/build_angle.gyp:translator_hlsl', ], 'include_dirs': [ '../include', '../src', ], 'sources': [ 'translator/translator.cpp', '../src/common/debug.cpp', ], 'msvs_settings': { 'VCLinkerTool': { 'AdditionalDependencies': ['d3d9.lib'], } } }, { 'target_name': 'es_util', 'type': 'static_library', 'dependencies': [ '../src/build_angle.gyp:libEGL', '../src/build_angle.gyp:libGLESv2', ], 'include_dirs': [ 'gles2_book/Common', '../include', ], 'sources': [ 'gles2_book/Common/esShader.c', 'gles2_book/Common/esShapes.c', 'gles2_book/Common/esTransform.c', 'gles2_book/Common/esUtil.c', 'gles2_book/Common/esUtil.h', 'gles2_book/Common/esUtil_win.h', 'gles2_book/Common/Win32/esUtil_TGA.c', 'gles2_book/Common/Win32/esUtil_win32.c', ], 'direct_dependent_settings': { 'include_dirs': [ 'gles2_book/Common', '../include', ], }, }, { 'target_name': 'hello_triangle', 'type': 'executable', 'dependencies': ['es_util'], 'sources': [ 'gles2_book/Hello_Triangle/Hello_Triangle.c', ], }, { 'target_name': 'mip_map_2d', 'type': 'executable', 'dependencies': ['es_util'], 'sources': [ 'gles2_book/MipMap2D/MipMap2D.c', ], }, { 'target_name': 'multi_texture', 'type': 'executable', 'dependencies': ['es_util'], 'sources': [ 'gles2_book/MultiTexture/MultiTexture.c', ], 'copies': [ { 'destination': '<(PRODUCT_DIR)', 'files': [ 'gles2_book/MultiTexture/basemap.tga', 'gles2_book/MultiTexture/lightmap.tga', ], }, ], }, { 'target_name': 'particle_system', 'type': 'executable', 'dependencies': ['es_util'], 'sources': [ 'gles2_book/ParticleSystem/ParticleSystem.c', ], 'copies': [ { 'destination': '<(PRODUCT_DIR)', 'files': [ 'gles2_book/ParticleSystem/smoke.tga', ], }, ], }, { 'target_name': 'simple_texture_2d', 'type': 'executable', 'dependencies': ['es_util'], 'sources': [ 'gles2_book/Simple_Texture2D/Simple_Texture2D.c', ], }, { 'target_name': 'simple_texture_cubemap', 'type': 'executable', 'dependencies': ['es_util'], 'sources': [ 'gles2_book/Simple_TextureCubemap/Simple_TextureCubemap.c', ], }, { 'target_name': 'simple_vertex_shader', 'type': 'executable', 'dependencies': ['es_util'], 'sources': [ 'gles2_book/Simple_VertexShader/Simple_VertexShader.c', ], }, { 'target_name': 'stencil_test', 'type': 'executable', 'dependencies': ['es_util'], 'sources': [ 'gles2_book/Stencil_Test/Stencil_Test.c', ], }, { 'target_name': 'texture_wrap', 'type': 'executable', 'dependencies': ['es_util'], 'sources': [ 'gles2_book/TextureWrap/TextureWrap.c', ], }, { 'target_name': 'post_sub_buffer', 'type': 'executable', 'dependencies': ['es_util'], 'sources': [ 'gles2_book/PostSubBuffer/PostSubBuffer.c', ], }, ], }], ], } # Local Variables: # tab-width:2 # indent-tabs-mode:nil # End: # vim: set expandtab tabstop=2 shiftwidth=2:
010smithzhang-ddd
samples/build_samples.gyp
Python
bsd
4,866
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // ParticleSystem.c // // This is an example that demonstrates rendering a particle system // using a vertex shader and point sprites. // #include <stdlib.h> #include <math.h> #include "esUtil.h" #define NUM_PARTICLES 1000 #define PARTICLE_SIZE 7 typedef struct { // Handle to a program object GLuint programObject; // Attribute locations GLint lifetimeLoc; GLint startPositionLoc; GLint endPositionLoc; // Uniform location GLint timeLoc; GLint colorLoc; GLint centerPositionLoc; GLint samplerLoc; // Texture handle GLuint textureId; // Particle vertex data float particleData[ NUM_PARTICLES * PARTICLE_SIZE ]; // Current time float time; } UserData; /// // Load texture from disk // GLuint LoadTexture ( char *fileName ) { int width, height; char *buffer = esLoadTGA ( fileName, &width, &height ); GLuint texId; if ( buffer == NULL ) { esLogMessage ( "Error loading (%s) image.\n", fileName ); return 0; } glGenTextures ( 1, &texId ); glBindTexture ( GL_TEXTURE_2D, texId ); glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); free ( buffer ); return texId; } /// // Initialize the shader and program object // int Init ( ESContext *esContext ) { UserData *userData = esContext->userData; int i; GLbyte vShaderStr[] = "uniform float u_time; \n" "uniform vec3 u_centerPosition; \n" "attribute float a_lifetime; \n" "attribute vec3 a_startPosition; \n" "attribute vec3 a_endPosition; \n" "varying float v_lifetime; \n" "void main() \n" "{ \n" " if ( u_time <= a_lifetime ) \n" " { \n" " gl_Position.xyz = a_startPosition + \n" " (u_time * a_endPosition); \n" " gl_Position.xyz += u_centerPosition; \n" " gl_Position.w = 1.0; \n" " } \n" " else \n" " gl_Position = vec4( -1000, -1000, 0, 0 ); \n" " v_lifetime = 1.0 - ( u_time / a_lifetime ); \n" " v_lifetime = clamp ( v_lifetime, 0.0, 1.0 ); \n" " gl_PointSize = ( v_lifetime * v_lifetime ) * 40.0; \n" "}"; GLbyte fShaderStr[] = "precision mediump float; \n" "uniform vec4 u_color; \n" "varying float v_lifetime; \n" "uniform sampler2D s_texture; \n" "void main() \n" "{ \n" " vec4 texColor; \n" " texColor = texture2D( s_texture, gl_PointCoord ); \n" " gl_FragColor = vec4( u_color ) * texColor; \n" " gl_FragColor.a *= v_lifetime; \n" "} \n"; // Load the shaders and get a linked program object userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); // Get the attribute locations userData->lifetimeLoc = glGetAttribLocation ( userData->programObject, "a_lifetime" ); userData->startPositionLoc = glGetAttribLocation ( userData->programObject, "a_startPosition" ); userData->endPositionLoc = glGetAttribLocation ( userData->programObject, "a_endPosition" ); // Get the uniform locations userData->timeLoc = glGetUniformLocation ( userData->programObject, "u_time" ); userData->centerPositionLoc = glGetUniformLocation ( userData->programObject, "u_centerPosition" ); userData->colorLoc = glGetUniformLocation ( userData->programObject, "u_color" ); userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" ); glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); // Fill in particle data array srand ( 0 ); for ( i = 0; i < NUM_PARTICLES; i++ ) { float *particleData = &userData->particleData[i * PARTICLE_SIZE]; // Lifetime of particle (*particleData++) = ( (float)(rand() % 10000) / 10000.0f ); // End position of particle (*particleData++) = ( (float)(rand() % 10000) / 5000.0f ) - 1.0f; (*particleData++) = ( (float)(rand() % 10000) / 5000.0f ) - 1.0f; (*particleData++) = ( (float)(rand() % 10000) / 5000.0f ) - 1.0f; // Start position of particle (*particleData++) = ( (float)(rand() % 10000) / 40000.0f ) - 0.125f; (*particleData++) = ( (float)(rand() % 10000) / 40000.0f ) - 0.125f; (*particleData++) = ( (float)(rand() % 10000) / 40000.0f ) - 0.125f; } // Initialize time to cause reset on first update userData->time = 1.0f; userData->textureId = LoadTexture ( "smoke.tga" ); if ( userData->textureId <= 0 ) { return FALSE; } return TRUE; } /// // Update time-based variables // void Update ( ESContext *esContext, float deltaTime ) { UserData *userData = esContext->userData; userData->time += deltaTime; if ( userData->time >= 1.0f ) { float centerPos[3]; float color[4]; userData->time = 0.0f; // Pick a new start location and color centerPos[0] = ( (float)(rand() % 10000) / 10000.0f ) - 0.5f; centerPos[1] = ( (float)(rand() % 10000) / 10000.0f ) - 0.5f; centerPos[2] = ( (float)(rand() % 10000) / 10000.0f ) - 0.5f; glUniform3fv ( userData->centerPositionLoc, 1, &centerPos[0] ); // Random color color[0] = ( (float)(rand() % 10000) / 20000.0f ) + 0.5f; color[1] = ( (float)(rand() % 10000) / 20000.0f ) + 0.5f; color[2] = ( (float)(rand() % 10000) / 20000.0f ) + 0.5f; color[3] = 0.5; glUniform4fv ( userData->colorLoc, 1, &color[0] ); } // Load uniform time variable glUniform1f ( userData->timeLoc, userData->time ); } /// // Draw a triangle using the shader pair created in Init() // void Draw ( ESContext *esContext ) { UserData *userData = esContext->userData; // Set the viewport glViewport ( 0, 0, esContext->width, esContext->height ); // Clear the color buffer glClear ( GL_COLOR_BUFFER_BIT ); // Use the program object glUseProgram ( userData->programObject ); // Load the vertex attributes glVertexAttribPointer ( userData->lifetimeLoc, 1, GL_FLOAT, GL_FALSE, PARTICLE_SIZE * sizeof(GLfloat), userData->particleData ); glVertexAttribPointer ( userData->endPositionLoc, 3, GL_FLOAT, GL_FALSE, PARTICLE_SIZE * sizeof(GLfloat), &userData->particleData[1] ); glVertexAttribPointer ( userData->startPositionLoc, 3, GL_FLOAT, GL_FALSE, PARTICLE_SIZE * sizeof(GLfloat), &userData->particleData[4] ); glEnableVertexAttribArray ( userData->lifetimeLoc ); glEnableVertexAttribArray ( userData->endPositionLoc ); glEnableVertexAttribArray ( userData->startPositionLoc ); // Blend particles glEnable ( GL_BLEND ); glBlendFunc ( GL_SRC_ALPHA, GL_ONE ); // Bind the texture glActiveTexture ( GL_TEXTURE0 ); glBindTexture ( GL_TEXTURE_2D, userData->textureId ); glEnable ( GL_TEXTURE_2D ); // Set the sampler texture unit to 0 glUniform1i ( userData->samplerLoc, 0 ); glDrawArrays( GL_POINTS, 0, NUM_PARTICLES ); eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); } /// // Cleanup // void ShutDown ( ESContext *esContext ) { UserData *userData = esContext->userData; // Delete texture object glDeleteTextures ( 1, &userData->textureId ); // Delete program object glDeleteProgram ( userData->programObject ); } int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, TEXT("ParticleSystem"), 640, 480, ES_WINDOW_RGB ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esRegisterUpdateFunc ( &esContext, Update ); esMainLoop ( &esContext ); ShutDown ( &esContext ); }
010smithzhang-ddd
samples/gles2_book/ParticleSystem/ParticleSystem.c
C
bsd
9,277
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // ESShapes.c // // Utility functions for generating shapes // /// // Includes // #include "esUtil.h" #include <stdlib.h> #include <math.h> /// // Defines // #define ES_PI (3.14159265f) ////////////////////////////////////////////////////////////////// // // Private Functions // // ////////////////////////////////////////////////////////////////// // // Public Functions // // // /// \brief Generates geometry for a sphere. Allocates memory for the vertex data and stores /// the results in the arrays. Generate index list for a TRIANGLE_STRIP /// \param numSlices The number of slices in the sphere /// \param vertices If not NULL, will contain array of float3 positions /// \param normals If not NULL, will contain array of float3 normals /// \param texCoords If not NULL, will contain array of float2 texCoords /// \param indices If not NULL, will contain the array of indices for the triangle strip /// \return The number of indices required for rendering the buffers (the number of indices stored in the indices array /// if it is not NULL ) as a GL_TRIANGLE_STRIP // int ESUTIL_API esGenSphere ( int numSlices, float radius, GLfloat **vertices, GLfloat **normals, GLfloat **texCoords, GLushort **indices ) { int i; int j; int numParallels = numSlices / 2; int numVertices = ( numParallels + 1 ) * ( numSlices + 1 ); int numIndices = numParallels * numSlices * 6; float angleStep = (2.0f * ES_PI) / ((float) numSlices); // Allocate memory for buffers if ( vertices != NULL ) *vertices = malloc ( sizeof(GLfloat) * 3 * numVertices ); if ( normals != NULL ) *normals = malloc ( sizeof(GLfloat) * 3 * numVertices ); if ( texCoords != NULL ) *texCoords = malloc ( sizeof(GLfloat) * 2 * numVertices ); if ( indices != NULL ) *indices = malloc ( sizeof(GLushort) * numIndices ); for ( i = 0; i < numParallels + 1; i++ ) { for ( j = 0; j < numSlices + 1; j++ ) { int vertex = ( i * (numSlices + 1) + j ) * 3; if ( vertices ) { (*vertices)[vertex + 0] = radius * sinf ( angleStep * (float)i ) * sinf ( angleStep * (float)j ); (*vertices)[vertex + 1] = radius * cosf ( angleStep * (float)i ); (*vertices)[vertex + 2] = radius * sinf ( angleStep * (float)i ) * cosf ( angleStep * (float)j ); } if ( normals ) { (*normals)[vertex + 0] = (*vertices)[vertex + 0] / radius; (*normals)[vertex + 1] = (*vertices)[vertex + 1] / radius; (*normals)[vertex + 2] = (*vertices)[vertex + 2] / radius; } if ( texCoords ) { int texIndex = ( i * (numSlices + 1) + j ) * 2; (*texCoords)[texIndex + 0] = (float) j / (float) numSlices; (*texCoords)[texIndex + 1] = ( 1.0f - (float) i ) / (float) (numParallels - 1 ); } } } // Generate the indices if ( indices != NULL ) { GLushort *indexBuf = (*indices); for ( i = 0; i < numParallels ; i++ ) { for ( j = 0; j < numSlices; j++ ) { *indexBuf++ = i * ( numSlices + 1 ) + j; *indexBuf++ = ( i + 1 ) * ( numSlices + 1 ) + j; *indexBuf++ = ( i + 1 ) * ( numSlices + 1 ) + ( j + 1 ); *indexBuf++ = i * ( numSlices + 1 ) + j; *indexBuf++ = ( i + 1 ) * ( numSlices + 1 ) + ( j + 1 ); *indexBuf++ = i * ( numSlices + 1 ) + ( j + 1 ); } } } return numIndices; } // /// \brief Generates geometry for a cube. Allocates memory for the vertex data and stores /// the results in the arrays. Generate index list for a TRIANGLES /// \param scale The size of the cube, use 1.0 for a unit cube. /// \param vertices If not NULL, will contain array of float3 positions /// \param normals If not NULL, will contain array of float3 normals /// \param texCoords If not NULL, will contain array of float2 texCoords /// \param indices If not NULL, will contain the array of indices for the triangle strip /// \return The number of indices required for rendering the buffers (the number of indices stored in the indices array /// if it is not NULL ) as a GL_TRIANGLE_STRIP // int ESUTIL_API esGenCube ( float scale, GLfloat **vertices, GLfloat **normals, GLfloat **texCoords, GLushort **indices ) { int i; int numVertices = 24; int numIndices = 36; GLfloat cubeVerts[] = { -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, -0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, -0.5f, 0.5f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, 0.5f, -0.5f, }; GLfloat cubeNormals[] = { 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, }; GLfloat cubeTex[] = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, }; // Allocate memory for buffers if ( vertices != NULL ) { *vertices = malloc ( sizeof(GLfloat) * 3 * numVertices ); memcpy( *vertices, cubeVerts, sizeof( cubeVerts ) ); for ( i = 0; i < numVertices; i++ ) { (*vertices)[i] *= scale; } } if ( normals != NULL ) { *normals = malloc ( sizeof(GLfloat) * 3 * numVertices ); memcpy( *normals, cubeNormals, sizeof( cubeNormals ) ); } if ( texCoords != NULL ) { *texCoords = malloc ( sizeof(GLfloat) * 2 * numVertices ); memcpy( *texCoords, cubeTex, sizeof( cubeTex ) ) ; } // Generate the indices if ( indices != NULL ) { GLushort cubeIndices[] = { 0, 2, 1, 0, 3, 2, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 15, 14, 12, 14, 13, 16, 17, 18, 16, 18, 19, 20, 23, 22, 20, 22, 21 }; *indices = malloc ( sizeof(GLushort) * numIndices ); memcpy( *indices, cubeIndices, sizeof( cubeIndices ) ); } return numIndices; }
010smithzhang-ddd
samples/gles2_book/Common/esShapes.c
C
bsd
7,785
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // ESShader.c // // Utility functions for loading shaders and creating program objects. // /// // Includes // #include "esUtil.h" #include <stdlib.h> ////////////////////////////////////////////////////////////////// // // Private Functions // // ////////////////////////////////////////////////////////////////// // // Public Functions // // // /// /// \brief Load a shader, check for compile errors, print error messages to output log /// \param type Type of shader (GL_VERTEX_SHADER or GL_FRAGMENT_SHADER) /// \param shaderSrc Shader source string /// \return A new shader object on success, 0 on failure // GLuint ESUTIL_API esLoadShader ( GLenum type, const char *shaderSrc ) { GLuint shader; GLint compiled; // Create the shader object shader = glCreateShader ( type ); if ( shader == 0 ) return 0; // Load the shader source glShaderSource ( shader, 1, &shaderSrc, NULL ); // Compile the shader glCompileShader ( shader ); // Check the compile status glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled ); if ( !compiled ) { GLint infoLen = 0; glGetShaderiv ( shader, GL_INFO_LOG_LENGTH, &infoLen ); if ( infoLen > 1 ) { char* infoLog = malloc (sizeof(char) * infoLen ); glGetShaderInfoLog ( shader, infoLen, NULL, infoLog ); esLogMessage ( "Error compiling shader:\n%s\n", infoLog ); free ( infoLog ); } glDeleteShader ( shader ); return 0; } return shader; } // /// /// \brief Load a vertex and fragment shader, create a program object, link program. // Errors output to log. /// \param vertShaderSrc Vertex shader source code /// \param fragShaderSrc Fragment shader source code /// \return A new program object linked with the vertex/fragment shader pair, 0 on failure // GLuint ESUTIL_API esLoadProgram ( const char *vertShaderSrc, const char *fragShaderSrc ) { GLuint vertexShader; GLuint fragmentShader; GLuint programObject; GLint linked; // Load the vertex/fragment shaders vertexShader = esLoadShader ( GL_VERTEX_SHADER, vertShaderSrc ); if ( vertexShader == 0 ) return 0; fragmentShader = esLoadShader ( GL_FRAGMENT_SHADER, fragShaderSrc ); if ( fragmentShader == 0 ) { glDeleteShader( vertexShader ); return 0; } // Create the program object programObject = glCreateProgram ( ); if ( programObject == 0 ) return 0; glAttachShader ( programObject, vertexShader ); glAttachShader ( programObject, fragmentShader ); // Link the program glLinkProgram ( programObject ); // Check the link status glGetProgramiv ( programObject, GL_LINK_STATUS, &linked ); if ( !linked ) { GLint infoLen = 0; glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen ); if ( infoLen > 1 ) { char* infoLog = malloc (sizeof(char) * infoLen ); glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog ); esLogMessage ( "Error linking program:\n%s\n", infoLog ); free ( infoLog ); } glDeleteProgram ( programObject ); return 0; } // Free up no longer needed shader resources glDeleteShader ( vertexShader ); glDeleteShader ( fragmentShader ); return programObject; }
010smithzhang-ddd
samples/gles2_book/Common/esShader.c
C
bsd
3,696
