SoftwareGLContext.h 19 KB

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  1. /*
  2. * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
  3. *
  4. * SPDX-License-Identifier: BSD-2-Clause
  5. */
  6. #pragma once
  7. #include <AK/HashMap.h>
  8. #include <AK/Optional.h>
  9. #include <AK/RefPtr.h>
  10. #include <AK/Tuple.h>
  11. #include <AK/Variant.h>
  12. #include <AK/Vector.h>
  13. #include <LibGL/GLContext.h>
  14. #include <LibGL/Tex/NameAllocator.h>
  15. #include <LibGL/Tex/Texture.h>
  16. #include <LibGL/Tex/TextureUnit.h>
  17. #include <LibGfx/Bitmap.h>
  18. #include <LibGfx/Matrix4x4.h>
  19. #include <LibGfx/Rect.h>
  20. #include <LibGfx/Vector3.h>
  21. #include <LibSoftGPU/Clipper.h>
  22. #include <LibSoftGPU/Device.h>
  23. #include <LibSoftGPU/Vertex.h>
  24. namespace GL {
  25. struct ContextParameter {
  26. GLenum type;
  27. u8 count { 1 };
  28. union {
  29. bool boolean_value;
  30. GLint integer_value;
  31. GLint integer_list[4];
  32. GLdouble double_value;
  33. GLdouble double_list[4];
  34. } value;
  35. };
  36. class SoftwareGLContext : public GLContext {
  37. public:
  38. SoftwareGLContext(Gfx::Bitmap&);
  39. virtual void gl_begin(GLenum mode) override;
  40. virtual void gl_clear(GLbitfield mask) override;
  41. virtual void gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) override;
  42. virtual void gl_clear_depth(GLdouble depth) override;
  43. virtual void gl_clear_stencil(GLint s) override;
  44. virtual void gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a) override;
  45. virtual void gl_delete_textures(GLsizei n, const GLuint* textures) override;
  46. virtual void gl_end() override;
  47. virtual void gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) override;
  48. virtual void gl_gen_textures(GLsizei n, GLuint* textures) override;
  49. virtual GLenum gl_get_error() override;
  50. virtual GLubyte* gl_get_string(GLenum name) override;
  51. virtual void gl_load_identity() override;
  52. virtual void gl_load_matrix(const FloatMatrix4x4& matrix) override;
  53. virtual void gl_matrix_mode(GLenum mode) override;
  54. virtual void gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) override;
  55. virtual void gl_push_matrix() override;
  56. virtual void gl_pop_matrix() override;
  57. virtual void gl_mult_matrix(FloatMatrix4x4 const& matrix) override;
  58. virtual void gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) override;
  59. virtual void gl_scale(GLdouble x, GLdouble y, GLdouble z) override;
  60. virtual void gl_translate(GLdouble x, GLdouble y, GLdouble z) override;
  61. virtual void gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w) override;
  62. virtual void gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height) override;
  63. virtual void gl_enable(GLenum) override;
  64. virtual void gl_disable(GLenum) override;
  65. virtual GLboolean gl_is_enabled(GLenum) override;
  66. virtual void gl_front_face(GLenum) override;
  67. virtual void gl_cull_face(GLenum) override;
  68. virtual GLuint gl_gen_lists(GLsizei range) override;
  69. virtual void gl_call_list(GLuint list) override;
  70. virtual void gl_call_lists(GLsizei n, GLenum type, void const* lists) override;
  71. virtual void gl_delete_lists(GLuint list, GLsizei range) override;
  72. virtual void gl_list_base(GLuint base) override;
  73. virtual void gl_end_list(void) override;
  74. virtual void gl_new_list(GLuint list, GLenum mode) override;
  75. virtual GLboolean gl_is_list(GLuint list) override;
  76. virtual void gl_flush() override;
  77. virtual void gl_finish() override;
  78. virtual void gl_blend_func(GLenum src_factor, GLenum dst_factor) override;
