/* * Copyright (c) 2021, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace GL { struct ContextParameter { GLenum type; u8 count { 1 }; union { bool boolean_value; GLint integer_value; GLint integer_list[4]; GLdouble double_value; GLdouble double_list[4]; } value; }; class SoftwareGLContext : public GLContext { public: SoftwareGLContext(Gfx::Bitmap&); virtual void gl_begin(GLenum mode) override; virtual void gl_clear(GLbitfield mask) override; virtual void gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) override; virtual void gl_clear_depth(GLdouble depth) override; virtual void gl_clear_stencil(GLint s) override; virtual void gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a) override; virtual void gl_delete_textures(GLsizei n, const GLuint* textures) override; virtual void gl_end() override; virtual void gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) override; virtual void gl_gen_textures(GLsizei n, GLuint* textures) override; virtual GLenum gl_get_error() override; virtual GLubyte* gl_get_string(GLenum name) override; virtual void gl_load_identity() override; virtual void gl_load_matrix(const FloatMatrix4x4& matrix) override; virtual void gl_matrix_mode(GLenum mode) override; virtual void gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) override; virtual void gl_push_matrix() override; virtual void gl_pop_matrix() override; virtual void gl_mult_matrix(FloatMatrix4x4 const& matrix) override; virtual void gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) override; virtual void gl_scale(GLdouble x, GLdouble y, GLdouble z) override; virtual void gl_translate(GLdouble x, GLdouble y, GLdouble z) override; virtual void gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w) override; virtual void gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height) override; virtual void gl_enable(GLenum) override; virtual void gl_disable(GLenum) override; virtual GLboolean gl_is_enabled(GLenum) override; virtual void gl_front_face(GLenum) override; virtual void gl_cull_face(GLenum) override; virtual GLuint gl_gen_lists(GLsizei range) override; virtual void gl_call_list(GLuint list) override; virtual void gl_call_lists(GLsizei n, GLenum type, void const* lists) override; virtual void gl_delete_lists(GLuint list, GLsizei range) override; virtual void gl_list_base(GLuint base) override; virtual void gl_end_list(void) override; virtual void gl_new_list(GLuint list, GLenum mode) override; virtual GLboolean gl_is_list(GLuint list) override; virtual void gl_flush() override; virtual void gl_finish() override; virtual void gl_blend_func(GLenum src_factor, GLenum dst_factor) override; virtual void gl_shade_model(GLenum mode) override; virtual void gl_alpha_func(GLenum func, GLclampf ref) override; virtual void gl_hint(GLenum target, GLenum mode) override; virtual void gl_read_buffer(GLenum mode) override; virtual void gl_draw_buffer(GLenum buffer) override; virtual void gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) override; 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; 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; virtual void gl_tex_parameter(GLenum target, GLenum pname, GLfloat param) override; virtual void gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q) override; virtual void gl_tex_env(GLenum target, GLenum pname, GLfloat param) override; virtual void gl_bind_texture(GLenum target, GLuint texture) override; virtual void gl_active_texture(GLenum texture) override; virtual void gl_depth_mask(GLboolean flag) override; virtual void gl_enable_client_state(GLenum cap) override; virtual void gl_disable_client_state(GLenum cap) override; virtual void gl_vertex_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer) override; virtual void gl_color_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer) override; virtual void gl_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer) override; virtual void gl_draw_arrays(GLenum mode, GLint first, GLsizei count) override; virtual void gl_draw_elements(GLenum mode, GLsizei count, GLenum type, const void* indices) override; virtual void gl_draw_pixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data) override; virtual void gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) override; virtual void gl_get_booleanv(GLenum pname, GLboolean* data) override; virtual void gl_get_doublev(GLenum pname, GLdouble* params) override; virtual void gl_get_floatv(GLenum pname, GLfloat* params) override; virtual void gl_get_integerv(GLenum pname, GLint* data) override; virtual void gl_depth_range(GLdouble