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // /// \file ESUtil.h /// \brief A utility library for OpenGL ES. This library provides a /// basic common framework for the example applications in the /// OpenGL ES 2.0 Programming Guide. // #ifndef ESUTIL_H #define ESUTIL_H /// // Includes // #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> #include <EGL/egl.h> #include <EGL/eglext.h> #ifdef __cplusplus extern "C" { #endif /// // Macros // #define ESUTIL_API __cdecl #define ESCALLBACK __cdecl /// esCreateWindow flag - RGB color buffer #define ES_WINDOW_RGB 0 /// esCreateWindow flag - ALPHA color buffer #define ES_WINDOW_ALPHA 1 /// esCreateWindow flag - depth buffer #define ES_WINDOW_DEPTH 2 /// esCreateWindow flag - stencil buffer #define ES_WINDOW_STENCIL 4 /// esCreateWindow flag - multi-sample buffer #define ES_WINDOW_MULTISAMPLE 8 /// esCreateWindow flag - EGL_POST_SUB_BUFFER_NV supported. #define ES_WINDOW_POST_SUB_BUFFER_SUPPORTED 16 /// // Types // typedef struct { GLfloat m[4][4]; } ESMatrix; typedef struct { /// Put your user data here... void* userData; /// Window width GLint width; /// Window height GLint height; /// Window handle EGLNativeWindowType hWnd; /// EGL display EGLDisplay eglDisplay; /// EGL context EGLContext eglContext; /// EGL surface EGLSurface eglSurface; /// Callbacks void (ESCALLBACK *drawFunc) ( void* ); void (ESCALLBACK *keyFunc) ( void*, unsigned char, int, int ); void (ESCALLBACK *updateFunc) ( void*, float deltaTime ); } ESContext; /// // Extensions // extern PFNEGLCREATEIMAGEKHRPROC eglCreateImageKHR; extern PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR; extern PFNEGLPOSTSUBBUFFERNVPROC eglPostSubBufferNV; extern PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES; extern PFNGLDELETEFENCESNVPROC glDeleteFencesNV; extern PFNGLGENFENCESNVPROC glGenFencesNV; extern PFNGLGETFENCEIVNVPROC glGetFenceivNV; extern PFNGLISFENCENVPROC glIsFenceNV; extern PFNGLFINISHFENCENVPROC glFinishFenceNV; extern PFNGLSETFENCENVPROC glSetFenceNV; extern PFNGLTESTFENCENVPROC glTestFenceNV; /// // Public Functions // // /// /// \brief Initialize ES framework context. This must be called before calling any other functions. /// \param esContext Application context // void ESUTIL_API esInitContext ( ESContext *esContext ); // /// \brief Create a window with the specified parameters /// \param esContext Application context /// \param title Name for title bar of window /// \param width Width in pixels of window to create /// \param height Height in pixels of window to create /// \param flags Bitfield for the window creation flags /// ES_WINDOW_RGB - specifies that the color buffer should have R,G,B channels /// ES_WINDOW_ALPHA - specifies that the color buffer should have alpha /// ES_WINDOW_DEPTH - specifies that a depth buffer should be created /// ES_WINDOW_STENCIL - specifies that a stencil buffer should be created /// ES_WINDOW_MULTISAMPLE - specifies that a multi-sample buffer should be created /// ES_WINDOW_POST_SUB_BUFFER_SUPPORTED - specifies that EGL_POST_SUB_BUFFER_NV is supported. /// \return GL_TRUE if window creation is succesful, GL_FALSE otherwise GLboolean ESUTIL_API esCreateWindow ( ESContext *esContext, LPCTSTR title, GLint width, GLint height, GLuint flags ); // /// \brief Start the main loop for the OpenGL ES application /// \param esContext Application context // void ESUTIL_API esMainLoop ( ESContext *esContext ); // /// \brief Register a draw callback function to be used to render each frame /// \param esContext Application context /// \param drawFunc Draw callback function that will be used to render the scene // void ESUTIL_API esRegisterDrawFunc ( ESContext *esContext, void (ESCALLBACK *drawFunc) ( ESContext* ) ); // /// \brief Register an update callback function to be used to update on each time step /// \param esContext Application context /// \param updateFunc Update callback function that will be used to render the scene // void ESUTIL_API esRegisterUpdateFunc ( ESContext *esContext, void (ESCALLBACK *updateFunc) ( ESContext*, float ) ); // /// \brief Register an keyboard input processing callback function /// \param esContext Application context /// \param keyFunc Key callback function for application processing of keyboard input // void ESUTIL_API esRegisterKeyFunc ( ESContext *esContext, void (ESCALLBACK *drawFunc) ( ESContext*, unsigned char, int, int ) ); // /// \brief Log a message to the debug output for the platform /// \param formatStr Format string for error log. // void ESUTIL_API esLogMessage ( const char *formatStr, ... ); // /// /// \brief Load a shader, check for compile errors, print error messages to output log /// \param type Type of shader (GL_VERTEX_SHADER or GL_FRAGMENT_SHADER) /// \param shaderSrc Shader source string /// \return A new shader object on success, 0 on failure // GLuint ESUTIL_API esLoadShader ( GLenum type, const char *shaderSrc ); // /// /// \brief Load a vertex and fragment shader, create a program object, link program. /// Errors output to log. /// \param vertShaderSrc Vertex shader source code /// \param fragShaderSrc Fragment shader source code /// \return A new program object linked with the vertex/fragment shader pair, 0 on failure // GLuint ESUTIL_API esLoadProgram ( const char *vertShaderSrc, const char *fragShaderSrc ); // /// \brief Generates geometry for a sphere. Allocates memory for the vertex data and stores /// the results in the arrays. Generate index list for a TRIANGLE_STRIP /// \param numSlices The number of slices in the sphere /// \param vertices If not NULL, will contain array of float3 positions /// \param normals If not NULL, will contain array of float3 normals /// \param texCoords If not NULL, will contain array of float2 texCoords /// \param indices If not NULL, will contain the array of indices for the triangle strip /// \return The number of indices required for rendering the buffers (the number of indices stored in the indices array /// if it is not NULL ) as a GL_TRIANGLE_STRIP // int ESUTIL_API esGenSphere ( int numSlices, float radius, GLfloat **vertices, GLfloat **normals, GLfloat **texCoords, GLushort **indices ); // /// \brief Generates geometry for a cube. Allocates memory for the vertex data and stores /// the results in the arrays. Generate index list for a TRIANGLES /// \param scale The size of the cube, use 1.0 for a unit cube. /// \param vertices If not NULL, will contain array of float3 positions /// \param normals If not NULL, will contain array of float3 normals /// \param texCoords If not NULL, will contain array of float2 texCoords /// \param indices If not NULL, will contain the array of indices for the triangle strip /// \return The number of indices required for rendering the buffers (the number of indices stored in the indices array /// if it is not NULL ) as a GL_TRIANGLES // int ESUTIL_API esGenCube ( float scale, GLfloat **vertices, GLfloat **normals, GLfloat **texCoords, GLushort **indices ); // /// \brief Loads a 24-bit TGA image from a file /// \param fileName Name of the file on disk /// \param width Width of loaded image in pixels /// \param height Height of loaded image in pixels /// \return Pointer to loaded image. NULL on failure. // char* ESUTIL_API esLoadTGA ( char *fileName, int *width, int *height ); // /// \brief multiply matrix specified by result with a scaling matrix and return new matrix in result /// \param result Specifies the input matrix. Scaled matrix is returned in result. /// \param sx, sy, sz Scale factors along the x, y and z axes respectively // void ESUTIL_API esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz); // /// \brief multiply matrix specified by result with a translation matrix and return new matrix in result /// \param result Specifies the input matrix. Translated matrix is returned in result. /// \param tx, ty, tz Scale factors along the x, y and z axes respectively // void ESUTIL_API esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz); // /// \brief multiply matrix specified by result with a rotation matrix and return new matrix in result /// \param result Specifies the input matrix. Rotated matrix is returned in result. /// \param angle Specifies the angle of rotation, in degrees. /// \param x, y, z Specify the x, y and z coordinates of a vector, respectively // void ESUTIL_API esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); // // \brief multiply matrix specified by result with a perspective matrix and return new matrix in result /// \param result Specifies the input matrix. new matrix is returned in result. /// \param left, right Coordinates for the left and right vertical clipping planes /// \param bottom, top Coordinates for the bottom and top horizontal clipping planes /// \param nearZ, farZ Distances to the near and far depth clipping planes. Both distances must be positive. // void ESUTIL_API esFrustum(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ); // /// \brief multiply matrix specified by result with a perspective matrix and return new matrix in result /// \param result Specifies the input matrix. new matrix is returned in result. /// \param fovy Field of view y angle in degrees /// \param aspect Aspect ratio of screen /// \param nearZ Near plane distance /// \param farZ Far plane distance // void ESUTIL_API esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, float farZ); // /// \brief multiply matrix specified by result with a perspective matrix and return new matrix in result /// \param result Specifies the input matrix. new matrix is returned in result. /// \param left, right Coordinates for the left and right vertical clipping planes /// \param bottom, top Coordinates for the bottom and top horizontal clipping planes /// \param nearZ, farZ Distances to the near and far depth clipping planes. These values are negative if plane is behind the viewer // void ESUTIL_API esOrtho(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ); // /// \brief perform the following operation - result matrix = srcA matrix * srcB matrix /// \param result Returns multiplied matrix /// \param srcA, srcB Input matrices to be multiplied // void ESUTIL_API esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB); // //// \brief return an indentity matrix //// \param result returns identity matrix // void ESUTIL_API esMatrixLoadIdentity(ESMatrix *result); #ifdef __cplusplus } #endif #endif // ESUTIL_H
010smithzhang-ddd
samples/gles2_book/Common/esUtil.h
C
bsd
11,194
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // ESUtil.c // // A utility library for OpenGL ES. This library provides a // basic common framework for the example applications in the // OpenGL ES 2.0 Programming Guide. // /// // Includes // #include <stdio.h> #include <stdlib.h> #include <GLES2/gl2.h> #include <EGL/egl.h> #include <EGL/eglext.h> #include "esUtil.h" #include "esUtil_win.h" #if defined(_MSC_VER) #pragma warning(disable: 4204) // nonstandard extension used : non-constant aggregate initializer #endif /// // Extensions // PFNEGLCREATEIMAGEKHRPROC eglCreateImageKHR; PFNEGLDESTROYIMAGEKHRPROC eglDestroyImageKHR; PFNEGLPOSTSUBBUFFERNVPROC eglPostSubBufferNV; PFNGLEGLIMAGETARGETTEXTURE2DOESPROC glEGLImageTargetTexture2DOES; PFNGLDELETEFENCESNVPROC glDeleteFencesNV; PFNGLGENFENCESNVPROC glGenFencesNV; PFNGLGETFENCEIVNVPROC glGetFenceivNV; PFNGLISFENCENVPROC glIsFenceNV; PFNGLFINISHFENCENVPROC glFinishFenceNV; PFNGLSETFENCENVPROC glSetFenceNV; PFNGLTESTFENCENVPROC glTestFenceNV; /// // CreateEGLContext() // // Creates an EGL rendering context and all associated elements // EGLBoolean CreateEGLContext ( EGLNativeWindowType hWnd, EGLDisplay* eglDisplay, EGLContext* eglContext, EGLSurface* eglSurface, EGLint* configAttribList, EGLint* surfaceAttribList) { EGLint numConfigs; EGLint majorVersion; EGLint minorVersion; EGLDisplay display; EGLContext context; EGLSurface surface; EGLConfig config; EGLint contextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE, EGL_NONE }; // Get Display display = eglGetDisplay(GetDC(hWnd)); if ( display == EGL_NO_DISPLAY ) { return EGL_FALSE; } // Initialize EGL if ( !eglInitialize(display, &majorVersion, &minorVersion) ) { return EGL_FALSE; } // Bind to extensions eglCreateImageKHR = (PFNEGLCREATEIMAGEKHRPROC) eglGetProcAddress("eglCreateImageKHR"); eglDestroyImageKHR = (PFNEGLDESTROYIMAGEKHRPROC) eglGetProcAddress("eglDestroyImageKHR"); eglPostSubBufferNV = (PFNEGLPOSTSUBBUFFERNVPROC) eglGetProcAddress("eglPostSubBufferNV"); glEGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC) eglGetProcAddress("glEGLImageTargetTexture2DOES"); glDeleteFencesNV = (PFNGLDELETEFENCESNVPROC) eglGetProcAddress("glDeleteFencesNV"); glGenFencesNV = (PFNGLGENFENCESNVPROC) eglGetProcAddress("glGenFencesNV"); glGetFenceivNV = (PFNGLGETFENCEIVNVPROC) eglGetProcAddress("glGetFenceivNV"); glIsFenceNV = (PFNGLISFENCENVPROC) eglGetProcAddress("glIsFenceNV"); glFinishFenceNV = (PFNGLFINISHFENCENVPROC) eglGetProcAddress("glFinishFenceNV"); glSetFenceNV = (PFNGLSETFENCENVPROC) eglGetProcAddress("glSetFenceNV"); glTestFenceNV = (PFNGLTESTFENCENVPROC) eglGetProcAddress("glTestFenceNV"); // Get configs if ( !eglGetConfigs(display, NULL, 0, &numConfigs) ) { return EGL_FALSE; } // Choose config if ( !eglChooseConfig(display, configAttribList, &config, 1, &numConfigs) ) { return EGL_FALSE; } // Create a surface surface = eglCreateWindowSurface(display, config, (EGLNativeWindowType)hWnd, surfaceAttribList); if ( surface == EGL_NO_SURFACE ) { return EGL_FALSE; } // Create a GL context context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs ); if ( context == EGL_NO_CONTEXT ) { return EGL_FALSE; } // Make the context current if ( !eglMakeCurrent(display, surface, surface, context) ) { return EGL_FALSE; } *eglDisplay = display; *eglSurface = surface; *eglContext = context; return EGL_TRUE; } ////////////////////////////////////////////////////////////////// // // Public Functions // // /// // esInitContext() // // Initialize ES utility context. This must be called before calling any other // functions. // void ESUTIL_API esInitContext ( ESContext *esContext ) { if ( esContext != NULL ) { memset( esContext, 0, sizeof( ESContext) ); } } /// // esCreateWindow() // // title - name for title bar of window // width - width of window to create // height - height of window to create // flags - bitwise or of window creation flags // ES_WINDOW_ALPHA - specifies that the framebuffer should have alpha // ES_WINDOW_DEPTH - specifies that a depth buffer should be created // ES_WINDOW_STENCIL - specifies that a stencil buffer should be created // ES_WINDOW_MULTISAMPLE - specifies that a multi-sample buffer should be created // ES_WINDOW_POST_SUB_BUFFER_SUPPORTED - specifies that EGL_POST_SUB_BUFFER_NV is supported. // GLboolean ESUTIL_API esCreateWindow ( ESContext *esContext, LPCTSTR title, GLint width, GLint height, GLuint flags ) { EGLint configAttribList[] = { EGL_RED_SIZE, 5, EGL_GREEN_SIZE, 6, EGL_BLUE_SIZE, 5, EGL_ALPHA_SIZE, (flags & ES_WINDOW_ALPHA) ? 8 : EGL_DONT_CARE, EGL_DEPTH_SIZE, (flags & ES_WINDOW_DEPTH) ? 8 : EGL_DONT_CARE, EGL_STENCIL_SIZE, (flags & ES_WINDOW_STENCIL) ? 8 : EGL_DONT_CARE, EGL_SAMPLE_BUFFERS, (flags & ES_WINDOW_MULTISAMPLE) ? 1 : 0, EGL_NONE }; EGLint surfaceAttribList[] = { EGL_POST_SUB_BUFFER_SUPPORTED_NV, flags & (ES_WINDOW_POST_SUB_BUFFER_SUPPORTED) ? EGL_TRUE : EGL_FALSE, EGL_NONE, EGL_NONE }; if ( esContext == NULL ) { return GL_FALSE; } esContext->width = width; esContext->height = height; if ( !WinCreate ( esContext, title) ) { return GL_FALSE; } if ( !CreateEGLContext ( esContext->hWnd, &esContext->eglDisplay, &esContext->eglContext, &esContext->eglSurface, configAttribList, surfaceAttribList ) ) { return GL_FALSE; } return GL_TRUE; } /// // esMainLoop() // // Start the main loop for the OpenGL ES application // void ESUTIL_API esMainLoop ( ESContext *esContext ) { WinLoop ( esContext ); } /// // esRegisterDrawFunc() // void ESUTIL_API esRegisterDrawFunc ( ESContext *esContext, void (ESCALLBACK *drawFunc) (ESContext* ) ) { esContext->drawFunc = drawFunc; } /// // esRegisterUpdateFunc() // void ESUTIL_API esRegisterUpdateFunc ( ESContext *esContext, void (ESCALLBACK *updateFunc) ( ESContext*, float ) ) { esContext->updateFunc = updateFunc; } /// // esRegisterKeyFunc() // void ESUTIL_API esRegisterKeyFunc ( ESContext *esContext, void (ESCALLBACK *keyFunc) (ESContext*, unsigned char, int, int ) ) { esContext->keyFunc = keyFunc; } /// // esLogMessage() // // Log an error message to the debug output for the platform // void ESUTIL_API esLogMessage ( const char *formatStr, ... ) { va_list params; char buf[BUFSIZ]; va_start ( params, formatStr ); vsprintf_s ( buf, sizeof(buf), formatStr, params ); printf ( "%s", buf ); va_end ( params ); } /// // esLoadTGA() // // Loads a 24-bit TGA image from a file // char* ESUTIL_API esLoadTGA ( char *fileName, int *width, int *height ) { char *buffer; if ( WinTGALoad ( fileName, &buffer, width, height ) ) { return buffer; } return NULL; }
010smithzhang-ddd
samples/gles2_book/Common/esUtil.c
C
bsd
7,697
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // esUtil_win32.c // // This file contains the Win32 implementation of the windowing functions. /// // Includes // #include <windows.h> #include "esUtil.h" ////////////////////////////////////////////////////////////////// // // Private Functions // // /// // ESWindowProc() // // Main window procedure // LRESULT WINAPI ESWindowProc ( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ) { LRESULT lRet = 1; switch (uMsg) { case WM_CREATE: break; case WM_SIZE: { ESContext *esContext = (ESContext*)(LONG_PTR) GetWindowLongPtr ( hWnd, GWL_USERDATA ); if ( esContext ) { esContext->width = LOWORD( lParam ); esContext->height = HIWORD( lParam ); InvalidateRect( esContext->hWnd, NULL, FALSE ); } } case WM_PAINT: { ESContext *esContext = (ESContext*)(LONG_PTR) GetWindowLongPtr ( hWnd, GWL_USERDATA ); if ( esContext && esContext->drawFunc ) esContext->drawFunc ( esContext ); if ( esContext ) ValidateRect( esContext->hWnd, NULL ); } break; case WM_DESTROY: PostQuitMessage(0); break; case WM_CHAR: { POINT point; ESContext *esContext = (ESContext*)(LONG_PTR) GetWindowLongPtr ( hWnd, GWL_USERDATA ); GetCursorPos( &point ); if ( esContext && esContext->keyFunc ) esContext->keyFunc ( esContext, (unsigned char) wParam, (int) point.x, (int) point.y ); } break; default: lRet = DefWindowProc (hWnd, uMsg, wParam, lParam); break; } return lRet; } ////////////////////////////////////////////////////////////////// // // Public Functions // // /// // WinCreate() // // Create Win32 instance and window // GLboolean WinCreate ( ESContext *esContext, LPCTSTR title ) { WNDCLASS wndclass = {0}; DWORD wStyle = 0; RECT windowRect; HINSTANCE hInstance = GetModuleHandle(NULL); wndclass.style = CS_OWNDC; wndclass.lpfnWndProc = (WNDPROC)ESWindowProc; wndclass.hInstance = hInstance; wndclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); wndclass.lpszClassName = TEXT("opengles2.0"); if (!RegisterClass (&wndclass) ) return FALSE; wStyle = WS_VISIBLE | WS_POPUP | WS_BORDER | WS_SYSMENU | WS_CAPTION | WS_SIZEBOX; // Adjust the window rectangle so that the client area has // the correct number of pixels windowRect.left = 0; windowRect.top = 0; windowRect.right = esContext->width; windowRect.bottom = esContext->height; AdjustWindowRect ( &windowRect, wStyle, FALSE ); esContext->hWnd = CreateWindow( TEXT("opengles2.0"), title, wStyle, 0, 0, windowRect.right - windowRect.left, windowRect.bottom - windowRect.top, NULL, NULL, hInstance, NULL); // Set the ESContext* to the GWL_USERDATA so that it is available to the // ESWindowProc SetWindowLongPtr ( esContext->hWnd, GWL_USERDATA, (LONG) (LONG_PTR) esContext ); if ( esContext->hWnd == NULL ) return GL_FALSE; ShowWindow ( esContext->hWnd, TRUE ); return GL_TRUE; } /// // winLoop() // // Start main windows loop // void WinLoop ( ESContext *esContext ) { MSG msg = { 0 }; int done = 0; DWORD lastTime = GetTickCount(); while (!done) { int gotMsg = (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) != 0); DWORD curTime = GetTickCount(); float deltaTime = (float)( curTime - lastTime ) / 1000.0f; lastTime = curTime; if ( gotMsg ) { if (msg.message==WM_QUIT) { done=1; } else { TranslateMessage(&msg); DispatchMessage(&msg); } } else SendMessage( esContext->hWnd, WM_PAINT, 0, 0 ); // Call update function if registered if ( esContext->updateFunc != NULL ) esContext->updateFunc ( esContext, deltaTime ); } }
010smithzhang-ddd
samples/gles2_book/Common/Win32/esUtil_win32.c
C
bsd
4,788
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // esUtil_TGA.c // // This file contains the Win32 implementation of a TGA image loader #include <windows.h> #include <stdio.h> #include <stdlib.h> /// // Macros // #define INVERTED_BIT (1 << 5) /// // Types // #pragma pack(push,x1) // Byte alignment (8-bit) #pragma pack(1) typedef struct { unsigned char IdSize, MapType, ImageType; unsigned short PaletteStart, PaletteSize; unsigned char PaletteEntryDepth; unsigned short X, Y, Width, Height; unsigned char ColorDepth, Descriptor; } TGA_HEADER; #pragma pack(pop,x1) //////////////////////////////////////////////////////////////////////////////////// // // Private Functions // //////////////////////////////////////////////////////////////////////////////////// // // Public Functions // // /// // WinTGALoad() // int WinTGALoad( const char *fileName, char **buffer, int *width, int *height ) { FILE *fp; TGA_HEADER Header; if ( fopen_s ( &fp, fileName, "rb" ) != 0 ) { return FALSE; } if ( fp == NULL ) { return FALSE; } fread ( &Header, sizeof(TGA_HEADER), 1, fp ); *width = Header.Width; *height = Header.Height; if ( Header.ColorDepth == 24 ) { RGBTRIPLE *Buffer24; Buffer24= (RGBTRIPLE*)malloc(sizeof(RGBTRIPLE) * (*width) * (*height)); if(Buffer24) { int i=0; int x, y; fread(Buffer24, sizeof(RGBTRIPLE), (*width) * (*height), fp); *buffer= (LPSTR) malloc(3 * (*width) * (*height)); for ( y = 0; y < *height; y++ ) for( x = 0; x < *width; x++ ) { int Index= y * (*width) + x; if(!(Header.Descriptor & INVERTED_BIT)) Index= ((*height) - 1 - y) * (*width) + x; (*buffer)[(i * 3)]= Buffer24[Index].rgbtRed; (*buffer)[(i * 3) + 1]= Buffer24[Index].rgbtGreen; (*buffer)[(i * 3) + 2]= Buffer24[Index].rgbtBlue; i++; } fclose(fp); free(Buffer24); return(TRUE); } } return(FALSE); }
