blob: a738e35a76784e30896f2ddb4d95c7f5708fc8a6 [file] [log] [blame] [edit]
#ifndef _SGLRGLCONTEXT_HPP
#define _SGLRGLCONTEXT_HPP
/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL ES Utilities
* ------------------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*//*!
* \file
* \brief GL Rendering Context.
*//*--------------------------------------------------------------------*/
#include "tcuDefs.hpp"
#include "sglrContext.hpp"
#include "tcuTestLog.hpp"
#include "tcuVector.hpp"
#include "gluRenderContext.hpp"
#include "gluShaderProgram.hpp"
#include <set>
#include <vector>
namespace glu
{
class CallLogWrapper;
}
namespace sglr
{
enum GLContextLogFlag
{
GLCONTEXT_LOG_CALLS = (1 << 0),
GLCONTEXT_LOG_PROGRAMS = (1 << 1)
};
class GLContext : public Context
{
public:
GLContext(const glu::RenderContext &context, tcu::TestLog &log, uint32_t logFlags, const tcu::IVec4 &baseViewport);
virtual ~GLContext(void);
void enableLogging(uint32_t logFlags);
virtual int getWidth(void) const;
virtual int getHeight(void) const;
virtual void viewport(int x, int y, int width, int height);
virtual void activeTexture(uint32_t texture);
virtual void bindTexture(uint32_t target, uint32_t texture);
virtual void genTextures(int numTextures, uint32_t *textures);
virtual void deleteTextures(int numTextures, const uint32_t *textures);
virtual void bindFramebuffer(uint32_t target, uint32_t framebuffer);
virtual void genFramebuffers(int numFramebuffers, uint32_t *framebuffers);
virtual void deleteFramebuffers(int numFramebuffers, const uint32_t *framebuffers);
virtual void bindRenderbuffer(uint32_t target, uint32_t renderbuffer);
virtual void genRenderbuffers(int numRenderbuffers, uint32_t *renderbuffers);
virtual void deleteRenderbuffers(int numRenderbuffers, const uint32_t *renderbuffers);
virtual void pixelStorei(uint32_t pname, int param);
virtual void texImage1D(uint32_t target, int level, uint32_t internalFormat, int width, int border, uint32_t format,
uint32_t type, const void *data);
virtual void texImage2D(uint32_t target, int level, uint32_t internalFormat, int width, int height, int border,
uint32_t format, uint32_t type, const void *data);
virtual void texImage3D(uint32_t target, int level, uint32_t internalFormat, int width, int height, int depth,
int border, uint32_t format, uint32_t type, const void *data);
virtual void texSubImage1D(uint32_t target, int level, int xoffset, int width, uint32_t format, uint32_t type,
const void *data);
virtual void texSubImage2D(uint32_t target, int level, int xoffset, int yoffset, int width, int height,
uint32_t format, uint32_t type, const void *data);
virtual void texSubImage3D(uint32_t target, int level, int xoffset, int yoffset, int zoffset, int width, int height,
int depth, uint32_t format, uint32_t type, const void *data);
virtual void copyTexImage1D(uint32_t target, int level, uint32_t internalFormat, int x, int y, int width,
int border);
virtual void copyTexImage2D(uint32_t target, int level, uint32_t internalFormat, int x, int y, int width,
int height, int border);
virtual void copyTexSubImage1D(uint32_t target, int level, int xoffset, int x, int y, int width);
virtual void copyTexSubImage2D(uint32_t target, int level, int xoffset, int yoffset, int x, int y, int width,
int height);
virtual void copyTexSubImage3D(uint32_t target, int level, int xoffset, int yoffset, int zoffset, int x, int y,
int width, int height);
virtual void texStorage2D(uint32_t target, int levels, uint32_t internalFormat, int width, int height);
virtual void texStorage3D(uint32_t target, int levels, uint32_t internalFormat, int width, int height, int depth);
virtual void texParameteri(uint32_t target, uint32_t pname, int value);
virtual void framebufferTexture2D(uint32_t target, uint32_t attachment, uint32_t textarget, uint32_t texture,
int level);
virtual void framebufferTextureLayer(uint32_t target, uint32_t attachment, uint32_t texture, int level, int layer);
