346 lines
12 KiB
C++
346 lines
12 KiB
C++
#include "GL2Encoder.h"
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#include <assert.h>
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static GLubyte *gVendorString= (GLubyte *) "Android";
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static GLubyte *gRendererString= (GLubyte *) "Android HW-GLES 2.0";
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static GLubyte *gVersionString= (GLubyte *) "OpenGL ES 2.0";
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static GLubyte *gExtensionsString= (GLubyte *) ""; // no extensions at this point;
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GL2Encoder::GL2Encoder(IOStream *stream) : gl2_encoder_context_t(stream)
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{
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m_state = NULL;
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m_glFlush_enc = set_glFlush(s_glFlush);
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m_glPixelStorei_enc = set_glPixelStorei(s_glPixelStorei);
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m_glGetString_enc = set_glGetString(s_glGetString);
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m_glBindBuffer_enc = set_glBindBuffer(s_glBindBuffer);
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m_glDrawArrays_enc = set_glDrawArrays(s_glDrawArrays);
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m_glDrawElements_enc = set_glDrawElements(s_glDrawElements);
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m_glGetIntegerv_enc = set_glGetIntegerv(s_glGetIntegerv);
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m_glGetFloatv_enc = set_glGetFloatv(s_glGetFloatv);
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m_glGetBooleanv_enc = set_glGetBooleanv(s_glGetBooleanv);
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m_glVertexAttribPointer_enc = set_glVertexAttribPointer(s_glVertexAtrribPointer);
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m_glEnableVertexAttribArray_enc = set_glEnableVertexAttribArray(s_glEnableVertexAttribArray);
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m_glDisableVertexAttribArray_enc = set_glDisableVertexAttribArray(s_glDisableVertexAttribArray);
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m_glGetVertexAttribiv_enc = set_glGetVertexAttribiv(s_glGetVertexAttribiv);
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m_glGetVertexAttribfv_enc = set_glGetVertexAttribfv(s_glGetVertexAttribfv);
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m_glGetVertexAttribPointerv = set_glGetVertexAttribPointerv(s_glGetVertexAttribPointerv);
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set_glShaderSource(s_glShaderSource);
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set_glFinish(s_glFinish);
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}
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GL2Encoder::~GL2Encoder()
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{
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delete m_compressedTextureFormats;
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}
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void GL2Encoder::s_glFlush(void *self)
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{
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GL2Encoder *ctx = (GL2Encoder *) self;
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ctx->m_glFlush_enc(self);
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ctx->m_stream->flush();
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}
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const GLubyte *GL2Encoder::s_glGetString(void *self, GLenum name)
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{
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GLubyte *retval = (GLubyte *) "";
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switch(name) {
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case GL_VENDOR:
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retval = gVendorString;
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break;
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case GL_RENDERER:
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retval = gRendererString;
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break;
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case GL_VERSION:
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retval = gVersionString;
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break;
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case GL_EXTENSIONS:
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retval = gExtensionsString;
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break;
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}
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return retval;
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}
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void GL2Encoder::s_glPixelStorei(void *self, GLenum param, GLint value)
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{
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GL2Encoder *ctx = (GL2Encoder *)self;
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ctx->m_glPixelStorei_enc(ctx, param, value);
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assert(ctx->m_state != NULL);
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ctx->m_state->setPixelStore(param, value);
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}
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void GL2Encoder::s_glBindBuffer(void *self, GLenum target, GLuint id)
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{
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GL2Encoder *ctx = (GL2Encoder *) self;
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assert(ctx->m_state != NULL);
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ctx->m_state->bindBuffer(target, id);
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// TODO set error state if needed;
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ctx->m_glBindBuffer_enc(self, target, id);
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}
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void GL2Encoder::s_glVertexAtrribPointer(void *self, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * ptr)
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{
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GL2Encoder *ctx = (GL2Encoder *)self;
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assert(ctx->m_state != NULL);
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ctx->m_state->setState(indx, size, type, normalized, stride, ptr);
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}
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void GL2Encoder::s_glGetIntegerv(void *self, GLenum param, GLint *params)
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{
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GL2Encoder *ctx = (GL2Encoder *) self;
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assert(ctx->m_state != NULL);
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if (param == GL_NUM_SHADER_BINARY_FORMATS) {
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*params = 0;
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} else if (param == GL_SHADER_BINARY_FORMATS) {
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// do nothing
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} else if (param == GL_COMPRESSED_TEXTURE_FORMATS) {
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GLint *compressedTextureFormats = ctx->getCompressedTextureFormats();
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if (ctx->m_num_compressedTextureFormats > 0 && compressedTextureFormats != NULL) {
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memcpy(params, compressedTextureFormats, ctx->m_num_compressedTextureFormats * sizeof(GLint));
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}
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} else if (!ctx->m_state->getClientStateParameter<GLint>(param, params)) {
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ctx->m_glGetIntegerv_enc(self, param, params);
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}
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}
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void GL2Encoder::s_glGetFloatv(void *self, GLenum param, GLfloat *ptr)
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{
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GL2Encoder *ctx = (GL2Encoder *)self;
