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//============ Copyright (c) Valve Corporation, All rights reserved. ============
//
// glmgr.h
// singleton class, common basis for managing GL contexts
// responsible for tracking adapters and contexts
//
//===============================================================================
#ifndef GLMGR_H
#define GLMGR_H
#pragma once
#include "glmgr/glmdebug.h"
#include "glmgr/glmdisplay.h"
#include "glmgr/glmgrext.h"
#include "glmgr/glmgrbasics.h"
#include "glmgr/cglmtex.h"
#include "glmgr/cglmfbo.h"
#include "glmgr/cglmprogram.h"
#include "glmgr/cglmbuffer.h"
#include "glmgr/cglmquery.h"
//===============================================================================
// glue to call out to Obj-C land (these are in glmgrcocoa.mm)
bool NewNSGLContext( unsigned long *attribs, PseudoNSGLContextPtr nsglShareCtx, PseudoNSGLContextPtr *nsglCtxOut, CGLContextObj *cglCtxOut ); CGLContextObj GetCGLContextFromNSGL( PseudoNSGLContextPtr nsglCtx ); void DelNSGLContext( PseudoNSGLContextPtr nsglCtx );
//===============================================================================
// parrot the D3D present parameters, more or less... "adapter" translates into "active display index" per the m_activeDisplayCount below.
class GLMDisplayParams { public:
// presumption, these indices are in sync with the current display DB that GLMgr has handy
//int m_rendererIndex; // index of renderer (-1 if root context)
//int m_displayIndex; // index of display in renderer - for FS
//int m_modeIndex; // index of mode in display - for FS
void *m_focusWindow; // (VD3DHWND aka WindowRef) - what window does this context display into
bool m_fsEnable; // fullscreen on or not
bool m_vsyncEnable; // vsync on or not
// height and width have to match the display mode info if full screen.
uint m_backBufferWidth; // pixel width (aka screen h-resolution if full screen)
uint m_backBufferHeight; // pixel height (aka screen v-resolution if full screen)
D3DFORMAT m_backBufferFormat; // pixel format
uint m_multiSampleCount; // 0 means no MSAA, 2 means 2x MSAA, etc
// uint m_multiSampleQuality; // no MSAA quality control yet
bool m_enableAutoDepthStencil; // generally set to 'TRUE' per CShaderDeviceDx8::SetPresentParameters
D3DFORMAT m_autoDepthStencilFormat; uint m_fsRefreshHz; // if full screen, this refresh rate (likely 0 for LCD's)
//uint m_rootRendererID; // only used if m_rendererIndex is -1.
//uint m_rootDisplayMask; // only used if m_rendererIndex is -1.
bool m_mtgl; // enable multi threaded GL driver
};
//===============================================================================
class GLMgr { public: //===========================================================================
// class methods - singleton
static void NewGLMgr( void ); // instantiate singleton..
static GLMgr *aGLMgr( void ); // return singleton..
static void DelGLMgr( void ); // tear down singleton..
//===========================================================================
// plain methods
#if 0 // turned all these off while new approach is coded
void RefreshDisplayDB( void ); // blow away old display DB, make a new one
GLMDisplayDB *GetDisplayDB( void ); // get a ptr to the one GLMgr keeps. only valid til next refresh.
// eligible renderers will be ranked by desirability starting at index 0 within the db
// within each renderer, eligible displays will be ranked some kind of desirability (area? dist from menu bar?)
// within each display, eligible modes will be ranked by descending areas
// calls supplying indices are implicitly making reference to the current DB
bool CaptureDisplay( int rendIndex, int displayIndex, bool captureAll ); // capture one display or all displays
void ReleaseDisplays( void ); // release all captures
int GetDisplayMode( int rendIndex, int displayIndex ); // retrieve current display res (returns modeIndex)
void SetDisplayMode( GLMDisplayParams *params ); // set the display res (only useful for FS)
#endif
GLMContext *NewContext( GLMDisplayParams *params ); // this will have to change
void DelContext( GLMContext *context );
// with usage of CGLMacro.h we could dispense with the "current context" thing
// and just declare a member variable of GLMContext, allowing each glXXX call to be routed directly
// to the correct context
void SetCurrentContext( GLMContext *context ); // make current in calling thread only
GLMContext *GetCurrentContext( void ); protected: friend class GLMContext;
GLMgr(); ~GLMgr(); };
//===========================================================================//
// helper function to do enable or disable in one step
inline void glSetEnable( GLenum which, bool enable ) { if (enable) glEnable(which); else glDisable(which); }
// helper function for int vs enum clarity
inline void glGetEnumv( GLenum which, GLenum *dst ) { glGetIntegerv( which, (int*)dst ); }
//===========================================================================//
//
// types to support the GLMContext
//
//===========================================================================//
// Each state set/get path we are providing caching for, needs its own struct and a comparison operator.
// we also provide an enum of how many such types there are, handy for building dirty masks etc.