010smithzhang-ddd
samples/gles2_book/Common/Win32/esUtil_TGA.c
C
bsd
2,618
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // esUtil_win.h // // API-neutral interface for creating windows. Implementation needs to be provided per-platform. #ifndef ESUTIL_WIN_H #define ESUTIL_WIN_H /// // Includes // #ifdef __cplusplus extern "C" { #endif /// // Macros // /// // Types // /// // Public Functions // /// // WinCreate() // // Create Win32 instance and window // GLboolean WinCreate ( ESContext *esContext, LPCTSTR title ); /// // WinLoop() // // Start main windows loop // void WinLoop ( ESContext *esContext ); /// // WinTGALoad() // // TGA loader win32 implementation // int WinTGALoad ( const char *fileName, char **buffer, int *width, int *height ); #ifdef __cplusplus } #endif #endif // ESUTIL_WIN_H
010smithzhang-ddd
samples/gles2_book/Common/esUtil_win.h
C
bsd
1,030
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // ESUtil.c // // A utility library for OpenGL ES. This library provides a // basic common framework for the example applications in the // OpenGL ES 2.0 Programming Guide. // /// // Includes // #include "esUtil.h" #include <math.h> #define PI 3.1415926535897932384626433832795f void ESUTIL_API esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz) { result->m[0][0] *= sx; result->m[0][1] *= sx; result->m[0][2] *= sx; result->m[0][3] *= sx; result->m[1][0] *= sy; result->m[1][1] *= sy; result->m[1][2] *= sy; result->m[1][3] *= sy; result->m[2][0] *= sz; result->m[2][1] *= sz; result->m[2][2] *= sz; result->m[2][3] *= sz; } void ESUTIL_API esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz) { result->m[3][0] += (result->m[0][0] * tx + result->m[1][0] * ty + result->m[2][0] * tz); result->m[3][1] += (result->m[0][1] * tx + result->m[1][1] * ty + result->m[2][1] * tz); result->m[3][2] += (result->m[0][2] * tx + result->m[1][2] * ty + result->m[2][2] * tz); result->m[3][3] += (result->m[0][3] * tx + result->m[1][3] * ty + result->m[2][3] * tz); } void ESUTIL_API esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { GLfloat sinAngle, cosAngle; GLfloat mag = sqrtf(x * x + y * y + z * z); sinAngle = sinf ( angle * PI / 180.0f ); cosAngle = cosf ( angle * PI / 180.0f ); if ( mag > 0.0f ) { GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs; GLfloat oneMinusCos; ESMatrix rotMat; x /= mag; y /= mag; z /= mag; xx = x * x; yy = y * y; zz = z * z; xy = x * y; yz = y * z; zx = z * x; xs = x * sinAngle; ys = y * sinAngle; zs = z * sinAngle; oneMinusCos = 1.0f - cosAngle; rotMat.m[0][0] = (oneMinusCos * xx) + cosAngle; rotMat.m[0][1] = (oneMinusCos * xy) - zs; rotMat.m[0][2] = (oneMinusCos * zx) + ys; rotMat.m[0][3] = 0.0F; rotMat.m[1][0] = (oneMinusCos * xy) + zs; rotMat.m[1][1] = (oneMinusCos * yy) + cosAngle; rotMat.m[1][2] = (oneMinusCos * yz) - xs; rotMat.m[1][3] = 0.0F; rotMat.m[2][0] = (oneMinusCos * zx) - ys; rotMat.m[2][1] = (oneMinusCos * yz) + xs; rotMat.m[2][2] = (oneMinusCos * zz) + cosAngle; rotMat.m[2][3] = 0.0F; rotMat.m[3][0] = 0.0F; rotMat.m[3][1] = 0.0F; rotMat.m[3][2] = 0.0F; rotMat.m[3][3] = 1.0F; esMatrixMultiply( result, &rotMat, result ); } } void ESUTIL_API esFrustum(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ) { float deltaX = right - left; float deltaY = top - bottom; float deltaZ = farZ - nearZ; ESMatrix frust; if ( (nearZ <= 0.0f) || (farZ <= 0.0f) || (deltaX <= 0.0f) || (deltaY <= 0.0f) || (deltaZ <= 0.0f) ) return; frust.m[0][0] = 2.0f * nearZ / deltaX; frust.m[0][1] = frust.m[0][2] = frust.m[0][3] = 0.0f; frust.m[1][1] = 2.0f * nearZ / deltaY; frust.m[1][0] = frust.m[1][2] = frust.m[1][3] = 0.0f; frust.m[2][0] = (right + left) / deltaX; frust.m[2][1] = (top + bottom) / deltaY; frust.m[2][2] = -(nearZ + farZ) / deltaZ; frust.m[2][3] = -1.0f; frust.m[3][2] = -2.0f * nearZ * farZ / deltaZ; frust.m[3][0] = frust.m[3][1] = frust.m[3][3] = 0.0f; esMatrixMultiply(result, &frust, result); } void ESUTIL_API esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, float farZ) { GLfloat frustumW, frustumH; frustumH = tanf( fovy / 360.0f * PI ) * nearZ; frustumW = frustumH * aspect; esFrustum( result, -frustumW, frustumW, -frustumH, frustumH, nearZ, farZ ); } void ESUTIL_API esOrtho(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ) { float deltaX = right - left; float deltaY = top - bottom; float deltaZ = farZ - nearZ; ESMatrix ortho; if ( (deltaX == 0.0f) || (deltaY == 0.0f) || (deltaZ == 0.0f) ) return; esMatrixLoadIdentity(&ortho); ortho.m[0][0] = 2.0f / deltaX; ortho.m[3][0] = -(right + left) / deltaX; ortho.m[1][1] = 2.0f / deltaY; ortho.m[3][1] = -(top + bottom) / deltaY; ortho.m[2][2] = -2.0f / deltaZ; ortho.m[3][2] = -(nearZ + farZ) / deltaZ; esMatrixMultiply(result, &ortho, result); } void ESUTIL_API esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB) { ESMatrix tmp = { 0.0f }; int i; for (i=0; i<4; i++) { tmp.m[i][0] = (srcA->m[i][0] * srcB->m[0][0]) + (srcA->m[i][1] * srcB->m[1][0]) + (srcA->m[i][2] * srcB->m[2][0]) + (srcA->m[i][3] * srcB->m[3][0]) ; tmp.m[i][1] = (srcA->m[i][0] * srcB->m[0][1]) + (srcA->m[i][1] * srcB->m[1][1]) + (srcA->m[i][2] * srcB->m[2][1]) + (srcA->m[i][3] * srcB->m[3][1]) ; tmp.m[i][2] = (srcA->m[i][0] * srcB->m[0][2]) + (srcA->m[i][1] * srcB->m[1][2]) + (srcA->m[i][2] * srcB->m[2][2]) + (srcA->m[i][3] * srcB->m[3][2]) ; tmp.m[i][3] = (srcA->m[i][0] * srcB->m[0][3]) + (srcA->m[i][1] * srcB->m[1][3]) + (srcA->m[i][2] * srcB->m[2][3]) + (srcA->m[i][3] * srcB->m[3][3]) ; } memcpy(result, &tmp, sizeof(ESMatrix)); } void ESUTIL_API esMatrixLoadIdentity(ESMatrix *result) { memset(result, 0x0, sizeof(ESMatrix)); result->m[0][0] = 1.0f; result->m[1][1] = 1.0f; result->m[2][2] = 1.0f; result->m[3][3] = 1.0f; }
010smithzhang-ddd
samples/gles2_book/Common/esTransform.c
C
bsd
5,863
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // Simple_VertexShader.c // // This is a simple example that draws a rotating cube in perspective // using a vertex shader to transform the object // #include <stdlib.h> #include "esUtil.h" typedef struct { // Handle to a program object GLuint programObject; // Attribute locations GLint positionLoc; // Uniform locations GLint mvpLoc; // Vertex daata GLfloat *vertices; GLushort *indices; int numIndices; // Rotation angle GLfloat angle; // MVP matrix ESMatrix mvpMatrix; } UserData; /// // Initialize the shader and program object // int Init ( ESContext *esContext ) { UserData *userData = esContext->userData; GLbyte vShaderStr[] = "uniform mat4 u_mvpMatrix; \n" "attribute vec4 a_position; \n" "void main() \n" "{ \n" " gl_Position = u_mvpMatrix * a_position; \n" "} \n"; GLbyte fShaderStr[] = "precision mediump float; \n" "void main() \n" "{ \n" " gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 ); \n" "} \n"; // Load the shaders and get a linked program object userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); // Get the attribute locations userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" ); // Get the uniform locations userData->mvpLoc = glGetUniformLocation( userData->programObject, "u_mvpMatrix" ); // Generate the vertex data userData->numIndices = esGenCube( 1.0, &userData->vertices, NULL, NULL, &userData->indices ); // Starting rotation angle for the cube userData->angle = 45.0f; glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); return TRUE; } /// // Update MVP matrix based on time // void Update ( ESContext *esContext, float deltaTime ) { UserData *userData = (UserData*) esContext->userData; ESMatrix perspective; ESMatrix modelview; float aspect; // Compute a rotation angle based on time to rotate the cube userData->angle += ( deltaTime * 40.0f ); if( userData->angle >= 360.0f ) userData->angle -= 360.0f; // Compute the window aspect ratio aspect = (GLfloat) esContext->width / (GLfloat) esContext->height; // Generate a perspective matrix with a 60 degree FOV esMatrixLoadIdentity( &perspective ); esPerspective( &perspective, 60.0f, aspect, 1.0f, 20.0f ); // Generate a model view matrix to rotate/translate the cube esMatrixLoadIdentity( &modelview ); // Translate away from the viewer esTranslate( &modelview, 0.0, 0.0, -2.0 ); // Rotate the cube esRotate( &modelview, userData->angle, 1.0, 0.0, 1.0 ); // Compute the final MVP by multiplying the // modevleiw and perspective matrices together esMatrixMultiply( &userData->mvpMatrix, &modelview, &perspective ); } /// // Draw a triangle using the shader pair created in Init() // void Draw ( ESContext *esContext ) { UserData *userData = esContext->userData; // Set the viewport glViewport ( 0, 0, esContext->width, esContext->height ); // Clear the color buffer glClear ( GL_COLOR_BUFFER_BIT ); // Use the program object glUseProgram ( userData->programObject ); // Load the vertex position glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), userData->vertices ); glEnableVertexAttribArray ( userData->positionLoc ); // Load the MVP matrix glUniformMatrix4fv( userData->mvpLoc, 1, GL_FALSE, (GLfloat*) &userData->mvpMatrix.m[0][0] ); // Draw the cube glDrawElements ( GL_TRIANGLES, userData->numIndices, GL_UNSIGNED_SHORT, userData->indices ); eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); } /// // Cleanup // void ShutDown ( ESContext *esContext ) { UserData *userData = esContext->userData; if ( userData->vertices != NULL ) { free ( userData->vertices ); } if ( userData->indices != NULL ) { free ( userData->indices ); } // Delete program object glDeleteProgram ( userData->programObject ); } int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, TEXT("Simple Vertex Shader"), 320, 240, ES_WINDOW_RGB ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esRegisterUpdateFunc ( &esContext, Update ); esMainLoop ( &esContext ); ShutDown ( &esContext ); }
010smithzhang-ddd
samples/gles2_book/Simple_VertexShader/Simple_VertexShader.c
C
bsd
5,248
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // Hello_Triangle.c // // This is a simple example that draws a single triangle with // a minimal vertex/fragment shader. The purpose of this // example is to demonstrate the basic concepts of // OpenGL ES 2.0 rendering. #include <stdlib.h> #include "esUtil.h" typedef struct { // Handle to a program object GLuint programObject; } UserData; /// // Create a shader object, load the shader source, and // compile the shader. // GLuint LoadShader ( GLenum type, const char *shaderSrc ) { GLuint shader; GLint compiled; // Create the shader object shader = glCreateShader ( type ); if ( shader == 0 ) return 0; // Load the shader source glShaderSource ( shader, 1, &shaderSrc, NULL ); // Compile the shader glCompileShader ( shader ); // Check the compile status glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled ); if ( !compiled ) { GLint infoLen = 0; glGetShaderiv ( shader, GL_INFO_LOG_LENGTH, &infoLen ); if ( infoLen > 1 ) { char* infoLog = malloc (sizeof(char) * infoLen ); glGetShaderInfoLog ( shader, infoLen, NULL, infoLog ); esLogMessage ( "Error compiling shader:\n%s\n", infoLog ); free ( infoLog ); } glDeleteShader ( shader ); return 0; } return shader; } /// // Initialize the shader and program object // int Init ( ESContext *esContext ) { UserData *userData = esContext->userData; GLbyte vShaderStr[] = "attribute vec4 vPosition; \n" "void main() \n" "{ \n" " gl_Position = vPosition; \n" "} \n"; GLbyte fShaderStr[] = "precision mediump float;\n"\ "void main() \n" "{ \n" " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n" "} \n"; GLuint vertexShader; GLuint fragmentShader; GLuint programObject; GLint linked; // Load the vertex/fragment shaders vertexShader = LoadShader ( GL_VERTEX_SHADER, vShaderStr ); fragmentShader = LoadShader ( GL_FRAGMENT_SHADER, fShaderStr ); // Create the program object programObject = glCreateProgram ( ); if ( programObject == 0 ) return 0; glAttachShader ( programObject, vertexShader ); glAttachShader ( programObject, fragmentShader ); // Bind vPosition to attribute 0 glBindAttribLocation ( programObject, 0, "vPosition" ); // Link the program glLinkProgram ( programObject ); // Check the link status glGetProgramiv ( programObject, GL_LINK_STATUS, &linked ); if ( !linked ) { GLint infoLen = 0; glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen ); if ( infoLen > 1 ) { char* infoLog = malloc (sizeof(char) * infoLen ); glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog ); esLogMessage ( "Error linking program:\n%s\n", infoLog ); free ( infoLog ); } glDeleteProgram ( programObject ); return FALSE; } // Store the program object userData->programObject = programObject; glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); return TRUE; } /// // Draw a triangle using the shader pair created in Init() // void Draw ( ESContext *esContext ) { UserData *userData = esContext->userData; GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f }; // Set the viewport glViewport ( 0, 0, esContext->width, esContext->height ); // Clear the color buffer glClear ( GL_COLOR_BUFFER_BIT ); // Use the program object glUseProgram ( userData->programObject ); // Load the vertex data glVertexAttribPointer ( 0, 3, GL_FLOAT, GL_FALSE, 0, vVertices ); glEnableVertexAttribArray ( 0 ); glDrawArrays ( GL_TRIANGLES, 0, 3 ); eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); } int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, TEXT("Hello Triangle"), 320, 240, ES_WINDOW_RGB ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esMainLoop ( &esContext ); }
010smithzhang-ddd
samples/gles2_book/Hello_Triangle/Hello_Triangle.c
C
bsd
4,836
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // Simple_TextureCubemap.c // // This is a simple example that draws a sphere with a cubemap image applied. // #include <stdlib.h> #include "esUtil.h" typedef struct { // Handle to a program object GLuint programObject; // Attribute locations GLint positionLoc; GLint normalLoc; // Sampler location GLint samplerLoc; // Texture handle GLuint textureId; // Vertex data int numIndices; GLfloat *vertices; GLfloat *normals; GLushort *indices; } UserData; /// // Create a simple cubemap with a 1x1 face with a different // color for each face GLuint CreateSimpleTextureCubemap( ) { GLuint textureId; // Six 1x1 RGB faces GLubyte cubePixels[6][3] = { // Face 0 - Red 255, 0, 0, // Face 1 - Green, 0, 255, 0, // Face 3 - Blue 0, 0, 255, // Face 4 - Yellow 255, 255, 0, // Face 5 - Purple 255, 0, 255, // Face 6 - White 255, 255, 255 }; // Generate a texture object glGenTextures ( 1, &textureId ); // Bind the texture object glBindTexture ( GL_TEXTURE_CUBE_MAP, textureId ); // Load the cube face - Positive X glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[0] ); // Load the cube face - Negative X glTexImage2D ( GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[1] ); // Load the cube face - Positive Y glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[2] ); // Load the cube face - Negative Y glTexImage2D ( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[3] ); // Load the cube face - Positive Z glTexImage2D ( GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[4] ); // Load the cube face - Negative Z glTexImage2D ( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGB, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, &cubePixels[5] ); // Set the filtering mode glTexParameteri ( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri ( GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); return textureId; } /// // Initialize the shader and program object // int Init ( ESContext *esContext ) { UserData *userData = esContext->userData; GLbyte vShaderStr[] = "attribute vec4 a_position; \n" "attribute vec3 a_normal; \n" "varying vec3 v_normal; \n" "void main() \n" "{ \n" " gl_Position = a_position; \n" " v_normal = a_normal; \n" "} \n"; GLbyte fShaderStr[] = "precision mediump float; \n" "varying vec3 v_normal; \n" "uniform samplerCube s_texture; \n" "void main() \n" "{ \n" " gl_FragColor = textureCube( s_texture, v_normal );\n" "} \n"; // Load the shaders and get a linked program object userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); // Get the attribute locations userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" ); userData->normalLoc = glGetAttribLocation ( userData->programObject, "a_normal" ); // Get the sampler locations userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" ); // Load the texture userData->textureId = CreateSimpleTextureCubemap (); // Generate the vertex data userData->numIndices = esGenSphere ( 20, 0.75f, &userData->vertices, &userData->normals, NULL, &userData->indices ); glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); return TRUE; } /// // Draw a triangle using the shader pair created in Init() // void Draw ( ESContext *esContext ) { UserData *userData = esContext->userData; // Set the viewport glViewport ( 0, 0, esContext->width, esContext->height ); // Clear the color buffer glClear ( GL_COLOR_BUFFER_BIT ); glCullFace ( GL_BACK ); glEnable ( GL_CULL_FACE ); // Use the program object glUseProgram ( userData->programObject ); // Load the vertex position glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 0, userData->vertices ); // Load the normal glVertexAttribPointer ( userData->normalLoc, 3, GL_FLOAT, GL_FALSE, 0, userData->normals ); glEnableVertexAttribArray ( userData->positionLoc ); glEnableVertexAttribArray ( userData->normalLoc ); // Bind the texture glActiveTexture ( GL_TEXTURE0 ); glBindTexture ( GL_TEXTURE_CUBE_MAP, userData->textureId ); // Set the sampler texture unit to 0 glUniform1i ( userData->samplerLoc, 0 ); glDrawElements ( GL_TRIANGLES, userData->numIndices, GL_UNSIGNED_SHORT, userData->indices ); eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); } /// // Cleanup // void ShutDown ( ESContext *esContext ) { UserData *userData = esContext->userData; // Delete texture object glDeleteTextures ( 1, &userData->textureId ); // Delete program object glDeleteProgram ( userData->programObject ); free ( userData->vertices ); free ( userData->normals ); } int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, TEXT("Simple Texture Cubemap"), 320, 240, ES_WINDOW_RGB ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esMainLoop ( &esContext ); ShutDown ( &esContext ); }
010smithzhang-ddd
samples/gles2_book/Simple_TextureCubemap/Simple_TextureCubemap.c
C
bsd
6,440