  79. virtual void gl_shade_model(GLenum mode) override;
  80. virtual void gl_alpha_func(GLenum func, GLclampf ref) override;
  81. virtual void gl_hint(GLenum target, GLenum mode) override;
  82. virtual void gl_read_buffer(GLenum mode) override;
  83. virtual void gl_draw_buffer(GLenum buffer) override;
  84. virtual void gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) override;
  85. virtual void gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* data) override;
  86. virtual void gl_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* data) override;
  87. virtual void gl_tex_parameter(GLenum target, GLenum pname, GLfloat param) override;
  88. virtual void gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q) override;
  89. virtual void gl_tex_env(GLenum target, GLenum pname, GLfloat param) override;
  90. virtual void gl_bind_texture(GLenum target, GLuint texture) override;
  91. virtual void gl_active_texture(GLenum texture) override;
  92. virtual void gl_depth_mask(GLboolean flag) override;
  93. virtual void gl_enable_client_state(GLenum cap) override;
  94. virtual void gl_disable_client_state(GLenum cap) override;
  95. virtual void gl_vertex_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer) override;
  96. virtual void gl_color_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer) override;
  97. virtual void gl_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer) override;
  98. virtual void gl_draw_arrays(GLenum mode, GLint first, GLsizei count) override;
  99. virtual void gl_draw_elements(GLenum mode, GLsizei count, GLenum type, const void* indices) override;
  100. virtual void gl_draw_pixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data) override;
  101. virtual void gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) override;
  102. virtual void gl_get_booleanv(GLenum pname, GLboolean* data) override;
  103. virtual void gl_get_doublev(GLenum pname, GLdouble* params) override;
  104. virtual void gl_get_floatv(GLenum pname, GLfloat* params) override;
  105. virtual void gl_get_integerv(GLenum pname, GLint* data) override;
  106. virtual void gl_depth_range(GLdouble min, GLdouble max) override;
  107. virtual void gl_depth_func(GLenum func) override;
  108. virtual void gl_polygon_mode(GLenum face, GLenum mode) override;
  109. virtual void gl_polygon_offset(GLfloat factor, GLfloat units) override;
  110. virtual void gl_fogfv(GLenum pname, GLfloat* params) override;
  111. virtual void gl_fogf(GLenum pname, GLfloat param) override;
  112. virtual void gl_fogi(GLenum pname, GLint param) override;
  113. virtual void gl_pixel_storei(GLenum pname, GLint param) override;
  114. virtual void gl_scissor(GLint x, GLint y, GLsizei width, GLsizei height) override;
  115. virtual void gl_stencil_func_separate(GLenum face, GLenum func, GLint ref, GLuint mask) override;
  116. virtual void gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) override;
  117. virtual void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz) override;
  118. virtual void gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer) override;
  119. virtual void gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w) override;
  120. virtual void gl_materialv(GLenum face, GLenum pname, GLfloat const* params) override;
  121. virtual void gl_line_width(GLfloat width) override;
  122. virtual void gl_push_attrib(GLbitfield mask) override;
  123. virtual void gl_pop_attrib() override;
  124. virtual void gl_light_model(GLenum pname, GLfloat x, GLfloat y, GLfloat z, GLfloat w) override;
  125. virtual void gl_bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte const* bitmap) override;
  126. virtual void gl_copy_tex_image_2d(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) override;