// shorthand macros
#define EQ(fff) ( (src.fff) == (fff) )
//rasterizer
struct GLAlphaTestEnable_t { GLint enable; bool operator==(const GLAlphaTestEnable_t& src) const { return EQ(enable); } }; struct GLAlphaTestFunc_t { GLenum func; GLclampf ref; bool operator==(const GLAlphaTestFunc_t& src) const { return EQ(func) && EQ(ref); } }; struct GLCullFaceEnable_t { GLint enable; bool operator==(const GLCullFaceEnable_t& src) const { return EQ(enable); } }; struct GLCullFrontFace_t { GLenum value; bool operator==(const GLCullFrontFace_t& src) const { return EQ(value); } }; struct GLPolygonMode_t { GLenum values[2]; bool operator==(const GLPolygonMode_t& src) const { return EQ(values[0]) && EQ(values[1]); } }; struct GLDepthBias_t { GLfloat factor; GLfloat units; bool operator==(const GLDepthBias_t& src) const { return EQ(factor) && EQ(units); } }; struct GLScissorEnable_t { GLint enable; bool operator==(const GLScissorEnable_t& src) const { return EQ(enable); } }; struct GLScissorBox_t { GLint x,y; GLsizei width, height; bool operator==(const GLScissorBox_t& src) const { return EQ(x) && EQ(y) && EQ(width) && EQ(height); } }; struct GLAlphaToCoverageEnable_t{ GLint enable; bool operator==(const GLAlphaToCoverageEnable_t& src) const { return EQ(enable); } }; struct GLViewportBox_t { GLint x,y; GLsizei width, height; bool operator==(const GLViewportBox_t& src) const { return EQ(x) && EQ(y) && EQ(width) && EQ(height); } }; struct GLViewportDepthRange_t { GLdouble near,far; bool operator==(const GLViewportDepthRange_t& src) const { return EQ(near) && EQ(far); } }; struct GLClipPlaneEnable_t { GLint enable; bool operator==(const GLClipPlaneEnable_t& src) const { return EQ(enable); } }; struct GLClipPlaneEquation_t { GLfloat x,y,z,w; bool operator==(const GLClipPlaneEquation_t& src) const { return EQ(x) && EQ(y) && EQ(z) && EQ(w); } };
//blend
struct GLColorMaskSingle_t { char r,g,b,a; bool operator==(const GLColorMaskSingle_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } }; struct GLColorMaskMultiple_t { char r,g,b,a; bool operator==(const GLColorMaskMultiple_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } }; struct GLBlendEnable_t { GLint enable; bool operator==(const GLBlendEnable_t& src) const { return EQ(enable); } }; struct GLBlendFactor_t { GLenum srcfactor,dstfactor; bool operator==(const GLBlendFactor_t& src) const { return EQ(srcfactor) && EQ(dstfactor); } }; struct GLBlendEquation_t { GLenum equation; bool operator==(const GLBlendEquation_t& src) const { return EQ(equation); } }; struct GLBlendColor_t { GLfloat r,g,b,a; bool operator==(const GLBlendColor_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } }; struct GLBlendEnableSRGB_t { GLint enable; bool operator==(const GLBlendEnableSRGB_t& src) const { return EQ(enable); } };
//depth
struct GLDepthTestEnable_t { GLint enable; bool operator==(const GLDepthTestEnable_t& src) const { return EQ(enable); } }; struct GLDepthFunc_t { GLenum func; bool operator==(const GLDepthFunc_t& src) const { return EQ(func); } }; struct GLDepthMask_t { char mask; bool operator==(const GLDepthMask_t& src) const { return EQ(mask); } };
//stencil
struct GLStencilTestEnable_t { GLint enable; bool operator==(const GLStencilTestEnable_t& src) const { return EQ(enable); } }; struct GLStencilFunc_t { GLenum frontfunc, backfunc; GLint ref; GLuint mask; bool operator==(const GLStencilFunc_t& src) const { return EQ(frontfunc) && EQ(backfunc) && EQ(ref) && EQ(mask); } }; struct GLStencilOp_t { GLenum sfail; GLenum dpfail; GLenum dppass; bool operator==(const GLStencilOp_t& src) const { return EQ(sfail) && EQ(dpfail) && EQ(dppass); } }; struct GLStencilWriteMask_t { GLint mask; bool operator==(const GLStencilWriteMask_t& src) const { return EQ(mask); } };
//clearing
struct GLClearColor_t { GLfloat r,g,b,a; bool operator==(const GLClearColor_t& src) const { return EQ(r) && EQ(g) && EQ(b) && EQ(a); } }; struct GLClearDepth_t { GLdouble d; bool operator==(const GLClearDepth_t& src) const { return EQ(d); } }; struct GLClearStencil_t { GLint s; bool operator==(const GLClearStencil_t& src) const { return EQ(s); } };
#undef EQ
enum EGLMStateBlockType { kGLAlphaTestEnable, kGLAlphaTestFunc, kGLCullFaceEnable, kGLCullFrontFace,
kGLPolygonMode,
kGLDepthBias, kGLScissorEnable, kGLScissorBox,
kGLViewportBox, kGLViewportDepthRange, kGLClipPlaneEnable, kGLClipPlaneEquation, kGLColorMaskSingle, kGLColorMaskMultiple,
kGLBlendEnable, kGLBlendFactor, kGLBlendEquation, kGLBlendColor, kGLBlendEnableSRGB,
kGLDepthTestEnable, kGLDepthFunc, kGLDepthMask,
kGLStencilTestEnable, kGLStencilFunc, kGLStencilOp, kGLStencilWriteMask,
kGLClearColor, kGLClearDepth, kGLClearStencil,
kGLAlphaToCoverageEnable, kGLMStateBlockLimit };
//===========================================================================//
// templated functions representing GL R/W bottlenecks
// one set of set/get/getdefault is instantiated for each of the GL*** types above.
