Files
android_development/tools/emulator/opengl/system/GLESv2_enc/GL2Encoder.cpp
Stas Gurtovoy e99305dd9f opengles emulator: cache all buffer on the guest
This is needed to support the rare, but still legal scenario,
when glDrawElemets is used with some index array data is stored in VBO's
while the actual attributes (vertices) data is in immediate mode.
When in immediate mode, we need to process the incodes, in order to know
which vertex data to send, which was impossible without the caching.
This commit introduces a new class GLSharedGroup, which will hold all data
that can be shared by shared contexts (buffers are such data).
This also makes the "Jet Cars Stunts" app work properly.

Change-Id: Ic937080dae461bc8cdf4d10cf37066a6e847f464
2011-08-09 17:14:20 +02:00

419 lines
15 KiB
C++

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