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // MultiTexture.c // // This is an example that draws a quad with a basemap and // lightmap to demonstrate multitexturing. // #include <stdlib.h> #include "esUtil.h" typedef struct { // Handle to a program object GLuint programObject; // Attribute locations GLint positionLoc; GLint texCoordLoc; // Sampler locations GLint baseMapLoc; GLint lightMapLoc; // Texture handle GLuint baseMapTexId; GLuint lightMapTexId; } UserData; /// // Load texture from disk // GLuint LoadTexture ( char *fileName ) { int width, height; char *buffer = esLoadTGA ( fileName, &width, &height ); GLuint texId; if ( buffer == NULL ) { esLogMessage ( "Error loading (%s) image.\n", fileName ); return 0; } glGenTextures ( 1, &texId ); glBindTexture ( GL_TEXTURE_2D, texId ); glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); free ( buffer ); return texId; } /// // Initialize the shader and program object // int Init ( ESContext *esContext ) { UserData *userData = esContext->userData; GLbyte vShaderStr[] = "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" " gl_Position = a_position; \n" " v_texCoord = a_texCoord; \n" "} \n"; GLbyte fShaderStr[] = "precision mediump float; \n" "varying vec2 v_texCoord; \n" "uniform sampler2D s_baseMap; \n" "uniform sampler2D s_lightMap; \n" "void main() \n" "{ \n" " vec4 baseColor; \n" " vec4 lightColor; \n" " \n" " baseColor = texture2D( s_baseMap, v_texCoord ); \n" " lightColor = texture2D( s_lightMap, v_texCoord ); \n" " gl_FragColor = baseColor * (lightColor + 0.25); \n" "} \n"; // Load the shaders and get a linked program object userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); // Get the attribute locations userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" ); userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" ); // Get the sampler location userData->baseMapLoc = glGetUniformLocation ( userData->programObject, "s_baseMap" ); userData->lightMapLoc = glGetUniformLocation ( userData->programObject, "s_lightMap" ); // Load the textures userData->baseMapTexId = LoadTexture ( "basemap.tga" ); userData->lightMapTexId = LoadTexture ( "lightmap.tga" ); if ( userData->baseMapTexId == 0 || userData->lightMapTexId == 0 ) return FALSE; glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); return TRUE; } /// // Draw a triangle using the shader pair created in Init() // void Draw ( ESContext *esContext ) { UserData *userData = esContext->userData; GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, // Position 0 0.0f, 0.0f, // TexCoord 0 -0.5f, -0.5f, 0.0f, // Position 1 0.0f, 1.0f, // TexCoord 1 0.5f, -0.5f, 0.0f, // Position 2 1.0f, 1.0f, // TexCoord 2 0.5f, 0.5f, 0.0f, // Position 3 1.0f, 0.0f // TexCoord 3 }; GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; // Set the viewport glViewport ( 0, 0, esContext->width, esContext->height ); // Clear the color buffer glClear ( GL_COLOR_BUFFER_BIT ); // Use the program object glUseProgram ( userData->programObject ); // Load the vertex position glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices ); // Load the texture coordinate glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] ); glEnableVertexAttribArray ( userData->positionLoc ); glEnableVertexAttribArray ( userData->texCoordLoc ); // Bind the base map glActiveTexture ( GL_TEXTURE0 ); glBindTexture ( GL_TEXTURE_2D, userData->baseMapTexId ); // Set the base map sampler to texture unit to 0 glUniform1i ( userData->baseMapLoc, 0 ); // Bind the light map glActiveTexture ( GL_TEXTURE1 ); glBindTexture ( GL_TEXTURE_2D, userData->lightMapTexId ); // Set the light map sampler to texture unit 1 glUniform1i ( userData->lightMapLoc, 1 ); glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); } /// // Cleanup // void ShutDown ( ESContext *esContext ) { UserData *userData = esContext->userData; // Delete texture object glDeleteTextures ( 1, &userData->baseMapTexId ); glDeleteTextures ( 1, &userData->lightMapTexId ); // Delete program object glDeleteProgram ( userData->programObject ); } int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, TEXT("MultiTexture"), 320, 240, ES_WINDOW_RGB ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esMainLoop ( &esContext ); ShutDown ( &esContext ); }
010smithzhang-ddd
samples/gles2_book/MultiTexture/MultiTexture.c
C
bsd
6,478
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // TextureWrap.c // // This is an example that demonstrates the three texture // wrap modes available on 2D textures // #include <stdlib.h> #include "esUtil.h" typedef struct { // Handle to a program object GLuint programObject; // Attribute locations GLint positionLoc; GLint texCoordLoc; // Sampler location GLint samplerLoc; // Offset location GLint offsetLoc; // Texture handle GLuint textureId; } UserData; /// // Generate an RGB8 checkerboard image // GLubyte* GenCheckImage( int width, int height, int checkSize ) { int x, y; GLubyte *pixels = malloc( width * height * 3 ); if ( pixels == NULL ) return NULL; for ( y = 0; y < height; y++ ) for ( x = 0; x < width; x++ ) { GLubyte rColor = 0; GLubyte bColor = 0; if ( ( x / checkSize ) % 2 == 0 ) { rColor = 255 * ( ( y / checkSize ) % 2 ); bColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) ); } else { bColor = 255 * ( ( y / checkSize ) % 2 ); rColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) ); } pixels[(y * height + x) * 3] = rColor; pixels[(y * height + x) * 3 + 1] = 0; pixels[(y * height + x) * 3 + 2] = bColor; } return pixels; } /// // Create a mipmapped 2D texture image // GLuint CreateTexture2D( ) { // Texture object handle GLuint textureId; int width = 256, height = 256; GLubyte *pixels; pixels = GenCheckImage( width, height, 64 ); if ( pixels == NULL ) return 0; // Generate a texture object glGenTextures ( 1, &textureId ); // Bind the texture object glBindTexture ( GL_TEXTURE_2D, textureId ); // Load mipmap level 0 glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels ); // Set the filtering mode glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); return textureId; } /// // Initialize the shader and program object // int Init ( ESContext *esContext ) { UserData *userData = esContext->userData; GLbyte vShaderStr[] = "uniform float u_offset; \n" "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" " gl_Position = a_position; \n" " gl_Position.x += u_offset;\n" " v_texCoord = a_texCoord; \n" "} \n"; GLbyte fShaderStr[] = "precision mediump float; \n" "varying vec2 v_texCoord; \n" "uniform sampler2D s_texture; \n" "void main() \n" "{ \n" " gl_FragColor = texture2D( s_texture, v_texCoord );\n" "} \n"; // Load the shaders and get a linked program object userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); // Get the attribute locations userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" ); userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" ); // Get the sampler location userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" ); // Get the offset location userData->offsetLoc = glGetUniformLocation( userData->programObject, "u_offset" ); // Load the texture userData->textureId = CreateTexture2D (); glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); return TRUE; } /// // Draw a triangle using the shader pair created in Init() // void Draw ( ESContext *esContext ) { UserData *userData = esContext->userData; GLfloat vVertices[] = { -0.3f, 0.3f, 0.0f, 1.0f, // Position 0 -1.0f, -1.0f, // TexCoord 0 -0.3f, -0.3f, 0.0f, 1.0f, // Position 1 -1.0f, 2.0f, // TexCoord 1 0.3f, -0.3f, 0.0f, 1.0f, // Position 2 2.0f, 2.0f, // TexCoord 2 0.3f, 0.3f, 0.0f, 1.0f, // Position 3 2.0f, -1.0f // TexCoord 3 }; GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; // Set the viewport glViewport ( 0, 0, esContext->width, esContext->height ); // Clear the color buffer glClear ( GL_COLOR_BUFFER_BIT ); // Use the program object glUseProgram ( userData->programObject ); // Load the vertex position glVertexAttribPointer ( userData->positionLoc, 4, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), vVertices ); // Load the texture coordinate glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), &vVertices[4] ); glEnableVertexAttribArray ( userData->positionLoc ); glEnableVertexAttribArray ( userData->texCoordLoc ); // Bind the texture glActiveTexture ( GL_TEXTURE0 ); glBindTexture ( GL_TEXTURE_2D, userData->textureId ); // Set the sampler texture unit to 0 glUniform1i ( userData->samplerLoc, 0 ); // Draw quad with repeat wrap mode glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); glUniform1f ( userData->offsetLoc, -0.7f ); glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); // Draw quad with clamp to edge wrap mode glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); glUniform1f ( userData->offsetLoc, 0.0f ); glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); // Draw quad with mirrored repeat glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT ); glUniform1f ( userData->offsetLoc, 0.7f ); glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); } /// // Cleanup // void ShutDown ( ESContext *esContext ) { UserData *userData = esContext->userData; // Delete texture object glDeleteTextures ( 1, &userData->textureId ); // Delete program object glDeleteProgram ( userData->programObject ); } int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, TEXT("Texture Wrap"), 640, 480, ES_WINDOW_RGB ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esMainLoop ( &esContext ); ShutDown ( &esContext ); }
010smithzhang-ddd
samples/gles2_book/TextureWrap/TextureWrap.c
C
bsd
7,471
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // Simple_Texture2D.c // // This is a simple example that draws a quad with a 2D // texture image. The purpose of this example is to demonstrate // the basics of 2D texturing // #include <stdlib.h> #include "esUtil.h" typedef struct { // Handle to a program object GLuint programObject; // Attribute locations GLint positionLoc; GLint texCoordLoc; // Sampler location GLint samplerLoc; // Texture handle GLuint textureId; } UserData; /// // Create a simple 2x2 texture image with four different colors // GLuint CreateSimpleTexture2D( ) { // Texture object handle GLuint textureId; // 2x2 Image, 3 bytes per pixel (R, G, B) GLubyte pixels[4 * 3] = { 255, 0, 0, // Red 0, 255, 0, // Green 0, 0, 255, // Blue 255, 255, 0 // Yellow }; // Use tightly packed data glPixelStorei ( GL_UNPACK_ALIGNMENT, 1 ); // Generate a texture object glGenTextures ( 1, &textureId ); // Bind the texture object glBindTexture ( GL_TEXTURE_2D, textureId ); // Load the texture glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels ); // Set the filtering mode glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); return textureId; } /// // Initialize the shader and program object // int Init ( ESContext *esContext ) { UserData *userData = esContext->userData; GLbyte vShaderStr[] = "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" " gl_Position = a_position; \n" " v_texCoord = a_texCoord; \n" "} \n"; GLbyte fShaderStr[] = "precision mediump float; \n" "varying vec2 v_texCoord; \n" "uniform sampler2D s_texture; \n" "void main() \n" "{ \n" " gl_FragColor = texture2D( s_texture, v_texCoord );\n" "} \n"; // Load the shaders and get a linked program object userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); // Get the attribute locations userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" ); userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" ); // Get the sampler location userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" ); // Load the texture userData->textureId = CreateSimpleTexture2D (); glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); return TRUE; } /// // Draw a triangle using the shader pair created in Init() // void Draw ( ESContext *esContext ) { UserData *userData = esContext->userData; GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, // Position 0 0.0f, 0.0f, // TexCoord 0 -0.5f, -0.5f, 0.0f, // Position 1 0.0f, 1.0f, // TexCoord 1 0.5f, -0.5f, 0.0f, // Position 2 1.0f, 1.0f, // TexCoord 2 0.5f, 0.5f, 0.0f, // Position 3 1.0f, 0.0f // TexCoord 3 }; GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; // Set the viewport glViewport ( 0, 0, esContext->width, esContext->height ); // Clear the color buffer glClear ( GL_COLOR_BUFFER_BIT ); // Use the program object glUseProgram ( userData->programObject ); // Load the vertex position glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices ); // Load the texture coordinate glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] ); glEnableVertexAttribArray ( userData->positionLoc ); glEnableVertexAttribArray ( userData->texCoordLoc ); // Bind the texture glActiveTexture ( GL_TEXTURE0 ); glBindTexture ( GL_TEXTURE_2D, userData->textureId ); // Set the sampler texture unit to 0 glUniform1i ( userData->samplerLoc, 0 ); glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); } /// // Cleanup // void ShutDown ( ESContext *esContext ) { UserData *userData = esContext->userData; // Delete texture object glDeleteTextures ( 1, &userData->textureId ); // Delete program object glDeleteProgram ( userData->programObject ); } int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, TEXT("Simple Texture 2D"), 320, 240, ES_WINDOW_RGB ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esMainLoop ( &esContext ); ShutDown ( &esContext ); }
010smithzhang-ddd
samples/gles2_book/Simple_Texture2D/Simple_Texture2D.c
C
bsd
5,656
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // MipMap2D.c // // This is a simple example that demonstrates generating a mipmap chain // and rendering with it // #include <stdlib.h> #include "esUtil.h" typedef struct { // Handle to a program object GLuint programObject; // Attribute locations GLint positionLoc; GLint texCoordLoc; // Sampler location GLint samplerLoc; // Offset location GLint offsetLoc; // Texture handle GLuint textureId; } UserData; /// // From an RGB8 source image, generate the next level mipmap // GLboolean GenMipMap2D( GLubyte *src, GLubyte **dst, int srcWidth, int srcHeight, int *dstWidth, int *dstHeight ) { int x, y; int texelSize = 3; *dstWidth = srcWidth / 2; if ( *dstWidth <= 0 ) *dstWidth = 1; *dstHeight = srcHeight / 2; if ( *dstHeight <= 0 ) *dstHeight = 1; *dst = malloc ( sizeof(GLubyte) * texelSize * (*dstWidth) * (*dstHeight) ); if ( *dst == NULL ) return GL_FALSE; for ( y = 0; y < *dstHeight; y++ ) { for( x = 0; x < *dstWidth; x++ ) { int srcIndex[4]; float r = 0.0f, g = 0.0f, b = 0.0f; int sample; // Compute the offsets for 2x2 grid of pixels in previous // image to perform box filter srcIndex[0] = (((y * 2) * srcWidth) + (x * 2)) * texelSize; srcIndex[1] = (((y * 2) * srcWidth) + (x * 2 + 1)) * texelSize; srcIndex[2] = ((((y * 2) + 1) * srcWidth) + (x * 2)) * texelSize; srcIndex[3] = ((((y * 2) + 1) * srcWidth) + (x * 2 + 1)) * texelSize; // Sum all pixels for ( sample = 0; sample < 4; sample++ ) { r += src[srcIndex[sample]]; g += src[srcIndex[sample] + 1]; b += src[srcIndex[sample] + 2]; } // Average results r /= 4.0; g /= 4.0; b /= 4.0; // Store resulting pixels (*dst)[ ( y * (*dstWidth) + x ) * texelSize ] = (GLubyte)( r ); (*dst)[ ( y * (*dstWidth) + x ) * texelSize + 1] = (GLubyte)( g ); (*dst)[ ( y * (*dstWidth) + x ) * texelSize + 2] = (GLubyte)( b ); } } return GL_TRUE; } /// // Generate an RGB8 checkerboard image // GLubyte* GenCheckImage( int width, int height, int checkSize ) { int x, y; GLubyte *pixels = malloc( width * height * 3 ); if ( pixels == NULL ) return NULL; for ( y = 0; y < height; y++ ) for ( x = 0; x < width; x++ ) { GLubyte rColor = 0; GLubyte bColor = 0; if ( ( x / checkSize ) % 2 == 0 ) { rColor = 255 * ( ( y / checkSize ) % 2 ); bColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) ); } else { bColor = 255 * ( ( y / checkSize ) % 2 ); rColor = 255 * ( 1 - ( ( y / checkSize ) % 2 ) ); } pixels[(y * height + x) * 3] = rColor; pixels[(y * height + x) * 3 + 1] = 0; pixels[(y * height + x) * 3 + 2] = bColor; } return pixels; } /// // Create a mipmapped 2D texture image // GLuint CreateMipMappedTexture2D( ) { // Texture object handle GLuint textureId; int width = 256, height = 256; int level; GLubyte *pixels; GLubyte *prevImage; GLubyte *newImage = NULL; pixels = GenCheckImage( width, height, 8 ); if ( pixels == NULL ) return 0; // Generate a texture object glGenTextures ( 1, &textureId ); // Bind the texture object glBindTexture ( GL_TEXTURE_2D, textureId ); // Load mipmap level 0 glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels ); level = 1; prevImage = &pixels[0]; while ( width > 1 && height > 1 ) { int newWidth, newHeight; // Generate the next mipmap level GenMipMap2D( prevImage, &newImage, width, height, &newWidth, &newHeight ); // Load the mipmap level glTexImage2D( GL_TEXTURE_2D, level, GL_RGB, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, newImage ); // Free the previous image free ( prevImage ); // Set the previous image for the next iteration prevImage = newImage; level++; // Half the width and height width = newWidth; height = newHeight; } free ( newImage ); // Set the filtering mode glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); return textureId; } /// // Initialize the shader and program object // int Init ( ESContext *esContext ) { UserData *userData = esContext->userData; GLbyte vShaderStr[] = "uniform float u_offset; \n" "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" " gl_Position = a_position; \n" " gl_Position.x += u_offset;\n" " v_texCoord = a_texCoord; \n" "} \n"; GLbyte fShaderStr[] = "precision mediump float; \n" "varying vec2 v_texCoord; \n" "uniform sampler2D s_texture; \n" "void main() \n" "{ \n" " gl_FragColor = texture2D( s_texture, v_texCoord );\n" "} \n"; // Load the shaders and get a linked program object userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); // Get the attribute locations userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" ); userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" ); // Get the sampler location userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" ); // Get the offset location userData->offsetLoc = glGetUniformLocation( userData->programObject, "u_offset" ); // Load the texture userData->textureId = CreateMipMappedTexture2D (); glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); return TRUE; } /// // Draw a triangle using the shader pair created in Init() // void Draw ( ESContext *esContext ) { UserData *userData = esContext->userData; GLfloat vVertices[] = { -0.5f, 0.5f, 0.0f, 1.5f, // Position 0 0.0f, 0.0f, // TexCoord 0 -0.5f, -0.5f, 0.0f, 0.75f, // Position 1 0.0f, 1.0f, // TexCoord 1 0.5f, -0.5f, 0.0f, 0.75f, // Position 2 1.0f, 1.0f, // TexCoord 2 0.5f, 0.5f, 0.0f, 1.5f, // Position 3 1.0f, 0.0f // TexCoord 3 }; GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; // Set the viewport glViewport ( 0, 0, esContext->width, esContext->height ); // Clear the color buffer glClear ( GL_COLOR_BUFFER_BIT ); // Use the program object glUseProgram ( userData->programObject ); // Load the vertex position glVertexAttribPointer ( userData->positionLoc, 4, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), vVertices ); // Load the texture coordinate glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT, GL_FALSE, 6 * sizeof(GLfloat), &vVertices[4] ); glEnableVertexAttribArray ( userData->positionLoc ); glEnableVertexAttribArray ( userData->texCoordLoc ); // Bind the texture glActiveTexture ( GL_TEXTURE0 ); glBindTexture ( GL_TEXTURE_2D, userData->textureId ); // Set the sampler texture unit to 0 glUniform1i ( userData->samplerLoc, 0 ); // Draw quad with nearest sampling glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glUniform1f ( userData->offsetLoc, -0.6f ); glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); // Draw quad with trilinear filtering glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); glUniform1f ( userData->offsetLoc, 0.6f ); glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); } /// // Cleanup // void ShutDown ( ESContext *esContext ) { UserData *userData = esContext->userData; // Delete texture object glDeleteTextures ( 1, &userData->textureId ); // Delete program object glDeleteProgram ( userData->programObject ); } int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, TEXT("MipMap 2D"), 320, 240, ES_WINDOW_RGB ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esMainLoop ( &esContext ); ShutDown ( &esContext ); }
010smithzhang-ddd
samples/gles2_book/MipMap2D/MipMap2D.c
C
bsd
9,650
// // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // Stencil_Test.c // // This example shows various stencil buffer // operations. // #include <stdlib.h> #include "esUtil.h" typedef struct { // Handle to a program object GLuint programObject; // Attribute locations GLint positionLoc; // Uniform locations GLint colorLoc; } UserData; /// // Initialize the shader and program object // int Init ( ESContext *esContext ) { UserData *userData = esContext->userData; GLbyte vShaderStr[] = "attribute vec4 a_position; \n" "void main() \n" "{ \n" " gl_Position = a_position; \n" "} \n"; GLbyte fShaderStr[] = "precision mediump float; \n" "uniform vec4 u_color; \n" "void main() \n" "{ \n" " gl_FragColor = u_color; \n" "} \n"; // Load the shaders and get a linked program object userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); // Get the attribute locations userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" ); // Get the sampler location userData->colorLoc = glGetUniformLocation ( userData->programObject, "u_color" ); // Set the clear color glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); // Set the stencil clear value glClearStencil ( 0x1 ); // Set the depth clear value glClearDepthf( 0.75f ); // Enable the depth and stencil tests glEnable( GL_DEPTH_TEST ); glEnable( GL_STENCIL_TEST ); return TRUE; } /// // Initialize the stencil buffer values, and then use those // values to control rendering // void Draw ( ESContext *esContext ) { int i; UserData *userData = esContext->userData; GLfloat vVertices[] = { -0.75f, 0.25f, 0.50f, // Quad #0 -0.25f, 0.25f, 0.50f, -0.25f, 0.75f, 0.50f, -0.75f, 0.75f, 0.50f, 0.25f, 0.25f, 0.90f, // Quad #1 0.75f, 0.25f, 0.90f, 0.75f, 0.75f, 0.90f, 0.25f, 0.75f, 0.90f, -0.75f, -0.75f, 0.50f, // Quad #2 -0.25f, -0.75f, 0.50f, -0.25f, -0.25f, 0.50f, -0.75f, -0.25f, 0.50f, 0.25f, -0.75f, 0.50f, // Quad #3 0.75f, -0.75f, 0.50f, 0.75f, -0.25f, 0.50f, 0.25f, -0.25f, 0.50f, -1.00f, -1.00f, 0.00f, // Big Quad 1.00f, -1.00f, 0.00f, 1.00f, 1.00f, 0.00f, -1.00f, 1.00f, 0.00f }; GLubyte indices[][6] = { { 0, 1, 2, 0, 2, 3 }, // Quad #0 { 4, 5, 6, 4, 6, 7 }, // Quad #1 { 8, 9, 10, 8, 10, 11 }, // Quad #2 { 12, 13, 14, 12, 14, 15 }, // Quad #3 { 16, 17, 18, 16, 18, 19 } // Big Quad }; #define NumTests 4 GLfloat colors[NumTests][4] = { { 1.0f, 0.0f, 0.0f, 1.0f }, { 0.0f, 1.0f, 0.0f, 1.0f }, { 0.0f, 0.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 0.0f, 0.0f } }; GLint numStencilBits; GLuint stencilValues[NumTests] = { 0x7, // Result of test 0 0x0, // Result of test 1 0x2, // Result of test 2 0xff // Result of test 3. We need to fill this // value in a run-time }; // Set the viewport glViewport ( 0, 0, esContext->width, esContext->height ); // Clear the color, depth, and stencil buffers. At this // point, the stencil buffer will be 0x1 for all pixels glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); // Use the program object glUseProgram ( userData->programObject ); // Load the vertex position glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 0, vVertices ); glEnableVertexAttribArray ( userData->positionLoc ); // Test 0: // // Initialize upper-left region. In this case, the // stencil-buffer values will be replaced because the // stencil test for the rendered pixels will fail the // stencil test, which is // // ref mask stencil mask // ( 0x7 & 0x3 ) < ( 0x1 & 0x7 ) // // The value in the stencil buffer for these pixels will // be 0x7. // glStencilFunc( GL_LESS, 0x7, 0x3 ); glStencilOp( GL_REPLACE, GL_DECR, GL_DECR ); glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[0] ); // Test 1: // // Initialize the upper-right region. Here, we'll decrement // the stencil-buffer values where the stencil test passes // but the depth test fails. The stencil test is // // ref mask stencil mask // ( 0x3 & 0x3 ) > ( 0x1 & 0x3 ) // // but where the geometry fails the depth test. The // stencil values for these pixels will be 0x0. // glStencilFunc( GL_GREATER, 0x3, 0x3 ); glStencilOp( GL_KEEP, GL_DECR, GL_KEEP ); glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[1] ); // Test 2: // // Initialize the lower-left region. Here we'll increment // (with saturation) the stencil value where both the // stencil and depth tests pass. The stencil test for // these pixels will be // // ref mask stencil mask // ( 0x1 & 0x3 ) == ( 0x1 & 0x3 ) // // The stencil values for these pixels will be 0x2. // glStencilFunc( GL_EQUAL, 0x1, 0x3 ); glStencilOp( GL_KEEP, GL_INCR, GL_INCR ); glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[2] ); // Test 3: // // Finally, initialize the lower-right region. We'll invert // the stencil value where the stencil tests fails. The // stencil test for these pixels will be // // ref mask stencil mask // ( 0x2 & 0x1 ) == ( 0x1 & 0x1 ) // // The stencil value here will be set to ~((2^s-1) & 0x1), // (with the 0x1 being from the stencil clear value), // where 's' is the number of bits in the stencil buffer // glStencilFunc( GL_EQUAL, 0x2, 0x1 ); glStencilOp( GL_INVERT, GL_KEEP, GL_KEEP ); glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[3] ); // Since we don't know at compile time how many stecil bits are present, // we'll query, and update the value correct value in the // stencilValues arrays for the fourth tests. We'll use this value // later in rendering. glGetIntegerv( GL_STENCIL_BITS, &numStencilBits ); stencilValues[3] = ~(((1 << numStencilBits) - 1) & 0x1) & 0xff; // Use the stencil buffer for controlling where rendering will // occur. We diable writing to the stencil buffer so we // can test against them without modifying the values we // generated. glStencilMask( 0x0 ); for ( i = 0; i < NumTests; ++i ) { glStencilFunc( GL_EQUAL, stencilValues[i], 0xff ); glUniform4fv( userData->colorLoc, 1, colors[i] ); glDrawElements( GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices[4] ); } eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); } /// // Cleanup // void ShutDown ( ESContext *esContext ) { UserData *userData = esContext->userData; // Delete program object glDeleteProgram ( userData->programObject ); } int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, TEXT("Stencil Test"), 320, 240, ES_WINDOW_RGB | ES_WINDOW_DEPTH | ES_WINDOW_STENCIL ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esMainLoop ( &esContext ); ShutDown ( &esContext ); }
010smithzhang-ddd
samples/gles2_book/Stencil_Test/Stencil_Test.c
C
bsd
7,967
// Based on a sample from: // // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // PostSubBuffer.c // // This is a simple example that draws a rotating cube in perspective // using a vertex shader to transform the object, posting only a subrectangle // to the window surface. // #include <stdlib.h> #include "esUtil.h" #define WINDOW_WIDTH 320 #define WINDOW_HEIGHT 240 typedef struct { // Handle to a program object GLuint programObject; // Attribute locations GLint positionLoc; // Uniform locations GLint mvpLoc; // Vertex daata GLfloat *vertices; GLushort *indices; int numIndices; // Rotation angle GLfloat angle; // MVP matrix ESMatrix mvpMatrix; } UserData; /// // Initialize the shader and program object // int Init ( ESContext *esContext ) { UserData *userData = esContext->userData; GLbyte vShaderStr[] = "uniform mat4 u_mvpMatrix; \n" "attribute vec4 a_position; \n" "void main() \n" "{ \n" " gl_Position = u_mvpMatrix * a_position; \n" "} \n"; GLbyte fShaderStr[] = "precision mediump float; \n" "void main() \n" "{ \n" " gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 ); \n" "} \n"; // Load the shaders and get a linked program object userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); // Get the attribute locations userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" ); // Get the uniform locations userData->mvpLoc = glGetUniformLocation( userData->programObject, "u_mvpMatrix" ); // Generate the vertex data userData->numIndices = esGenCube( 1.0, &userData->vertices, NULL, NULL, &userData->indices ); // Starting rotation angle for the cube userData->angle = 45.0f; // Clear the whole window surface. glClearColor ( 0.0f, 0.0f, 1.0f, 0.0f ); glClear ( GL_COLOR_BUFFER_BIT ); eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); return TRUE; } /// // Update MVP matrix based on time // void Update ( ESContext *esContext, float deltaTime ) { UserData *userData = (UserData*) esContext->userData; ESMatrix perspective; ESMatrix modelview; float aspect; // Compute a rotation angle based on time to rotate the cube userData->angle += ( deltaTime * 40.0f ); if( userData->angle >= 360.0f ) userData->angle -= 360.0f; // Compute the window aspect ratio aspect = (GLfloat) esContext->width / (GLfloat) esContext->height; // Generate a perspective matrix with a 60 degree FOV esMatrixLoadIdentity( &perspective ); esPerspective( &perspective, 60.0f, aspect, 1.0f, 20.0f ); // Generate a model view matrix to rotate/translate the cube esMatrixLoadIdentity( &modelview ); // Translate away from the viewer esTranslate( &modelview, 0.0, 0.0, -2.0 ); // Rotate the cube esRotate( &modelview, userData->angle, 1.0, 0.0, 1.0 ); // Compute the final MVP by multiplying the // modevleiw and perspective matrices together esMatrixMultiply( &userData->mvpMatrix, &modelview, &perspective ); } /// // Draw a triangle using the shader pair created in Init() // void Draw ( ESContext *esContext ) { UserData *userData = esContext->userData; // Set the viewport glViewport ( 0, 0, esContext->width, esContext->height ); // Clear the color buffer glClear ( GL_COLOR_BUFFER_BIT ); // Use the program object glUseProgram ( userData->programObject ); // Load the vertex position glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), userData->vertices ); glEnableVertexAttribArray ( userData->positionLoc ); // Load the MVP matrix glUniformMatrix4fv( userData->mvpLoc, 1, GL_FALSE, (GLfloat*) &userData->mvpMatrix.m[0][0] ); // Draw the cube glDrawElements ( GL_TRIANGLES, userData->numIndices, GL_UNSIGNED_SHORT, userData->indices ); eglPostSubBufferNV ( esContext->eglDisplay, esContext->eglSurface, 60, 60, WINDOW_WIDTH - 120, WINDOW_HEIGHT - 120 ); } /// // Cleanup // void ShutDown ( ESContext *esContext ) { UserData *userData = esContext->userData; if ( userData->vertices != NULL ) { free ( userData->vertices ); } if ( userData->indices != NULL ) { free ( userData->indices ); } // Delete program object glDeleteProgram ( userData->programObject ); } int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, TEXT("Simple Vertex Shader"), WINDOW_WIDTH, WINDOW_HEIGHT, ES_WINDOW_RGB | ES_WINDOW_POST_SUB_BUFFER_SUPPORTED ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esRegisterUpdateFunc ( &esContext, Update ); esMainLoop ( &esContext ); ShutDown ( &esContext ); }
010smithzhang-ddd
samples/gles2_book/PostSubBuffer/PostSubBuffer.c
C
bsd
5,676
// // Modified from Simple_Texture2D, found in: // // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // MultipleRenderTargets.c // // This is a simple example that shows how to use multiple render // targets in GLES 2.0 using EXT_draw_buffers. The example // draws to three render targets and displays // them together in a final pass. // #include <stdlib.h> #include "esUtil.h" PFNGLDRAWBUFFERSEXTPROC glDrawBuffersEXT; typedef struct { // Handle to a program object GLuint programObjectMRT; GLuint programObject; // Attribute locations GLint positionLoc; GLint texCoordLoc; // Sampler location GLint samplerLoc; // Texture handle GLuint textureId; // Framebuffer object handle GLuint framebuffer; // Framebuffer color attachments GLuint framebufferTextures[4]; } UserData; /// // Create a simple 2x2 texture image with four different colors // GLuint CreateSimpleTexture2D( ) { // Texture object handle GLuint textureId; // 2x2 Image, 3 bytes per pixel (R, G, B) GLubyte pixels[4 * 3] = { 255, 0, 0, // Red 0, 255, 0, // Green 0, 0, 255, // Blue 255, 255, 0 // Yellow }; // Use tightly packed data glPixelStorei ( GL_UNPACK_ALIGNMENT, 1 ); // Generate a texture object glGenTextures ( 1, &textureId ); // Bind the texture object glBindTexture ( GL_TEXTURE_2D, textureId ); // Load the texture glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels ); // Set the filtering mode glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); return textureId; } /// // Initialize the shader and program object // int Init ( ESContext *esContext ) { UserData *userData = (UserData*)esContext->userData; GLbyte vShaderStr[] = "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" " gl_Position = a_position; \n" " v_texCoord = a_texCoord; \n" "} \n"; GLbyte fMultiShaderStr[] = "#extension GL_EXT_draw_buffers : enable \n" "precision mediump float; \n" "varying vec2 v_texCoord; \n" "uniform sampler2D s_texture; \n" "void main() \n" "{ \n" " vec4 color = texture2D( s_texture, v_texCoord ); \n" " gl_FragData[0] = color; \n" " gl_FragData[1] = vec4(1.0, 1.0, 1.0, 1.0) - color.brga;\n" " gl_FragData[2] = vec4(0.2, 1.0, 0.5, 1.0) * color.gbra;\n" " gl_FragData[3] = color.rrra; \n" "} \n"; GLbyte fShaderStr[] = "precision mediump float; \n" "varying vec2 v_texCoord; \n" "uniform sampler2D s_texture; \n" "void main() \n" "{ \n" " vec4 color = texture2D( s_texture, v_texCoord ); \n" " gl_FragColor = color; \n" "} \n"; int i; // Check EXT_draw_buffers is supported if (strstr(glGetString(GL_EXTENSIONS), "GL_EXT_draw_buffers") == 0) { return FALSE; } // Retrieve the address of glDrawBuffersEXT from EGL glDrawBuffersEXT = (PFNGLDRAWBUFFERSEXTPROC)eglGetProcAddress("glDrawBuffersEXT"); // Load the shaders and get a linked program object userData->programObject = esLoadProgram ( (const char*)vShaderStr, (const char*)fShaderStr ); userData->programObjectMRT = esLoadProgram ( (const char*)vShaderStr, (const char*)fMultiShaderStr ); // Get the attribute locations userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" ); userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" ); // Get the sampler location userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" ); // Load the texture userData->textureId = CreateSimpleTexture2D (); glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); // Initialize the user framebuffer glGenFramebuffers(1, &userData->framebuffer); glGenTextures(4, userData->framebufferTextures); glBindFramebuffer(GL_FRAMEBUFFER, userData->framebuffer); for (i = 0; i < 4; i++) { // Create textures for the four color attachments glBindTexture(GL_TEXTURE_2D, userData->framebufferTextures[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, esContext->width, esContext->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_EXT + i, GL_TEXTURE_2D, userData->framebufferTextures[i], 0); } glBindTexture(GL_TEXTURE_2D, 0); return TRUE; } /// // Draw a triangle using the shader pair created in Init() // void Draw ( ESContext *esContext ) { UserData *userData = (UserData*)esContext->userData; GLfloat vVertices[] = { -0.8f, 0.8f, 0.0f, // Position 0 0.0f, 0.0f, // TexCoord 0 -0.8f, -0.8f, 0.0f, // Position 1 0.0f, 1.0f, // TexCoord 1 0.8f, -0.8f, 0.0f, // Position 2 1.0f, 1.0f, // TexCoord 2 0.8f, 0.8f, 0.0f, // Position 3 1.0f, 0.0f // TexCoord 3 }; GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; GLenum drawBuffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT, GL_COLOR_ATTACHMENT3_EXT }; // Enable drawing to the four color attachments of the user framebuffer glBindFramebuffer(GL_FRAMEBUFFER, userData->framebuffer); glDrawBuffersEXT(4, drawBuffers); // Set the viewport glViewport ( 0, 0, esContext->width, esContext->height ); // Clear the color buffer glClear ( GL_COLOR_BUFFER_BIT ); // Use the program object glUseProgram ( userData->programObjectMRT ); // Load the vertex position glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices ); // Load the texture coordinate glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] ); glEnableVertexAttribArray ( userData->positionLoc ); glEnableVertexAttribArray ( userData->texCoordLoc ); // Bind the texture glActiveTexture ( GL_TEXTURE0 ); glBindTexture ( GL_TEXTURE_2D, userData->textureId ); // Set the sampler texture unit to 0 glUniform1i ( userData->samplerLoc, 0 ); // Draw the textured quad to the four render targets glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); // Enable the default framebuffer and single textured drawing glBindFramebuffer(GL_FRAMEBUFFER, 0); glUseProgram ( userData->programObject ); // Draw the four textured quads to a separate region in the viewport glBindTexture( GL_TEXTURE_2D, userData->framebufferTextures[0]); glViewport ( 0, 0, esContext->width/2, esContext->height/2 ); glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); glBindTexture( GL_TEXTURE_2D, userData->framebufferTextures[1]); glViewport ( esContext->width/2, 0, esContext->width/2, esContext->height/2 ); glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); glBindTexture( GL_TEXTURE_2D, userData->framebufferTextures[2]); glViewport ( 0, esContext->height/2, esContext->width/2, esContext->height/2 ); glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); glBindTexture( GL_TEXTURE_2D, userData->framebufferTextures[3]); glViewport ( esContext->width/2, esContext->height/2, esContext->width/2, esContext->height/2 ); glDrawElements ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices ); eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); } /// // Cleanup // void ShutDown ( ESContext *esContext ) { UserData *userData = (UserData*)esContext->userData; glDeleteTextures(4, userData->framebufferTextures); glDeleteFramebuffers(1, &userData->framebuffer); // Delete texture object glDeleteTextures ( 1, &userData->textureId ); // Delete program object glDeleteProgram ( userData->programObject ); eglDestroyContext(esContext->eglDisplay, esContext->eglContext); eglDestroySurface(esContext->eglDisplay, esContext->eglSurface); eglTerminate(esContext->eglDisplay); } int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, TEXT("Multiple Render Targets"), 320, 240, ES_WINDOW_RGB ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esMainLoop ( &esContext ); ShutDown ( &esContext ); }
010smithzhang-ddd
samples/gles2_book/MultipleRenderTargets/MultipleRenderTargets.c
C
bsd
9,989
// // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "GLSLANG/ShaderLang.h" #include <assert.h> #include <math.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <vector> // // Return codes from main. // enum TFailCode { ESuccess = 0, EFailUsage, EFailCompile, EFailCompilerCreate, }; static void usage(); static ShShaderType FindShaderType(const char* fileName); static bool CompileFile(char* fileName, ShHandle compiler, int compileOptions); static void LogMsg(const char* msg, const char* name, const int num, const char* logName); static void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType, bool mapLongVariableNames); // If NUM_SOURCE_STRINGS is set to a value > 1, the input file data is // broken into that many chunks. const unsigned int NUM_SOURCE_STRINGS = 2; typedef std::vector<char*> ShaderSource; static bool ReadShaderSource(const char* fileName, ShaderSource& source); static void FreeShaderSource(ShaderSource& source); // // Set up the per compile resources // void GenerateResources(ShBuiltInResources* resources) { ShInitBuiltInResources(resources); resources->MaxVertexAttribs = 8; resources->MaxVertexUniformVectors = 128; resources->MaxVaryingVectors = 8; resources->MaxVertexTextureImageUnits = 0; resources->MaxCombinedTextureImageUnits = 8; resources->MaxTextureImageUnits = 8; resources->MaxFragmentUniformVectors = 16; resources->MaxDrawBuffers = 1; resources->OES_standard_derivatives = 0; resources->OES_EGL_image_external = 0; } int main(int argc, char* argv[]) { TFailCode failCode = ESuccess; int compileOptions = 0; int numCompiles = 0; ShHandle vertexCompiler = 0; ShHandle fragmentCompiler = 0; char* buffer = 0; size_t bufferLen = 0; int numAttribs = 0, numUniforms = 0; ShShaderSpec spec = SH_GLES2_SPEC; ShShaderOutput output = SH_ESSL_OUTPUT; ShInitialize(); ShBuiltInResources resources; GenerateResources(&resources); argc--; argv++; for (; (argc >= 1) && (failCode == ESuccess); argc--, argv++) { if (argv[0][0] == '-') { switch (argv[0][1]) { case 'i': compileOptions |= SH_INTERMEDIATE_TREE; break; case 'm': compileOptions |= SH_MAP_LONG_VARIABLE_NAMES; break; case 'o': compileOptions |= SH_OBJECT_CODE; break; case 'u': compileOptions |= SH_ATTRIBUTES_UNIFORMS; break; case 'l': compileOptions |= SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX; break; case 'e': compileOptions |= SH_EMULATE_BUILT_IN_FUNCTIONS; break; case 'd': compileOptions |= SH_DEPENDENCY_GRAPH; break; case 't': compileOptions |= SH_TIMING_RESTRICTIONS; break; case 's': if (argv[0][2] == '=') { switch (argv[0][3]) { case 'e': spec = SH_GLES2_SPEC; break; case 'w': spec = SH_WEBGL_SPEC; break; case 'c': spec = SH_CSS_SHADERS_SPEC; break; default: failCode = EFailUsage; } } else { failCode = EFailUsage; } break; case 'b': if (argv[0][2] == '=') { switch (argv[0][3]) { case 'e': output = SH_ESSL_OUTPUT; break; case 'g': output = SH_GLSL_OUTPUT; break; case 'h': if (argv[0][4] == '1' && argv[0][5] == '1') { output = SH_HLSL11_OUTPUT; } else { output = SH_HLSL9_OUTPUT; } break; default: failCode = EFailUsage; } } else { failCode = EFailUsage; } break; case 'x': if (argv[0][2] == '=') { switch (argv[0][3]) { case 'i': resources.OES_EGL_image_external = 1; break; case 'd': resources.OES_standard_derivatives = 1; break; case 'r': resources.ARB_texture_rectangle = 1; break; default: failCode = EFailUsage; } } else { failCode = EFailUsage; } break; default: failCode = EFailUsage; } } else { ShHandle compiler = 0; switch (FindShaderType(argv[0])) { case SH_VERTEX_SHADER: if (vertexCompiler == 0) vertexCompiler = ShConstructCompiler( SH_VERTEX_SHADER, spec, output, &resources); compiler = vertexCompiler; break; case SH_FRAGMENT_SHADER: if (fragmentCompiler == 0) fragmentCompiler = ShConstructCompiler( SH_FRAGMENT_SHADER, spec, output, &resources); compiler = fragmentCompiler; break; default: break; } if (compiler) { bool compiled = CompileFile(argv[0], compiler, compileOptions); LogMsg("BEGIN", "COMPILER", numCompiles, "INFO LOG"); ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &bufferLen); buffer = (char*) realloc(buffer, bufferLen * sizeof(char)); ShGetInfoLog(compiler, buffer); puts(buffer); LogMsg("END", "COMPILER", numCompiles, "INFO LOG"); printf("\n\n"); if (compiled && (compileOptions & SH_OBJECT_CODE)) { LogMsg("BEGIN", "COMPILER", numCompiles, "OBJ CODE"); ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &bufferLen); buffer = (char*) realloc(buffer, bufferLen * sizeof(char)); ShGetObjectCode(compiler, buffer); puts(buffer); LogMsg("END", "COMPILER", numCompiles, "OBJ CODE"); printf("\n\n"); } if (compiled && (compileOptions & SH_ATTRIBUTES_UNIFORMS)) { LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE ATTRIBS"); PrintActiveVariables(compiler, SH_ACTIVE_ATTRIBUTES, (compileOptions & SH_MAP_LONG_VARIABLE_NAMES) != 0); LogMsg("END", "COMPILER", numCompiles, "ACTIVE ATTRIBS"); printf("\n\n"); LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE UNIFORMS"); PrintActiveVariables(compiler, SH_ACTIVE_UNIFORMS, (compileOptions & SH_MAP_LONG_VARIABLE_NAMES) != 0); LogMsg("END", "COMPILER", numCompiles, "ACTIVE UNIFORMS"); printf("\n\n"); } if (!compiled) failCode = EFailCompile; ++numCompiles; } else { failCode = EFailCompilerCreate; } } } if ((vertexCompiler == 0) && (fragmentCompiler == 0)) failCode = EFailUsage; if (failCode == EFailUsage) usage(); if (vertexCompiler) ShDestruct(vertexCompiler); if (fragmentCompiler) ShDestruct(fragmentCompiler); if (buffer) free(buffer); ShFinalize(); return failCode; } // // print usage to stdout // void usage() { printf("Usage: translate [-i -m -o -u -l -e -b=e -b=g -b=h -x=i -x=d] file1 file2 ...\n" "Where: filename : filename ending in .frag or .vert\n" " -i : print intermediate tree\n" " -m : map long variable names\n" " -o : print translated code\n" " -u : print active attribs and uniforms\n" " -l : unroll for-loops with integer indices\n" " -e : emulate certain built-in functions (workaround for driver bugs)\n" " -t : enforce experimental timing restrictions\n" " -d : print dependency graph used to enforce timing restrictions\n" " -s=e : use GLES2 spec (this is by default)\n" " -s=w : use WebGL spec\n" " -s=c : use CSS Shaders spec\n" " -b=e : output GLSL ES code (this is by default)\n" " -b=g : output GLSL code\n" " -b=h9 : output HLSL9 code\n" " -b=h11 : output HLSL11 code\n" " -x=i : enable GL_OES_EGL_image_external\n" " -x=d : enable GL_OES_EGL_standard_derivatives\n" " -x=r : enable ARB_texture_rectangle\n"); } // // Deduce the shader type from the filename. Files must end in one of the // following extensions: // // .frag* = fragment shader // .vert* = vertex shader // ShShaderType FindShaderType(const char* fileName) { assert(fileName); const char* ext = strrchr(fileName, '.'); if (ext && strcmp(ext, ".sl") == 0) for (; ext > fileName && ext[0] != '.'; ext--); ext = strrchr(fileName, '.'); if (ext) { if (strncmp(ext, ".frag", 4) == 0) return SH_FRAGMENT_SHADER; if (strncmp(ext, ".vert", 4) == 0) return SH_VERTEX_SHADER; } return SH_FRAGMENT_SHADER; } // // Read a file's data into a string, and compile it using ShCompile // bool CompileFile(char* fileName, ShHandle compiler, int compileOptions) { ShaderSource source; if (!ReadShaderSource(fileName, source)) return false; int ret = ShCompile(compiler, &source[0], source.size(), compileOptions); FreeShaderSource(source); return ret ? true : false; } void LogMsg(const char* msg, const char* name, const int num, const char* logName) { printf("#### %s %s %d %s ####\n", msg, name, num, logName); } void PrintActiveVariables(ShHandle compiler, ShShaderInfo varType, bool mapLongVariableNames) { size_t nameSize = 0; switch (varType) { case SH_ACTIVE_ATTRIBUTES: ShGetInfo(compiler, SH_ACTIVE_ATTRIBUTE_MAX_LENGTH, &nameSize); break; case SH_ACTIVE_UNIFORMS: ShGetInfo(compiler, SH_ACTIVE_UNIFORM_MAX_LENGTH, &nameSize); break; default: assert(0); } if (nameSize <= 1) return; char* name = new char[nameSize]; char* mappedName = NULL; if (mapLongVariableNames) { size_t mappedNameSize = 0; ShGetInfo(compiler, SH_MAPPED_NAME_MAX_LENGTH, &mappedNameSize); mappedName = new char[mappedNameSize]; } size_t activeVars = 0; int size = 0; ShDataType type = SH_NONE; const char* typeName = NULL; ShGetInfo(compiler, varType, &activeVars); for (size_t i = 0; i < activeVars; ++i) { switch (varType) { case SH_ACTIVE_ATTRIBUTES: ShGetActiveAttrib(compiler, static_cast<int>(i), NULL, &size, &type, name, mappedName); break; case SH_ACTIVE_UNIFORMS: ShGetActiveUniform(compiler, static_cast<int>(i), NULL, &size, &type, name, mappedName); break; default: assert(0); } switch (type) { case SH_FLOAT: typeName = "GL_FLOAT"; break; case SH_FLOAT_VEC2: typeName = "GL_FLOAT_VEC2"; break; case SH_FLOAT_VEC3: typeName = "GL_FLOAT_VEC3"; break; case SH_FLOAT_VEC4: typeName = "GL_FLOAT_VEC4"; break; case SH_INT: typeName = "GL_INT"; break; case SH_INT_VEC2: typeName = "GL_INT_VEC2"; break; case SH_INT_VEC3: typeName = "GL_INT_VEC3"; break; case SH_INT_VEC4: typeName = "GL_INT_VEC4"; break; case SH_BOOL: typeName = "GL_BOOL"; break; case SH_BOOL_VEC2: typeName = "GL_BOOL_VEC2"; break; case SH_BOOL_VEC3: typeName = "GL_BOOL_VEC3"; break; case SH_BOOL_VEC4: typeName = "GL_BOOL_VEC4"; break; case SH_FLOAT_MAT2: typeName = "GL_FLOAT_MAT2"; break; case SH_FLOAT_MAT3: typeName = "GL_FLOAT_MAT3"; break; case SH_FLOAT_MAT4: typeName = "GL_FLOAT_MAT4"; break; case SH_SAMPLER_2D: typeName = "GL_SAMPLER_2D"; break; case SH_SAMPLER_CUBE: typeName = "GL_SAMPLER_CUBE"; break; case SH_SAMPLER_EXTERNAL_OES: typeName = "GL_SAMPLER_EXTERNAL_OES"; break; default: assert(0); } printf("%u: name:%s type:%s size:%d", i, name, typeName, size); if (mapLongVariableNames) printf(" mapped name:%s", mappedName); printf("\n"); } delete [] name; if (mappedName) delete [] mappedName; } static bool ReadShaderSource(const char* fileName, ShaderSource& source) { FILE* in = fopen(fileName, "rb"); if (!in) { printf("Error: unable to open input file: %s\n", fileName); return false; } // Obtain file size. fseek(in, 0, SEEK_END); int count = ftell(in); rewind(in); int len = (int)ceil((float)count / (float)NUM_SOURCE_STRINGS); source.reserve(NUM_SOURCE_STRINGS); // Notice the usage of do-while instead of a while loop here. // It is there to handle empty files in which case a single empty // string is added to vector. do { char* data = new char[len + 1]; int nread = fread(data, 1, len, in); data[nread] = '\0'; source.push_back(data); count -= nread; } while (count > 0); fclose(in); return true; } static void FreeShaderSource(ShaderSource& source) { for (ShaderSource::size_type i = 0; i < source.size(); ++i) { delete [] source[i]; } source.clear(); }
010smithzhang-ddd
samples/translator/translator.cpp
C++
bsd
14,026
// // Modified from Simple_Texture2D found in: // Book: OpenGL(R) ES 2.0 Programming Guide // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner // ISBN-10: 0321502795 // ISBN-13: 9780321502797 // Publisher: Addison-Wesley Professional // URLs: http://safari.informit.com/9780321563835 // http://www.opengles-book.com // // Simple_Instancing.c // // This is a simple example that draws two quads with a 2D // texture image. The purpose of this example is to demonstrate // the basics of ANGLE instancing in GLESv2. // #include <stdlib.h> #include "esUtil.h" #include <GLES2/gl2ext.h> PFNGLVERTEXATTRIBDIVISORANGLEPROC glVertexAttribDivisorANGLE; PFNGLDRAWARRAYSINSTANCEDANGLEPROC glDrawArraysInstancedANGLE; PFNGLDRAWELEMENTSINSTANCEDANGLEPROC glDrawElementsInstancedANGLE; typedef struct { // Handle to a program object GLuint programObject; // Attribute locations GLint positionLoc; GLint texCoordLoc; // Sampler location GLint samplerLoc; // Texture handle GLuint textureId; // Instance VBO GLint instancePosLoc; } UserData; /// // Create a simple 2x2 texture image with four different colors // GLuint CreateSimpleTexture2D( ) { // Texture object handle GLuint textureId; // 2x2 Image, 3 bytes per pixel (R, G, B) GLubyte pixels[4 * 3] = { 255, 0, 0, // Red 0, 255, 0, // Green 0, 0, 255, // Blue 255, 255, 0 // Yellow }; // Use tightly packed data glPixelStorei ( GL_UNPACK_ALIGNMENT, 1 ); // Generate a texture object glGenTextures ( 1, &textureId ); // Bind the texture object glBindTexture ( GL_TEXTURE_2D, textureId ); // Load the texture glTexImage2D ( GL_TEXTURE_2D, 0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels ); // Set the filtering mode glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); return textureId; } /// // Initialize the shader and program object // int Init ( ESContext *esContext ) { // init instancing functions char *extensionString = (char*) glGetString(GL_EXTENSIONS); UserData *userData = esContext->userData; GLbyte vShaderStr[] = "attribute vec3 a_position; \n" "attribute vec2 a_texCoord; \n" "attribute vec3 a_instancePos;\n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" " gl_Position = vec4(a_position.xyz + a_instancePos.xyz, 1.0); \n" " v_texCoord = a_texCoord; \n" "} \n"; GLbyte fShaderStr[] = "precision mediump float; \n" "varying vec2 v_texCoord; \n" "uniform sampler2D s_texture; \n" "void main() \n" "{ \n" " gl_FragColor = texture2D( s_texture, v_texCoord );\n" "} \n"; if (strstr(extensionString, "GL_ANGLE_instanced_arrays")) { glVertexAttribDivisorANGLE = (PFNGLVERTEXATTRIBDIVISORANGLEPROC)eglGetProcAddress("glVertexAttribDivisorANGLE"); glDrawArraysInstancedANGLE = (PFNGLDRAWARRAYSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawArraysInstancedANGLE"); glDrawElementsInstancedANGLE = (PFNGLDRAWELEMENTSINSTANCEDANGLEPROC)eglGetProcAddress("glDrawElementsInstancedANGLE"); } // Load the shaders and get a linked program object userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); // Get the attribute locations userData->positionLoc = glGetAttribLocation ( userData->programObject, "a_position" ); userData->texCoordLoc = glGetAttribLocation ( userData->programObject, "a_texCoord" ); userData->instancePosLoc = glGetAttribLocation ( userData->programObject, "a_instancePos" ); // Get the sampler location userData->samplerLoc = glGetUniformLocation ( userData->programObject, "s_texture" ); // Load the texture userData->textureId = CreateSimpleTexture2D (); glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); return TRUE; } /// // Draw a triangle using the shader pair created in Init() // void Draw ( ESContext *esContext ) { UserData *userData = (UserData*) esContext->userData; GLfloat vVertices[] = { -0.2f, 0.2f, 0.0f, // Position 0 0.0f, 0.0f, // TexCoord 0 -0.2f, -0.2f, 0.0f, // Position 1 0.0f, 1.0f, // TexCoord 1 0.2f, -0.2f, 0.0f, // Position 2 1.0f, 1.0f, // TexCoord 2 0.2f, 0.2f, 0.0f, // Position 3 1.0f, 0.0f // TexCoord 3 }; GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; GLfloat instanceVerts [] = { -0.3f, -0.3f, 0.0f, 0.3f, 0.3f, 0.0f }; // Set the viewport glViewport ( 0, 0, esContext->width, esContext->height ); // Clear the color buffer glClear ( GL_COLOR_BUFFER_BIT ); // Use the program object glUseProgram ( userData->programObject ); // Load the vertex position glVertexAttribPointer ( userData->positionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices ); // Load the texture coordinate glVertexAttribPointer ( userData->texCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3] ); // Load the instance position glVertexAttribPointer ( userData->instancePosLoc, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), instanceVerts ); glEnableVertexAttribArray ( userData->positionLoc ); glEnableVertexAttribArray ( userData->texCoordLoc ); glEnableVertexAttribArray ( userData->instancePosLoc ); // Enable instancing glVertexAttribDivisorANGLE( userData->instancePosLoc, 1 ); // Bind the texture glActiveTexture ( GL_TEXTURE0 ); glBindTexture ( GL_TEXTURE_2D, userData->textureId ); // Set the sampler texture unit to 0 glUniform1i ( userData->samplerLoc, 0 ); glDrawElementsInstancedANGLE ( GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices, 2 ); eglSwapBuffers ( esContext->eglDisplay, esContext->eglSurface ); } /// // Cleanup // void ShutDown ( ESContext *esContext ) { UserData *userData = (UserData*) esContext->userData; // Delete texture object glDeleteTextures ( 1, &userData->textureId ); // Delete program object glDeleteProgram ( userData->programObject ); } int main ( int argc, char *argv[] ) { ESContext esContext; UserData userData; esInitContext ( &esContext ); esContext.userData = &userData; esCreateWindow ( &esContext, TEXT("Simple Instancing"), 320, 240, ES_WINDOW_RGB ); if ( !Init ( &esContext ) ) return 0; esRegisterDrawFunc ( &esContext, Draw ); esMainLoop ( &esContext ); ShutDown ( &esContext ); }
010smithzhang-ddd
samples/angle/Simple_Instancing/Simple_Instancing.c
C
bsd
7,135
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "PreprocessorTest.h" #include "Token.h" class LocationTest : public PreprocessorTest { protected: void expectLocation(int count, const char* const string[], const int length[], const pp::SourceLocation& location) { ASSERT_TRUE(mPreprocessor.init(count, string, length)); pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::IDENTIFIER, token.type); EXPECT_EQ("foo", token.text); EXPECT_EQ(location.file, token.location.file); EXPECT_EQ(location.line, token.location.line); } }; TEST_F(LocationTest, String0_Line1) { const char* str = "foo"; pp::SourceLocation loc(0, 1); SCOPED_TRACE("String0_Line1"); expectLocation(1, &str, NULL, loc); } TEST_F(LocationTest, String0_Line2) { const char* str = "\nfoo"; pp::SourceLocation loc(0, 2); SCOPED_TRACE("String0_Line2"); expectLocation(1, &str, NULL, loc); } TEST_F(LocationTest, String1_Line1) { const char* const str[] = {"\n\n", "foo"}; pp::SourceLocation loc(1, 1); SCOPED_TRACE("String1_Line1"); expectLocation(2, str, NULL, loc); } TEST_F(LocationTest, String1_Line2) { const char* const str[] = {"\n\n", "\nfoo"}; pp::SourceLocation loc(1, 2); SCOPED_TRACE("String1_Line2"); expectLocation(2, str, NULL, loc); } TEST_F(LocationTest, NewlineInsideCommentCounted) { const char* str = "/*\n\n*/foo"; pp::SourceLocation loc(0, 3); SCOPED_TRACE("NewlineInsideCommentCounted"); expectLocation(1, &str, NULL, loc); } TEST_F(LocationTest, ErrorLocationAfterComment) { const char* str = "/*\n\n*/@"; ASSERT_TRUE(mPreprocessor.init(1, &str, NULL)); EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::INVALID_CHARACTER, pp::SourceLocation(0, 3), "@")); pp::Token token; mPreprocessor.lex(&token); } // The location of a token straddling two or more strings is that of the // first character of the token. TEST_F(LocationTest, TokenStraddlingTwoStrings) { const char* const str[] = {"f", "oo"}; pp::SourceLocation loc(0, 1); SCOPED_TRACE("TokenStraddlingTwoStrings"); expectLocation(2, str, NULL, loc); } TEST_F(LocationTest, TokenStraddlingThreeStrings) { const char* const str[] = {"f", "o", "o"}; pp::SourceLocation loc(0, 1); SCOPED_TRACE("TokenStraddlingThreeStrings"); expectLocation(3, str, NULL, loc); } TEST_F(LocationTest, EndOfFileWithoutNewline) { const char* const str[] = {"foo"}; ASSERT_TRUE(mPreprocessor.init(1, str, NULL)); pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::IDENTIFIER, token.type); EXPECT_EQ("foo", token.text); EXPECT_EQ(0, token.location.file); EXPECT_EQ(1, token.location.line); mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::LAST, token.type); EXPECT_EQ(0, token.location.file); EXPECT_EQ(1, token.location.line); } TEST_F(LocationTest, EndOfFileAfterNewline) { const char* const str[] = {"foo\n"}; ASSERT_TRUE(mPreprocessor.init(1, str, NULL)); pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::IDENTIFIER, token.type); EXPECT_EQ("foo", token.text); EXPECT_EQ(0, token.location.file); EXPECT_EQ(1, token.location.line); mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::LAST, token.type); EXPECT_EQ(0, token.location.file); EXPECT_EQ(2, token.location.line); } TEST_F(LocationTest, EndOfFileAfterEmptyString) { const char* const str[] = {"foo\n", "\n", ""}; ASSERT_TRUE(mPreprocessor.init(3, str, NULL)); pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::IDENTIFIER, token.type); EXPECT_EQ("foo", token.text); EXPECT_EQ(0, token.location.file); EXPECT_EQ(1, token.location.line); mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::LAST, token.type); EXPECT_EQ(2, token.location.file); EXPECT_EQ(1, token.location.line); } TEST_F(LocationTest, ValidLineDirective1) { const char* str = "#line 10\n" "foo"; pp::SourceLocation loc(0, 10); SCOPED_TRACE("ValidLineDirective1"); expectLocation(1, &str, NULL, loc); } TEST_F(LocationTest, ValidLineDirective2) { const char* str = "#line 10 20\n" "foo"; pp::SourceLocation loc(20, 10); SCOPED_TRACE("ValidLineDirective2"); expectLocation(1, &str, NULL, loc); } TEST_F(LocationTest, LineDirectiveCommentsIgnored) { const char* str = "/* bar */" "#" "/* bar */" "line" "/* bar */" "10" "/* bar */" "20" "/* bar */" "// bar " "\n" "foo"; pp::SourceLocation loc(20, 10); SCOPED_TRACE("LineDirectiveCommentsIgnored"); expectLocation(1, &str, NULL, loc); } TEST_F(LocationTest, LineDirectiveWithMacro1) { const char* str = "#define L 10\n" "#define F(x) x\n" "#line L F(20)\n" "foo"; pp::SourceLocation loc(20, 10); SCOPED_TRACE("LineDirectiveWithMacro1"); expectLocation(1, &str, NULL, loc); } TEST_F(LocationTest, LineDirectiveWithMacro2) { const char* str = "#define LOC 10 20\n" "#line LOC\n" "foo"; pp::SourceLocation loc(20, 10); SCOPED_TRACE("LineDirectiveWithMacro2"); expectLocation(1, &str, NULL, loc); } TEST_F(LocationTest, LineDirectiveWithPredefinedMacro) { const char* str = "#line __LINE__ __FILE__\n" "foo"; pp::SourceLocation loc(0, 1); SCOPED_TRACE("LineDirectiveWithMacro"); expectLocation(1, &str, NULL, loc); } TEST_F(LocationTest, LineDirectiveNewlineBeforeStringBreak) { const char* const str[] = {"#line 10 20\n", "foo"}; // String number is incremented after it is set by the line directive. // Also notice that line number is reset after the string break. pp::SourceLocation loc(21, 1); SCOPED_TRACE("LineDirectiveNewlineBeforeStringBreak"); expectLocation(2, str, NULL, loc); } TEST_F(LocationTest, LineDirectiveNewlineAfterStringBreak) { const char* const str[] = {"#line 10 20", "\nfoo"}; // String number is incremented before it is set by the line directive. pp::SourceLocation loc(20, 10); SCOPED_TRACE("LineDirectiveNewlineAfterStringBreak"); expectLocation(2, str, NULL, loc); } TEST_F(LocationTest, LineDirectiveMissingNewline) { const char* str = "#line 10"; ASSERT_TRUE(mPreprocessor.init(1, &str, NULL)); using testing::_; // Error reported about EOF. EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::EOF_IN_DIRECTIVE, _, _)); pp::Token token; mPreprocessor.lex(&token); } struct LineTestParam { const char* str; pp::Diagnostics::ID id; }; class InvalidLineTest : public LocationTest, public testing::WithParamInterface<LineTestParam> { }; TEST_P(InvalidLineTest, Identified) { LineTestParam param = GetParam(); ASSERT_TRUE(mPreprocessor.init(1, &param.str, NULL)); using testing::_; // Invalid line directive call. EXPECT_CALL(mDiagnostics, print(param.id, pp::SourceLocation(0, 1), _)); pp::Token token; mPreprocessor.lex(&token); } static const LineTestParam kParams[] = { {"#line\n", pp::Diagnostics::INVALID_LINE_DIRECTIVE}, {"#line foo\n", pp::Diagnostics::INVALID_LINE_NUMBER}, {"#line 10 foo\n", pp::Diagnostics::INVALID_FILE_NUMBER}, {"#line 10 20 foo\n", pp::Diagnostics::UNEXPECTED_TOKEN}, {"#line 0xffffffff\n", pp::Diagnostics::INTEGER_OVERFLOW}, {"#line 10 0xffffffff\n", pp::Diagnostics::INTEGER_OVERFLOW} }; INSTANTIATE_TEST_CASE_P(All, InvalidLineTest, testing::ValuesIn(kParams));
