GLContext.h 22 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542
  1. /*
  2. * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
  3. * Copyright (c) 2021-2022, Jesse Buhagiar <jooster669@gmail.com>
  4. * Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
  5. *
  6. * SPDX-License-Identifier: BSD-2-Clause
  7. */
  8. #pragma once
  9. #include <AK/HashMap.h>
  10. #include <AK/NonnullOwnPtr.h>
  11. #include <AK/Optional.h>
  12. #include <AK/RefPtr.h>
  13. #include <AK/Tuple.h>
  14. #include <AK/Variant.h>
  15. #include <AK/Vector.h>
  16. #include <LibGL/Tex/NameAllocator.h>
  17. #include <LibGL/Tex/Texture.h>
  18. #include <LibGL/Tex/TextureUnit.h>
  19. #include <LibGPU/Device.h>
  20. #include <LibGPU/DeviceInfo.h>
  21. #include <LibGPU/Driver.h>
  22. #include <LibGPU/Light.h>
  23. #include <LibGPU/Vertex.h>
  24. #include <LibGfx/Bitmap.h>
  25. #include <LibGfx/Matrix4x4.h>
  26. #include <LibGfx/Rect.h>
  27. #include <LibGfx/Vector3.h>
  28. namespace GL {
  29. #define APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(name, ...) \
  30. if (should_append_to_listing()) { \
  31. append_to_listing<&GLContext::name>(__VA_ARGS__); \
  32. if (!should_execute_after_appending_to_listing()) \
  33. return; \
  34. }
  35. #define APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(name, arg) \
  36. if (should_append_to_listing()) { \
  37. auto ptr = store_in_listing(arg); \
  38. append_to_listing<&GLContext::name>(*ptr); \
  39. if (!should_execute_after_appending_to_listing()) \
  40. return; \
  41. }
  42. #define RETURN_WITH_ERROR_IF(condition, error) \
  43. if (condition) { \
  44. dbgln_if(GL_DEBUG, "{}(): error {:#x}", __func__, error); \
  45. if (m_error == GL_NO_ERROR) \
  46. m_error = error; \
  47. return; \
  48. }
  49. #define RETURN_VALUE_WITH_ERROR_IF(condition, error, return_value) \
  50. if (condition) { \
  51. dbgln_if(GL_DEBUG, "{}(): error {:#x}", __func__, error); \
  52. if (m_error == GL_NO_ERROR) \
  53. m_error = error; \
  54. return return_value; \
  55. }
  56. constexpr size_t MODELVIEW_MATRIX_STACK_LIMIT = 64;
  57. constexpr size_t PROJECTION_MATRIX_STACK_LIMIT = 8;
  58. constexpr size_t TEXTURE_MATRIX_STACK_LIMIT = 8;
  59. struct ContextParameter {
  60. GLenum type;
  61. bool is_capability { false };
  62. u8 count { 1 };
  63. union {
  64. bool boolean_value;
  65. GLint integer_value;
  66. GLint integer_list[4];
  67. GLdouble double_value;
  68. GLdouble double_list[4];
  69. } value;
  70. };
  71. struct VertexAttribPointer {
  72. GLint size { 4 };
  73. GLenum type { GL_FLOAT };
  74. bool normalize { true };
  75. GLsizei stride { 0 };
  76. void const* pointer { 0 };
  77. };
  78. enum Face {
  79. Front = 0,
  80. Back = 1,
  81. };
  82. enum class PackingType {
  83. Pack,
  84. Unpack,
  85. };
  86. class GLContext final {
  87. public:
  88. GLContext(RefPtr<GPU::Driver> driver, NonnullOwnPtr<GPU::Device>, Gfx::Bitmap&);
  89. ~GLContext();
  90. NonnullRefPtr<Gfx::Bitmap> frontbuffer() const { return m_frontbuffer; };
  91. void present();
  92. // Used by WebGL to preserve the clear values when implicitly clearing the front buffer.
  93. // FIXME: Add ContextParameters for these and expose them through methods such as gl_get_floatv instead of having a public API like this.
