serenity/Userland/Libraries/LibGL/SoftwareGLContext.h
2022-01-11 23:47:42 +01:00

424 lines
19 KiB
C++

/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/HashMap.h>
#include <AK/Optional.h>
#include <AK/RefPtr.h>
#include <AK/Tuple.h>
#include <AK/Variant.h>
#include <AK/Vector.h>
#include <LibGL/GLContext.h>
#include <LibGL/Tex/NameAllocator.h>
#include <LibGL/Tex/Texture.h>
#include <LibGL/Tex/TextureUnit.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Matrix4x4.h>
#include <LibGfx/Rect.h>
#include <LibGfx/Vector3.h>
#include <LibSoftGPU/Clipper.h>
#include <LibSoftGPU/Device.h>
#include <LibSoftGPU/Vertex.h>
namespace GL {
struct ContextParameter {
GLenum type;
bool is_capability { false };
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, GLint 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();
void sync_device_texcoord_config();
template<typename T>
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<Listing::ExtraSavedArguments>(move(value)));
return listing.saved_arguments.last()->template get_pointer<T>();
}
template<auto member, typename... Args>
void append_to_listing(Args&&... args)
{
VERIFY(m_current_listing_index.has_value());
m_current_listing_index->listing.entries.empend(member, Listing::ArgumentsFor<member> { forward<Args>(args)... });
}
Optional<ContextParameter> get_context_parameter(GLenum pname);
template<typename T>
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<FloatMatrix4x4> m_projection_matrix_stack;
Vector<FloatMatrix4x4> m_model_view_matrix_stack;
// FIXME: implement multi-texturing: the texture matrix stack should live inside a texture unit
Vector<FloatMatrix4x4> m_texture_matrix_stack;
Gfx::IntRect m_viewport;
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<SoftGPU::Vertex> 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 };
bool m_normalize { false };
// Stencil configuration
bool m_stencil_test_enabled { false };
struct StencilFunctionOptions {
GLenum func { GL_ALWAYS };
GLint reference_value { 0 };
GLuint mask { NumericLimits<GLuint>::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<Gfx::Bitmap> m_frontbuffer;
// Texture objects
TextureNameAllocator m_name_allocator;
HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
Vector<TextureUnit, 32> m_texture_units;
TextureUnit* m_active_texture_unit;
// Texture coordinate generation state
struct TextureCoordinateGeneration {
bool enabled { false };
GLenum generation_mode { GL_EYE_LINEAR };
FloatVector4 object_plane_coefficients;
FloatVector4 eye_plane_coefficients;
};
Array<TextureCoordinateGeneration, 4> m_texture_coordinate_generation {
// S
TextureCoordinateGeneration {
.object_plane_coefficients = { 1.0f, 0.0f, 0.0f, 0.0f },
.eye_plane_coefficients = { 1.0f, 0.0f, 0.0f, 0.0f },
},
// T
TextureCoordinateGeneration {
.object_plane_coefficients = { 0.0f, 1.0f, 0.0f, 0.0f },
.eye_plane_coefficients = { 0.0f, 1.0f, 0.0f, 0.0f },
},
// R
TextureCoordinateGeneration {
.object_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f },
.eye_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f },
},
// Q
TextureCoordinateGeneration {
.object_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f },
.eye_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f },
},
};
bool m_texcoord_generation_dirty { true };
ALWAYS_INLINE TextureCoordinateGeneration& texture_coordinate_generation(GLenum capability)
{
return m_texture_coordinate_generation[capability - GL_TEXTURE_GEN_S];
}
SoftGPU::Device m_rasterizer;
SoftGPU::DeviceInfo const m_device_info;
bool m_sampler_config_is_dirty { true };
struct Listing {
template<typename F>
struct TupleTypeForArgumentListOf_;
template<typename Ret, typename C, typename... Args>
struct TupleTypeForArgumentListOf_<Ret (C::*)(Args...)> {
using Type = Tuple<Args...>;
};
template<typename F>
using TupleTypeForArgumentListOf = typename TupleTypeForArgumentListOf_<F>::Type;
template<auto member>
using ArgumentsFor = TupleTypeForArgumentListOf<decltype(member)>;
template<typename... Fns>
struct FunctionAndArgs {
Variant<Fns...> function;
Variant<TupleTypeForArgumentListOf<Fns>...> 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),
decltype(&SoftwareGLContext::gl_fogf),
decltype(&SoftwareGLContext::gl_fogfv),
decltype(&SoftwareGLContext::gl_fogi)>;
using ExtraSavedArguments = Variant<
FloatMatrix4x4>;
Vector<NonnullOwnPtr<ExtraSavedArguments>> saved_arguments;
Vector<FunctionsAndArgs> entries;
};
static constexpr size_t max_allowed_gl_call_depth { 128 };
size_t m_gl_call_depth { 0 };
Vector<Listing> m_listings;
size_t m_list_base { 0 };
struct CurrentListing {
Listing listing;
size_t index { 0 };
GLenum mode { GL_COMPILE };
};
Optional<CurrentListing> 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 };
};
}