010smithzhang-ddd
tests/preprocessor_tests/location_test.cpp
C++
bsd
8,210
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #ifndef PREPROCESSOR_TESTS_MOCK_DIRECTIVE_HANDLER_H_ #define PREPROCESSOR_TESTS_MOCK_DIRECTIVE_HANDLER_H_ #include "gmock/gmock.h" #include "DirectiveHandlerBase.h" class MockDirectiveHandler : public pp::DirectiveHandler { public: MOCK_METHOD2(handleError, void(const pp::SourceLocation& loc, const std::string& msg)); MOCK_METHOD3(handlePragma, void(const pp::SourceLocation& loc, const std::string& name, const std::string& value)); MOCK_METHOD3(handleExtension, void(const pp::SourceLocation& loc, const std::string& name, const std::string& behavior)); MOCK_METHOD2(handleVersion, void(const pp::SourceLocation& loc, int version)); }; #endif // PREPROCESSOR_TESTS_MOCK_DIRECTIVE_HANDLER_H_
010smithzhang-ddd
tests/preprocessor_tests/MockDirectiveHandler.h
C++
bsd
985
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "PreprocessorTest.h" #include "Token.h" class DefineTest : public PreprocessorTest { }; TEST_F(DefineTest, NonIdentifier) { const char* input = "#define 2 foo\n" "2\n"; const char* expected = "\n" "2\n"; EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::UNEXPECTED_TOKEN, pp::SourceLocation(0, 1), "2")); preprocess(input, expected); }; TEST_F(DefineTest, RedefinePredefined) { const char* input = "#define __LINE__ 10\n" "__LINE__\n" "#define __FILE__ 20\n" "__FILE__\n" "#define __VERSION__ 200\n" "__VERSION__\n" "#define GL_ES 0\n" "GL_ES\n"; const char* expected = "\n" "2\n" "\n" "0\n" "\n" "100\n" "\n" "1\n"; EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_PREDEFINED_REDEFINED, pp::SourceLocation(0, 1), "__LINE__")); EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_PREDEFINED_REDEFINED, pp::SourceLocation(0, 3), "__FILE__")); EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_PREDEFINED_REDEFINED, pp::SourceLocation(0, 5), "__VERSION__")); EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_PREDEFINED_REDEFINED, pp::SourceLocation(0, 7), "GL_ES")); preprocess(input, expected); } TEST_F(DefineTest, ReservedUnderScore1) { const char* input = "#define __foo bar\n" "__foo\n"; const char* expected = "\n" "__foo\n"; EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_NAME_RESERVED, pp::SourceLocation(0, 1), "__foo")); preprocess(input, expected); } TEST_F(DefineTest, ReservedUnderScore2) { const char* input = "#define foo__bar baz\n" "foo__bar\n"; const char* expected = "\n" "foo__bar\n"; EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_NAME_RESERVED, pp::SourceLocation(0, 1), "foo__bar")); preprocess(input, expected); } TEST_F(DefineTest, ReservedGL) { const char* input = "#define GL_foo bar\n" "GL_foo\n"; const char* expected = "\n" "GL_foo\n"; EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_NAME_RESERVED, pp::SourceLocation(0, 1), "GL_foo")); preprocess(input, expected); } TEST_F(DefineTest, ObjRedefineValid) { const char* input = "#define foo (1-1)\n" "#define foo /* whitespace */ (1-1) /* other */ \n" "foo\n"; const char* expected = "\n" "\n" "(1-1)\n"; // No error or warning. using testing::_; EXPECT_CALL(mDiagnostics, print(_, _, _)).Times(0); preprocess(input, expected); } TEST_F(DefineTest, ObjRedefineInvalid) { const char* input = "#define foo (0)\n" "#define foo (1-1)\n" "foo\n"; const char* expected = "\n" "\n" "(0)\n"; EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_REDEFINED, pp::SourceLocation(0, 2), "foo")); preprocess(input, expected); } TEST_F(DefineTest, FuncRedefineValid) { const char* input = "#define foo(a) ( a )\n" "#define foo( a )( /* whitespace */ a /* other */ )\n" "foo(b)\n"; const char* expected = "\n" "\n" "( b )\n"; // No error or warning. using testing::_; EXPECT_CALL(mDiagnostics, print(_, _, _)).Times(0); preprocess(input, expected); } TEST_F(DefineTest, FuncRedefineInvalid) { const char* input = "#define foo(b) ( a )\n" "#define foo(b) ( b )\n" "foo(1)\n"; const char* expected = "\n" "\n" "( a )\n"; EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_REDEFINED, pp::SourceLocation(0, 2), "foo")); preprocess(input, expected); } TEST_F(DefineTest, ObjBasic) { const char* input = "#define foo 1\n" "foo\n"; const char* expected = "\n" "1\n"; preprocess(input, expected); } TEST_F(DefineTest, ObjEmpty) { const char* input = "#define foo\n" "foo\n"; const char* expected = "\n" "\n"; preprocess(input, expected); } TEST_F(DefineTest, ObjChain) { const char* input = "#define foo 1\n" "#define bar foo\n" "bar\n"; const char* expected = "\n" "\n" "1\n"; preprocess(input, expected); } TEST_F(DefineTest, ObjChainReverse) { const char* input = "#define bar foo\n" "#define foo 1\n" "bar\n"; const char* expected = "\n" "\n" "1\n"; preprocess(input, expected); } TEST_F(DefineTest, ObjRecursive) { const char* input = "#define foo bar\n" "#define bar baz\n" "#define baz foo\n" "foo\n" "bar\n" "baz\n"; const char* expected = "\n" "\n" "\n" "foo\n" "bar\n" "baz\n"; preprocess(input, expected); } TEST_F(DefineTest, ObjCompositeChain) { const char* input = "#define foo 1\n" "#define bar a foo\n" "bar\n"; const char* expected = "\n" "\n" "a 1\n"; preprocess(input, expected); } TEST_F(DefineTest, ObjCompositeChainReverse) { const char* input = "#define bar a foo\n" "#define foo 1\n" "bar\n"; const char* expected = "\n" "\n" "a 1\n"; preprocess(input, expected); } TEST_F(DefineTest, ObjCompositeRecursive) { const char* input = "#define foo a bar\n" "#define bar b baz\n" "#define baz c foo\n" "foo\n" "bar\n" "baz\n"; const char* expected = "\n" "\n" "\n" "a b c foo\n" "b c a bar\n" "c a b baz\n"; preprocess(input, expected); } TEST_F(DefineTest, ObjChainSelfRecursive) { const char* input = "#define foo foo\n" "#define bar foo\n" "bar\n"; const char* expected = "\n" "\n" "foo\n"; preprocess(input, expected); } TEST_F(DefineTest, ObjectLikeWithParens) { const char* input = "#define foo ()1\n" "foo()\n" "#define bar ()2\n" "bar()\n"; const char* expected = "\n" "()1()\n" "\n" "()2()\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncEmpty) { const char* input = "#define foo()\n" "foo()\n"; const char* expected = "\n" "\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncNoArgs) { const char* input = "#define foo() bar\n" "foo()\n"; const char* expected = "\n" "bar\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncOneArgUnused) { const char* input = "#define foo(x) 1\n" "foo(bar)\n"; const char* expected = "\n" "1\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncTwoArgsUnused) { const char* input = "#define foo(x,y) 1\n" "foo(bar,baz)\n"; const char* expected = "\n" "1\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncOneArg) { const char* input = "#define foo(x) ((x)+1)\n" "foo(bar)\n"; const char* expected = "\n" "((bar)+1)\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncTwoArgs) { const char* input = "#define foo(x,y) ((x)*(y))\n" "foo(bar,baz)\n"; const char* expected = "\n" "((bar)*(baz))\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncEmptyArgs) { const char* input = "#define zero() pass\n" "#define one(x) pass\n" "#define two(x,y) pass\n" "zero()\n" "one()\n" "two(,)\n"; const char* expected = "\n" "\n" "\n" "pass\n" "pass\n" "pass\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncMacroAsParam) { const char* input = "#define x 0\n" "#define foo(x) x\n" "foo(1)\n"; const char* expected = "\n" "\n" "1\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncOneArgMulti) { const char* input = "#define foo(x) (x)\n" "foo(this is a multi-word argument)\n"; const char* expected = "\n" "(this is a multi-word argument)\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncTwoArgsMulti) { const char* input = "#define foo(x,y) x,two fish,red fish,y\n" "foo(one fish, blue fish)\n"; const char* expected = "\n" "one fish,two fish,red fish,blue fish\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncCompose) { const char* input = "#define bar(x) (1+(x))\n" "#define foo(y) (2*(y))\n" "foo(bar(3))\n"; const char* expected = "\n" "\n" "(2*((1+(3))))\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncArgWithParens) { const char* input = "#define foo(x) (x)\n" "foo(argument(with parens) FTW)\n"; const char* expected = "\n" "(argument(with parens) FTW)\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncMacroAsNonMacro) { const char* input = "#define foo(bar) bar\n" "foo bar\n"; const char* expected = "\n" "foo bar\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncExtraNewlines) { const char* input = "#define foo(a) (a)\n" "foo\n" "(\n" "1\n" ")\n"; const char* expected = "\n" "(1)\n" "\n" "\n" "\n"; preprocess(input, expected); } TEST_F(DefineTest, ChainObjToFunc) { const char* input = "#define foo() pass\n" "#define bar foo()\n" "bar\n"; const char* expected = "\n" "\n" "pass\n"; preprocess(input, expected); } TEST_F(DefineTest, ChainObjToNonFunc) { const char* input = "#define pass() fail\n" "#define bar pass\n" "bar\n"; const char* expected = "\n" "\n" "pass\n"; preprocess(input, expected); } TEST_F(DefineTest, ChainObjToFuncWithArgs) { const char* input = "#define foo(fail) fail\n" "#define bar foo(pass)\n" "bar\n"; const char* expected = "\n" "\n" "pass\n"; preprocess(input, expected); } TEST_F(DefineTest, ChainObjToFuncCompose) { const char* input = "#define baz(fail) fail\n" "#define bar(fail) fail\n" "#define foo bar(baz(pass))\n" "foo\n"; const char* expected = "\n" "\n" "\n" "pass\n"; preprocess(input, expected); } TEST_F(DefineTest, ChainObjToFuncParensInText1) { const char* input = "#define fail() pass\n" "#define foo fail\n" "foo()\n"; const char* expected = "\n" "\n" "pass\n"; preprocess(input, expected); } TEST_F(DefineTest, ChainObjToFuncParensInText2) { const char* input = "#define bar with,embedded,commas\n" "#define func(x) pass\n" "#define foo func\n" "foo(bar)\n"; const char* expected = "\n" "\n" "\n" "pass\n"; preprocess(input, expected); } TEST_F(DefineTest, ChainObjToFuncMultiLevel) { const char* input = "#define foo(x) pass\n" "#define bar foo\n" "#define baz bar\n" "#define joe baz\n" "joe (fail)\n"; const char* expected = "\n" "\n" "\n" "\n" "pass\n"; preprocess(input, expected); } TEST_F(DefineTest, ObjToFuncRecursive) { const char* input = "#define A(a,b) B(a,b)\n" "#define C A(0,C)\n" "C\n"; const char* expected = "\n" "\n" "B(0,C)\n"; preprocess(input, expected); } TEST_F(DefineTest, ChainFuncToFuncCompose) { const char* input = "#define baz(fail) fail\n" "#define bar(fail) fail\n" "#define foo() bar(baz(pass))\n" "foo()\n"; const char* expected = "\n" "\n" "\n" "pass\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncSelfRecursive) { const char* input = "#define foo(a) foo(2*(a))\n" "foo(3)\n"; const char* expected = "\n" "foo(2*(3))\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncSelfCompose) { const char* input = "#define foo(a) foo(2*(a))\n" "foo(foo(3))\n"; const char* expected = "\n" "foo(2*(foo(2*(3))))\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncSelfComposeNonFunc) { const char* input = "#define foo(bar) bar\n" "foo(foo)\n"; const char* expected = "\n" "foo\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncSelfComposeNonFuncMultiTokenArg) { const char* input = "#define foo(bar) bar\n" "foo(1+foo)\n"; const char* expected = "\n" "1+foo\n"; preprocess(input, expected); } TEST_F(DefineTest, FinalizeUnexpandedMacro) { const char* input = "#define expand(x) expand(x once)\n" "#define foo(x) x\n" "foo(expand(just))\n"; const char* expected = "\n" "\n" "expand(just once)\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncArgWithCommas) { const char* input = "#define foo(x) pass\n" "foo(argument (with,embedded, commas) -- baz)\n"; const char* expected = "\n" "pass\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncArgObjMaroWithComma) { const char* input = "#define foo(a) (a)\n" "#define bar two,words\n" "foo(bar)\n"; const char* expected = "\n" "\n" "(two,words)\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncLeftParenInMacroRightParenInText) { const char* input = "#define bar(a) a*2\n" "#define foo bar(\n" "foo b)\n"; const char* expected = "\n" "\n" "b*2\n"; preprocess(input, expected); } TEST_F(DefineTest, RepeatedArg) { const char* input = "#define double(x) x x\n" "double(1)\n"; const char* expected = "\n" "1 1\n"; preprocess(input, expected); } TEST_F(DefineTest, FuncMissingRightParen) { const char* input = "#define foo(x) (2*(x))\n" "foo(3\n"; const char* expected = "\n" "\n"; EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_UNTERMINATED_INVOCATION, pp::SourceLocation(0, 2), "foo")); preprocess(input, expected); } TEST_F(DefineTest, FuncIncorrectArgCount) { const char* input = "#define foo(x,y) ((x)+(y))\n" "foo()\n" "foo(1)\n" "foo(1,2,3)\n"; const char* expected = "\n" "\n" "\n" "\n"; EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_TOO_FEW_ARGS, pp::SourceLocation(0, 2), "foo")); EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_TOO_FEW_ARGS, pp::SourceLocation(0, 3), "foo")); EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_TOO_MANY_ARGS, pp::SourceLocation(0, 4), "foo")); preprocess(input, expected); } TEST_F(DefineTest, Undef) { const char* input = "#define foo 1\n" "foo\n" "#undef foo\n" "foo\n"; const char* expected = "\n" "1\n" "\n" "foo\n"; preprocess(input, expected); } TEST_F(DefineTest, UndefPredefined) { const char* input = "#undef __LINE__\n" "__LINE__\n" "#undef __FILE__\n" "__FILE__\n" "#undef __VERSION__\n" "__VERSION__\n" "#undef GL_ES\n" "GL_ES\n"; const char* expected = "\n" "2\n" "\n" "0\n" "\n" "100\n" "\n" "1\n"; EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_PREDEFINED_UNDEFINED, pp::SourceLocation(0, 1), "__LINE__")); EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_PREDEFINED_UNDEFINED, pp::SourceLocation(0, 3), "__FILE__")); EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_PREDEFINED_UNDEFINED, pp::SourceLocation(0, 5), "__VERSION__")); EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::MACRO_PREDEFINED_UNDEFINED, pp::SourceLocation(0, 7), "GL_ES")); preprocess(input, expected); } TEST_F(DefineTest, UndefRedefine) { const char* input = "#define foo 1\n" "foo\n" "#undef foo\n" "foo\n" "#define foo 2\n" "foo\n"; const char* expected = "\n" "1\n" "\n" "foo\n" "\n" "2\n"; preprocess(input, expected); } TEST_F(DefineTest, C99Example) { const char* input = "#define x 3 \n" "#define f(a) f(x * (a)) \n" "#undef x \n" "#define x 2 \n" "#define g f \n" "#define z z[0] \n" "#define h g(~ \n" "#define m(a) a(w) \n" "#define w 0,1 \n" "#define t(a) a \n" "#define p() int \n" "#define q(x) x \n" " \n" "f(y+1) + f(f(z)) % t(t(g)(0) + t)(1);\n" "g(x+(3,4)-w) | h 5) & m\n" " (f)^m(m);\n" "p() i[q()] = { q(1), 23, 4, 5, };\n"; const char* expected = "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "\n" "f(2 * (y+1)) + f(2 * (f(2 * (z[0])))) % f(2 * (0)) + t(1);\n" "f(2 * (2+(3,4)-0,1)) | f(2 * (~ 5)) & f(2 * (0,1))\n" "^m(0,1);\n" "int i[] = { 1, 23, 4, 5, };\n"; preprocess(input, expected); } TEST_F(DefineTest, Predefined_GL_ES) { const char* input = "GL_ES\n"; const char* expected = "1\n"; preprocess(input, expected); } TEST_F(DefineTest, Predefined_VERSION) { const char* input = "__VERSION__\n"; const char* expected = "100\n"; preprocess(input, expected); } TEST_F(DefineTest, Predefined_LINE1) { const char* str = "\n\n__LINE__"; ASSERT_TRUE(mPreprocessor.init(1, &str, NULL)); pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::CONST_INT, token.type); EXPECT_EQ("3", token.text); } TEST_F(DefineTest, Predefined_LINE2) { const char* str = "#line 10\n" "__LINE__\n"; ASSERT_TRUE(mPreprocessor.init(1, &str, NULL)); pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::CONST_INT, token.type); EXPECT_EQ("10", token.text); } TEST_F(DefineTest, Predefined_FILE1) { const char* const str[] = {"", "", "__FILE__"}; ASSERT_TRUE(mPreprocessor.init(3, str, NULL)); pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::CONST_INT, token.type); EXPECT_EQ("2", token.text); } TEST_F(DefineTest, Predefined_FILE2) { const char* const str[] = {"#line 10 20\n", "__FILE__"}; ASSERT_TRUE(mPreprocessor.init(2, str, NULL)); pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::CONST_INT, token.type); EXPECT_EQ("21", token.text); }
010smithzhang-ddd
tests/preprocessor_tests/define_test.cpp
C++
bsd
24,242
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #ifndef PREPROCESSOR_TESTS_MOCK_DIAGNOSTICS_H_ #define PREPROCESSOR_TESTS_MOCK_DIAGNOSTICS_H_ #include "gmock/gmock.h" #include "DiagnosticsBase.h" class MockDiagnostics : public pp::Diagnostics { public: MOCK_METHOD3(print, void(ID id, const pp::SourceLocation& loc, const std::string& text)); }; #endif // PREPROCESSOR_TESTS_MOCK_DIAGNOSTICS_H_
010smithzhang-ddd
tests/preprocessor_tests/MockDiagnostics.h
C++
bsd
546
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "PreprocessorTest.h" #include "Token.h" void PreprocessorTest::preprocess(const char* input, const char* expected) { ASSERT_TRUE(mPreprocessor.init(1, &input, NULL)); int line = 1; pp::Token token; std::stringstream stream; do { mPreprocessor.lex(&token); for (; line < token.location.line; ++line) { stream << "\n"; } stream << token; } while (token.type != pp::Token::LAST); std::string actual = stream.str(); EXPECT_STREQ(expected, actual.c_str()); }
010smithzhang-ddd
tests/preprocessor_tests/PreprocessorTest.cpp
C++
bsd
735