  94. FloatVector4 current_clear_color() const { return m_clear_color; }
  95. GLdouble current_clear_depth() const { return m_clear_depth; }
  96. GLint current_clear_stencil() const { return m_clear_stencil; }
  97. void gl_begin(GLenum mode);
  98. void gl_clear(GLbitfield mask);
  99. void gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
  100. void gl_clear_depth(GLdouble depth);
  101. void gl_clear_stencil(GLint s);
  102. void gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a);
  103. void gl_delete_textures(GLsizei n, GLuint const* textures);
  104. void gl_end();
  105. void gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val);
  106. void gl_gen_textures(GLsizei n, GLuint* textures);
  107. GLenum gl_get_error();
  108. GLubyte const* gl_get_string(GLenum name);
  109. void gl_load_identity();
  110. void gl_load_matrix(FloatMatrix4x4 const& matrix);
  111. void gl_matrix_mode(GLenum mode);
  112. void gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val);
  113. void gl_push_matrix();
  114. void gl_pop_matrix();
  115. void gl_mult_matrix(FloatMatrix4x4 const& matrix);
  116. void gl_rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
  117. void gl_scale(GLdouble x, GLdouble y, GLdouble z);
  118. void gl_translate(GLdouble x, GLdouble y, GLdouble z);
  119. void gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w);
  120. void gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height);
  121. void gl_enable(GLenum);
  122. void gl_disable(GLenum);
  123. GLboolean gl_is_enabled(GLenum);
  124. void gl_front_face(GLenum);
  125. void gl_cull_face(GLenum);
  126. GLuint gl_gen_lists(GLsizei range);
  127. void gl_call_list(GLuint list);
  128. void gl_call_lists(GLsizei n, GLenum type, void const* lists);
  129. void gl_delete_lists(GLuint list, GLsizei range);
  130. void gl_list_base(GLuint base);
  131. void gl_end_list(void);
  132. void gl_new_list(GLuint list, GLenum mode);
  133. GLboolean gl_is_list(GLuint list);
  134. void gl_flush();
  135. void gl_finish();
  136. void gl_blend_func(GLenum src_factor, GLenum dst_factor);
  137. void gl_shade_model(GLenum mode);
  138. void gl_alpha_func(GLenum func, GLclampf ref);
  139. void gl_hint(GLenum target, GLenum mode);
  140. void gl_read_buffer(GLenum mode);
  141. void gl_draw_buffer(GLenum buffer);
  142. void gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
  143. void gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLvoid const* data);
  144. void gl_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid const* data);
  145. void gl_tex_parameter(GLenum target, GLenum pname, GLfloat param);
  146. void gl_tex_parameterfv(GLenum target, GLenum pname, GLfloat const* params);
  147. void gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q);
  148. void gl_multi_tex_coord(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
  149. void gl_tex_env(GLenum target, GLenum pname, GLfloat param);
  150. void gl_bind_texture(GLenum target, GLuint texture);
  151. GLboolean gl_is_texture(GLuint texture);
  152. void gl_active_texture(GLenum texture);
  153. void gl_depth_mask(GLboolean flag);
  154. void gl_enable_client_state(GLenum cap);
  155. void gl_disable_client_state(GLenum cap);
  156. void gl_client_active_texture(GLenum target);
  157. void gl_vertex_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer);
  158. void gl_color_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer);
  159. void gl_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer);
  160. void gl_draw_arrays(GLenum mode, GLint first, GLsizei count);
  161. void gl_draw_elements(GLenum mode, GLsizei count, GLenum type, void const* indices);
  162. void gl_draw_pixels(GLsizei width, GLsizei height, GLenum format, GLenum type, void const* data);
  163. void gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
  164. void gl_get_booleanv(GLenum pname, GLboolean* data);
  165. void gl_get_doublev(GLenum pname, GLdouble* params);
  166. void gl_get_floatv(GLenum pname, GLfloat* params);
  167. void gl_get_integerv(GLenum pname, GLint* data);
  168. void gl_depth_range(GLdouble min, GLdouble max);
  169. void gl_depth_func(GLenum func);
  170. void gl_polygon_mode(GLenum face, GLenum mode);
  171. void gl_polygon_offset(GLfloat factor, GLfloat units);
  172. void gl_fogfv(GLenum pname, GLfloat const* params);
  173. void gl_fogf(GLenum pname, GLfloat param);
  174. void gl_fogi(GLenum pname, GLint param);
  175. void gl_pixel_storei(GLenum pname, GLint param);
