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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#include "MeshState.h"
#include "Magnum/GL/Context.h"
#include "Magnum/GL/Extensions.h"
#include "Magnum/GL/MeshView.h"
#include "State.h"
namespace Magnum { namespace GL { namespace Implementation {
MeshState::MeshState(Context& context, ContextState& contextState, std::vector<std::string>& extensions): currentVAO(0)
#ifndef MAGNUM_TARGET_GLES2
, maxElementIndex{0}, maxElementsIndices{0}, maxElementsVertices{0}
#endif
{
#ifndef MAGNUM_TARGET_GLES
if(context.isExtensionSupported<Extensions::ARB::vertex_array_object>())
#elif defined(MAGNUM_TARGET_GLES2)
if(context.isExtensionSupported<Extensions::OES::vertex_array_object>())
#else
static_cast<void>(context);
static_cast<void>(extensions);
#endif
{
#ifndef MAGNUM_TARGET_GLES
extensions.emplace_back(Extensions::ARB::vertex_array_object::string());
#elif defined(MAGNUM_TARGET_GLES2)
extensions.push_back(Extensions::OES::vertex_array_object::string());
#endif
createImplementation = &Mesh::createImplementationVAO;
moveConstructImplementation = &Mesh::moveConstructImplementationVAO;
moveAssignImplementation = &Mesh::moveAssignImplementationVAO;
destroyImplementation = &Mesh::destroyImplementationVAO;
#ifndef MAGNUM_TARGET_GLES
if(context.isExtensionSupported<Extensions::EXT::direct_state_access>()) {
extensions.emplace_back(Extensions::EXT::direct_state_access::string());
attributePointerImplementation = &Mesh::attributePointerImplementationDSAEXT;
} else
#endif
{
attributePointerImplementation = &Mesh::attributePointerImplementationVAO;
}
acquireVertexBufferImplementation = &Mesh::acquireVertexBufferImplementationVAO;
bindIndexBufferImplementation = &Mesh::bindIndexBufferImplementationVAO;
bindVAOImplementation = &Mesh::bindVAOImplementationVAO;
bindImplementation = &Mesh::bindImplementationVAO;
unbindImplementation = &Mesh::unbindImplementationVAO;
}
#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2)
else {
createImplementation = &Mesh::createImplementationDefault;
moveConstructImplementation = &Mesh::moveConstructImplementationDefault;
moveAssignImplementation = &Mesh::moveAssignImplementationDefault;
destroyImplementation = &Mesh::destroyImplementationDefault;
attributePointerImplementation = &Mesh::attributePointerImplementationDefault;
acquireVertexBufferImplementation = &Mesh::acquireVertexBufferImplementationDefault;
bindIndexBufferImplementation = &Mesh::bindIndexBufferImplementationDefault;
bindVAOImplementation = &Mesh::bindVAOImplementationDefault;
bindImplementation = &Mesh::bindImplementationDefault;
unbindImplementation = &Mesh::unbindImplementationDefault;
}
#endif
#ifndef MAGNUM_TARGET_GLES
/* DSA create implementation (other cases handled above) */
if(context.isExtensionSupported<Extensions::ARB::direct_state_access>() && context.isExtensionSupported<Extensions::ARB::vertex_array_object>()) {
extensions.emplace_back(Extensions::ARB::direct_state_access::string());
createImplementation = &Mesh::createImplementationVAODSA;
}
#endif
#ifdef MAGNUM_TARGET_GLES
#ifndef MAGNUM_TARGET_WEBGL
/* Multi draw implementation on ES */
if(context.isExtensionSupported<Extensions::EXT::multi_draw_arrays>()) {
extensions.push_back(Extensions::EXT::multi_draw_arrays::string());
multiDrawImplementation = &MeshView::multiDrawImplementationDefault;
} else multiDrawImplementation = &MeshView::multiDrawImplementationFallback;
#else
multiDrawImplementation = &MeshView::multiDrawImplementationFallback;
#endif
#endif
#ifdef MAGNUM_TARGET_GLES2
/* Instanced draw ímplementation on ES2 */
if(context.isExtensionSupported<Extensions::ANGLE::instanced_arrays>()) {
extensions.push_back(Extensions::ANGLE::instanced_arrays::string());
drawArraysInstancedImplementation = &Mesh::drawArraysInstancedImplementationANGLE;
drawElementsInstancedImplementation = &Mesh::drawElementsInstancedImplementationANGLE;
}
#ifndef MAGNUM_TARGET_WEBGL
else if(context.isExtensionSupported<Extensions::EXT::instanced_arrays>() ||
context.isExtensionSupported<Extensions::EXT::draw_instanced>()) {
extensions.push_back(context.isExtensionSupported<Extensions::EXT::instanced_arrays>() ?