// use these from the non array state objects
template<typename T> void GLContextSet( T *src ); template<typename T> void GLContextGet( T *dst ); template<typename T> void GLContextGetDefault( T *dst );
// use these from the array state objects
template<typename T> void GLContextSetIndexed( T *src, int index ); template<typename T> void GLContextGetIndexed( T *dst, int index ); template<typename T> void GLContextGetDefaultIndexed( T *dst, int index );
//===========================================================================//
// caching state object template. One of these is instantiated in the context per unique struct type above
template<typename T> class GLState { public: GLState<T>() { dirty = false; memset( &data, 0, sizeof(data) ); };
// write: client src into cache
// common case is both false. dirty is calculated, context write is deferred.
void Write( T *src, bool noCompare=false, bool noDefer=false ) { if (noCompare) { dirty = true; } else { // only == is implemented, so test for equal and negate
// note, you only set dirty if mismatch, you never clear it until flush
if ( !(data == *src) ) { dirty = true; } } data = *src; if (noDefer) { Flush( true ); // dirty becomes false
} }; // write cache->context if dirty or forced.
void Flush( bool noDefer=false ) { if (dirty || noDefer) { GLContextSet( &data ); GLMCheckError(); // good place for some error checking here
dirty = false; } }; // default: write default value to cache, optionally write through
void Default( bool noDefer=false ) { GLContextGetDefault( &data ); // read default values directly to our cache copy
dirty = true; Flush(noDefer); };
// read: sel = 0 for cache, 1 for context
void Read( T *dst, int sel ) { if (sel==0) { *dst = data; } else { GLContextGet( dst ); GLMCheckError(); } }; // check: verify that context equals cache, return true if mismatched or if illegal values seen
bool Check ( void ) { T temp; bool result;
GLContextGet( &temp ); GLMCheckError(); result = !(temp == data); return result; }; protected: T data; bool dirty; };
// caching state object template - with multiple values behind it that are indexed
template<typename T, int COUNT> class GLStateArray { public: GLStateArray<T,COUNT>() { memset( &dirty, 0, sizeof(dirty) ); memset( &data, 0, sizeof(data) ); };
// write: client src into cache
// common case is both false. dirty is calculated, context write is deferred.
void WriteIndex( T *src, int index, bool noCompare=false, bool noDefer=false ) { if (noCompare) { dirty[index] = true; } else { // only == is implemented, so test for equal and negate
// note, you only set dirty if mismatch, you never clear it until flush
if (! (data[index] == *src) ) { dirty[index] = true; } } data[index] = *src; if (noDefer) { FlushIndex( index, true ); // dirty becomes false
} }; // write cache->context if dirty or forced.
