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serenity/Userland/Libraries/LibGL/SoftwareGLContext.h
Stephan Unverwerth d3d12c2fe7 LibGL: Generate GL extension string dynamically during construction
LibGL will now generate the GL extension string in the constructor and
refer to it later on when the string is queried via glGetString().
Currently we only check whether the device supports non-power-of-two
textures and add GL_ARB_texture_non_power_of_two to the supported
extensions in that case.
2022-01-19 19:57:49 +01:00

442 lines
20 KiB
C++

/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2021-2022, Jesse Buhagiar <jooster669@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/HashMap.h>
#include <AK/Optional.h>
#include <AK/RefPtr.h>
#include <AK/Tuple.h>
#include <AK/Variant.h>
#include <AK/Vector.h>
#include <LibGL/GLContext.h>
#include <LibGL/Tex/NameAllocator.h>
#include <LibGL/Tex/Texture.h>
#include <LibGL/Tex/TextureUnit.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Matrix4x4.h>
#include <LibGfx/Rect.h>
#include <LibGfx/Vector3.h>
#include <LibSoftGPU/Clipper.h>
#include <LibSoftGPU/Device.h>
#include <LibSoftGPU/Light/Light.h>
#include <LibSoftGPU/Vertex.h>
namespace GL {
struct ContextParameter {
GLenum type;
bool is_capability { false };
u8 count { 1 };
union {
bool boolean_value;
GLint integer_value;
GLint integer_list[4];
GLdouble double_value;
GLdouble double_list[4];
} value;
};
enum Face {
Front = 0,
Back = 1,
};
class SoftwareGLContext : public GLContext {
public:
SoftwareGLContext(Gfx::Bitmap&);
virtual void gl_begin(GLenum mode) override;
virtual void gl_clear(GLbitfield mask) override;
virtual void gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) override;
virtual void gl_clear_depth(GLdouble depth) override;
virtual void gl_clear_stencil(GLint s) override;
virtual void gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a) override;
virtual void gl_delete_textures(GLsizei n, const GLuint* textures) override;
virtual void gl_end() override;
virtual void gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) override;
virtual void gl_gen_textures(GLsizei n, GLuint* textures) override;
virtual GLenum gl_get_error() override;
virtual GLubyte* gl_get_string(GLenum name) override;
virtual void gl_load_identity() override;
virtual void gl_load_matrix(const FloatMatrix4x4& matrix) override;
virtual void gl_matrix_mode(GLenum mode) override;
virtual void gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) override;
virtual void gl_push_matrix() override;
virtual void gl_pop_matrix() override;
virtual void gl_mult_matrix(FloatMatrix4x4 const& matrix) override;
virtual void gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) override;
virtual void gl_scale(GLdouble x, GLdouble y, GLdouble z) override;
virtual void gl_translate(GLdouble x, GLdouble y, GLdouble z) override;
virtual void gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w) override;
virtual void gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height) override;
virtual void gl_enable(GLenum) override;
virtual void gl_disable(GLenum) override;
virtual GLboolean gl_is_enabled(GLenum) override;
virtual void gl_front_face(GLenum) override;
virtual void gl_cull_face(GLenum) override;
virtual GLuint gl_gen_lists(GLsizei range) override;
virtual void gl_call_list(GLuint list) override;
virtual void gl_call_lists(GLsizei n, GLenum type, void const* lists) override;
virtual void gl_delete_lists(GLuint list, GLsizei range) override;