min, GLdouble max) override; virtual void gl_depth_func(GLenum func) override; virtual void gl_polygon_mode(GLenum face, GLenum mode) override; virtual void gl_polygon_offset(GLfloat factor, GLfloat units) override; virtual void gl_fogfv(GLenum pname, GLfloat* params) override; virtual void gl_fogf(GLenum pname, GLfloat param) override; virtual void gl_fogi(GLenum pname, GLint param) override; virtual void gl_pixel_storei(GLenum pname, GLint param) override; virtual void gl_scissor(GLint x, GLint y, GLsizei width, GLsizei height) override; virtual void gl_stencil_func_separate(GLenum face, GLenum func, GLint ref, GLuint mask) override; virtual void gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) override; virtual void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz) override; virtual void gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer) override; virtual void gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w) override; virtual void gl_materialv(GLenum face, GLenum pname, GLfloat const* params) override; virtual void gl_line_width(GLfloat width) override; virtual void gl_push_attrib(GLbitfield mask) override; virtual void gl_pop_attrib() override; virtual void gl_light_model(GLenum pname, GLfloat x, GLfloat y, GLfloat z, GLfloat w) override; virtual void gl_bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte const* bitmap) override; virtual void gl_copy_tex_image_2d(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) override; virtual void gl_get_tex_parameter_integerv(GLenum target, GLint level, GLenum pname, GLint* params) override; virtual void gl_rect(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) override; virtual void gl_tex_gen(GLenum coord, GLenum pname, GLdouble param) override; virtual void gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params) override; virtual void present() override; private: void sync_device_config(); void sync_device_sampler_config(); private: template T* store_in_listing(T value) { VERIFY(m_current_listing_index.has_value()); auto& listing = m_current_listing_index->listing; listing.saved_arguments.empend(make(move(value))); return listing.saved_arguments.last()->template get_pointer(); } template void append_to_listing(Args&&... args) { VERIFY(m_current_listing_index.has_value()); m_current_listing_index->listing.entries.empend(member, Listing::ArgumentsFor { forward(args)... }); } Optional get_context_parameter(GLenum pname); template void get_floating_point(GLenum pname, T* params); void invoke_list(size_t list_index); [[nodiscard]] bool should_append_to_listing() const { return m_current_listing_index.has_value(); } [[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; } GLenum m_current_draw_mode; GLenum m_current_matrix_mode; FloatMatrix4x4 m_projection_matrix = FloatMatrix4x4::identity(); FloatMatrix4x4 m_model_view_matrix = FloatMatrix4x4::identity(); FloatMatrix4x4 m_texture_matrix = FloatMatrix4x4::identity(); Vector m_projection_matrix_stack; Vector m_model_view_matrix_stack; // FIXME: implement multi-texturing: the texture matrix stack should live inside a texture unit Vector m_texture_matrix_stack; FloatVector4 m_clear_color { 0.0f, 0.0f, 0.0f, 0.0f }; double m_clear_depth { 1.0 }; GLint m_clear_stencil { 0 }; FloatVector4 m_current_vertex_color = { 1.0f, 1.0f, 1.0f, 1.0f }; FloatVector4 m_current_vertex_tex_coord = { 0.0f, 0.0f, 0.0f, 1.0f }; FloatVector3 m_current_vertex_normal = { 0.0f, 0.0f, 1.0f }; Vector m_vertex_list; GLenum m_error = GL_NO_ERROR; bool m_in_draw_state = false; bool m_depth_test_enabled = false; bool m_cull_faces = false; GLenum m_front_face = GL_CCW; GLenum m_culled_sides = GL_BACK; bool m_blend_enabled = false; GLenum m_blend_source_factor = GL_ONE; GLenum m_blend_destination_factor = GL_ZERO; bool m_alpha_test_enabled = false; GLenum m_alpha_test_func = GL_ALWAYS; GLclampf m_alpha_test_ref_value = 0; bool m_dither_enabled { true }; // Stencil configuration bool m_stencil_test_enabled { false }; struct StencilFunctionOptions { GLenum func { GL_ALWAYS }; GLint reference_value { 0 }; GLuint mask { NumericLimits::max() }; }; StencilFunctionOptions m_stencil_backfacing_func; StencilFunctionOptions m_stencil_frontfacing_func; struct StencilOperationOptions { GLenum op_fail { GL_KEEP }; GLenum op_depth_fail { GL_KEEP }; GLenum op_pass { GL_KEEP }; }; StencilOperationOptions m_stencil_backfacing_op; StencilOperationOptions m_stencil_frontfacing_op; GLenum m_current_read_buffer = GL_BACK; GLenum m_current_draw_buffer = GL_BACK; // Client side arrays bool