void FlushIndex( int index, bool noDefer=false ) { if (dirty[index] || noDefer) { GLContextSetIndexed( &data[index], index ); GLMCheckError(); dirty[index] = false; } }; // write all slots in the array
void Flush( bool noDefer=false ) { for( int i=0; i<COUNT; i++) { FlushIndex( i, noDefer ); } } // default: write default value to cache, optionally write through
void DefaultIndex( int index, bool noDefer=false ) { GLContextGetDefaultIndexed( &data[index], index ); // read default values directly to our cache copy
dirty[index] = true; Flush(noDefer); }; void Default( void ) { for( int i=0; i<COUNT; i++) { DefaultIndex( i ); } }
// read: sel = 0 for cache, 1 for context
void ReadIndex( T *dst, int index, int sel ) { if (sel==0) { *dst = data[index]; } else { GLContextGetIndexed( dst, index ); GLMCheckError(); } }; // check: verify that context equals cache, return true if mismatched or if illegal values seen
bool CheckIndex( int index ) { T temp; bool result;
GLContextGetIndexed( &temp, index ); GLMCheckError(); result = !(temp == data[index]); return result; };
bool Check( void ) { T temp; bool result = false;
for( int i=0; i<COUNT; i++) { result |= CheckIndex( i ); } return result; }; protected: T data [COUNT]; bool dirty [COUNT]; };
//===========================================================================//
struct GLMTexSampler { GLMTexSamplingParams m_samp; CGLMTex *m_drawTex; // tex which must be bound at time of draw
CGLMTex *m_boundTex; // tex which is actually bound now (if does not match, a rebind is needed to draw)
};
//===========================================================================//
enum GLMVertexAttributeIndex { kGLMGenericAttr00 = 0, kGLMGenericAttr01, kGLMGenericAttr02, kGLMGenericAttr03, kGLMGenericAttr04, kGLMGenericAttr05, kGLMGenericAttr06, kGLMGenericAttr07, kGLMGenericAttr08, kGLMGenericAttr09, kGLMGenericAttr10, kGLMGenericAttr11, kGLMGenericAttr12, kGLMGenericAttr13, kGLMGenericAttr14, kGLMGenericAttr15,
kGLMVertexAttributeIndexMax // ideally < 32
};
struct GLMVertexAttributeDesc // all the info you need to do vertex setup for one attribute
{ CGLMBuffer *m_buffer; // NULL allowed in which case m_offset is the full 32-bit pointer.. so you can draw from plain RAM if desired
GLuint m_datasize; // comp count of the attribute (1-4)
GLenum m_datatype; // data type of the attribute (GL_FLOAT, GL_UNSIGNED_BYTE, etc)
GLuint m_stride; GLuint m_offset; // net offset to attribute 'zero' within the buffer.
GLboolean m_normalized; // apply to any fixed point data that needs normalizing, esp color bytes
// may need a seed value at some point to be able to disambiguate re-lifed buffers holding same pointer
// simpler alternative is to do shoot-down inside the vertex/index buffer free calls.
// I'd rather not have to have each attribute fiddling a ref count on the buffer to which it refers..
#define EQ(fff) ( (src.fff) == (fff) )
// test in decreasing order of likelihood of difference, but do not include the buffer revision as caller is not supplying it..
bool operator==(const GLMVertexAttributeDesc& src) const { return EQ(m_buffer) && EQ(m_offset) && EQ(m_stride) && EQ(m_datatype) && EQ(m_normalized) && EQ(m_datasize); } #undef EQ
uint m_bufferRevision; // only set in GLM context's copy, to disambiguate references that are same offset / same buffer but cross an orphan event
};
// GLMContext will maintain one of these structures inside the context to represent the current state.
// Client can supply a new one when it wants to change the setup.
//FIXME GLMContext can do the work to migrate from old setup to new setup as efficiently as possible (but it doesn't yet)
struct GLMVertexSetup { uint m_attrMask; // which attrs are enabled (1<<n) mask where n is a GLMVertexAttributeIndex.
GLMVertexAttributeDesc m_attrs[ kGLMVertexAttributeIndexMax ];
// copied in from dxabstract, not strictly needed for operation, helps debugging
unsigned char m_vtxAttribMap[16];
/* high nibble is usage per _D3DDECLUSAGE
typedef enum _D3DDECLUSAGE { D3DDECLUSAGE_POSITION = 0, D3DDECLUSAGE_BLENDWEIGHT = 1, D3DDECLUSAGE_BLENDINDICES = 2, D3DDECLUSAGE_NORMAL = 3, D3DDECLUSAGE_PSIZE = 4, D3DDECLUSAGE_TEXCOORD = 5, D3DDECLUSAGE_TANGENT = 6, D3DDECLUSAGE_BINORMAL = 7, D3DDECLUSAGE_TESSFACTOR = 8, D3DDECLUSAGE_PLUGH = 9, // mystery value
D3DDECLUSAGE_COLOR = 10, D3DDECLUSAGE_FOG = 11, D3DDECLUSAGE_DEPTH = 12, D3DDECLUSAGE_SAMPLE = 13, } D3DDECLUSAGE; low nibble is usageindex (i.e. POSITION0, POSITION1, etc) array position is attrib number. */ };
//===========================================================================//
//FIXME magic numbers here
#define kGLMProgramParamFloat4Limit 256
#define kGLMProgramParamBoolLimit 16
#define kGLMProgramParamInt4Limit 16
#define kGLMVertexProgramParamFloat4Limit 256
#define kGLMFragmentProgramParamFloat4Limit 32
struct GLMProgramParamsF { float m_values[kGLMProgramParamFloat4Limit][4]; // float4's 256 of them
uint m_dirtySlotCount; // index of slot past highest dirty (assume 0 for base of range)
};
struct GLMProgramParamsB { int m_values[kGLMProgramParamBoolLimit]; // bools, 4 of them
uint m_dirtySlotCount; };
struct GLMProgramParamsI { int m_values[kGLMProgramParamInt4Limit][4]; // int4s, 16 of them
uint m_dirtySlotCount; };
enum EGLMParamWriteMode { eParamWriteAllSlots, // glUniform4fv of the maximum size (not recommended if shader is down-sizing the decl)
eParamWriteShaderSlots, // glUniform4fv of the active slot count ("highwater")
eParamWriteShaderSlotsOptional, // glUniform4fv of the active slot count ("highwater") - but only if at least one has been written - it's optional
eParamWriteDirtySlotRange // glUniform4fv of the 0-N range where N is highest dirty slot
};
enum EGLMAttribWriteMode { eAttribWriteAll, eAttribWriteDirty };
//===========================================================================//
#if GLMDEBUG
enum EGLMDebugCallSite { eBeginFrame, // inside begin frame func - frame number has been inc'd, batch number should be -1
eClear, // inside clear func
eDrawElements, // inside repeat loop, prior to draw call - batch numberhas been inc'd
eEndFrame, // end frame
ePresent // before showing pixels
};
// caller should zero one of these out and fill in the m_caller before invoking the hook
struct GLMDebugHookInfo { // info from the caller to the debug hook
EGLMDebugCallSite m_caller;
// state the hook uses to keep track of progress within a single run of the caller
int m_iteration; // which call to the hook is this. if it's zero, it precedes any action in the caller.
