blob: 27fe79f71933196b2d0a762fc484532f4b276a3c [file] [log] [blame]
#include "GLSnapshot.h"
#include <GLES2/gl2.h>
#include <GLES3/gl31.h>
#include <stdio.h>
#define DEBUG 0
#if DEBUG
#define D(fmt,...) do { \
fprintf(stderr, "%s:%s:%d: " fmt "\n", __FILE__, __FUNCTION__, __LINE__, ##__VA_ARGS__); \
} while(0) \
#else
#define D(...)
#endif
namespace gfxstream {
namespace gl {
namespace snapshot {
GLSnapshotState::GLSnapshotState(const GLESv2Dispatch* gl) : mGL(gl) {
D("init snapshot state");
}
void GLSnapshotState::getGlobalStateEnum(GLenum name, int size) {
D("save 0x%x", name);
std::vector<GLenum>& store = mGlobals[name].enums;
store.resize(size);
mGL->glGetIntegerv(name, (GLint*)&store[0]);
}
void GLSnapshotState::getGlobalStateByte(GLenum name, int size) {
D("save 0x%x", name);
std::vector<unsigned char>& store = mGlobals[name].bytes;
store.resize(size);
mGL->glGetBooleanv(name, (GLboolean*)&store[0]);
}
void GLSnapshotState::getGlobalStateInt(GLenum name, int size) {
D("save 0x%x", name);
std::vector<uint32_t>& store = mGlobals[name].ints;
store.resize(size);
mGL->glGetIntegerv(name, (GLint*)&store[0]);
}
void GLSnapshotState::getGlobalStateFloat(GLenum name, int size) {
D("save 0x%x", name);
std::vector<float>& store = mGlobals[name].floats;
store.resize(size);
mGL->glGetFloatv(name, (GLfloat*)&store[0]);
}
void GLSnapshotState::getGlobalStateInt64(GLenum name, int size) {
D("save 0x%x", name);
std::vector<uint64_t>& store = mGlobals[name].int64s;
store.resize(size);
mGL->glGetInteger64v(name, (GLint64*)&store[0]);
}
void GLSnapshotState::getGlobalStateEnable(GLenum name) {
D("save 0x%x", name);
mEnables[name] = mGL->glIsEnabled(name) == GL_TRUE;
}
void GLSnapshotState::save() {
getGlobalStateEnable(GL_DEPTH_TEST);
getGlobalStateFloat(GL_COLOR_CLEAR_VALUE, 4);
getGlobalStateInt(GL_ACTIVE_TEXTURE, 1);
}
void GLSnapshotState::restore() {
for (const auto& it : mEnables) {
if (it.second) {
mGL->glEnable(it.first);
} else {
mGL->glDisable(it.first);
}
}
for (auto& it: mProgramNames) {
GLShaderState& shaderState = mShaderState[it.first];
it.second = mGL->glCreateShader(shaderState.type);
if (shaderState.source.size()) {
GLint len = shaderState.source.size();
const char* source = shaderState.source.c_str();
const char** sources = &source;
mGL->glShaderSource(it.second, 1, sources, &len);
}
if (shaderState.compileStatus) {
mGL->glCompileShader(it.second);
}
}
std::vector<float> clearColor = mGlobals[GL_COLOR_CLEAR_VALUE].floats;
mGL->glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
mGL->glActiveTexture(mGlobals[GL_ACTIVE_TEXTURE].ints[0]);
}
GLuint GLSnapshotState::createShader(GLuint shader, GLenum shaderType) {
GLuint shaderName = mProgramCounter++;
mProgramNames[shaderName] = shader;
mProgramNamesBack[shader] = shaderName;
mShaderState[shaderName].type = shaderType;
mShaderState[shaderName].source = "";
mShaderState[shaderName].compileStatus = false;
return shaderName;
}
GLuint GLSnapshotState::createProgram(GLuint program) {
return program;
}
void GLSnapshotState::shaderString(GLuint shader, const GLchar* string) {
mShaderState[mProgramNamesBack[shader]].source = std::string(string);
}
void GLSnapshotState::genBuffers(GLsizei n, GLuint* buffers) {
return;
}
GLuint GLSnapshotState::getProgramName(GLuint name) {
return mProgramNames[name];
}
} // namespace snapshot
} // namespace gl
} // namespace gfxstream