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "PreprocessorTest.h" #include "Token.h" #define CLOSED_RANGE(x, y) testing::Range(x, static_cast<char>((y) + 1)) class InvalidNumberTest : public PreprocessorTest, public testing::WithParamInterface<const char*> { }; TEST_P(InvalidNumberTest, InvalidNumberIdentified) { const char* str = GetParam(); ASSERT_TRUE(mPreprocessor.init(1, &str, 0)); using testing::_; EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::INVALID_NUMBER, _, str)); pp::Token token; mPreprocessor.lex(&token); } INSTANTIATE_TEST_CASE_P(InvalidIntegers, InvalidNumberTest, testing::Values("1a", "08", "0xG")); INSTANTIATE_TEST_CASE_P(InvalidFloats, InvalidNumberTest, testing::Values("1eg", "0.a", "0.1.2", ".0a", ".0.1")); typedef std::tr1::tuple<const char*, char> IntegerParams; class IntegerTest : public PreprocessorTest, public testing::WithParamInterface<IntegerParams> { }; TEST_P(IntegerTest, Identified) { std::string str(std::tr1::get<0>(GetParam())); // prefix. str.push_back(std::tr1::get<1>(GetParam())); // digit. const char* cstr = str.c_str(); ASSERT_TRUE(mPreprocessor.init(1, &cstr, 0)); pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::CONST_INT, token.type); EXPECT_EQ(str, token.text); } INSTANTIATE_TEST_CASE_P(DecimalInteger, IntegerTest, testing::Combine(testing::Values(""), CLOSED_RANGE('0', '9'))); INSTANTIATE_TEST_CASE_P(OctalInteger, IntegerTest, testing::Combine(testing::Values("0"), CLOSED_RANGE('0', '7'))); INSTANTIATE_TEST_CASE_P(HexadecimalInteger_0_9, IntegerTest, testing::Combine(testing::Values("0x", "0X"), CLOSED_RANGE('0', '9'))); INSTANTIATE_TEST_CASE_P(HexadecimalInteger_a_f, IntegerTest, testing::Combine(testing::Values("0x", "0X"), CLOSED_RANGE('a', 'f'))); INSTANTIATE_TEST_CASE_P(HexadecimalInteger_A_F, IntegerTest, testing::Combine(testing::Values("0x", "0X"), CLOSED_RANGE('A', 'F'))); class FloatTest : public PreprocessorTest { protected: void expectFloat(const std::string& str) { const char* cstr = str.c_str(); ASSERT_TRUE(mPreprocessor.init(1, &cstr, 0)); pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::CONST_FLOAT, token.type); EXPECT_EQ(str, token.text); } }; typedef std::tr1::tuple<char, char, const char*, char> FloatScientificParams; class FloatScientificTest : public FloatTest, public testing::WithParamInterface<FloatScientificParams> { }; // This test covers floating point numbers of form [0-9][eE][+-]?[0-9]. TEST_P(FloatScientificTest, FloatIdentified) { std::string str; str.push_back(std::tr1::get<0>(GetParam())); // significand [0-9]. str.push_back(std::tr1::get<1>(GetParam())); // separator [eE]. str.append(std::tr1::get<2>(GetParam())); // sign [" " "+" "-"]. str.push_back(std::tr1::get<3>(GetParam())); // exponent [0-9]. SCOPED_TRACE("FloatScientificTest"); expectFloat(str); } INSTANTIATE_TEST_CASE_P(FloatScientific, FloatScientificTest, testing::Combine(CLOSED_RANGE('0', '9'), testing::Values('e', 'E'), testing::Values("", "+", "-"), CLOSED_RANGE('0', '9'))); typedef std::tr1::tuple<char, char> FloatFractionParams; class FloatFractionTest : public FloatTest, public testing::WithParamInterface<FloatFractionParams> { }; // This test covers floating point numbers of form [0-9]"." and [0-9]?"."[0-9]. TEST_P(FloatFractionTest, FloatIdentified) { std::string str; char significand = std::tr1::get<0>(GetParam()); if (significand != '\0') str.push_back(significand); str.push_back('.'); char fraction = std::tr1::get<1>(GetParam()); if (fraction != '\0') str.push_back(fraction); SCOPED_TRACE("FloatFractionTest"); expectFloat(str); } INSTANTIATE_TEST_CASE_P(FloatFraction_X_X, FloatFractionTest, testing::Combine(CLOSED_RANGE('0', '9'), CLOSED_RANGE('0', '9'))); INSTANTIATE_TEST_CASE_P(FloatFraction_0_X, FloatFractionTest, testing::Combine(testing::Values('\0'), CLOSED_RANGE('0', '9'))); INSTANTIATE_TEST_CASE_P(FloatFraction_X_0, FloatFractionTest, testing::Combine(CLOSED_RANGE('0', '9'), testing::Values('\0'))); // In the tests above we have tested individual parts of a float separately. // This test has all parts of a float. TEST_F(FloatTest, FractionScientific) { SCOPED_TRACE("FractionScientific"); expectFloat("0.1e+2"); }
010smithzhang-ddd
tests/preprocessor_tests/number_test.cpp
C++
bsd
5,556
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "PreprocessorTest.h" #include "Token.h" class CommentTest : public PreprocessorTest, public testing::WithParamInterface<const char*> { }; TEST_P(CommentTest, CommentIgnored) { const char* str = GetParam(); ASSERT_TRUE(mPreprocessor.init(1, &str, 0)); pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::LAST, token.type); } INSTANTIATE_TEST_CASE_P(LineComment, CommentTest, testing::Values("//foo\n", // With newline. "//foo", // Without newline. "//**/", // Nested block comment. "////", // Nested line comment. "//\"")); // Invalid character. INSTANTIATE_TEST_CASE_P(BlockComment, CommentTest, testing::Values("/*foo*/", "/*foo\n*/", // With newline. "/*//*/", // Nested line comment. "/*/**/", // Nested block comment. "/***/", // With lone '*'. "/*\"*/")); // Invalid character. class BlockCommentTest : public PreprocessorTest { }; TEST_F(BlockCommentTest, CommentReplacedWithSpace) { const char* str = "/*foo*/bar"; ASSERT_TRUE(mPreprocessor.init(1, &str, 0)); pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::IDENTIFIER, token.type); EXPECT_EQ("bar", token.text); EXPECT_TRUE(token.hasLeadingSpace()); } TEST_F(BlockCommentTest, UnterminatedComment) { const char* str = "/*foo"; ASSERT_TRUE(mPreprocessor.init(1, &str, 0)); using testing::_; EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::EOF_IN_COMMENT, _, _)); pp::Token token; mPreprocessor.lex(&token); }
010smithzhang-ddd
tests/preprocessor_tests/comment_test.cpp
C++
bsd
2,122
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "gtest/gtest.h" #include "Token.h" TEST(TokenTest, DefaultConstructor) { pp::Token token; EXPECT_EQ(0, token.type); EXPECT_EQ(0, token.flags); EXPECT_EQ(0, token.location.line); EXPECT_EQ(0, token.location.file); EXPECT_EQ("", token.text); } TEST(TokenTest, Assignment) { pp::Token token; token.type = 1; token.flags = 1; token.location.line = 1; token.location.file = 1; token.text.assign("foo"); token = pp::Token(); EXPECT_EQ(0, token.type); EXPECT_EQ(0, token.flags); EXPECT_EQ(0, token.location.line); EXPECT_EQ(0, token.location.file); EXPECT_EQ("", token.text); } TEST(TokenTest, Equals) { pp::Token token; EXPECT_TRUE(token.equals(pp::Token())); token.type = 1; EXPECT_FALSE(token.equals(pp::Token())); token.type = 0; token.flags = 1; EXPECT_FALSE(token.equals(pp::Token())); token.flags = 0; token.location.line = 1; EXPECT_FALSE(token.equals(pp::Token())); token.location.line = 0; token.location.file = 1; EXPECT_FALSE(token.equals(pp::Token())); token.location.file = 0; token.text.assign("foo"); EXPECT_FALSE(token.equals(pp::Token())); token.text.clear(); EXPECT_TRUE(token.equals(pp::Token())); } TEST(TokenTest, HasLeadingSpace) { pp::Token token; EXPECT_FALSE(token.hasLeadingSpace()); token.setHasLeadingSpace(true); EXPECT_TRUE(token.hasLeadingSpace()); token.setHasLeadingSpace(false); EXPECT_FALSE(token.hasLeadingSpace()); } TEST(TokenTest, Write) { pp::Token token; token.text.assign("foo"); std::stringstream out1; out1 << token; EXPECT_TRUE(out1.good()); EXPECT_EQ("foo", out1.str()); token.setHasLeadingSpace(true); std::stringstream out2; out2 << token; EXPECT_TRUE(out2.good()); EXPECT_EQ(" foo", out2.str()); }
010smithzhang-ddd
tests/preprocessor_tests/token_test.cpp
C++
bsd
2,057
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "PreprocessorTest.h" #include "Token.h" class ExtensionTest : public PreprocessorTest { }; TEST_F(ExtensionTest, Valid) { const char* str = "#extension foo : bar\n"; const char* expected = "\n"; using testing::_; EXPECT_CALL(mDirectiveHandler, handleExtension(pp::SourceLocation(0, 1), "foo", "bar")); // No error or warning. EXPECT_CALL(mDiagnostics, print(_, _, _)).Times(0); preprocess(str, expected); } TEST_F(ExtensionTest, Comments) { const char* str = "/*foo*/" "#" "/*foo*/" "extension" "/*foo*/" "foo" "/*foo*/" ":" "/*foo*/" "bar" "/*foo*/" "//foo" "\n"; const char* expected = "\n"; using testing::_; EXPECT_CALL(mDirectiveHandler, handleExtension(pp::SourceLocation(0, 1), "foo", "bar")); // No error or warning. EXPECT_CALL(mDiagnostics, print(_, _, _)).Times(0); preprocess(str, expected); } TEST_F(ExtensionTest, MissingNewline) { const char* str = "#extension foo : bar"; const char* expected = ""; using testing::_; // Directive successfully parsed. EXPECT_CALL(mDirectiveHandler, handleExtension(pp::SourceLocation(0, 1), "foo", "bar")); // Error reported about EOF. EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::EOF_IN_DIRECTIVE, _, _)); preprocess(str, expected); } struct ExtensionTestParam { const char* str; pp::Diagnostics::ID id; }; using testing::WithParamInterface; class InvalidExtensionTest : public ExtensionTest, public WithParamInterface<ExtensionTestParam> { }; TEST_P(InvalidExtensionTest, Identified) { ExtensionTestParam param = GetParam(); const char* expected = "\n"; using testing::_; // No handleExtension call. EXPECT_CALL(mDirectiveHandler, handleExtension(_, _, _)).Times(0); // Invalid extension directive call. EXPECT_CALL(mDiagnostics, print(param.id, pp::SourceLocation(0, 1), _)); preprocess(param.str, expected); } static const ExtensionTestParam kParams[] = { {"#extension\n", pp::Diagnostics::INVALID_EXTENSION_DIRECTIVE}, {"#extension 1\n", pp::Diagnostics::INVALID_EXTENSION_NAME}, {"#extension foo bar\n", pp::Diagnostics::UNEXPECTED_TOKEN}, {"#extension foo : \n", pp::Diagnostics::INVALID_EXTENSION_DIRECTIVE}, {"#extension foo : 1\n", pp::Diagnostics::INVALID_EXTENSION_BEHAVIOR}, {"#extension foo : bar baz\n", pp::Diagnostics::UNEXPECTED_TOKEN} }; INSTANTIATE_TEST_CASE_P(All, InvalidExtensionTest, testing::ValuesIn(kParams));
010smithzhang-ddd
tests/preprocessor_tests/extension_test.cpp
C++
bsd
2,989
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include <algorithm> #include <climits> #include "PreprocessorTest.h" #include "Token.h" class CharTest : public PreprocessorTest, public testing::WithParamInterface<int> { }; static const char kPunctuators[] = { '.', '+', '-', '/', '*', '%', '<', '>', '[', ']', '(', ')', '{', '}', '^', '|', '&', '~', '=', '!', ':', ';', ',', '?'}; static const int kNumPunctuators = sizeof(kPunctuators) / sizeof(kPunctuators[0]); bool isPunctuator(char c) { static const char* kPunctuatorBeg = kPunctuators; static const char* kPunctuatorEnd = kPunctuators + kNumPunctuators; return std::find(kPunctuatorBeg, kPunctuatorEnd, c) != kPunctuatorEnd; } static const char kWhitespaces[] = {' ', '\t', '\v', '\f', '\n', '\r'}; static const int kNumWhitespaces = sizeof(kWhitespaces) / sizeof(kWhitespaces[0]); bool isWhitespace(char c) { static const char* kWhitespaceBeg = kWhitespaces; static const char* kWhitespaceEnd = kWhitespaces + kNumWhitespaces; return std::find(kWhitespaceBeg, kWhitespaceEnd, c) != kWhitespaceEnd; } TEST_P(CharTest, Identified) { std::string str(1, GetParam()); const char* cstr = str.c_str(); int length = 1; // Note that we pass the length param as well because the invalid // string may contain the null character. ASSERT_TRUE(mPreprocessor.init(1, &cstr, &length)); int expectedType = pp::Token::LAST; std::string expectedValue; if (str[0] == '#') { // Lone '#' is ignored. } else if ((str[0] == '_') || ((str[0] >= 'a') && (str[0] <= 'z')) || ((str[0] >= 'A') && (str[0] <= 'Z'))) { expectedType = pp::Token::IDENTIFIER; expectedValue = str; } else if (str[0] >= '0' && str[0] <= '9') { expectedType = pp::Token::CONST_INT; expectedValue = str; } else if (isPunctuator(str[0])) { expectedType = str[0]; expectedValue = str; } else if (isWhitespace(str[0])) { // Whitespace is ignored. } else { // Everything else is invalid. using testing::_; EXPECT_CALL(mDiagnostics, print(pp::Diagnostics::INVALID_CHARACTER, _, str)); } pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(expectedType, token.type); EXPECT_EQ(expectedValue, token.text); }; // Note +1 for the max-value in range. It is there because the max-value // not included in the range. INSTANTIATE_TEST_CASE_P(All, CharTest, testing::Range(CHAR_MIN, CHAR_MAX + 1));
010smithzhang-ddd
tests/preprocessor_tests/char_test.cpp
C++
bsd
2,765
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "PreprocessorTest.h" #include "Token.h" struct OperatorTestParam { const char* str; int op; }; class OperatorTest : public PreprocessorTest, public testing::WithParamInterface<OperatorTestParam> { }; TEST_P(OperatorTest, Identified) { OperatorTestParam param = GetParam(); ASSERT_TRUE(mPreprocessor.init(1, &param.str, 0)); pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(param.op, token.type); EXPECT_EQ(param.str, token.text); } static const OperatorTestParam kOperators[] = { {"(", '('}, {")", ')'}, {"[", '['}, {"]", ']'}, {".", '.'}, {"+", '+'}, {"-", '-'}, {"~", '~'}, {"!", '!'}, {"*", '*'}, {"/", '/'}, {"%", '%'}, {"<", '<'}, {">", '>'}, {"&", '&'}, {"^", '^'}, {"|", '|'}, {"?", '?'}, {":", ':'}, {"=", '='}, {",", ','}, {"++", pp::Token::OP_INC}, {"--", pp::Token::OP_DEC}, {"<<", pp::Token::OP_LEFT}, {">>", pp::Token::OP_RIGHT}, {"<=", pp::Token::OP_LE}, {">=", pp::Token::OP_GE}, {"==", pp::Token::OP_EQ}, {"!=", pp::Token::OP_NE}, {"&&", pp::Token::OP_AND}, {"^^", pp::Token::OP_XOR}, {"||", pp::Token::OP_OR}, {"+=", pp::Token::OP_ADD_ASSIGN}, {"-=", pp::Token::OP_SUB_ASSIGN}, {"*=", pp::Token::OP_MUL_ASSIGN}, {"/=", pp::Token::OP_DIV_ASSIGN}, {"%=", pp::Token::OP_MOD_ASSIGN}, {"<<=", pp::Token::OP_LEFT_ASSIGN}, {">>=", pp::Token::OP_RIGHT_ASSIGN}, {"&=", pp::Token::OP_AND_ASSIGN}, {"^=", pp::Token::OP_XOR_ASSIGN}, {"|=", pp::Token::OP_OR_ASSIGN} }; INSTANTIATE_TEST_CASE_P(All, OperatorTest, testing::ValuesIn(kOperators));
010smithzhang-ddd
tests/preprocessor_tests/operator_test.cpp
C++
bsd
1,915
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "PreprocessorTest.h" #include "Token.h" #define CLOSED_RANGE(x, y) testing::Range(x, static_cast<char>((y) + 1)) class IdentifierTest : public PreprocessorTest { protected: void expectIdentifier(const std::string& str) { const char* cstr = str.c_str(); ASSERT_TRUE(mPreprocessor.init(1, &cstr, 0)); pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::IDENTIFIER, token.type); EXPECT_EQ(str, token.text); } }; class SingleLetterIdentifierTest : public IdentifierTest, public testing::WithParamInterface<char> { }; // This test covers identifier names of form [_a-zA-Z]. TEST_P(SingleLetterIdentifierTest, Identified) { std::string str(1, GetParam()); expectIdentifier(str); } // Test string: '_' INSTANTIATE_TEST_CASE_P(Underscore, SingleLetterIdentifierTest, testing::Values('_')); // Test string: [a-z] INSTANTIATE_TEST_CASE_P(a_z, SingleLetterIdentifierTest, CLOSED_RANGE('a', 'z')); // Test string: [A-Z] INSTANTIATE_TEST_CASE_P(A_Z, SingleLetterIdentifierTest, CLOSED_RANGE('A', 'Z')); typedef std::tr1::tuple<char, char> IdentifierParams; class DoubleLetterIdentifierTest : public IdentifierTest, public testing::WithParamInterface<IdentifierParams> { }; // This test covers identifier names of form [_a-zA-Z][_a-zA-Z0-9]. TEST_P(DoubleLetterIdentifierTest, Identified) { std::string str; str.push_back(std::tr1::get<0>(GetParam())); str.push_back(std::tr1::get<1>(GetParam())); expectIdentifier(str); } // Test string: "__" INSTANTIATE_TEST_CASE_P(Underscore_Underscore, DoubleLetterIdentifierTest, testing::Combine(testing::Values('_'), testing::Values('_'))); // Test string: "_"[a-z] INSTANTIATE_TEST_CASE_P(Underscore_a_z, DoubleLetterIdentifierTest, testing::Combine(testing::Values('_'), CLOSED_RANGE('a', 'z'))); // Test string: "_"[A-Z] INSTANTIATE_TEST_CASE_P(Underscore_A_Z, DoubleLetterIdentifierTest, testing::Combine(testing::Values('_'), CLOSED_RANGE('A', 'Z'))); // Test string: "_"[0-9] INSTANTIATE_TEST_CASE_P(Underscore_0_9, DoubleLetterIdentifierTest, testing::Combine(testing::Values('_'), CLOSED_RANGE('0', '9'))); // Test string: [a-z]"_" INSTANTIATE_TEST_CASE_P(a_z_Underscore, DoubleLetterIdentifierTest, testing::Combine(CLOSED_RANGE('a', 'z'), testing::Values('_'))); // Test string: [a-z][a-z] INSTANTIATE_TEST_CASE_P(a_z_a_z, DoubleLetterIdentifierTest, testing::Combine(CLOSED_RANGE('a', 'z'), CLOSED_RANGE('a', 'z'))); // Test string: [a-z][A-Z] INSTANTIATE_TEST_CASE_P(a_z_A_Z, DoubleLetterIdentifierTest, testing::Combine(CLOSED_RANGE('a', 'z'), CLOSED_RANGE('A', 'Z'))); // Test string: [a-z][0-9] INSTANTIATE_TEST_CASE_P(a_z_0_9, DoubleLetterIdentifierTest, testing::Combine(CLOSED_RANGE('a', 'z'), CLOSED_RANGE('0', '9'))); // Test string: [A-Z]"_" INSTANTIATE_TEST_CASE_P(A_Z_Underscore, DoubleLetterIdentifierTest, testing::Combine(CLOSED_RANGE('A', 'Z'), testing::Values('_'))); // Test string: [A-Z][a-z] INSTANTIATE_TEST_CASE_P(A_Z_a_z, DoubleLetterIdentifierTest, testing::Combine(CLOSED_RANGE('A', 'Z'), CLOSED_RANGE('a', 'z'))); // Test string: [A-Z][A-Z] INSTANTIATE_TEST_CASE_P(A_Z_A_Z, DoubleLetterIdentifierTest, testing::Combine(CLOSED_RANGE('A', 'Z'), CLOSED_RANGE('A', 'Z'))); // Test string: [A-Z][0-9] INSTANTIATE_TEST_CASE_P(A_Z_0_9, DoubleLetterIdentifierTest, testing::Combine(CLOSED_RANGE('A', 'Z'), CLOSED_RANGE('0', '9'))); // The tests above cover one-letter and various combinations of two-letter // identifier names. This test covers all characters in a single string. TEST_F(IdentifierTest, AllLetters) { std::string str; for (int c = 'a'; c <= 'z'; ++c) str.push_back(c); str.push_back('_'); for (int c = 'A'; c <= 'Z'; ++c) str.push_back(c); str.push_back('_'); for (int c = '0'; c <= '9'; ++c) str.push_back(c); expectIdentifier(str); }
010smithzhang-ddd
tests/preprocessor_tests/identifier_test.cpp
C++
bsd
5,331
// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // #include "PreprocessorTest.h" #include "Token.h" class SpaceTest : public PreprocessorTest { protected: void expectSpace(const std::string& str) { const char* cstr = str.c_str(); ASSERT_TRUE(mPreprocessor.init(1, &cstr, 0)); pp::Token token; // "foo" is returned after ignoring the whitespace characters. mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::IDENTIFIER, token.type); EXPECT_EQ("foo", token.text); // The whitespace character is however recorded with the next token. EXPECT_TRUE(token.hasLeadingSpace()); } }; // Whitespace characters allowed in GLSL. // Note that newline characters (\n) will be tested separately. static const char kSpaceChars[] = {' ', '\t', '\v', '\f'}; // This test fixture tests the processing of a single whitespace character. // All tests in this fixture are ran with all possible whitespace character // allowed in GLSL. class SpaceCharTest : public SpaceTest, public testing::WithParamInterface<char> { }; TEST_P(SpaceCharTest, SpaceIgnored) { // Construct test string with the whitespace char before "foo". std::string str(1, GetParam()); str.append("foo"); expectSpace(str); } INSTANTIATE_TEST_CASE_P(SingleSpaceChar, SpaceCharTest, testing::ValuesIn(kSpaceChars)); // This test fixture tests the processing of a string containing consecutive // whitespace characters. All tests in this fixture are ran with all possible // combinations of whitespace characters allowed in GLSL. typedef std::tr1::tuple<char, char, char> SpaceStringParams; class SpaceStringTest : public SpaceTest, public testing::WithParamInterface<SpaceStringParams> { }; TEST_P(SpaceStringTest, SpaceIgnored) { // Construct test string with the whitespace char before "foo". std::string str; str.push_back(std::tr1::get<0>(GetParam())); str.push_back(std::tr1::get<1>(GetParam())); str.push_back(std::tr1::get<2>(GetParam())); str.append("foo"); expectSpace(str); } INSTANTIATE_TEST_CASE_P(SpaceCharCombination, SpaceStringTest, testing::Combine(testing::ValuesIn(kSpaceChars), testing::ValuesIn(kSpaceChars), testing::ValuesIn(kSpaceChars))); // The tests above make sure that the space char is recorded in the // next token. This test makes sure that a token is not incorrectly marked // to have leading space. TEST_F(SpaceTest, LeadingSpace) { const char* str = " foo+ -bar"; ASSERT_TRUE(mPreprocessor.init(1, &str, 0)); pp::Token token; mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::IDENTIFIER, token.type); EXPECT_EQ("foo", token.text); EXPECT_TRUE(token.hasLeadingSpace()); mPreprocessor.lex(&token); EXPECT_EQ('+', token.type); EXPECT_FALSE(token.hasLeadingSpace()); mPreprocessor.lex(&token); EXPECT_EQ('-', token.type); EXPECT_TRUE(token.hasLeadingSpace()); mPreprocessor.lex(&token); EXPECT_EQ(pp::Token::IDENTIFIER, token.type); EXPECT_EQ("bar", token.text); EXPECT_FALSE(token.hasLeadingSpace()); }
010smithzhang-ddd
tests/preprocessor_tests/space_test.cpp
C++
bsd
3,441