  127. virtual void gl_get_tex_parameter_integerv(GLenum target, GLint level, GLenum pname, GLint* params) override;
  128. virtual void gl_rect(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) override;
  129. virtual void gl_tex_gen(GLenum coord, GLenum pname, GLint param) override;
  130. virtual void gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params) override;
  131. virtual void present() override;
  132. private:
  133. void sync_device_config();
  134. void sync_device_sampler_config();
  135. void sync_device_texcoord_config();
  136. private:
  137. template<typename T>
  138. T* store_in_listing(T value)
  139. {
  140. VERIFY(m_current_listing_index.has_value());
  141. auto& listing = m_current_listing_index->listing;
  142. listing.saved_arguments.empend(make<Listing::ExtraSavedArguments>(move(value)));
  143. return listing.saved_arguments.last()->template get_pointer<T>();
  144. }
  145. template<auto member, typename... Args>
  146. void append_to_listing(Args&&... args)
  147. {
  148. VERIFY(m_current_listing_index.has_value());
  149. m_current_listing_index->listing.entries.empend(member, Listing::ArgumentsFor<member> { forward<Args>(args)... });
  150. }
  151. Optional<ContextParameter> get_context_parameter(GLenum pname);
  152. template<typename T>
  153. void get_floating_point(GLenum pname, T* params);
  154. void invoke_list(size_t list_index);
  155. [[nodiscard]] bool should_append_to_listing() const { return m_current_listing_index.has_value(); }
  156. [[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; }
  157. GLenum m_current_draw_mode;
  158. GLenum m_current_matrix_mode;
  159. FloatMatrix4x4 m_projection_matrix = FloatMatrix4x4::identity();
  160. FloatMatrix4x4 m_model_view_matrix = FloatMatrix4x4::identity();
  161. FloatMatrix4x4 m_texture_matrix = FloatMatrix4x4::identity();
  162. Vector<FloatMatrix4x4> m_projection_matrix_stack;
  163. Vector<FloatMatrix4x4> m_model_view_matrix_stack;
  164. // FIXME: implement multi-texturing: the texture matrix stack should live inside a texture unit
  165. Vector<FloatMatrix4x4> m_texture_matrix_stack;
  166. FloatVector4 m_clear_color { 0.0f, 0.0f, 0.0f, 0.0f };
  167. double m_clear_depth { 1.0 };
  168. GLint m_clear_stencil { 0 };
  169. FloatVector4 m_current_vertex_color = { 1.0f, 1.0f, 1.0f, 1.0f };
  170. FloatVector4 m_current_vertex_tex_coord = { 0.0f, 0.0f, 0.0f, 1.0f };
  171. FloatVector3 m_current_vertex_normal = { 0.0f, 0.0f, 1.0f };
  172. Vector<SoftGPU::Vertex> m_vertex_list;
  173. GLenum m_error = GL_NO_ERROR;
  174. bool m_in_draw_state = false;
  175. bool m_depth_test_enabled = false;
  176. bool m_cull_faces = false;
  177. GLenum m_front_face = GL_CCW;
  178. GLenum m_culled_sides = GL_BACK;
  179. bool m_blend_enabled = false;
  180. GLenum m_blend_source_factor = GL_ONE;
  181. GLenum m_blend_destination_factor = GL_ZERO;
  182. bool m_alpha_test_enabled = false;
  183. GLenum m_alpha_test_func = GL_ALWAYS;
  184. GLclampf m_alpha_test_ref_value = 0;
  185. bool m_dither_enabled { true };
  186. bool m_normalize { false };
  187. // Stencil configuration
  188. bool m_stencil_test_enabled { false };
  189. struct StencilFunctionOptions {
  190. GLenum func { GL_ALWAYS };
  191. GLint reference_value { 0 };
  192. GLuint mask { NumericLimits<GLuint>::max() };
  193. };
  194. StencilFunctionOptions m_stencil_backfacing_func;
  195. StencilFunctionOptions m_stencil_frontfacing_func;
  196. struct StencilOperationOptions {
  197. GLenum op_fail { GL_KEEP };
  198. GLenum op_depth_fail { GL_KEEP };
  199. GLenum op_pass { GL_KEEP };
  200. };
  201. StencilOperationOptions m_stencil_backfacing_op;