// bools used to communicate between caller and hook
bool m_loop; // hook tells caller to loop around again (don't exit)
bool m_holding; // current mood of hook, are we holding on this batch (i.e. rerun)
// specific info for a draw call
GLenum m_drawMode; GLuint m_drawStart; GLuint m_drawEnd; GLsizei m_drawCount; GLenum m_drawType; const GLvoid *m_drawIndices; }; #endif
//===========================================================================//
#define kGLMUserClipPlanes 2
#define kGLMScratchFBOCount 4
class GLMContext { public: // set/check current context (perq for many other calls)
void MakeCurrent( void ); void CheckCurrent( void ); // verify that this context is current if you think it is. (help catch violations)
void PopulateCaps( void ); // fill out later portions of renderer info record which need context queries
void DumpCaps( void ); // printf all the caps info (you can call this in release too)
const GLMRendererInfoFields& Caps( void ); // peek at the caps record
// state cache/mirror
void SetDefaultStates( void ); void FlushStates( bool noDefer = false ); void VerifyStates( void );
// textures
// Lock and Unlock reqs go directly to the tex object
CGLMTex *NewTex( GLMTexLayoutKey *key, const char *debugLabel=NULL ); void DelTex( CGLMTex *tex );
// options for Blit (replacement for ResolveTex and BlitTex)
// pass NULL for dstTex if you want to target GL_BACK with the blit. You get y-flip with that, don't change the dstrect yourself.
void Blit2( CGLMTex *srcTex, GLMRect *srcRect, int srcFace, int srcMip, CGLMTex *dstTex, GLMRect *dstRect, int dstFace, int dstMip, uint filter );
// tex blit (via FBO blit)
void BlitTex( CGLMTex *srcTex, GLMRect *srcRect, int srcFace, int srcMip, CGLMTex *dstTex, GLMRect *dstRect, int dstFace, int dstMip, uint filter, bool useBlitFB = true );
// MSAA resolve - we do this in GLMContext because it has to do a bunch of FBO/blit gymnastics
void ResolveTex( CGLMTex *tex, bool forceDirty=false ); // texture pre-load (residency forcing) - normally done one-time but you can force it
void PreloadTex( CGLMTex *tex, bool force=false );
// samplers
void SetSamplerTex( int sampler, CGLMTex *tex ); void SetSamplerParams( int sampler, GLMTexSamplingParams *params );
// render targets (FBO's)
CGLMFBO *NewFBO( void ); void DelFBO( CGLMFBO *fbo ); void SetDrawingFBO( CGLMFBO *fbo ); // as with samplers, the notion of the target FBO is latched til draw time and then checked
// programs
CGLMProgram *NewProgram( EGLMProgramType type, char *progString ); void DelProgram( CGLMProgram *prog ); void NullProgram( void ); // de-ac all shader state
void SetDrawingProgram( EGLMProgramType type, CGLMProgram *prog ); // set NULL for no program
void SetDrawingLang( EGLMProgramLang lang, bool immediate=false ); // choose ARB or GLSL. immediate=false defers lang change to top of frame
void LinkShaderPair( CGLMProgram *vp, CGLMProgram *fp ); // ensure this combo has been linked and is in the GLSL pair cache
void ClearShaderPairCache( void ); // call this to shoot down all the linked pairs
void QueryShaderPair( int index, GLMShaderPairInfo *infoOut ); // this lets you query the shader pair cache for saving its state
// buffers
// Lock and Unlock reqs go directly to the buffer object
CGLMBuffer *NewBuffer( EGLMBufferType type, uint size, uint options ); void DelBuffer( CGLMBuffer *buff );
void SetIndexBuffer( CGLMBuffer *buff ); void SetVertexAttributes( GLMVertexSetup *setup ); // note, no API is exposed for setting a single attribute source.
// come prepared with a complete block of attributes to use.
