GLContext.h 24 KB

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  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/Buffer/Buffer.h>
  17. #include <LibGL/NameAllocator.h>
  18. #include <LibGL/Shaders/Program.h>
  19. #include <LibGL/Shaders/Shader.h>
  20. #include <LibGL/Tex/Texture.h>
  21. #include <LibGL/Tex/TextureUnit.h>
  22. #include <LibGPU/Device.h>
  23. #include <LibGPU/DeviceInfo.h>
  24. #include <LibGPU/Driver.h>
  25. #include <LibGPU/Light.h>
  26. #include <LibGPU/Vertex.h>
  27. #include <LibGfx/Bitmap.h>
  28. #include <LibGfx/Matrix4x4.h>
  29. #include <LibGfx/Rect.h>
  30. #include <LibGfx/Vector3.h>
  31. namespace GL {
  32. #define APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(name, ...) \
  33. if (should_append_to_listing()) { \
  34. append_to_listing<&GLContext::name>(__VA_ARGS__); \
  35. if (!should_execute_after_appending_to_listing()) \
  36. return; \
  37. }
  38. #define APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(name, arg) \
  39. if (should_append_to_listing()) { \
  40. auto ptr = store_in_listing(arg); \
  41. append_to_listing<&GLContext::name>(*ptr); \
  42. if (!should_execute_after_appending_to_listing()) \
  43. return; \
  44. }
  45. #define RETURN_WITH_ERROR_IF(condition, error) \
  46. if (condition) { \
  47. dbgln_if(GL_DEBUG, "{}(): error {:#x}", __func__, error); \
  48. if (m_error == GL_NO_ERROR) \
  49. m_error = error; \
  50. return; \
  51. }
  52. #define RETURN_VALUE_WITH_ERROR_IF(condition, error, return_value) \
  53. if (condition) { \
  54. dbgln_if(GL_DEBUG, "{}(): error {:#x}", __func__, error); \
  55. if (m_error == GL_NO_ERROR) \
  56. m_error = error; \
  57. return return_value; \
  58. }
  59. constexpr size_t MODELVIEW_MATRIX_STACK_LIMIT = 64;
  60. constexpr size_t PROJECTION_MATRIX_STACK_LIMIT = 8;
  61. constexpr size_t TEXTURE_MATRIX_STACK_LIMIT = 8;
  62. struct ContextParameter {
  63. GLenum type;
  64. bool is_capability { false };
  65. u8 count { 1 };
  66. union {
  67. bool boolean_value;
  68. GLint integer_value;
  69. GLint integer_list[4];
  70. GLdouble double_value;
  71. GLdouble double_list[4];
  72. } value;
  73. };
  74. struct VertexAttribPointer {
  75. GLint size { 4 };
  76. GLenum type { GL_FLOAT };
  77. bool normalize;
  78. GLsizei stride { 0 };
  79. void const* pointer { 0 };
  80. };
  81. enum Face {
  82. Front = 0,
  83. Back = 1,
  84. };
  85. enum class PackingType {
  86. Pack,
  87. Unpack,
  88. };
  89. class GLContext final {
  90. public:
  91. GLContext(RefPtr<GPU::Driver> driver, NonnullOwnPtr<GPU::Device>, Gfx::Bitmap&);
  92. ~GLContext();
  93. NonnullRefPtr<Gfx::Bitmap> frontbuffer() const { return m_frontbuffer; };
  94. void present();
  95. // Used by WebGL to preserve the clear values when implicitly clearing the front buffer.
  96. // FIXME: Add ContextParameters for these and expose them through methods such as gl_get_floatv instead of having a public API like this.