virtual void gl_list_base(GLuint base) override;
virtual void gl_end_list(void) override;
virtual void gl_new_list(GLuint list, GLenum mode) override;
virtual GLboolean gl_is_list(GLuint list) override;
virtual void gl_flush() override;
virtual void gl_finish() override;
virtual void gl_blend_func(GLenum src_factor, GLenum dst_factor) override;
virtual void gl_shade_model(GLenum mode) override;
virtual void gl_alpha_func(GLenum func, GLclampf ref) override;
virtual void gl_hint(GLenum target, GLenum mode) override;
virtual void gl_read_buffer(GLenum mode) override;
virtual void gl_draw_buffer(GLenum buffer) override;
virtual void gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) override;
virtual void gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* data) override;
virtual void gl_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* data) override;
virtual void gl_tex_parameter(GLenum target, GLenum pname, GLfloat param) override;
virtual void gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q) override;
virtual void gl_tex_env(GLenum target, GLenum pname, GLfloat param) override;
virtual void gl_bind_texture(GLenum target, GLuint texture) override;
virtual GLboolean gl_is_texture(GLuint texture) override;
virtual void gl_active_texture(GLenum texture) override;
virtual void gl_depth_mask(GLboolean flag) override;
virtual void gl_enable_client_state(GLenum cap) override;
virtual void gl_disable_client_state(GLenum cap) override;
virtual void gl_vertex_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer) override;
virtual void gl_color_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer) override;
virtual void gl_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer) override;
virtual void gl_draw_arrays(GLenum mode, GLint first, GLsizei count) override;
virtual void gl_draw_elements(GLenum mode, GLsizei count, GLenum type, const void* indices) override;
virtual void gl_draw_pixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data) override;
virtual void gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) override;
virtual void gl_get_booleanv(GLenum pname, GLboolean* data) override;
virtual void gl_get_doublev(GLenum pname, GLdouble* params) override;
virtual void gl_get_floatv(GLenum pname, GLfloat* params) override;
virtual void gl_get_integerv(GLenum pname, GLint* data) override;
virtual void gl_depth_range(GLdouble min, GLdouble max) override;
virtual void gl_depth_func(GLenum func) override;
virtual void gl_polygon_mode(GLenum face, GLenum mode) override;
virtual void gl_polygon_offset(GLfloat factor, GLfloat units) override;
virtual void gl_fogfv(GLenum pname, GLfloat* params) override;
virtual void gl_fogf(GLenum pname, GLfloat param) override;
virtual void gl_fogi(GLenum pname, GLint param) override;
virtual void gl_pixel_storei(GLenum pname, GLint param) override;
virtual void gl_scissor(GLint x, GLint y, GLsizei width, GLsizei height) override;
virtual void gl_stencil_func_separate(GLenum face, GLenum func, GLint ref, GLuint mask) override;
virtual void gl_stencil_mask_separate(GLenum face, GLuint mask) override;
virtual void gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) override;
virtual void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz) override;
virtual void gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer) override;
virtual void gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w) override;
virtual void gl_line_width(GLfloat width) override;
virtual void gl_push_attrib(GLbitfield mask) override;