// Queries
CGLMQuery *NewQuery( GLMQueryParams *params ); void DelQuery( CGLMQuery *query ); // "slot" means a vec4-sized thing
// these write into .env parameter space
void SetProgramParametersF( EGLMProgramType type, uint baseSlot, float *slotData, uint slotCount ); // take vec4f's
void SetProgramParametersB( EGLMProgramType type, uint baseSlot, int *slotData, uint boolCount ); // take "BOOL" aka int
void SetProgramParametersI( EGLMProgramType type, uint baseSlot, int *slotData, uint slotCount ); // take int4s
// state sync
void FlushDrawStates( bool shadersOn=true ); // pushes all drawing state - samplers, tex, programs, etc.
// drawing
void DrawRangeElements( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices ); void CheckNative( void ); // clearing
void Clear( bool color, unsigned long colorValue, bool depth, float depthValue, bool stencil, unsigned int stencilValue, GLScissorBox_t *rect = NULL ); // display
//void SetVSyncEnable( bool vsyncOn );
//void SetFullScreen( bool fsOn, int screenIndex ); // will be latched for next BeginFrame
//void ActivateFullScreen( bool fsOn, int screenIndex ); // will be called by BeginFrame
bool SetDisplayParams( GLMDisplayParams *params ); // either the first time setup, or a change to new setup
void Present( CGLMTex *tex ); // somewhat hardwired for the time being
// mode switch / reset
void Reset( void ); // not a lot of args for now..
// writers for the state block inputs
void WriteAlphaTestEnable ( GLAlphaTestEnable_t *src ); void WriteAlphaTestFunc ( GLAlphaTestFunc_t *src ); void WriteCullFaceEnable ( GLCullFaceEnable_t *src ); void WriteCullFrontFace ( GLCullFrontFace_t *src ); void WritePolygonMode ( GLPolygonMode_t *src ); void WriteDepthBias ( GLDepthBias_t *src ); void WriteClipPlaneEnable ( GLClipPlaneEnable_t *src, int which ); void WriteClipPlaneEquation ( GLClipPlaneEquation_t *src, int which ); void WriteScissorEnable ( GLScissorEnable_t *src ); void WriteScissorBox ( GLScissorBox_t *src ); void WriteAlphaToCoverageEnable ( GLAlphaToCoverageEnable_t *src ); void WriteViewportBox ( GLViewportBox_t *src ); void WriteViewportDepthRange ( GLViewportDepthRange_t *src ); void WriteColorMaskSingle ( GLColorMaskSingle_t *src ); void WriteColorMaskMultiple ( GLColorMaskMultiple_t *src, int which ); void WriteBlendEnable ( GLBlendEnable_t *src ); void WriteBlendFactor ( GLBlendFactor_t *src ); void WriteBlendEquation ( GLBlendEquation_t *src ); void WriteBlendColor ( GLBlendColor_t *src ); void WriteBlendEnableSRGB ( GLBlendEnableSRGB_t *src ); void WriteDepthTestEnable ( GLDepthTestEnable_t *src ); void WriteDepthFunc ( GLDepthFunc_t *src ); void WriteDepthMask ( GLDepthMask_t *src ); void WriteStencilTestEnable ( GLStencilTestEnable_t *src ); void WriteStencilFunc ( GLStencilFunc_t *src ); void WriteStencilOp ( GLStencilOp_t *src, int which ); void WriteStencilWriteMask ( GLStencilWriteMask_t *src ); void WriteClearColor ( GLClearColor_t *src ); void WriteClearDepth ( GLClearDepth_t *src ); void WriteClearStencil ( GLClearStencil_t *src );
// debug stuff
void BeginFrame( void ); void EndFrame( void ); // new interactive debug stuff
#if GLMDEBUG
void DebugDump( GLMDebugHookInfo *info, uint options, uint vertDumpMode ); void DebugHook( GLMDebugHookInfo *info ); void DebugPresent( void ); void DebugClear( void ); #endif
protected: friend class GLMgr; // only GLMgr can make GLMContext objects
friend class GLMRendererInfo; // only GLMgr can make GLMContext objects
friend class CGLMTex; // tex needs to be able to do binds
friend class CGLMFBO; // fbo needs to be able to do binds
friend class CGLMProgram; friend class CGLMShaderPair; friend class CGLMShaderPairCache; friend class CGLMBuffer; friend class GLMTester; // tester class needs access back into GLMContext
friend class IDirect3D9; friend class IDirect3DDevice9; // methods------------------------------------------
// old GLMContext( GLint displayMask, GLint rendererID, PseudoNSGLContextPtr nsglShareCtx );
GLMContext( GLMDisplayParams *params ); ~GLMContext(); // textures
void SelectTMU( int tmu ); // wrapper for glActiveTexture()
int BindTexToTMU( CGLMTex *tex, int tmu, bool noCheck=false ); // render targets / FBO's
void BindFBOToCtx( CGLMFBO *fbo, GLenum bindPoint = GL_FRAMEBUFFER_EXT ); // you can also choose GL_READ_FRAMEBUFFER_EXT / GL_DRAW_FRAMEBUFFER_EXT
// programs
//void BindProgramToCtx( EGLMProgramType type, CGLMProgram *prog ); // will set program mode enable appropriately
// buffers
void BindBufferToCtx( EGLMBufferType type, CGLMBuffer *buff, bool force = false ); // does not twiddle any enables.
