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177 lines
7.3 KiB
177 lines
7.3 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020, 2021, 2022, 2023, 2024, 2025 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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#include "State.h" |
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#include <Corrade/Containers/ArrayTuple.h> |
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#include <Corrade/Containers/Pair.h> |
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#include <Corrade/Containers/Reference.h> |
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#include <Corrade/Utility/Assert.h> |
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#include "Magnum/GL/Context.h" |
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#include "Magnum/GL/Extensions.h" |
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#include "Magnum/GL/Implementation/BufferState.h" |
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#include "Magnum/GL/Implementation/ContextState.h" |
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#ifndef MAGNUM_TARGET_WEBGL |
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#include "Magnum/GL/Implementation/DebugState.h" |
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#endif |
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#include "Magnum/GL/Implementation/FramebufferState.h" |
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#include "Magnum/GL/Implementation/MeshState.h" |
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#include "Magnum/GL/Implementation/QueryState.h" |
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#include "Magnum/GL/Implementation/RendererState.h" |
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#include "Magnum/GL/Implementation/ShaderState.h" |
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#include "Magnum/GL/Implementation/ShaderProgramState.h" |
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#include "Magnum/GL/Implementation/TextureState.h" |
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#ifndef MAGNUM_TARGET_GLES2 |
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#include "Magnum/GL/Implementation/TransformFeedbackState.h" |
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#endif |
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namespace Magnum { namespace GL { namespace Implementation { |
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Containers::Pair<Containers::ArrayTuple, Containers::Reference<State>> State::allocate(Context& context, std::ostream* const out) { |
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/* TextureState needs to track state per texture / image binding, fetch |
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how many of them is there and allocate here as well so we don't need to |
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do another nested allocation */ |
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GLint maxTextureUnits{}; |
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); |
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CORRADE_INTERNAL_ASSERT(maxTextureUnits > 0); |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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GLint maxImageUnits{}; |
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#ifndef MAGNUM_TARGET_GLES |
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if(context.isExtensionSupported<Extensions::ARB::shader_image_load_store>()) |
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#else |
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if(context.isVersionSupported(Version::GLES310)) |
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#endif |
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{ |
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glGetIntegerv(GL_MAX_IMAGE_UNITS, &maxImageUnits); |
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CORRADE_INTERNAL_ASSERT(maxImageUnits > 0); |
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} |
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#endif |
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/* I have to say, the ArrayTuple is quite a crazy thing */ |
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Containers::ArrayView<State> stateView; |
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Containers::ArrayView<BufferState> bufferStateView; |
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Containers::ArrayView<ContextState> contextStateView; |
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#ifndef MAGNUM_TARGET_WEBGL |
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Containers::ArrayView<DebugState> debugStateView; |
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#endif |
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Containers::ArrayView<FramebufferState> framebufferStateView; |
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Containers::ArrayView<MeshState> meshStateView; |
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Containers::ArrayView<QueryState> queryStateView; |
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Containers::ArrayView<RendererState> rendererStateView; |
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Containers::ArrayView<ShaderState> shaderStateView; |
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Containers::ArrayView<ShaderProgramState> shaderProgramStateView; |
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Containers::ArrayView<TextureState> textureStateView; |
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Containers::ArrayView<Containers::Pair<GLenum, GLuint>> textureBindings; |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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Containers::ArrayView<TextureState::ImageBinding> imageBindings; |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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Containers::ArrayView<TransformFeedbackState> transformFeedbackStateView; |
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#endif |
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Containers::ArrayTuple data{ |
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{NoInit, 1, stateView}, |
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{NoInit, 1, bufferStateView}, |
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{NoInit, 1, contextStateView}, |
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#ifndef MAGNUM_TARGET_WEBGL |
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{NoInit, 1, debugStateView}, |
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#endif |
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{NoInit, 1, framebufferStateView}, |
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{NoInit, 1, meshStateView}, |
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{NoInit, 1, queryStateView}, |
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{NoInit, 1, rendererStateView}, |
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{NoInit, 1, shaderStateView}, |
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{NoInit, 1, shaderProgramStateView}, |
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{NoInit, 1, textureStateView}, |
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{ValueInit, std::size_t(maxTextureUnits), textureBindings}, |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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{ValueInit, std::size_t(maxImageUnits), imageBindings}, |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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{NoInit, 1, transformFeedbackStateView} |
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#endif |
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}; |
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#ifdef MAGNUM_TARGET_GLES |
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/* This whole thing would be trivially destructible except for MeshState |
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which has to delete scratch VAOs on desktop in a custom destructor. */ |
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CORRADE_INTERNAL_ASSERT(!data.deleter()); |
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#endif |
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/* Extensions that might get used by current context. The State classes |
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will set strings based on Extension::index() and then we'll go through |
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the list and print ones that aren't null. It's 1.5 kB of temporary data |
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but I think in terms of code size and overhead it's better than |
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populating a heap array and then std::sort() it to remove duplicates. */ |
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const char* extensions[Implementation::ExtensionCount]{}; |
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State& state = *(new(&stateView.front()) State{ |
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bufferStateView.front(), |
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contextStateView.front(), |
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#ifndef MAGNUM_TARGET_WEBGL |
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debugStateView.front(), |
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#endif |
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framebufferStateView.front(), |
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meshStateView.front(), |
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queryStateView.front(), |
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rendererStateView.front(), |
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shaderStateView.front(), |
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shaderProgramStateView.front(), |
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textureStateView.front(), |
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#ifndef MAGNUM_TARGET_GLES2 |
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transformFeedbackStateView.front() |
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#endif |
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}); |
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new(&state.buffer) BufferState{context, extensions}; |
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new(&state.context) ContextState{context, extensions}; |
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#ifndef MAGNUM_TARGET_WEBGL |
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new(&state.debug) DebugState{context, extensions}; |
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#endif |
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new(&state.framebuffer) FramebufferState{context, extensions}; |
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new(&state.mesh) MeshState{context, stateView.front().context, extensions}; |
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new(&state.query) QueryState{context, extensions}; |
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new(&state.renderer) RendererState{context, stateView.front().context, extensions}; |
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new(&state.shader) ShaderState(context, extensions); |
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new(&state.shaderProgram) ShaderProgramState{context, extensions}; |
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new(&state.texture) TextureState{context, textureBindings, |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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imageBindings, |
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#endif |
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extensions}; |
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#ifndef MAGNUM_TARGET_GLES2 |
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new(&state.transformFeedback) TransformFeedbackState{context, extensions}; |
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#endif |
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Debug{out} << "Using optional features:"; |
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for(const char* extension: extensions) |
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if(extension) Debug(out) << " " << extension; |
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return {Utility::move(data), state}; |
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} |
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}}}
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