Extensions::EXT::instanced_arrays::string() :
Extensions::EXT::draw_instanced::string());
drawArraysInstancedImplementation = &Mesh::drawArraysInstancedImplementationEXT;
drawElementsInstancedImplementation = &Mesh::drawElementsInstancedImplementationEXT;
} else if(context.isExtensionSupported<Extensions::NV::instanced_arrays>() ||
context.isExtensionSupported<Extensions::NV::draw_instanced>()) {
extensions.push_back(context.isExtensionSupported<Extensions::NV::instanced_arrays>() ?
Extensions::NV::instanced_arrays::string() :
Extensions::NV::draw_instanced::string());
drawArraysInstancedImplementation = &Mesh::drawArraysInstancedImplementationNV;
drawElementsInstancedImplementation = &Mesh::drawElementsInstancedImplementationNV;
}
#endif
else {
drawArraysInstancedImplementation = nullptr;
drawElementsInstancedImplementation = nullptr;
}
#endif
#ifndef MAGNUM_TARGET_GLES
/* Partial EXT_DSA implementation of vertex attrib divisor */
if(context.isExtensionSupported<Extensions::EXT::direct_state_access>()) {
if(glVertexArrayVertexAttribDivisorEXT)
vertexAttribDivisorImplementation = &Mesh::vertexAttribDivisorImplementationDSAEXT;
else vertexAttribDivisorImplementation = &Mesh::vertexAttribDivisorImplementationVAO;
} else vertexAttribDivisorImplementation = nullptr;
#elif defined(MAGNUM_TARGET_GLES2)
/* Instanced arrays implementation on ES2 */
if(context.isExtensionSupported<Extensions::ANGLE::instanced_arrays>()) {
/* Extension added above */
vertexAttribDivisorImplementation = &Mesh::vertexAttribDivisorImplementationANGLE;
}
#ifndef MAGNUM_TARGET_WEBGL
else if(context.isExtensionSupported<Extensions::EXT::instanced_arrays>()) {
extensions.push_back(Extensions::EXT::instanced_arrays::string());
vertexAttribDivisorImplementation = &Mesh::vertexAttribDivisorImplementationEXT;
} else if(context.isExtensionSupported<Extensions::NV::instanced_arrays>()) {
extensions.push_back(Extensions::NV::instanced_arrays::string());
vertexAttribDivisorImplementation = &Mesh::vertexAttribDivisorImplementationNV;
}
#endif
else vertexAttribDivisorImplementation = nullptr;
#endif
#ifndef MAGNUM_TARGET_GLES
/* If we are on core profile and ARB_VAO was explicitly disabled by the
user, we need to bind a default VAO so we are still able to draw things.
There's another "scratch" VAO that's used by Context::resetState() for
crappy external code if ARB_VAO *isn't* disabled, but that one is
generated on-demand as we optimistically hope crappy external code is
not a norm. */
if(context.isExtensionDisabled<Extensions::ARB::vertex_array_object>() && context.isCoreProfileInternal(contextState)) {
glGenVertexArrays(1, &defaultVAO);
glBindVertexArray(defaultVAO);
}
#else
static_cast<void>(contextState);
#endif
}
MeshState::~MeshState() {
#ifndef MAGNUM_TARGET_GLES
/* If the default VAO was created, we need to delete it to avoid leaks.
Delete also the scratch VAO if the engine was so unlucky to have to run
awful external GL code (it was created in Context::resetState()). */
if(defaultVAO) glDeleteVertexArrays(1, &defaultVAO);
if(scratchVAO) glDeleteVertexArrays(1, &scratchVAO);
#endif
}
void MeshState::reset() {
currentVAO = State::DisengagedBinding;
}
}}}