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assert(ctx->m_state != NULL);
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if (param == GL_NUM_SHADER_BINARY_FORMATS) {
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*ptr = 0;
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} else if (param == GL_SHADER_BINARY_FORMATS) {
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// do nothing;
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} else if (param == GL_COMPRESSED_TEXTURE_FORMATS) {
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GLint * compressedTextureFormats = ctx->getCompressedTextureFormats();
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if (ctx->m_num_compressedTextureFormats > 0 && compressedTextureFormats != NULL) {
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for (int i = 0; i < ctx->m_num_compressedTextureFormats; i++) {
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ptr[i] = (GLfloat) compressedTextureFormats[i];
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}
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}
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}
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else if (!ctx->m_state->getClientStateParameter<GLfloat>(param,ptr)) {
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ctx->m_glGetFloatv_enc(self, param, ptr);
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}
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}
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void GL2Encoder::s_glGetBooleanv(void *self, GLenum param, GLboolean *ptr)
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{
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GL2Encoder *ctx = (GL2Encoder *)self;
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assert(ctx->m_state != NULL);
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if (param == GL_COMPRESSED_TEXTURE_FORMATS) {
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// ignore the command, although we should have generated a GLerror;
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}
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else if (!ctx->m_state->getClientStateParameter<GLboolean>(param,ptr)) {
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ctx->m_glGetBooleanv_enc(self, param, ptr);
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}
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}
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void GL2Encoder::s_glEnableVertexAttribArray(void *self, GLuint index)
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{
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GL2Encoder *ctx = (GL2Encoder *)self;
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assert(ctx->m_state);
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ctx->m_state->enable(index, 1);
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}
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void GL2Encoder::s_glDisableVertexAttribArray(void *self, GLuint index)
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{
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GL2Encoder *ctx = (GL2Encoder *)self;
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assert(ctx->m_state);
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ctx->m_state->enable(index, 0);
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}
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void GL2Encoder::s_glGetVertexAttribiv(void *self, GLuint index, GLenum pname, GLint *params)
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{
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GL2Encoder *ctx = (GL2Encoder *)self;
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assert(ctx->m_state);
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if (!ctx->m_state->getVertexAttribParameter<GLint>(index, pname, params)) {
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ctx->m_glGetVertexAttribiv_enc(self, index, pname, params);
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}
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}
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void GL2Encoder::s_glGetVertexAttribfv(void *self, GLuint index, GLenum pname, GLfloat *params)
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{
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GL2Encoder *ctx = (GL2Encoder *)self;
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assert(ctx->m_state);
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if (!ctx->m_state->getVertexAttribParameter<GLfloat>(index, pname, params)) {
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ctx->m_glGetVertexAttribfv_enc(self, index, pname, params);
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}
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}
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void GL2Encoder::s_glGetVertexAttribPointerv(void *self, GLuint index, GLenum pname, GLvoid **pointer)
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{
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GL2Encoder *ctx = (GL2Encoder *)self;
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if (ctx->m_state == NULL) return;
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const GLClientState::VertexAttribState *va_state = ctx->m_state->getState(index);
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if (va_state != NULL) {
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*pointer = va_state->data;
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}
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}
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void GL2Encoder::sendVertexAttributes(GLint first, GLsizei count)
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{
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assert(m_state);
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for (int i = 0; i < m_state->nLocations(); i++) {
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bool enableDirty;
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const GLClientState::VertexAttribState *state = m_state->getStateAndEnableDirty(i, &enableDirty);
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if (!state) {
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continue;
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}
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if (!enableDirty && !state->enabled) {
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continue;
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}
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if (state->enabled) {
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m_glEnableVertexAttribArray_enc(this, i);
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unsigned int datalen = state->elementSize * count;
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int stride = state->stride == 0 ? state->elementSize : state->stride;
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int firstIndex = stride * first;
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if (state->bufferObject == 0) {
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this->glVertexAttribPointerData(this, i, state->size, state->type, state->normalized, state->stride,
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(unsigned char *)state->data + firstIndex, datalen);
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} else {
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this->glBindBuffer(this, GL_ARRAY_BUFFER, state->bufferObject);
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this->glVertexAttribPointerOffset(this, i, state->size, state->type, state->normalized, state->stride,
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(GLuint) state->data + firstIndex);
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}
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} else {
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this->m_glDisableVertexAttribArray_enc(this, i);
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}
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}
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}
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void GL2Encoder::s_glDrawArrays(void *self, GLenum mode, GLint first, GLsizei count)
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{
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GL2Encoder *ctx = (GL2Encoder *)self;
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ctx->sendVertexAttributes(first, count);