  176. void gl_scissor(GLint x, GLint y, GLsizei width, GLsizei height);
  177. void gl_stencil_func_separate(GLenum face, GLenum func, GLint ref, GLuint mask);
  178. void gl_stencil_mask_separate(GLenum face, GLuint mask);
  179. void gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
  180. void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz);
  181. void gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer);
  182. void gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
  183. void gl_line_width(GLfloat width);
  184. void gl_push_attrib(GLbitfield mask);
  185. void gl_pop_attrib();
  186. void gl_light_model(GLenum pname, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
  187. void gl_bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte const* bitmap);
  188. void gl_copy_tex_image_2d(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
  189. void gl_get_tex_image(GLenum target, GLint level, GLenum format, GLenum type, void* pixels);
  190. void gl_get_tex_parameter_integerv(GLenum target, GLint level, GLenum pname, GLint* params);
  191. void gl_rect(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);
  192. void gl_tex_gen(GLenum coord, GLenum pname, GLint param);
  193. void gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params);
  194. void gl_lightf(GLenum light, GLenum pname, GLfloat param);
  195. void gl_lightfv(GLenum light, GLenum pname, GLfloat const* params);
  196. void gl_lightiv(GLenum light, GLenum pname, GLint const* params);
  197. void gl_materialf(GLenum face, GLenum pname, GLfloat param);
  198. void gl_materialfv(GLenum face, GLenum pname, GLfloat const* params);
  199. void gl_materialiv(GLenum face, GLenum pname, GLint const* params);
  200. void gl_color_material(GLenum face, GLenum mode);
  201. void gl_get_light(GLenum light, GLenum pname, void* params, GLenum type);
  202. void gl_get_material(GLenum face, GLenum pname, void* params, GLenum type);
  203. void gl_clip_plane(GLenum plane, GLdouble const* equation);
  204. void gl_get_clip_plane(GLenum plane, GLdouble* equation);
  205. void gl_array_element(GLint i);
  206. void gl_copy_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
  207. void gl_point_size(GLfloat size);
  208. void gl_bind_buffer(GLenum target, GLuint buffer);
  209. void gl_buffer_data(GLenum target, GLsizeiptr size, void const* data, GLenum usage);
  210. void gl_buffer_sub_data(GLenum target, GLintptr offset, GLsizeiptr size, void const* data);
  211. void gl_delete_buffers(GLsizei n, GLuint const* buffers);
  212. void gl_gen_buffers(GLsizei n, GLuint* buffers);
  213. private:
  214. void sync_device_config();
  215. void sync_device_sampler_config();
  216. void sync_device_texture_units();
  217. void sync_light_state();
  218. void sync_stencil_configuration();
  219. void sync_clip_planes();
  220. void build_extension_string();
  221. template<typename T>
  222. T* store_in_listing(T value)
  223. {
  224. VERIFY(m_current_listing_index.has_value());
  225. auto& listing = m_current_listing_index->listing;
  226. listing.saved_arguments.empend(make<Listing::ExtraSavedArguments>(move(value)));
  227. return listing.saved_arguments.last()->template get_pointer<T>();
  228. }
  229. template<auto member, typename... Args>
  230. void append_to_listing(Args&&... args)
  231. {
  232. VERIFY(m_current_listing_index.has_value());
  233. m_current_listing_index->listing.entries.empend(member, Listing::ArgumentsFor<member> { forward<Args>(args)... });
  234. }
  235. Optional<ContextParameter> get_context_parameter(GLenum pname);
  236. GPU::PackingSpecification get_packing_specification(PackingType);
  237. template<typename T>
  238. void get_floating_point(GLenum pname, T* params);
  239. template<typename T>
  240. void get_light_param(GLenum light, GLenum pname, T* params);
  241. template<typename T>
  242. void get_material_param(Face face, GLenum pname, T* params);
  243. void invoke_list(size_t list_index);
  244. [[nodiscard]] bool should_append_to_listing() const { return m_current_listing_index.has_value(); }
  245. [[nodiscard]] bool should_execute_after_appending_to_listing() const { return m_current_listing_index.has_value() && m_current_listing_index->mode == GL_COMPILE_AND_EXECUTE; }
  246. // FIXME: we store GPU::Texture objects that do not point back to either the driver or device, so we need
  247. // to destruct the latter two at the very end. Fix this by making all GPU objects point back to
  248. // the device that created them, and the device back to the driver.