  202. StencilOperationOptions m_stencil_frontfacing_op;
  203. GLenum m_current_read_buffer = GL_BACK;
  204. GLenum m_current_draw_buffer = GL_BACK;
  205. // Client side arrays
  206. bool m_client_side_vertex_array_enabled = false;
  207. bool m_client_side_color_array_enabled = false;
  208. bool m_client_side_texture_coord_array_enabled = false;
  209. NonnullRefPtr<Gfx::Bitmap> m_frontbuffer;
  210. // Texture objects
  211. TextureNameAllocator m_name_allocator;
  212. HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
  213. Vector<TextureUnit, 32> m_texture_units;
  214. TextureUnit* m_active_texture_unit;
  215. // Texture coordinate generation state
  216. struct TextureCoordinateGeneration {
  217. bool enabled { false };
  218. GLenum generation_mode { GL_EYE_LINEAR };
  219. FloatVector4 object_plane_coefficients;
  220. FloatVector4 eye_plane_coefficients;
  221. };
  222. Array<TextureCoordinateGeneration, 4> m_texture_coordinate_generation {
  223. // S
  224. TextureCoordinateGeneration {
  225. .object_plane_coefficients = { 1.0f, 0.0f, 0.0f, 0.0f },
  226. .eye_plane_coefficients = { 1.0f, 0.0f, 0.0f, 0.0f },
  227. },
  228. // T
  229. TextureCoordinateGeneration {
  230. .object_plane_coefficients = { 0.0f, 1.0f, 0.0f, 0.0f },
  231. .eye_plane_coefficients = { 0.0f, 1.0f, 0.0f, 0.0f },
  232. },
  233. // R
  234. TextureCoordinateGeneration {
  235. .object_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f },
  236. .eye_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f },
  237. },
  238. // Q
  239. TextureCoordinateGeneration {
  240. .object_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f },
  241. .eye_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f },
  242. },
  243. };
  244. bool m_texcoord_generation_dirty { true };
  245. ALWAYS_INLINE TextureCoordinateGeneration& texture_coordinate_generation(GLenum capability)
  246. {
  247. return m_texture_coordinate_generation[capability - GL_TEXTURE_GEN_S];
  248. }
  249. SoftGPU::Device m_rasterizer;
  250. SoftGPU::DeviceInfo const m_device_info;
  251. bool m_sampler_config_is_dirty { true };
  252. struct Listing {
  253. template<typename F>
  254. struct TupleTypeForArgumentListOf_;
  255. template<typename Ret, typename C, typename... Args>
  256. struct TupleTypeForArgumentListOf_<Ret (C::*)(Args...)> {
  257. using Type = Tuple<Args...>;
  258. };
  259. template<typename F>
  260. using TupleTypeForArgumentListOf = typename TupleTypeForArgumentListOf_<F>::Type;
  261. template<auto member>
  262. using ArgumentsFor = TupleTypeForArgumentListOf<decltype(member)>;
  263. template<typename... Fns>
  264. struct FunctionAndArgs {
  265. Variant<Fns...> function;
  266. Variant<TupleTypeForArgumentListOf<Fns>...> arguments;
  267. };
  268. using FunctionsAndArgs = FunctionAndArgs<
  269. decltype(&SoftwareGLContext::gl_begin),
  270. decltype(&SoftwareGLContext::gl_clear),
  271. decltype(&SoftwareGLContext::gl_clear_color),
  272. decltype(&SoftwareGLContext::gl_clear_depth),
  273. decltype(&SoftwareGLContext::gl_clear_stencil),
  274. decltype(&SoftwareGLContext::gl_color),
  275. decltype(&SoftwareGLContext::gl_end),
  276. decltype(&SoftwareGLContext::gl_frustum),
  277. decltype(&SoftwareGLContext::gl_load_identity),
  278. decltype(&SoftwareGLContext::gl_load_matrix),
  279. decltype(&SoftwareGLContext::gl_matrix_mode),
  280. decltype(&SoftwareGLContext::gl_ortho),
  281. decltype(&SoftwareGLContext::gl_push_matrix),
  282. decltype(&SoftwareGLContext::gl_pop_matrix),
  283. decltype(&SoftwareGLContext::gl_mult_matrix),
  284. decltype(&SoftwareGLContext::gl_rotate),
  285. decltype(&SoftwareGLContext::gl_scale),
  286. decltype(&SoftwareGLContext::gl_translate),