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ctx->m_glDrawArrays_enc(ctx, mode, 0, count);
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}
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void GL2Encoder::s_glDrawElements(void *self, GLenum mode, GLsizei count, GLenum type, const void *indices)
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{
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GL2Encoder *ctx = (GL2Encoder *)self;
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assert(ctx->m_state != NULL);
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bool has_immediate_arrays = false;
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bool has_indirect_arrays = false;
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int nLocations = ctx->m_state->nLocations();
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for (int i = 0; i < nLocations; i++) {
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const GLClientState::VertexAttribState *state = ctx->m_state->getState(i);
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if (state->enabled) {
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if (state->bufferObject != 0) {
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has_indirect_arrays = true;
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} else {
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has_immediate_arrays = true;
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}
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}
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}
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if (!has_immediate_arrays && !has_indirect_arrays) {
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LOGE("glDrawElements: no data bound to the command - ignoring\n");
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return;
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}
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if (ctx->m_state->currentIndexVbo() != 0) {
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if (!has_immediate_arrays) {
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ctx->sendVertexAttributes(0, count);
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ctx->glDrawElementsOffset(ctx, mode, count, type, (GLuint)indices);
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} else {
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LOGE("glDrawElements: indirect index arrays, with immidate-mode data array is not supported\n");
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}
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} else {
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void *adjustedIndices = (void*)indices;
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int minIndex = 0, maxIndex = 0;
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switch(type) {
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case GL_BYTE:
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case GL_UNSIGNED_BYTE:
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GLUtils::minmax<unsigned char>((unsigned char *)indices, count, &minIndex, &maxIndex);
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if (minIndex != 0) {
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adjustedIndices = ctx->m_fixedBuffer.alloc(glSizeof(type) * count);
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GLUtils::shiftIndices<unsigned char>((unsigned char *)indices,
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(unsigned char *)adjustedIndices,
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count, -minIndex);
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}
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break;
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case GL_SHORT:
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case GL_UNSIGNED_SHORT:
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GLUtils::minmax<unsigned short>((unsigned short *)indices, count, &minIndex, &maxIndex);
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if (minIndex != 0) {
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adjustedIndices = ctx->m_fixedBuffer.alloc(glSizeof(type) * count);
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GLUtils::shiftIndices<unsigned short>((unsigned short *)indices,
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(unsigned short *)adjustedIndices,
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count, -minIndex);
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}
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break;
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default:
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LOGE("unsupported index buffer type %d\n", type);
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}
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if (has_indirect_arrays || 1) {
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ctx->sendVertexAttributes(minIndex, maxIndex - minIndex + 1);
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ctx->glDrawElementsData(ctx, mode, count, type, adjustedIndices,
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count * glSizeof(type));
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// XXX - OPTIMIZATION (see the other else branch) should be implemented
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if(!has_indirect_arrays) {
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LOGD("unoptimized drawelements !!!\n");
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}
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} else {
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// we are all direct arrays and immidate mode index array -
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// rebuild the arrays and the index array;
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LOGE("glDrawElements: direct index & direct buffer data - will be implemented in later versions;\n");
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}
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}
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}
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GLint * GL2Encoder::getCompressedTextureFormats()
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{
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if (m_compressedTextureFormats == NULL) {
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this->glGetIntegerv(this, GL_NUM_COMPRESSED_TEXTURE_FORMATS,
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&m_num_compressedTextureFormats);
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if (m_num_compressedTextureFormats > 0) {
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// get number of texture formats;
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m_compressedTextureFormats = new GLint[m_num_compressedTextureFormats];
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this->glGetCompressedTextureFormats(this, m_num_compressedTextureFormats, m_compressedTextureFormats);
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}
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}
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return m_compressedTextureFormats;
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}
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void GL2Encoder::s_glShaderSource(void *self, GLuint shader, GLsizei count, const GLstr *string, const GLint *length)
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{
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int len = glUtilsCalcShaderSourceLen((char**)string, (GLint*)length, count);
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char *str = new char[len + 1];
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glUtilsPackStrings(str, (char**)string, (GLint*)length, count);
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GL2Encoder *ctx = (GL2Encoder *)self;
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ctx->glShaderString(ctx, shader, str, len + 1);
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delete str;
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}
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void GL2Encoder::s_glFinish(void *self)
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{
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GL2Encoder *ctx = (GL2Encoder *)self;
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ctx->glFinishRoundTrip(self);
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}
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