  249. RefPtr<GPU::Driver> m_driver;
  250. NonnullOwnPtr<GPU::Device> m_rasterizer;
  251. GPU::DeviceInfo const m_device_info;
  252. GLenum m_current_draw_mode;
  253. GLenum m_current_matrix_mode { GL_MODELVIEW };
  254. FloatMatrix4x4& projection_matrix() { return m_projection_matrix_stack.last(); }
  255. FloatMatrix4x4& model_view_matrix() { return m_model_view_matrix_stack.last(); }
  256. Vector<FloatMatrix4x4> m_projection_matrix_stack { FloatMatrix4x4::identity() };
  257. Vector<FloatMatrix4x4> m_model_view_matrix_stack { FloatMatrix4x4::identity() };
  258. Vector<FloatMatrix4x4>* m_current_matrix_stack { &m_model_view_matrix_stack };
  259. FloatMatrix4x4* m_current_matrix { &m_current_matrix_stack->last() };
  260. ALWAYS_INLINE void update_current_matrix(FloatMatrix4x4 const& new_matrix)
  261. {
  262. *m_current_matrix = new_matrix;
  263. if (m_current_matrix_mode == GL_TEXTURE)
  264. m_texture_units_dirty = true;
  265. }
  266. Gfx::IntRect m_viewport;
  267. FloatVector4 m_clear_color { 0.0f, 0.0f, 0.0f, 0.0f };
  268. float m_clear_depth { 1.f };
  269. u8 m_clear_stencil { 0 };
  270. FloatVector4 m_current_vertex_color { 1.0f, 1.0f, 1.0f, 1.0f };
  271. Vector<FloatVector4> m_current_vertex_tex_coord;
  272. FloatVector3 m_current_vertex_normal { 0.0f, 0.0f, 1.0f };
  273. Vector<GPU::Vertex> m_vertex_list;
  274. GLenum m_error = GL_NO_ERROR;
  275. bool m_in_draw_state = false;
  276. bool m_depth_test_enabled { false };
  277. bool m_depth_offset_enabled { false };
  278. bool m_cull_faces = false;
  279. GLenum m_front_face = GL_CCW;
  280. GLenum m_culled_sides = GL_BACK;
  281. bool m_blend_enabled = false;
  282. GLenum m_blend_source_factor = GL_ONE;
  283. GLenum m_blend_destination_factor = GL_ZERO;
  284. bool m_alpha_test_enabled = false;
  285. GLenum m_alpha_test_func = GL_ALWAYS;
  286. GLclampf m_alpha_test_ref_value = 0;
  287. bool m_dither_enabled { true };
  288. bool m_normalize { false };
  289. // Stencil configuration
  290. bool m_stencil_test_enabled { false };
  291. bool m_stencil_configuration_dirty { true };
  292. struct StencilFunctionOptions {
  293. GLenum func { GL_ALWAYS };
  294. GLint reference_value { 0 };
  295. GLuint mask { NumericLimits<GLuint>::max() };
  296. };
  297. Array<StencilFunctionOptions, 2u> m_stencil_function;
  298. struct StencilOperationOptions {
  299. GLenum op_fail { GL_KEEP };
  300. GLenum op_depth_fail { GL_KEEP };
  301. GLenum op_pass { GL_KEEP };
  302. GLuint write_mask { NumericLimits<GLuint>::max() };
  303. };
  304. Array<StencilOperationOptions, 2u> m_stencil_operation;
  305. GLenum m_current_read_buffer = GL_BACK;
  306. GLenum m_current_draw_buffer = GL_BACK;
  307. // User-defined clip planes
  308. struct ClipPlaneAttributes {
  309. Array<FloatVector4, 6> eye_clip_plane; // TODO: Change to use device-defined constant
  310. GLuint enabled { 0 };
  311. } m_clip_plane_attributes;
  312. bool m_clip_planes_dirty { true };
  313. // Client side arrays
  314. bool m_client_side_vertex_array_enabled { false };
  315. bool m_client_side_color_array_enabled { false };
  316. Vector<bool> m_client_side_texture_coord_array_enabled;
  317. size_t m_client_active_texture { 0 };
  318. bool m_client_side_normal_array_enabled { false };
  319. NonnullRefPtr<Gfx::Bitmap> m_frontbuffer;