// debug font
void GenDebugFontTex( void ); void DrawDebugText( float x, float y, float z, float drawCharWidth, float drawCharHeight, char *string ); // members------------------------------------------
// context
GLMRendererInfoFields m_caps; bool m_displayParamsValid; // is there a param block copied in yet
GLMDisplayParams m_displayParams; // last known display config, either via constructor, or by SetDisplayParams...
CGLPixelFormatAttribute m_pixelFormatAttribs[100]; // more than enough
PseudoNSGLContextPtr m_nsctx; CGLContextObj m_ctx; bool m_oneCtxEnable; // true if we use the window's context directly instead of making a second one shared against it
// texture form table
CGLMTexLayoutTable *m_texLayoutTable;
// context state mirrors
GLState<GLAlphaTestEnable_t> m_AlphaTestEnable; GLState<GLAlphaTestFunc_t> m_AlphaTestFunc; GLState<GLCullFaceEnable_t> m_CullFaceEnable; GLState<GLCullFrontFace_t> m_CullFrontFace; GLState<GLPolygonMode_t> m_PolygonMode; GLState<GLDepthBias_t> m_DepthBias;
GLStateArray<GLClipPlaneEnable_t,kGLMUserClipPlanes> m_ClipPlaneEnable; GLStateArray<GLClipPlaneEquation_t,kGLMUserClipPlanes> m_ClipPlaneEquation; // dxabstract puts them directly into param slot 253(0) and 254(1)
GLState<GLScissorEnable_t> m_ScissorEnable; GLState<GLScissorBox_t> m_ScissorBox;
GLState<GLAlphaToCoverageEnable_t> m_AlphaToCoverageEnable; GLState<GLViewportBox_t> m_ViewportBox; GLState<GLViewportDepthRange_t> m_ViewportDepthRange; GLState<GLColorMaskSingle_t> m_ColorMaskSingle; GLStateArray<GLColorMaskMultiple_t,8> m_ColorMaskMultiple; // need an official constant for the color buffers limit
GLState<GLBlendEnable_t> m_BlendEnable; GLState<GLBlendFactor_t> m_BlendFactor; GLState<GLBlendEquation_t> m_BlendEquation; GLState<GLBlendColor_t> m_BlendColor; GLState<GLBlendEnableSRGB_t> m_BlendEnableSRGB; // write to this one to transmit intent to write SRGB encoded pixels to drawing FB
bool m_FakeBlendEnableSRGB; // writes to above will be shunted here if fake SRGB is in effect.
GLState<GLDepthTestEnable_t> m_DepthTestEnable; GLState<GLDepthFunc_t> m_DepthFunc; GLState<GLDepthMask_t> m_DepthMask; GLState<GLStencilTestEnable_t> m_StencilTestEnable; // global stencil test enable
GLState<GLStencilFunc_t> m_StencilFunc; // holds front and back stencil funcs
GLStateArray<GLStencilOp_t,2> m_StencilOp; // indexed: 0=front 1=back
GLState<GLStencilWriteMask_t> m_StencilWriteMask; GLState<GLClearColor_t> m_ClearColor; GLState<GLClearDepth_t> m_ClearDepth; GLState<GLClearStencil_t> m_ClearStencil; // texture bindings and sampler setup
int m_activeTexture; // mirror for glActiveTexture
GLMTexSampler m_samplers[GLM_SAMPLER_COUNT]; // texture lock tracking - CGLMTex objects share usage of this
CUtlVector< GLMTexLockDesc > m_texLocks; // render target binding - check before draw
// similar to tex sampler mechanism, we track "bound" from "chosen for drawing" separately,
// so binding for creation/setup need not disrupt any notion of what will be used at draw time
CGLMFBO *m_boundDrawFBO; // FBO on GL_DRAW_FRAMEBUFFER bind point
CGLMFBO *m_boundReadFBO; // FBO on GL_READ_FRAMEBUFFER bind point
// ^ both are set if you bind to GL_FRAMEBUFFER_EXT
CGLMFBO *m_drawingFBO; // what FBO should be bound at draw time (to both read/draw bp's).
