gecko-dev/gfx/gl/GLContext.h
2016-07-18 00:19:19 -07:00

3706 lines
112 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* vim: set ts=8 sts=4 et sw=4 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef GLCONTEXT_H_
#define GLCONTEXT_H_
#include <bitset>
#include <ctype.h>
#include <stdint.h>
#include <stdio.h>
#include <map>
#include <queue>
#include <stack>
#ifdef DEBUG
#include <string.h>
#endif
#ifdef GetClassName
#undef GetClassName
#endif
// Define MOZ_GL_DEBUG unconditionally to enable GL debugging in opt
// builds.
#ifdef DEBUG
#define MOZ_GL_DEBUG 1
#endif
#include "../../mfbt/Maybe.h"
#include "../../mfbt/RefPtr.h"
#include "../../mfbt/UniquePtr.h"
#include "GLDefs.h"
#include "GLLibraryLoader.h"
#include "nsISupportsImpl.h"
#include "plstr.h"
#include "GLContextTypes.h"
#include "SurfaceTypes.h"
#include "GLContextSymbols.h"
#include "base/platform_thread.h" // for PlatformThreadId
#include "mozilla/GenericRefCounted.h"
#include "gfx2DGlue.h"
#include "GeckoProfiler.h"
class nsIWidget;
namespace android {
class GraphicBuffer;
} // namespace android
namespace mozilla {
namespace gfx {
class DataSourceSurface;
class SourceSurface;
} // namespace gfx
namespace gl {
class GLBlitHelper;
class GLBlitTextureImageHelper;
class GLContext;
class GLLibraryEGL;
class GLReadTexImageHelper;
class GLScreenBuffer;
class SharedSurface;
class TextureGarbageBin;
struct SurfaceCaps;
} // namespace gl
namespace layers {
class ColorTextureLayerProgram;
} // namespace layers
} // namespace mozilla
namespace mozilla {
namespace gl {
enum class GLFeature {
bind_buffer_offset,
blend_minmax,
clear_buffers,
copy_buffer,
depth_texture,
draw_buffers,
draw_instanced,
draw_range_elements,
element_index_uint,
ES2_compatibility,
ES3_compatibility,
EXT_color_buffer_float,
frag_color_float,
frag_depth,
framebuffer_blit,
framebuffer_multisample,
framebuffer_object,
framebuffer_object_EXT_OES,
get_integer_indexed,
get_integer64_indexed,
get_query_object_i64v,
get_query_object_iv,
get_string_indexed,
gpu_shader4,
instanced_arrays,
instanced_non_arrays,
internalformat_query,
invalidate_framebuffer,
map_buffer_range,
occlusion_query,
occlusion_query_boolean,
occlusion_query2,
packed_depth_stencil,
query_counter,
query_objects,
query_time_elapsed,
read_buffer,
renderbuffer_color_float,
renderbuffer_color_half_float,
robustness,
sRGB_framebuffer,
sRGB_texture,
sampler_objects,
seamless_cube_map_opt_in,
shader_texture_lod,
split_framebuffer,
standard_derivatives,
sync,
texture_3D,
texture_3D_compressed,
texture_3D_copy,
texture_float,
texture_float_linear,
texture_half_float,
texture_half_float_linear,
texture_non_power_of_two,
texture_rg,
texture_storage,
texture_swizzle,
transform_feedback2,
uniform_buffer_object,
uniform_matrix_nonsquare,
vertex_array_object,
EnumMax
};
enum class ContextProfile : uint8_t {
Unknown = 0,
OpenGL, // only for IsAtLeast's <profile> parameter
OpenGLCore,
OpenGLCompatibility,
OpenGLES
};
enum class GLVendor {
Intel,
NVIDIA,
ATI,
Qualcomm,
Imagination,
Nouveau,
Vivante,
VMware,
ARM,
Other
};
enum class GLRenderer {
Adreno200,
Adreno205,
AdrenoTM200,
AdrenoTM205,
AdrenoTM320,
AdrenoTM420,
Mali400MP,
SGX530,
SGX540,
Tegra,
AndroidEmulator,
GalliumLlvmpipe,
IntelHD3000,
MicrosoftBasicRenderDriver,
Other
};
class GLContext
: public GLLibraryLoader
, public GenericAtomicRefCounted
{
// -----------------------------------------------------------------------------
// basic enums
public:
// -----------------------------------------------------------------------------
// basic getters
public:
/**
* Returns true if the context is using ANGLE. This should only be overridden
* for an ANGLE implementation.