  320. // Texture objects
  321. template<typename T>
  322. RefPtr<T> get_default_texture(GLenum target)
  323. {
  324. auto default_texture = m_default_textures.get(target);
  325. VERIFY(default_texture.has_value());
  326. return static_cast<T*>(default_texture.value());
  327. }
  328. TextureNameAllocator m_name_allocator;
  329. HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
  330. HashMap<GLenum, RefPtr<Texture>> m_default_textures;
  331. Vector<TextureUnit> m_texture_units;
  332. TextureUnit* m_active_texture_unit;
  333. size_t m_active_texture_unit_index { 0 };
  334. bool m_texture_units_dirty { true };
  335. // Texture coordinate generation state
  336. struct TextureCoordinateGeneration {
  337. bool enabled { false };
  338. GLenum generation_mode { GL_EYE_LINEAR };
  339. FloatVector4 object_plane_coefficients { 0.0f, 0.0f, 0.0f, 0.0f };
  340. FloatVector4 eye_plane_coefficients { 0.0f, 0.0f, 0.0f, 0.0f };
  341. };
  342. Vector<Array<TextureCoordinateGeneration, 4>> m_texture_coordinate_generation;
  343. ALWAYS_INLINE TextureCoordinateGeneration& texture_coordinate_generation(size_t texture_unit, GLenum capability)
  344. {
  345. return m_texture_coordinate_generation[texture_unit][capability - GL_TEXTURE_GEN_S];
  346. }
  347. bool m_sampler_config_is_dirty { true };
  348. bool m_light_state_is_dirty { true };
  349. struct Listing {
  350. template<typename F>
  351. struct TupleTypeForArgumentListOf_;
  352. template<typename Ret, typename C, typename... Args>
  353. struct TupleTypeForArgumentListOf_<Ret (C::*)(Args...)> {
  354. using Type = Tuple<Args...>;
  355. };
  356. template<typename F>
  357. using TupleTypeForArgumentListOf = typename TupleTypeForArgumentListOf_<F>::Type;
  358. template<auto member>
  359. using ArgumentsFor = TupleTypeForArgumentListOf<decltype(member)>;
  360. template<typename... Fns>
  361. struct FunctionAndArgs {
  362. Variant<Fns...> function;
  363. Variant<TupleTypeForArgumentListOf<Fns>...> arguments;
  364. };
  365. using FunctionsAndArgs = FunctionAndArgs<
  366. decltype(&GLContext::gl_begin),
  367. decltype(&GLContext::gl_clear),
  368. decltype(&GLContext::gl_clear_color),
  369. decltype(&GLContext::gl_clear_depth),
  370. decltype(&GLContext::gl_clear_stencil),
  371. decltype(&GLContext::gl_color),
  372. decltype(&GLContext::gl_end),
  373. decltype(&GLContext::gl_frustum),
  374. decltype(&GLContext::gl_load_identity),
  375. decltype(&GLContext::gl_load_matrix),
  376. decltype(&GLContext::gl_matrix_mode),
  377. decltype(&GLContext::gl_ortho),
  378. decltype(&GLContext::gl_push_matrix),
  379. decltype(&GLContext::gl_pop_matrix),
  380. decltype(&GLContext::gl_mult_matrix),
  381. decltype(&GLContext::gl_rotate),
  382. decltype(&GLContext::gl_scale),
  383. decltype(&GLContext::gl_translate),
  384. decltype(&GLContext::gl_vertex),
  385. decltype(&GLContext::gl_viewport),
  386. decltype(&GLContext::gl_enable),
  387. decltype(&GLContext::gl_disable),
  388. decltype(&GLContext::gl_front_face),
  389. decltype(&GLContext::gl_cull_face),
  390. decltype(&GLContext::gl_call_list),
  391. decltype(&GLContext::gl_call_lists),
  392. decltype(&GLContext::gl_blend_func),
  393. decltype(&GLContext::gl_shade_model),
  394. decltype(&GLContext::gl_alpha_func),