virtual void framebufferRenderbuffer(uint32_t target, uint32_t attachment, uint32_t renderbuffertarget,
uint32_t renderbuffer);
virtual uint32_t checkFramebufferStatus(uint32_t target);
virtual void getFramebufferAttachmentParameteriv(uint32_t target, uint32_t attachment, uint32_t pname, int *params);
virtual void renderbufferStorage(uint32_t target, uint32_t internalformat, int width, int height);
virtual void renderbufferStorageMultisample(uint32_t target, int samples, uint32_t internalFormat, int width,
int height);
virtual void bindBuffer(uint32_t target, uint32_t buffer);
virtual void genBuffers(int numBuffers, uint32_t *buffers);
virtual void deleteBuffers(int numBuffers, const uint32_t *buffers);
virtual void bufferData(uint32_t target, intptr_t size, const void *data, uint32_t usage);
virtual void bufferSubData(uint32_t target, intptr_t offset, intptr_t size, const void *data);
virtual void clearColor(float red, float green, float blue, float alpha);
virtual void clearDepthf(float depth);
virtual void clearStencil(int stencil);
virtual void clear(uint32_t buffers);
virtual void clearBufferiv(uint32_t buffer, int drawbuffer, const int *value);
virtual void clearBufferfv(uint32_t buffer, int drawbuffer, const float *value);
virtual void clearBufferuiv(uint32_t buffer, int drawbuffer, const uint32_t *value);
virtual void clearBufferfi(uint32_t buffer, int drawbuffer, float depth, int stencil);
virtual void scissor(int x, int y, int width, int height);
virtual void enable(uint32_t cap);
virtual void disable(uint32_t cap);
virtual void stencilFunc(uint32_t func, int ref, uint32_t mask);
virtual void stencilOp(uint32_t sfail, uint32_t dpfail, uint32_t dppass);
virtual void stencilFuncSeparate(uint32_t face, uint32_t func, int ref, uint32_t mask);
virtual void stencilOpSeparate(uint32_t face, uint32_t sfail, uint32_t dpfail, uint32_t dppass);
virtual void depthFunc(uint32_t func);
virtual void depthRangef(float n, float f);
virtual void depthRange(double n, double f);
virtual void polygonOffset(float factor, float units);
virtual void provokingVertex(uint32_t convention);
virtual void primitiveRestartIndex(uint32_t index);
virtual void blendEquation(uint32_t mode);
virtual void blendEquationSeparate(uint32_t modeRGB, uint32_t modeAlpha);
virtual void blendFunc(uint32_t src, uint32_t dst);
virtual void blendFuncSeparate(uint32_t srcRGB, uint32_t dstRGB, uint32_t srcAlpha, uint32_t dstAlpha);
virtual void blendColor(float red, float green, float blue, float alpha);
virtual void colorMask(bool r, bool g, bool b, bool a);
virtual void depthMask(bool mask);
virtual void stencilMask(uint32_t mask);
virtual void stencilMaskSeparate(uint32_t face, uint32_t mask);
virtual void blitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1,
uint32_t mask, uint32_t filter);
virtual void invalidateSubFramebuffer(uint32_t target, int numAttachments, const uint32_t *attachments, int x,
int y, int width, int height);
virtual void invalidateFramebuffer(uint32_t target, int numAttachments, const uint32_t *attachments);
virtual void bindVertexArray(uint32_t array);
virtual void genVertexArrays(int numArrays, uint32_t *vertexArrays);
virtual void deleteVertexArrays(int numArrays, const uint32_t *vertexArrays);
virtual void vertexAttribPointer(uint32_t index, int size, uint32_t type, bool normalized, int stride,
const void *pointer);
virtual void vertexAttribIPointer(uint32_t index, int size, uint32_t type, int stride, const void *pointer);
virtual void enableVertexAttribArray(uint32_t index);
virtual void disableVertexAttribArray(uint32_t index);
virtual void vertexAttribDivisor(uint32_t index, uint32_t divisor);
virtual void vertexAttrib1f(uint32_t index, float);
virtual void vertexAttrib2f(uint32_t index, float, float);
virtual void vertexAttrib3f(uint32_t index, float, float, float);
virtual void vertexAttrib4f(uint32_t index, float, float, float, float);