CGLMFBO *m_blitReadFBO; CGLMFBO *m_blitDrawFBO; // scratch FBO's for framebuffer blit
CGLMFBO *m_scratchFBO[ kGLMScratchFBOCount ]; // general purpose FBO's for internal use
CUtlVector< CGLMFBO* > m_fboTable; // each live FBO goes in the table
// program bindings
EGLMProgramLang m_drawingLangAtFrameStart; // selector for start of frame (spills into m_drawingLang)
EGLMProgramLang m_drawingLang; // selector for which language we desire to draw with on the next batch
CGLMProgram *m_drawingProgram[ kGLMNumProgramTypes ]; GLMProgramParamsF m_programParamsF[ kGLMNumProgramTypes ]; GLMProgramParamsB m_programParamsB[ kGLMNumProgramTypes ]; // two banks, but only the vertex one is used
GLMProgramParamsI m_programParamsI[ kGLMNumProgramTypes ]; // two banks, but only the vertex one is used
EGLMParamWriteMode m_paramWriteMode; CGLMProgram *m_nullFragmentProgram; // write opaque black. Activate when caller asks for null FP
CGLMProgram *m_preloadTexVertexProgram; // programs to help preload textures (dummies)
CGLMProgram *m_preload2DTexFragmentProgram; CGLMProgram *m_preload3DTexFragmentProgram; CGLMProgram *m_preloadCubeTexFragmentProgram;
CGLMProgram *m_boundProgram[ kGLMNumProgramTypes ];
CGLMShaderPairCache *m_pairCache; // GLSL only
CGLMShaderPair *m_boundPair; // GLSL only
uint m_boundPairRevision; // GLSL only
GLhandleARB m_boundPairProgram; // GLSL only
// buffer bindings
CGLMBuffer *m_lastKnownBufferBinds[ kGLMNumBufferTypes ]; // tracked per bind point for dupe-bind-absorb
GLMVertexAttributeDesc m_lastKnownVertexAttribs[ kGLMVertexAttributeIndexMax ]; // tracked per attrib for dupe-set-absorb
uint m_lastKnownVertexAttribMask; // tracked for dupe-enable-absorb
CGLMBuffer *m_drawIndexBuffer; // ... ? do we need dupe tracking for index buffer setup? ?
GLMVertexSetup m_drawVertexSetup;
EGLMAttribWriteMode m_attribWriteMode; bool m_slowCheckEnable; // turn this on or no native checking is done ("-glmassertslow" or "-glmsspewslow")
bool m_slowAssertEnable; // turn this on to assert on a non-native batch "-glmassertslow"
bool m_slowSpewEnable; // turn this on to log non-native batches to stdout "-glmspewslow"
// debug font texture
CGLMTex *m_debugFontTex; // might be NULL unless you call GenDebugFontTex
CGLMBuffer *m_debugFontIndices; // up to 1024 indices (256 chars times 4)
CGLMBuffer *m_debugFontVertices; // up to 1024 verts
// batch/frame debugging support
int m_debugFrameIndex; // init to -1. Increment at BeginFrame
int m_debugBatchIndex; // init to -1. Increment at any draw call
#if GLMDEBUG
// interactive (DebugHook) debug support
// using these you can implement frame advance, batch single step, and batch rewind (let it run til next frame and hold on prev batch #)
int m_holdFrameBegin; // -1 if no hold req'd, otherwise # of frame to hold at (at beginframe time)
int m_holdFrameEnd; // -1 if no hold req'd, otherwise # of frame to hold at (at endframe time)
int m_holdBatch,m_holdBatchFrame; // -1 if no hold, else # of batch&frame to hold at (both must be set)
// these can be expired/cleared to -1 if the frame passes without a hit
// may be desirable to re-pause in that event, as user was expecting a hold to occur
bool m_debugDelayEnable; // allow sleep delay
uint m_debugDelay; // sleep time per hook call in microseconds (for usleep())
// pre-draw global toggles / options
bool m_autoClearColor,m_autoClearDepth,m_autoClearStencil; float m_autoClearColorValues[4]; // debug knobs
int m_selKnobIndex; float m_selKnobMinValue,m_selKnobMaxValue,m_selKnobIncrement; #endif
};
struct GLMTestParams { GLMContext *m_ctx; int *m_testList; // -1 termed
bool m_glErrToDebugger; bool m_glErrToConsole; bool m_intlErrToDebugger; bool m_intlErrToConsole; int m_frameCount; // how many frames to test.
};
class GLMTester { public: GLMTester(GLMTestParams *params); ~GLMTester();
// optionally callable by test routines to get basic drawables wired up
void StdSetup( void ); void StdCleanup( void ); // callable by test routines to clear the frame or present it
void Clear( void ); void Present( int seed );
// error reporting
void CheckGLError( const char *comment ); // obey m_params setting for console / debugger response
void InternalError( int errcode, char *comment ); // if errcode!=0, obey m_params setting for console / debugger response
void RunTests();
void RunOneTest( int testindex );
// test routines themselves
void Test0(); void Test1(); void Test2(); void Test3();
GLMTestParams m_params; // copy of caller's params, do not mutate...
// std-setup stuff
int m_drawWidth, m_drawHeight; CGLMFBO *m_drawFBO; CGLMTex *m_drawColorTex; CGLMTex *m_drawDepthTex; };
#endif
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