  395. decltype(&GLContext::gl_hint),
  396. decltype(&GLContext::gl_read_buffer),
  397. decltype(&GLContext::gl_tex_parameter),
  398. decltype(&GLContext::gl_tex_parameterfv),
  399. decltype(&GLContext::gl_depth_mask),
  400. decltype(&GLContext::gl_draw_pixels),
  401. decltype(&GLContext::gl_depth_range),
  402. decltype(&GLContext::gl_polygon_offset),
  403. decltype(&GLContext::gl_scissor),
  404. decltype(&GLContext::gl_stencil_func_separate),
  405. decltype(&GLContext::gl_stencil_mask_separate),
  406. decltype(&GLContext::gl_stencil_op_separate),
  407. decltype(&GLContext::gl_normal),
  408. decltype(&GLContext::gl_raster_pos),
  409. decltype(&GLContext::gl_line_width),
  410. decltype(&GLContext::gl_push_attrib),
  411. decltype(&GLContext::gl_pop_attrib),
  412. decltype(&GLContext::gl_light_model),
  413. decltype(&GLContext::gl_bitmap),
  414. decltype(&GLContext::gl_copy_tex_image_2d),
  415. decltype(&GLContext::gl_rect),
  416. decltype(&GLContext::gl_tex_gen),
  417. decltype(&GLContext::gl_tex_gen_floatv),
  418. decltype(&GLContext::gl_fogf),
  419. decltype(&GLContext::gl_fogfv),
  420. decltype(&GLContext::gl_fogi),
  421. decltype(&GLContext::gl_lightf),
  422. decltype(&GLContext::gl_lightfv),
  423. decltype(&GLContext::gl_lightiv),
  424. decltype(&GLContext::gl_materialf),
  425. decltype(&GLContext::gl_materialfv),
  426. decltype(&GLContext::gl_materialiv),
  427. decltype(&GLContext::gl_color_material),
  428. decltype(&GLContext::gl_get_light),
  429. decltype(&GLContext::gl_clip_plane),
  430. decltype(&GLContext::gl_copy_tex_sub_image_2d),
  431. decltype(&GLContext::gl_point_size)>;
  432. using ExtraSavedArguments = Variant<
  433. FloatMatrix4x4>;
  434. Vector<NonnullOwnPtr<ExtraSavedArguments>> saved_arguments;
  435. Vector<FunctionsAndArgs> entries;
  436. };
  437. static constexpr size_t max_allowed_gl_call_depth { 128 };
  438. size_t m_gl_call_depth { 0 };
  439. Vector<Listing> m_listings;
  440. size_t m_list_base { 0 };
  441. struct CurrentListing {
  442. Listing listing;
  443. size_t index { 0 };
  444. GLenum mode { GL_COMPILE };
  445. };
  446. Optional<CurrentListing> m_current_listing_index;
  447. VertexAttribPointer m_client_vertex_pointer;
  448. VertexAttribPointer m_client_color_pointer;
  449. Vector<VertexAttribPointer> m_client_tex_coord_pointer;
  450. VertexAttribPointer m_client_normal_pointer;
  451. u8 m_pack_alignment { 4 };
  452. GLsizei m_unpack_row_length { 0 };
  453. u8 m_unpack_alignment { 4 };
  454. // Point drawing configuration
  455. bool m_point_smooth { false };
  456. float m_point_size { 1.f };
  457. // Line drawing configuration
  458. bool m_line_smooth { false };
  459. float m_line_width { 1.f };
  460. // Lighting configuration
  461. bool m_lighting_enabled { false };
  462. Vector<GPU::Light> m_light_states;
  463. Array<GPU::Material, 2u> m_material_states;
  464. // Color material
  465. bool m_color_material_enabled { false };
  466. GLenum m_color_material_face { GL_FRONT_AND_BACK };
  467. GLenum m_color_material_mode { GL_AMBIENT_AND_DIFFUSE };
  468. // GL Extension string
  469. String m_extensions;
  470. };
  471. ErrorOr<NonnullOwnPtr<GLContext>> create_context(Gfx::Bitmap&);
  472. void make_context_current(GLContext*);
  473. }