*/
virtual bool IsANGLE() const {
return false;
}
/**
* Returns true if the context is using WARP. This should only be overridden
* for an ANGLE implementation.
*/
virtual bool IsWARP() const {
return false;
}
/**
* Return true if we are running on a OpenGL core profile context
*/
inline bool IsCoreProfile() const {
MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
return mProfile == ContextProfile::OpenGLCore;
}
/**
* Return true if we are running on a OpenGL compatibility profile context
* (legacy profile 2.1 on Max OS X)
*/
inline bool IsCompatibilityProfile() const {
MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
return mProfile == ContextProfile::OpenGLCompatibility;
}
/**
* Return true if the context is a true OpenGL ES context or an ANGLE context
*/
inline bool IsGLES() const {
MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
return mProfile == ContextProfile::OpenGLES;
}
static const char* GetProfileName(ContextProfile profile)
{
switch (profile)
{
case ContextProfile::OpenGL:
return "OpenGL";
case ContextProfile::OpenGLCore:
return "OpenGL Core";
case ContextProfile::OpenGLCompatibility:
return "OpenGL Compatibility";
case ContextProfile::OpenGLES:
return "OpenGL ES";
default:
break;
}
MOZ_ASSERT(profile != ContextProfile::Unknown, "unknown context profile");
return "OpenGL unknown profile";
}
/**
* Return true if we are running on a OpenGL core profile context
*/
const char* ProfileString() const {
return GetProfileName(mProfile);
}
/**
* Return true if the context is compatible with given parameters
*
* IsAtLeast(ContextProfile::OpenGL, N) is exactly same as
* IsAtLeast(ContextProfile::OpenGLCore, N) || IsAtLeast(ContextProfile::OpenGLCompatibility, N)
*/
inline bool IsAtLeast(ContextProfile profile, unsigned int version) const
{
MOZ_ASSERT(profile != ContextProfile::Unknown, "IsAtLeast: bad <profile> parameter");
MOZ_ASSERT(mProfile != ContextProfile::Unknown, "unknown context profile");
MOZ_ASSERT(mVersion != 0, "unknown context version");
if (version > mVersion) {
return false;
}
if (profile == ContextProfile::OpenGL) {
return mProfile == ContextProfile::OpenGLCore ||
mProfile == ContextProfile::OpenGLCompatibility;
}
return profile == mProfile;
}
/**
* Return the version of the context.
* Example :
* If this a OpenGL 2.1, that will return 210
*/
inline uint32_t Version() const {
return mVersion;
}
const char* VersionString() const {
return mVersionString.get();
}
inline uint32_t ShadingLanguageVersion() const {
return mShadingLanguageVersion;
}
GLVendor Vendor() const {
return mVendor;
}
GLRenderer Renderer() const {
return mRenderer;
}
bool IsContextLost() const {
return mContextLost;
}
/**
* If this context is double-buffered, returns TRUE.
*/
virtual bool IsDoubleBuffered() const {
return false;
}
virtual GLContextType GetContextType() const = 0;
virtual bool IsCurrent() = 0;
/**
* Get the default framebuffer for this context.
*/
virtual GLuint GetDefaultFramebuffer() {
return 0;
}
protected:
bool mIsOffscreen;
bool mContextLost;
/**
* mVersion store the OpenGL's version, multiplied by 100. For example, if
* the context is an OpenGL 2.1 context, mVersion value will be 210.
*/
uint32_t mVersion;
nsCString mVersionString;
ContextProfile mProfile;
uint32_t mShadingLanguageVersion;
GLVendor mVendor;
GLRenderer mRenderer;
void SetProfileVersion(ContextProfile profile, uint32_t version) {
MOZ_ASSERT(!mSymbols.fBindFramebuffer,
"SetProfileVersion can only be called before initialization!");
MOZ_ASSERT(profile != ContextProfile::Unknown &&
profile != ContextProfile::OpenGL,
"Invalid `profile` for SetProfileVersion");
MOZ_ASSERT(version >= 100, "Invalid `version` for SetProfileVersion");
mVersion = version;
mProfile = profile;
}
// -----------------------------------------------------------------------------
// Extensions management
/**
* This mechanism is designed to know if an extension is supported. In the long
* term, we would like to only use the extension group queries XXX_* to have
* full compatibility with context version and profiles (especialy the core that
* officialy don't bring any extensions).