  97. FloatVector4 current_clear_color() const { return m_clear_color; }
  98. GLdouble current_clear_depth() const { return m_clear_depth; }
  99. GLint current_clear_stencil() const { return m_clear_stencil; }
  100. void gl_begin(GLenum mode);
  101. void gl_clear(GLbitfield mask);
  102. void gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
  103. void gl_clear_depth(GLdouble depth);
  104. void gl_clear_stencil(GLint s);
  105. void gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a);
  106. void gl_delete_textures(GLsizei n, GLuint const* textures);
  107. void gl_end();
  108. void gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val);
  109. void gl_gen_textures(GLsizei n, GLuint* textures);
  110. GLenum gl_get_error();
  111. GLubyte const* gl_get_string(GLenum name);
  112. void gl_load_identity();
  113. void gl_load_matrix(FloatMatrix4x4 const& matrix);
  114. void gl_matrix_mode(GLenum mode);
  115. void gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val);
  116. void gl_push_matrix();
  117. void gl_pop_matrix();
  118. void gl_mult_matrix(FloatMatrix4x4 const& matrix);
  119. void gl_rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
  120. void gl_scale(GLdouble x, GLdouble y, GLdouble z);
  121. void gl_translate(GLdouble x, GLdouble y, GLdouble z);
  122. void gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w);
  123. void gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height);
  124. void gl_enable(GLenum);
  125. void gl_disable(GLenum);
  126. GLboolean gl_is_enabled(GLenum);
  127. void gl_front_face(GLenum);
  128. void gl_cull_face(GLenum);
  129. GLuint gl_gen_lists(GLsizei range);
  130. void gl_call_list(GLuint list);
  131. void gl_call_lists(GLsizei n, GLenum type, void const* lists);
  132. void gl_delete_lists(GLuint list, GLsizei range);
  133. void gl_list_base(GLuint base);
  134. void gl_end_list(void);
  135. void gl_new_list(GLuint list, GLenum mode);
  136. GLboolean gl_is_list(GLuint list);
  137. void gl_flush();
  138. void gl_finish();
  139. void gl_blend_func(GLenum src_factor, GLenum dst_factor);
  140. void gl_shade_model(GLenum mode);
  141. void gl_alpha_func(GLenum func, GLclampf ref);
  142. void gl_hint(GLenum target, GLenum mode);
  143. void gl_read_buffer(GLenum mode);
  144. void gl_draw_buffer(GLenum buffer);
  145. void gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
  146. 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);
  147. 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);
  148. void gl_tex_parameter(GLenum target, GLenum pname, GLfloat param);
  149. void gl_tex_parameterfv(GLenum target, GLenum pname, GLfloat const* params);
  150. void gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q);
  151. void gl_multi_tex_coord(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
  152. void gl_tex_env(GLenum target, GLenum pname, GLfloat param);
  153. void gl_bind_texture(GLenum target, GLuint texture);
  154. GLboolean gl_is_texture(GLuint texture);
  155. void gl_active_texture(GLenum texture);
  156. void gl_depth_mask(GLboolean flag);
  157. void gl_enable_client_state(GLenum cap);
  158. void gl_disable_client_state(GLenum cap);
  159. void gl_client_active_texture(GLenum target);
  160. void gl_vertex_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer);
  161. void gl_color_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer);
  162. void gl_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer);
  163. void gl_draw_arrays(GLenum mode, GLint first, GLsizei count);
  164. void gl_draw_elements(GLenum mode, GLsizei count, GLenum type, void const* indices);
  165. void gl_draw_pixels(GLsizei width, GLsizei height, GLenum format, GLenum type, void const* data);
  166. void gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
  167. void gl_get_booleanv(GLenum pname, GLboolean* data);
  168. void gl_get_doublev(GLenum pname, GLdouble* params);
  169. void gl_get_floatv(GLenum pname, GLfloat* params);
  170. void gl_get_integerv(GLenum pname, GLint* data);
  171. void gl_depth_range(GLdouble min, GLdouble max);
  172. void gl_depth_func(GLenum func);
  173. void gl_polygon_mode(GLenum face, GLenum mode);
  174. void gl_polygon_offset(GLfloat factor, GLfloat units);
  175. void gl_fogfv(GLenum pname, GLfloat const* params);
  176. void gl_fogf(GLenum pname, GLfloat param);
  177. void gl_fogi(GLenum pname, GLint param);
  178. void gl_pixel_storei(GLenum pname, GLint param);
  179. void gl_scissor(GLint x, GLint y, GLsizei width, GLsizei height);
  180. void gl_stencil_func_separate(GLenum face, GLenum func, GLint ref, GLuint mask);
  181. void gl_stencil_mask_separate(GLenum face, GLuint mask);