virtual void vertexAttribI4i(uint32_t index, int32_t, int32_t, int32_t, int32_t);
virtual void vertexAttribI4ui(uint32_t index, uint32_t, uint32_t, uint32_t, uint32_t);
virtual int32_t getAttribLocation(uint32_t program, const char *name);
virtual void uniform1f(int32_t location, float);
virtual void uniform1i(int32_t location, int32_t);
virtual void uniform1fv(int32_t index, int32_t count, const float *);
virtual void uniform2fv(int32_t index, int32_t count, const float *);
virtual void uniform3fv(int32_t index, int32_t count, const float *);
virtual void uniform4fv(int32_t index, int32_t count, const float *);
virtual void uniform1iv(int32_t index, int32_t count, const int32_t *);
virtual void uniform2iv(int32_t index, int32_t count, const int32_t *);
virtual void uniform3iv(int32_t index, int32_t count, const int32_t *);
virtual void uniform4iv(int32_t index, int32_t count, const int32_t *);
virtual void uniformMatrix3fv(int32_t location, int32_t count, bool transpose, const float *value);
virtual void uniformMatrix4fv(int32_t location, int32_t count, bool transpose, const float *value);
virtual int32_t getUniformLocation(uint32_t program, const char *name);
virtual void lineWidth(float);
virtual void drawArrays(uint32_t mode, int first, int count);
virtual void drawArraysInstanced(uint32_t mode, int first, int count, int instanceCount);
virtual void drawElements(uint32_t mode, int count, uint32_t type, const void *indices);
virtual void drawElementsInstanced(uint32_t mode, int count, uint32_t type, const void *indices, int instanceCount);
virtual void drawElementsBaseVertex(uint32_t mode, int count, uint32_t type, const void *indices, int baseVertex);
virtual void drawElementsInstancedBaseVertex(uint32_t mode, int count, uint32_t type, const void *indices,
int instanceCount, int baseVertex);
virtual void drawRangeElements(uint32_t mode, uint32_t start, uint32_t end, int count, uint32_t type,
const void *indices);
virtual void drawRangeElementsBaseVertex(uint32_t mode, uint32_t start, uint32_t end, int count, uint32_t type,
const void *indices, int baseVertex);
virtual void drawArraysIndirect(uint32_t mode, const void *indirect);
virtual void drawElementsIndirect(uint32_t mode, uint32_t type, const void *indirect);
virtual void multiDrawArrays(uint32_t mode, const int *first, const int *count, int primCount);
virtual void multiDrawElements(uint32_t mode, const int *count, uint32_t type, const void **indices, int primCount);
virtual void multiDrawElementsBaseVertex(uint32_t mode, const int *count, uint32_t type, const void **indices,
int primCount, const int *baseVertex);
virtual uint32_t createProgram(ShaderProgram *);
virtual void deleteProgram(uint32_t program);
virtual void useProgram(uint32_t program);
virtual void readPixels(int x, int y, int width, int height, uint32_t format, uint32_t type, void *data);
virtual uint32_t getError(void);
virtual void finish(void);
virtual void getIntegerv(uint32_t pname, int *params);
virtual const char *getString(uint32_t pname);
// Expose helpers from Context.
using Context::readPixels;
using Context::texImage2D;
using Context::texSubImage2D;
private:
GLContext(const GLContext &other);
GLContext &operator=(const GLContext &other);
tcu::IVec2 getReadOffset(void) const;
tcu::IVec2 getDrawOffset(void) const;
const glu::RenderContext &m_context;
tcu::TestLog &m_log;
uint32_t m_logFlags;
tcu::IVec4 m_baseViewport;
tcu::IVec4 m_curViewport;
tcu::IVec4 m_curScissor;
uint32_t m_readFramebufferBinding;
uint32_t m_drawFramebufferBinding;
glu::CallLogWrapper *m_wrapper;
// For cleanup
std::set<uint32_t> m_allocatedTextures;
std::set<uint32_t> m_allocatedFbos;
std::set<uint32_t> m_allocatedRbos;
std::set<uint32_t> m_allocatedBuffers;
std::set<uint32_t> m_allocatedVaos;
std::vector<glu::ShaderProgram *> m_programs;
} DE_WARN_UNUSED_TYPE;
} // namespace sglr
#endif // _SGLRGLCONTEXT_HPP