*/
public:
/**
* Known GL extensions that can be queried by
* IsExtensionSupported. The results of this are cached, and as
* such it's safe to use this even in performance critical code.
* If you add to this array, remember to add to the string names
* in GLContext.cpp.
*/
enum GLExtensions {
Extension_None = 0,
AMD_compressed_ATC_texture,
ANGLE_depth_texture,
ANGLE_framebuffer_blit,
ANGLE_framebuffer_multisample,
ANGLE_instanced_arrays,
ANGLE_texture_compression_dxt3,
ANGLE_texture_compression_dxt5,
ANGLE_timer_query,
APPLE_client_storage,
APPLE_framebuffer_multisample,
APPLE_sync,
APPLE_texture_range,
APPLE_vertex_array_object,
ARB_ES2_compatibility,
ARB_ES3_compatibility,
ARB_color_buffer_float,
ARB_copy_buffer,
ARB_depth_texture,
ARB_draw_buffers,
ARB_draw_instanced,
ARB_framebuffer_object,
ARB_framebuffer_sRGB,
ARB_geometry_shader4,
ARB_half_float_pixel,
ARB_instanced_arrays,
ARB_internalformat_query,
ARB_invalidate_subdata,
ARB_map_buffer_range,
ARB_occlusion_query2,
ARB_pixel_buffer_object,
ARB_robustness,
ARB_sampler_objects,
ARB_seamless_cube_map,
ARB_shader_texture_lod,
ARB_sync,
ARB_texture_compression,
ARB_texture_float,
ARB_texture_non_power_of_two,
ARB_texture_rectangle,
ARB_texture_rg,
ARB_texture_storage,
ARB_texture_swizzle,
ARB_timer_query,
ARB_transform_feedback2,
ARB_uniform_buffer_object,
ARB_vertex_array_object,
EXT_bgra,
EXT_blend_minmax,
EXT_color_buffer_float,
EXT_color_buffer_half_float,
EXT_copy_texture,
EXT_disjoint_timer_query,
EXT_draw_buffers,
EXT_draw_buffers2,
EXT_draw_instanced,
EXT_draw_range_elements,
EXT_frag_depth,
EXT_framebuffer_blit,
EXT_framebuffer_multisample,
EXT_framebuffer_object,
EXT_framebuffer_sRGB,
EXT_gpu_shader4,
EXT_multisampled_render_to_texture,
EXT_occlusion_query_boolean,
EXT_packed_depth_stencil,
EXT_read_format_bgra,
EXT_robustness,
EXT_sRGB,
EXT_sRGB_write_control,
EXT_shader_texture_lod,
EXT_texture3D,
EXT_texture_compression_dxt1,
EXT_texture_compression_s3tc,
EXT_texture_filter_anisotropic,
EXT_texture_format_BGRA8888,
EXT_texture_sRGB,
EXT_texture_storage,
EXT_timer_query,
EXT_transform_feedback,
EXT_unpack_subimage,
IMG_read_format,
IMG_texture_compression_pvrtc,
IMG_texture_npot,
KHR_debug,
NV_draw_instanced,
NV_fence,
NV_framebuffer_blit,
NV_geometry_program4,
NV_half_float,
NV_instanced_arrays,
NV_texture_barrier,
NV_transform_feedback,
NV_transform_feedback2,
OES_EGL_image,
OES_EGL_image_external,
OES_EGL_sync,
OES_compressed_ETC1_RGB8_texture,
OES_depth24,
OES_depth32,
OES_depth_texture,
OES_element_index_uint,
OES_framebuffer_object,
OES_packed_depth_stencil,
OES_rgb8_rgba8,
OES_standard_derivatives,
OES_stencil8,
OES_texture_3D,
OES_texture_float,
OES_texture_float_linear,
OES_texture_half_float,
OES_texture_half_float_linear,
OES_texture_npot,
OES_vertex_array_object,
Extensions_Max,
Extensions_End
};
bool IsExtensionSupported(GLExtensions aKnownExtension) const {
return mAvailableExtensions[aKnownExtension];
}
protected:
void MarkExtensionUnsupported(GLExtensions aKnownExtension) {
mAvailableExtensions[aKnownExtension] = 0;
}
void MarkExtensionSupported(GLExtensions aKnownExtension) {
mAvailableExtensions[aKnownExtension] = 1;
}
std::bitset<Extensions_Max> mAvailableExtensions;
// -----------------------------------------------------------------------------
// Feature queries
/*
* This mecahnism introduces a new way to check if a OpenGL feature is
* supported, regardless of whether it is supported by an extension or natively
* by the context version/profile
*/
public:
bool IsSupported(GLFeature feature) const {
return mAvailableFeatures[size_t(feature)];
}
static const char* GetFeatureName(GLFeature feature);
private:
std::bitset<size_t(GLFeature::EnumMax)> mAvailableFeatures;
/**
* Init features regarding OpenGL extension and context version and profile
*/
void InitFeatures();
/**
* Mark the feature and associated extensions as unsupported
*/
void MarkUnsupported(GLFeature feature);
/**
* Is this feature supported using the core (unsuffixed) symbols?