  182. void gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
  183. void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz);
  184. void gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer);
  185. void gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
  186. void gl_line_width(GLfloat width);
  187. void gl_push_attrib(GLbitfield mask);
  188. void gl_pop_attrib();
  189. void gl_light_model(GLenum pname, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
  190. void gl_bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte const* bitmap);
  191. void gl_copy_tex_image_2d(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
  192. void gl_get_tex_image(GLenum target, GLint level, GLenum format, GLenum type, void* pixels);
  193. void gl_get_tex_parameter_integerv(GLenum target, GLint level, GLenum pname, GLint* params);
  194. void gl_rect(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);
  195. void gl_tex_gen(GLenum coord, GLenum pname, GLint param);
  196. void gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params);
  197. void gl_lightf(GLenum light, GLenum pname, GLfloat param);
  198. void gl_lightfv(GLenum light, GLenum pname, GLfloat const* params);
  199. void gl_lightiv(GLenum light, GLenum pname, GLint const* params);
  200. void gl_materialf(GLenum face, GLenum pname, GLfloat param);
  201. void gl_materialfv(GLenum face, GLenum pname, GLfloat const* params);
  202. void gl_materialiv(GLenum face, GLenum pname, GLint const* params);
  203. void gl_color_material(GLenum face, GLenum mode);
  204. void gl_get_light(GLenum light, GLenum pname, void* params, GLenum type);
  205. void gl_get_material(GLenum face, GLenum pname, void* params, GLenum type);
  206. void gl_clip_plane(GLenum plane, GLdouble const* equation);
  207. void gl_get_clip_plane(GLenum plane, GLdouble* equation);
  208. void gl_array_element(GLint i);
  209. void gl_copy_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
  210. void gl_point_size(GLfloat size);
  211. void gl_bind_buffer(GLenum target, GLuint buffer);
  212. void gl_buffer_data(GLenum target, GLsizeiptr size, void const* data, GLenum usage);
  213. void gl_buffer_sub_data(GLenum target, GLintptr offset, GLsizeiptr size, void const* data);
  214. void gl_delete_buffers(GLsizei n, GLuint const* buffers);
  215. void gl_gen_buffers(GLsizei n, GLuint* buffers);
  216. GLuint gl_create_shader(GLenum shader_type);
  217. void gl_delete_shader(GLuint shader);
  218. void gl_shader_source(GLuint shader, GLsizei count, GLchar const** string, GLint const* length);
  219. void gl_compile_shader(GLuint shader);
  220. GLuint gl_create_program();
  221. void gl_delete_program(GLuint program);
  222. void gl_attach_shader(GLuint program, GLuint shader);
  223. void gl_link_program(GLuint program);
  224. void gl_use_program(GLuint program);
  225. private:
  226. void sync_device_config();
  227. void sync_device_sampler_config();
  228. void sync_device_texture_units();
  229. void sync_light_state();
  230. void sync_stencil_configuration();
  231. void sync_clip_planes();
  232. void build_extension_string();
  233. template<typename T>
  234. T* store_in_listing(T value)
  235. {
  236. VERIFY(m_current_listing_index.has_value());
  237. auto& listing = m_current_listing_index->listing;
  238. listing.saved_arguments.empend(make<Listing::ExtraSavedArguments>(move(value)));
  239. return listing.saved_arguments.last()->template get_pointer<T>();
  240. }
  241. template<auto member, typename... Args>
  242. void append_to_listing(Args&&... args)
  243. {
  244. VERIFY(m_current_listing_index.has_value());
  245. m_current_listing_index->listing.entries.empend(member, Listing::ArgumentsFor<member> { forward<Args>(args)... });
  246. }
  247. Optional<ContextParameter> get_context_parameter(GLenum pname);
  248. GPU::PackingSpecification get_packing_specification(PackingType);
  249. template<typename T>
  250. void get_floating_point(GLenum pname, T* params);
  251. template<typename T>
  252. void get_light_param(GLenum light, GLenum pname, T* params);
  253. template<typename T>
  254. void get_material_param(Face face, GLenum pname, T* params);
  255. void invoke_list(size_t list_index);
  256. [[nodiscard]] bool should_append_to_listing() const { return m_current_listing_index.has_value(); }
  257. [[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; }
  258. // FIXME: we store GPU::Texture objects that do not point back to either the driver or device, so we need
  259. // to destruct the latter two at the very end. Fix this by making all GPU objects point back to
  260. // the device that created them, and the device back to the driver.