virtual void gl_pop_attrib() override;
virtual void gl_light_model(GLenum pname, GLfloat x, GLfloat y, GLfloat z, GLfloat w) override;
virtual void gl_bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte const* bitmap) override;
virtual void gl_copy_tex_image_2d(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) override;
virtual void gl_get_tex_parameter_integerv(GLenum target, GLint level, GLenum pname, GLint* params) override;
virtual void gl_rect(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) override;
virtual void gl_tex_gen(GLenum coord, GLenum pname, GLint param) override;
virtual void gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params) override;
virtual void gl_lightf(GLenum light, GLenum pname, GLfloat param) override;
virtual void gl_lightfv(GLenum light, GLenum pname, GLfloat const* params) override;
virtual void gl_materialf(GLenum face, GLenum pname, GLfloat param) override;
virtual void gl_materialfv(GLenum face, GLenum pname, GLfloat const* params) override;
virtual void gl_color_material(GLenum face, GLenum mode) override;
virtual void present() override;
private:
void sync_device_config();
void sync_device_sampler_config();
void sync_device_texcoord_config();
void sync_light_state();
void sync_stencil_configuration();
void build_extension_string();
template<typename T>
T* store_in_listing(T value)
{
VERIFY(m_current_listing_index.has_value());
auto& listing = m_current_listing_index->listing;
listing.saved_arguments.empend(make<Listing::ExtraSavedArguments>(move(value)));
return listing.saved_arguments.last()->template get_pointer<T>();
}
template<auto member, typename... Args>
void append_to_listing(Args&&... args)
{
VERIFY(m_current_listing_index.has_value());
m_current_listing_index->listing.entries.empend(member, Listing::ArgumentsFor<member> { forward<Args>(args)... });
}
Optional<ContextParameter> get_context_parameter(GLenum pname);
template<typename T>
void get_floating_point(GLenum pname, T* params);
void invoke_list(size_t list_index);
[[nodiscard]] bool should_append_to_listing() const { return m_current_listing_index.has_value(); }
[[nodiscard]] bool should_execute_after_appending_to_listing() const { return m_current_listing_index.has_value() && m_current_listing_index->mode == GL_COMPILE_AND_EXECUTE; }
GLenum m_current_draw_mode;
GLenum m_current_matrix_mode;
FloatMatrix4x4 m_projection_matrix = FloatMatrix4x4::identity();
FloatMatrix4x4 m_model_view_matrix = FloatMatrix4x4::identity();
FloatMatrix4x4 m_texture_matrix = FloatMatrix4x4::identity();
Vector<FloatMatrix4x4> m_projection_matrix_stack;
Vector<FloatMatrix4x4> m_model_view_matrix_stack;
// FIXME: implement multi-texturing: the texture matrix stack should live inside a texture unit
Vector<FloatMatrix4x4> m_texture_matrix_stack;
Gfx::IntRect m_viewport;
FloatVector4 m_clear_color { 0.0f, 0.0f, 0.0f, 0.0f };
double m_clear_depth { 1.0 };
u8 m_clear_stencil { 0 };
FloatVector4 m_current_vertex_color = { 1.0f, 1.0f, 1.0f, 1.0f };
FloatVector4 m_current_vertex_tex_coord = { 0.0f, 0.0f, 0.0f, 1.0f };
FloatVector3 m_current_vertex_normal = { 0.0f, 0.0f, 1.0f };
Vector<SoftGPU::Vertex> m_vertex_list;
GLenum m_error = GL_NO_ERROR;
bool m_in_draw_state = false;
bool m_depth_test_enabled = false;
bool m_cull_faces = false;
GLenum m_front_face = GL_CCW;
GLenum m_culled_sides = GL_BACK;
bool m_blend_enabled = false;
GLenum m_blend_source_factor = GL_ONE;
GLenum m_blend_destination_factor = GL_ZERO;
bool m_alpha_test_enabled = false;