  287. decltype(&SoftwareGLContext::gl_vertex),
  288. decltype(&SoftwareGLContext::gl_viewport),
  289. decltype(&SoftwareGLContext::gl_enable),
  290. decltype(&SoftwareGLContext::gl_disable),
  291. decltype(&SoftwareGLContext::gl_front_face),
  292. decltype(&SoftwareGLContext::gl_cull_face),
  293. decltype(&SoftwareGLContext::gl_call_list),
  294. decltype(&SoftwareGLContext::gl_call_lists),
  295. decltype(&SoftwareGLContext::gl_blend_func),
  296. decltype(&SoftwareGLContext::gl_shade_model),
  297. decltype(&SoftwareGLContext::gl_alpha_func),
  298. decltype(&SoftwareGLContext::gl_hint),
  299. decltype(&SoftwareGLContext::gl_read_buffer),
  300. decltype(&SoftwareGLContext::gl_tex_parameter),
  301. decltype(&SoftwareGLContext::gl_depth_mask),
  302. decltype(&SoftwareGLContext::gl_draw_arrays),
  303. decltype(&SoftwareGLContext::gl_draw_elements),
  304. decltype(&SoftwareGLContext::gl_draw_pixels),
  305. decltype(&SoftwareGLContext::gl_depth_range),
  306. decltype(&SoftwareGLContext::gl_polygon_offset),
  307. decltype(&SoftwareGLContext::gl_scissor),
  308. decltype(&SoftwareGLContext::gl_stencil_func_separate),
  309. decltype(&SoftwareGLContext::gl_stencil_op_separate),
  310. decltype(&SoftwareGLContext::gl_normal),
  311. decltype(&SoftwareGLContext::gl_raster_pos),
  312. decltype(&SoftwareGLContext::gl_materialv),
  313. decltype(&SoftwareGLContext::gl_line_width),
  314. decltype(&SoftwareGLContext::gl_push_attrib),
  315. decltype(&SoftwareGLContext::gl_pop_attrib),
  316. decltype(&SoftwareGLContext::gl_light_model),
  317. decltype(&SoftwareGLContext::gl_bitmap),
  318. decltype(&SoftwareGLContext::gl_copy_tex_image_2d),
  319. decltype(&SoftwareGLContext::gl_rect),
  320. decltype(&SoftwareGLContext::gl_tex_gen),
  321. decltype(&SoftwareGLContext::gl_tex_gen_floatv),
  322. decltype(&SoftwareGLContext::gl_fogf),
  323. decltype(&SoftwareGLContext::gl_fogfv),
  324. decltype(&SoftwareGLContext::gl_fogi)>;
  325. using ExtraSavedArguments = Variant<
  326. FloatMatrix4x4>;
  327. Vector<NonnullOwnPtr<ExtraSavedArguments>> saved_arguments;
  328. Vector<FunctionsAndArgs> entries;
  329. };
  330. static constexpr size_t max_allowed_gl_call_depth { 128 };
  331. size_t m_gl_call_depth { 0 };
  332. Vector<Listing> m_listings;
  333. size_t m_list_base { 0 };
  334. struct CurrentListing {
  335. Listing listing;
  336. size_t index { 0 };
  337. GLenum mode { GL_COMPILE };
  338. };
  339. Optional<CurrentListing> m_current_listing_index;
  340. struct VertexAttribPointer {
  341. GLint size { 4 };
  342. GLenum type { GL_FLOAT };
  343. GLsizei stride { 0 };
  344. const void* pointer { 0 };
  345. };
  346. static void read_from_vertex_attribute_pointer(VertexAttribPointer const&, int index, float* elements, bool normalize);
  347. VertexAttribPointer m_client_vertex_pointer;
  348. VertexAttribPointer m_client_color_pointer;
  349. VertexAttribPointer m_client_tex_coord_pointer;
  350. u8 m_pack_alignment { 4 };
  351. GLsizei m_unpack_row_length { 0 };
  352. u8 m_unpack_alignment { 4 };
  353. struct RasterPosition {
  354. FloatVector3 window_coordinates { 0.0f, 0.0f, 0.0f };
  355. float clip_coordinate_value { 1.0f };
  356. float eye_coordinate_distance { 0.0f };
  357. bool valid { true };
  358. FloatVector4 color_rgba { 1.0f, 1.0f, 1.0f, 1.0f };
  359. float color_index { 1.0f };
  360. FloatVector4 texture_coordinates { 0.0f, 0.0f, 0.0f, 1.0f };
  361. };
  362. RasterPosition m_current_raster_position;
  363. float m_line_width { 1.0f };
  364. // Lighting configuration
  365. bool m_lighting_enabled { false };
  366. FloatVector4 m_light_model_ambient { 0.2f, 0.2f, 0.2f, 1.0f };
  367. GLfloat m_light_model_two_side { 0.0f };
  368. };
  369. }