  261. RefPtr<GPU::Driver> m_driver;
  262. NonnullOwnPtr<GPU::Device> m_rasterizer;
  263. GPU::DeviceInfo const m_device_info;
  264. GLenum m_current_draw_mode;
  265. GLenum m_current_matrix_mode { GL_MODELVIEW };
  266. FloatMatrix4x4& projection_matrix() { return m_projection_matrix_stack.last(); }
  267. FloatMatrix4x4& model_view_matrix() { return m_model_view_matrix_stack.last(); }
  268. Vector<FloatMatrix4x4> m_projection_matrix_stack { FloatMatrix4x4::identity() };
  269. Vector<FloatMatrix4x4> m_model_view_matrix_stack { FloatMatrix4x4::identity() };
  270. Vector<FloatMatrix4x4>* m_current_matrix_stack { &m_model_view_matrix_stack };
  271. FloatMatrix4x4* m_current_matrix { &m_current_matrix_stack->last() };
  272. ALWAYS_INLINE void update_current_matrix(FloatMatrix4x4 const& new_matrix)
  273. {
  274. *m_current_matrix = new_matrix;
  275. if (m_current_matrix_mode == GL_TEXTURE)
  276. m_texture_units_dirty = true;
  277. }
  278. Gfx::IntRect m_viewport;
  279. FloatVector4 m_clear_color { 0.0f, 0.0f, 0.0f, 0.0f };
  280. float m_clear_depth { 1.f };
  281. u8 m_clear_stencil { 0 };
  282. FloatVector4 m_current_vertex_color { 1.0f, 1.0f, 1.0f, 1.0f };
  283. Vector<FloatVector4> m_current_vertex_tex_coord;
  284. FloatVector3 m_current_vertex_normal { 0.0f, 0.0f, 1.0f };
  285. Vector<GPU::Vertex> m_vertex_list;
  286. GLenum m_error = GL_NO_ERROR;
  287. bool m_in_draw_state = false;
  288. bool m_depth_test_enabled { false };
  289. bool m_depth_offset_enabled { false };
  290. bool m_cull_faces = false;
  291. GLenum m_front_face = GL_CCW;
  292. GLenum m_culled_sides = GL_BACK;
  293. bool m_blend_enabled = false;
  294. GLenum m_blend_source_factor = GL_ONE;
  295. GLenum m_blend_destination_factor = GL_ZERO;
  296. bool m_alpha_test_enabled = false;
  297. GLenum m_alpha_test_func = GL_ALWAYS;
  298. GLclampf m_alpha_test_ref_value = 0;
  299. bool m_dither_enabled { true };
  300. bool m_normalize { false };
  301. // Stencil configuration
  302. bool m_stencil_test_enabled { false };
  303. bool m_stencil_configuration_dirty { true };
  304. struct StencilFunctionOptions {
  305. GLenum func { GL_ALWAYS };
  306. GLint reference_value { 0 };
  307. GLuint mask { NumericLimits<GLuint>::max() };
  308. };
  309. Array<StencilFunctionOptions, 2u> m_stencil_function;
  310. struct StencilOperationOptions {
  311. GLenum op_fail { GL_KEEP };
  312. GLenum op_depth_fail { GL_KEEP };
  313. GLenum op_pass { GL_KEEP };
  314. GLuint write_mask { NumericLimits<GLuint>::max() };
  315. };
  316. Array<StencilOperationOptions, 2u> m_stencil_operation;
  317. GLenum m_current_read_buffer = GL_BACK;
  318. GLenum m_current_draw_buffer = GL_BACK;
  319. // User-defined clip planes
  320. struct ClipPlaneAttributes {
  321. Array<FloatVector4, 6> eye_clip_plane; // TODO: Change to use device-defined constant
  322. GLuint enabled { 0 };
  323. } m_clip_plane_attributes;
  324. bool m_clip_planes_dirty { true };
  325. // Client side arrays
  326. bool m_client_side_vertex_array_enabled { false };
  327. bool m_client_side_color_array_enabled { false };
  328. Vector<bool> m_client_side_texture_coord_array_enabled;
  329. size_t m_client_active_texture { 0 };
  330. bool m_client_side_normal_array_enabled { false };
  331. NonnullRefPtr<Gfx::Bitmap> m_frontbuffer;
  332. // Texture objects
  333. template<typename T>
  334. RefPtr<T> get_default_texture(GLenum target)
  335. {
  336. auto default_texture = m_default_textures.get(target);
  337. VERIFY(default_texture.has_value());