GLenum m_alpha_test_func = GL_ALWAYS;
GLclampf m_alpha_test_ref_value = 0;
bool m_dither_enabled { true };
bool m_normalize { false };
// Stencil configuration
bool m_stencil_test_enabled { false };
bool m_stencil_configuration_dirty { true };
struct StencilFunctionOptions {
GLenum func { GL_ALWAYS };
GLint reference_value { 0 };
GLuint mask { NumericLimits<GLuint>::max() };
};
Array<StencilFunctionOptions, 2u> m_stencil_function;
struct StencilOperationOptions {
GLenum op_fail { GL_KEEP };
GLenum op_depth_fail { GL_KEEP };
GLenum op_pass { GL_KEEP };
GLuint write_mask { NumericLimits<GLuint>::max() };
};
Array<StencilOperationOptions, 2u> m_stencil_operation;
GLenum m_current_read_buffer = GL_BACK;
GLenum m_current_draw_buffer = GL_BACK;
// Client side arrays
bool m_client_side_vertex_array_enabled = false;
bool m_client_side_color_array_enabled = false;
bool m_client_side_texture_coord_array_enabled = false;
NonnullRefPtr<Gfx::Bitmap> m_frontbuffer;
// Texture objects
TextureNameAllocator m_name_allocator;
HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
Vector<TextureUnit, 32> m_texture_units;
TextureUnit* m_active_texture_unit;
// Texture coordinate generation state
struct TextureCoordinateGeneration {
bool enabled { false };
GLenum generation_mode { GL_EYE_LINEAR };
FloatVector4 object_plane_coefficients;
FloatVector4 eye_plane_coefficients;
};
Array<TextureCoordinateGeneration, 4> m_texture_coordinate_generation {
// S
TextureCoordinateGeneration {
.object_plane_coefficients = { 1.0f, 0.0f, 0.0f, 0.0f },
.eye_plane_coefficients = { 1.0f, 0.0f, 0.0f, 0.0f },
},
// T
TextureCoordinateGeneration {
.object_plane_coefficients = { 0.0f, 1.0f, 0.0f, 0.0f },
.eye_plane_coefficients = { 0.0f, 1.0f, 0.0f, 0.0f },
},
// R
TextureCoordinateGeneration {
.object_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f },
.eye_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f },
},
// Q
TextureCoordinateGeneration {
.object_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f },
.eye_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f },
},
};
bool m_texcoord_generation_dirty { true };
ALWAYS_INLINE TextureCoordinateGeneration& texture_coordinate_generation(GLenum capability)
{
return m_texture_coordinate_generation[capability - GL_TEXTURE_GEN_S];
}
SoftGPU::Device m_rasterizer;
SoftGPU::DeviceInfo const m_device_info;
bool m_sampler_config_is_dirty { true };
bool m_light_state_is_dirty { true };
struct Listing {
template<typename F>
struct TupleTypeForArgumentListOf_;
template<typename Ret, typename C, typename... Args>
struct TupleTypeForArgumentListOf_<Ret (C::*)(Args...)> {
using Type = Tuple<Args...>;
};
template<typename F>
using TupleTypeForArgumentListOf = typename TupleTypeForArgumentListOf_<F>::Type;
template<auto member>
using ArgumentsFor = TupleTypeForArgumentListOf<decltype(member)>;
template<typename... Fns>
struct FunctionAndArgs {
Variant<Fns...> function;
Variant<TupleTypeForArgumentListOf<Fns>...> arguments;
};
using FunctionsAndArgs = FunctionAndArgs<
decltype(&SoftwareGLContext::gl_begin),
decltype(&SoftwareGLContext::gl_clear),
decltype(&SoftwareGLContext::gl_clear_color),
decltype(&SoftwareGLContext::gl_clear_depth),
decltype(&SoftwareGLContext::gl_clear_stencil),
decltype(&SoftwareGLContext::gl_color),
decltype(&SoftwareGLContext::gl_end),
decltype(&SoftwareGLContext::gl_frustum),
decltype(&SoftwareGLContext::gl_load_identity),
decltype(&SoftwareGLContext::gl_load_matrix),
decltype(&SoftwareGLContext::gl_matrix_mode),