m_client_side_vertex_array_enabled = false; bool m_client_side_color_array_enabled = false; bool m_client_side_texture_coord_array_enabled = false; NonnullRefPtr m_frontbuffer; // Texture objects TextureNameAllocator m_name_allocator; HashMap> m_allocated_textures; Vector m_texture_units; TextureUnit* m_active_texture_unit; SoftGPU::Device m_rasterizer; SoftGPU::DeviceInfo const m_device_info; bool m_sampler_config_is_dirty { true }; struct Listing { template struct TupleTypeForArgumentListOf_; template struct TupleTypeForArgumentListOf_ { using Type = Tuple; }; template using TupleTypeForArgumentListOf = typename TupleTypeForArgumentListOf_::Type; template using ArgumentsFor = TupleTypeForArgumentListOf; template struct FunctionAndArgs { Variant function; Variant...> arguments; }; using FunctionsAndArgs = FunctionAndArgs< decltype(&SoftwareGLContext::gl_begin), decltype(&SoftwareGLContext::gl_clear), decltype(&SoftwareGLContext::gl_clear_color), decltype(&SoftwareGLContext::gl_clear_depth), decltype(&SoftwareGLContext::gl_clear_stencil), decltype(&SoftwareGLContext::gl_color), decltype(&SoftwareGLContext::gl_end), decltype(&SoftwareGLContext::gl_frustum), decltype(&SoftwareGLContext::gl_load_identity), decltype(&SoftwareGLContext::gl_load_matrix), decltype(&SoftwareGLContext::gl_matrix_mode), decltype(&SoftwareGLContext::gl_ortho), decltype(&SoftwareGLContext::gl_push_matrix), decltype(&SoftwareGLContext::gl_pop_matrix), decltype(&SoftwareGLContext::gl_mult_matrix), decltype(&SoftwareGLContext::gl_rotate), decltype(&SoftwareGLContext::gl_scale), decltype(&SoftwareGLContext::gl_translate), decltype(&SoftwareGLContext::gl_vertex), decltype(&SoftwareGLContext::gl_viewport), decltype(&SoftwareGLContext::gl_enable), decltype(&SoftwareGLContext::gl_disable), decltype(&SoftwareGLContext::gl_front_face), decltype(&SoftwareGLContext::gl_cull_face), decltype(&SoftwareGLContext::gl_call_list), decltype(&SoftwareGLContext::gl_call_lists), decltype(&SoftwareGLContext::gl_blend_func), decltype(&SoftwareGLContext::gl_shade_model), decltype(&SoftwareGLContext::gl_alpha_func), decltype(&SoftwareGLContext::gl_hint), decltype(&SoftwareGLContext::gl_read_buffer), decltype(&SoftwareGLContext::gl_tex_parameter), decltype(&SoftwareGLContext::gl_depth_mask), decltype(&SoftwareGLContext::gl_draw_arrays), decltype(&SoftwareGLContext::gl_draw_elements), decltype(&SoftwareGLContext::gl_draw_pixels), decltype(&SoftwareGLContext::gl_depth_range), decltype(&SoftwareGLContext::gl_polygon_offset), decltype(&SoftwareGLContext::gl_scissor), decltype(&SoftwareGLContext::gl_stencil_func_separate), decltype(&SoftwareGLContext::gl_stencil_op_separate), decltype(&SoftwareGLContext::gl_normal), decltype(&SoftwareGLContext::gl_raster_pos), decltype(&SoftwareGLContext::gl_materialv), decltype(&SoftwareGLContext::gl_line_width), decltype(&SoftwareGLContext::gl_push_attrib), decltype(&SoftwareGLContext::gl_pop_attrib), decltype(&SoftwareGLContext::gl_light_model), decltype(&SoftwareGLContext::gl_bitmap), decltype(&SoftwareGLContext::gl_copy_tex_image_2d), decltype(&SoftwareGLContext::gl_rect), decltype(&SoftwareGLContext::gl_tex_gen), decltype(&SoftwareGLContext::gl_tex_gen_floatv)>; using ExtraSavedArguments = Variant< FloatMatrix4x4>; Vector> saved_arguments; Vector entries; }; static constexpr size_t max_allowed_gl_call_depth { 128 }; size_t m_gl_call_depth { 0 }; Vector m_listings; size_t m_list_base { 0 }; struct CurrentListing { Listing listing; size_t index { 0 }; GLenum mode { GL_COMPILE }; }; Optional m_current_listing_index; struct VertexAttribPointer { GLint size { 4 }; GLenum type { GL_FLOAT }; GLsizei stride { 0 }; const void* pointer { 0 }; }; static void read_from_vertex_attribute_pointer(VertexAttribPointer const&, int index, float* elements, bool normalize); VertexAttribPointer m_client_vertex_pointer; VertexAttribPointer m_client_color_pointer; VertexAttribPointer m_client_tex_coord_pointer; u8 m_pack_alignment { 4 }; GLsizei m_unpack_row_length { 0 }; u8 m_unpack_alignment { 4 }; struct RasterPosition { FloatVector3 window_coordinates { 0.0f, 0.0f, 0.0f }; float clip_coordinate_value { 1.0f }; float eye_coordinate_distance { 0.0f }; bool valid { true }; FloatVector4 color_rgba { 1.0f, 1.0f, 1.0f, 1.0f }; float color_index { 1.0f }; FloatVector4 texture_coordinates { 0.0f, 0.0f, 0.0f, 1.0f }; }; RasterPosition m_current_raster_position; float m_line_width { 1.0f }; // Lighting configuration bool m_lighting_enabled { false }; FloatVector4 m_light_model_ambient { 0.2f, 0.2f, 0.2f, 1.0f }; GLfloat m_light_model_two_side { 0.0f }; }; }