  338. return static_cast<T*>(default_texture.value());
  339. }
  340. NameAllocator m_texture_name_allocator;
  341. HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
  342. HashMap<GLenum, RefPtr<Texture>> m_default_textures;
  343. Vector<TextureUnit> m_texture_units;
  344. TextureUnit* m_active_texture_unit;
  345. size_t m_active_texture_unit_index { 0 };
  346. bool m_texture_units_dirty { true };
  347. // Texture coordinate generation state
  348. struct TextureCoordinateGeneration {
  349. bool enabled { false };
  350. GLenum generation_mode { GL_EYE_LINEAR };
  351. FloatVector4 object_plane_coefficients { 0.0f, 0.0f, 0.0f, 0.0f };
  352. FloatVector4 eye_plane_coefficients { 0.0f, 0.0f, 0.0f, 0.0f };
  353. };
  354. Vector<Array<TextureCoordinateGeneration, 4>> m_texture_coordinate_generation;
  355. ALWAYS_INLINE TextureCoordinateGeneration& texture_coordinate_generation(size_t texture_unit, GLenum capability)
  356. {
  357. return m_texture_coordinate_generation[texture_unit][capability - GL_TEXTURE_GEN_S];
  358. }
  359. bool m_sampler_config_is_dirty { true };
  360. bool m_light_state_is_dirty { true };
  361. NameAllocator m_shader_name_allocator;
  362. NameAllocator m_program_name_allocator;
  363. HashMap<GLuint, RefPtr<Shader>> m_allocated_shaders;
  364. HashMap<GLuint, RefPtr<Program>> m_allocated_programs;
  365. RefPtr<Program> m_current_program;
  366. struct Listing {
  367. template<typename F>
  368. struct TupleTypeForArgumentListOf_;
  369. template<typename Ret, typename C, typename... Args>
  370. struct TupleTypeForArgumentListOf_<Ret (C::*)(Args...)> {
  371. using Type = Tuple<Args...>;
  372. };
  373. template<typename F>
  374. using TupleTypeForArgumentListOf = typename TupleTypeForArgumentListOf_<F>::Type;
  375. template<auto member>
  376. using ArgumentsFor = TupleTypeForArgumentListOf<decltype(member)>;
  377. template<typename... Fns>
  378. struct FunctionAndArgs {
  379. Variant<Fns...> function;
  380. Variant<TupleTypeForArgumentListOf<Fns>...> arguments;
  381. };
  382. using FunctionsAndArgs = FunctionAndArgs<
  383. decltype(&GLContext::gl_begin),
  384. decltype(&GLContext::gl_clear),
  385. decltype(&GLContext::gl_clear_color),
  386. decltype(&GLContext::gl_clear_depth),
  387. decltype(&GLContext::gl_clear_stencil),
  388. decltype(&GLContext::gl_color),
  389. decltype(&GLContext::gl_end),
  390. decltype(&GLContext::gl_frustum),
  391. decltype(&GLContext::gl_load_identity),
  392. decltype(&GLContext::gl_load_matrix),
  393. decltype(&GLContext::gl_matrix_mode),
  394. decltype(&GLContext::gl_ortho),
  395. decltype(&GLContext::gl_push_matrix),
  396. decltype(&GLContext::gl_pop_matrix),
  397. decltype(&GLContext::gl_mult_matrix),
  398. decltype(&GLContext::gl_rotate),
  399. decltype(&GLContext::gl_scale),
  400. decltype(&GLContext::gl_translate),
  401. decltype(&GLContext::gl_vertex),
  402. decltype(&GLContext::gl_viewport),
  403. decltype(&GLContext::gl_enable),
  404. decltype(&GLContext::gl_disable),
  405. decltype(&GLContext::gl_front_face),
  406. decltype(&GLContext::gl_cull_face),
  407. decltype(&GLContext::gl_call_list),
  408. decltype(&GLContext::gl_call_lists),
  409. decltype(&GLContext::gl_blend_func),
  410. decltype(&GLContext::gl_shade_model),
  411. decltype(&GLContext::gl_alpha_func),
  412. decltype(&GLContext::gl_hint),
  413. decltype(&GLContext::gl_read_buffer),
  414. decltype(&GLContext::gl_tex_parameter),
  415. decltype(&GLContext::gl_tex_parameterfv),
  416. decltype(&GLContext::gl_depth_mask),