decltype(&SoftwareGLContext::gl_ortho),
decltype(&SoftwareGLContext::gl_push_matrix),
decltype(&SoftwareGLContext::gl_pop_matrix),
decltype(&SoftwareGLContext::gl_mult_matrix),
decltype(&SoftwareGLContext::gl_rotate),
decltype(&SoftwareGLContext::gl_scale),
decltype(&SoftwareGLContext::gl_translate),
decltype(&SoftwareGLContext::gl_vertex),
decltype(&SoftwareGLContext::gl_viewport),
decltype(&SoftwareGLContext::gl_enable),
decltype(&SoftwareGLContext::gl_disable),
decltype(&SoftwareGLContext::gl_front_face),
decltype(&SoftwareGLContext::gl_cull_face),
decltype(&SoftwareGLContext::gl_call_list),
decltype(&SoftwareGLContext::gl_call_lists),
decltype(&SoftwareGLContext::gl_blend_func),
decltype(&SoftwareGLContext::gl_shade_model),
decltype(&SoftwareGLContext::gl_alpha_func),
decltype(&SoftwareGLContext::gl_hint),
decltype(&SoftwareGLContext::gl_read_buffer),
decltype(&SoftwareGLContext::gl_tex_parameter),
decltype(&SoftwareGLContext::gl_depth_mask),
decltype(&SoftwareGLContext::gl_draw_arrays),
decltype(&SoftwareGLContext::gl_draw_elements),
decltype(&SoftwareGLContext::gl_draw_pixels),
decltype(&SoftwareGLContext::gl_depth_range),
decltype(&SoftwareGLContext::gl_polygon_offset),
decltype(&SoftwareGLContext::gl_scissor),
decltype(&SoftwareGLContext::gl_stencil_func_separate),
decltype(&SoftwareGLContext::gl_stencil_mask_separate),
decltype(&SoftwareGLContext::gl_stencil_op_separate),
decltype(&SoftwareGLContext::gl_normal),
decltype(&SoftwareGLContext::gl_raster_pos),
decltype(&SoftwareGLContext::gl_line_width),
decltype(&SoftwareGLContext::gl_push_attrib),
decltype(&SoftwareGLContext::gl_pop_attrib),
decltype(&SoftwareGLContext::gl_light_model),
decltype(&SoftwareGLContext::gl_bitmap),
decltype(&SoftwareGLContext::gl_copy_tex_image_2d),
decltype(&SoftwareGLContext::gl_rect),
decltype(&SoftwareGLContext::gl_tex_gen),
decltype(&SoftwareGLContext::gl_tex_gen_floatv),
decltype(&SoftwareGLContext::gl_fogf),
decltype(&SoftwareGLContext::gl_fogfv),
decltype(&SoftwareGLContext::gl_fogi),
decltype(&SoftwareGLContext::gl_lightf),
decltype(&SoftwareGLContext::gl_lightfv),
decltype(&SoftwareGLContext::gl_materialf),
decltype(&SoftwareGLContext::gl_materialfv),
decltype(&SoftwareGLContext::gl_color_material)>;
using ExtraSavedArguments = Variant<
FloatMatrix4x4>;
Vector<NonnullOwnPtr<ExtraSavedArguments>> saved_arguments;
Vector<FunctionsAndArgs> entries;
};
static constexpr size_t max_allowed_gl_call_depth { 128 };
size_t m_gl_call_depth { 0 };
Vector<Listing> m_listings;
size_t m_list_base { 0 };
struct CurrentListing {
Listing listing;
size_t index { 0 };
GLenum mode { GL_COMPILE };
};
Optional<CurrentListing> m_current_listing_index;
struct VertexAttribPointer {
GLint size { 4 };
GLenum type { GL_FLOAT };
GLsizei stride { 0 };
const void* pointer { 0 };
};
static void read_from_vertex_attribute_pointer(VertexAttribPointer const&, int index, float* elements, bool normalize);
VertexAttribPointer m_client_vertex_pointer;
VertexAttribPointer m_client_color_pointer;
VertexAttribPointer m_client_tex_coord_pointer;
u8 m_pack_alignment { 4 };
GLsizei m_unpack_row_length { 0 };
u8 m_unpack_alignment { 4 };
float m_line_width { 1.0f };
// Lighting configuration
bool m_lighting_enabled { false };
Vector<SoftGPU::Light> m_light_states;
Array<SoftGPU::Material, 2u> m_material_states;
// Color material
bool m_color_material_enabled { false };
GLenum m_color_material_face { GL_FRONT_AND_BACK };
GLenum m_color_material_mode { GL_AMBIENT_AND_DIFFUSE };
// GL Extension string
String m_extensions;
};
}