  417. decltype(&GLContext::gl_draw_pixels),
  418. decltype(&GLContext::gl_depth_range),
  419. decltype(&GLContext::gl_polygon_offset),
  420. decltype(&GLContext::gl_scissor),
  421. decltype(&GLContext::gl_stencil_func_separate),
  422. decltype(&GLContext::gl_stencil_mask_separate),
  423. decltype(&GLContext::gl_stencil_op_separate),
  424. decltype(&GLContext::gl_normal),
  425. decltype(&GLContext::gl_raster_pos),
  426. decltype(&GLContext::gl_line_width),
  427. decltype(&GLContext::gl_push_attrib),
  428. decltype(&GLContext::gl_pop_attrib),
  429. decltype(&GLContext::gl_light_model),
  430. decltype(&GLContext::gl_bitmap),
  431. decltype(&GLContext::gl_copy_tex_image_2d),
  432. decltype(&GLContext::gl_rect),
  433. decltype(&GLContext::gl_tex_gen),
  434. decltype(&GLContext::gl_tex_gen_floatv),
  435. decltype(&GLContext::gl_fogf),
  436. decltype(&GLContext::gl_fogfv),
  437. decltype(&GLContext::gl_fogi),
  438. decltype(&GLContext::gl_lightf),
  439. decltype(&GLContext::gl_lightfv),
  440. decltype(&GLContext::gl_lightiv),
  441. decltype(&GLContext::gl_materialf),
  442. decltype(&GLContext::gl_materialfv),
  443. decltype(&GLContext::gl_materialiv),
  444. decltype(&GLContext::gl_color_material),
  445. decltype(&GLContext::gl_get_light),
  446. decltype(&GLContext::gl_clip_plane),
  447. decltype(&GLContext::gl_copy_tex_sub_image_2d),
  448. decltype(&GLContext::gl_point_size)>;
  449. using ExtraSavedArguments = Variant<
  450. FloatMatrix4x4>;
  451. Vector<NonnullOwnPtr<ExtraSavedArguments>> saved_arguments;
  452. Vector<FunctionsAndArgs> entries;
  453. };
  454. static constexpr size_t max_allowed_gl_call_depth { 128 };
  455. size_t m_gl_call_depth { 0 };
  456. Vector<Listing> m_listings;
  457. size_t m_list_base { 0 };
  458. struct CurrentListing {
  459. Listing listing;
  460. size_t index { 0 };
  461. GLenum mode { GL_COMPILE };
  462. };
  463. Optional<CurrentListing> m_current_listing_index;
  464. VertexAttribPointer m_client_vertex_pointer;
  465. VertexAttribPointer m_client_color_pointer;
  466. Vector<VertexAttribPointer> m_client_tex_coord_pointer;
  467. VertexAttribPointer m_client_normal_pointer;
  468. struct PixelParameters {
  469. i32 image_height { 0 };
  470. bool least_significant_bit_first { false };
  471. u8 pack_alignment { 4 };
  472. i32 row_length { 0 };
  473. i32 skip_images { 0 };
  474. i32 skip_pixels { 0 };
  475. i32 skip_rows { 0 };
  476. bool swap_bytes { false };
  477. };
  478. PixelParameters m_packing_parameters;
  479. PixelParameters m_unpacking_parameters;
  480. // Point drawing configuration
  481. bool m_point_smooth { false };
  482. float m_point_size { 1.f };
  483. // Line drawing configuration
  484. bool m_line_smooth { false };
  485. float m_line_width { 1.f };
  486. // Lighting configuration
  487. bool m_lighting_enabled { false };
  488. Vector<GPU::Light> m_light_states;
  489. Array<GPU::Material, 2u> m_material_states;
  490. // Color material
  491. bool m_color_material_enabled { false };
  492. GLenum m_color_material_face { GL_FRONT_AND_BACK };
  493. GLenum m_color_material_mode { GL_AMBIENT_AND_DIFFUSE };
  494. // GL Extension string
  495. DeprecatedString m_extensions;
  496. // Buffer objects
  497. NameAllocator m_buffer_name_allocator;
  498. HashMap<GLuint, RefPtr<Buffer>> m_allocated_buffers;
  499. RefPtr<Buffer> m_array_buffer;
  500. RefPtr<Buffer> m_element_array_buffer;
  501. };
  502. ErrorOr<NonnullOwnPtr<GLContext>> create_context(Gfx::Bitmap&);
  503. void make_context_current(GLContext*);
  504. }