*/
bool IsFeatureProvidedByCoreSymbols(GLFeature feature);
// -----------------------------------------------------------------------------
// Robustness handling
private:
/**
* The derived class is expected to provide information on whether or not it
* supports robustness.
*/
virtual bool SupportsRobustness() const = 0;
public:
// -----------------------------------------------------------------------------
// Error handling
static const char* GLErrorToString(GLenum aError) {
switch (aError) {
case LOCAL_GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
case LOCAL_GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
case LOCAL_GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
case LOCAL_GL_STACK_OVERFLOW:
return "GL_STACK_OVERFLOW";
case LOCAL_GL_STACK_UNDERFLOW:
return "GL_STACK_UNDERFLOW";
case LOCAL_GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY";
case LOCAL_GL_TABLE_TOO_LARGE:
return "GL_TABLE_TOO_LARGE";
case LOCAL_GL_INVALID_FRAMEBUFFER_OPERATION:
return "GL_INVALID_FRAMEBUFFER_OPERATION";
default:
return "";
}
}
private:
GLenum mTopError;
GLenum RawGetError() {
return mSymbols.fGetError();
}
GLenum RawGetErrorAndClear() {
GLenum err = RawGetError();
if (err)
while (RawGetError()) {}
return err;
}
public:
GLenum FlushErrors() {
GLenum err = RawGetErrorAndClear();
if (!mTopError)
mTopError = err;
return err;
}
// We smash all errors together, so you never have to loop on this. We
// guarantee that immediately after this call, there are no errors left.
GLenum fGetError() {
FlushErrors();
GLenum err = mTopError;
mTopError = LOCAL_GL_NO_ERROR;
return err;
}
////////////////////////////////////
// Use this safer option.
class LocalErrorScope;
private:
std::stack<const LocalErrorScope*> mLocalErrorScopeStack;
public:
class LocalErrorScope {
GLContext& mGL;
GLenum mOldTop;
bool mHasBeenChecked;
public:
explicit LocalErrorScope(GLContext& gl)
: mGL(gl)
, mHasBeenChecked(false)
{
mGL.mLocalErrorScopeStack.push(this);
mGL.FlushErrors();
mOldTop = mGL.mTopError;
mGL.mTopError = LOCAL_GL_NO_ERROR;
}
GLenum GetError() {
MOZ_ASSERT(!mHasBeenChecked);
mHasBeenChecked = true;
const GLenum ret = mGL.fGetError();
while (mGL.fGetError()) {}
return ret;
}
~LocalErrorScope() {
MOZ_ASSERT(mHasBeenChecked);
MOZ_ASSERT(mGL.fGetError() == LOCAL_GL_NO_ERROR);
MOZ_ASSERT(mGL.mLocalErrorScopeStack.top() == this);
mGL.mLocalErrorScopeStack.pop();
mGL.mTopError = mOldTop;
}
};
bool GetPotentialInteger(GLenum pname, GLint* param) {
LocalErrorScope localError(*this);
fGetIntegerv(pname, param);
GLenum err = localError.GetError();
MOZ_ASSERT_IF(err != LOCAL_GL_NO_ERROR, err == LOCAL_GL_INVALID_ENUM);
return err == LOCAL_GL_NO_ERROR;
}
private:
static void GLAPIENTRY StaticDebugCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const GLvoid* userParam);
void DebugCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message);
// -----------------------------------------------------------------------------
// MOZ_GL_DEBUG implementation
private:
#undef BEFORE_GL_CALL
#undef AFTER_GL_CALL
#ifdef MOZ_GL_DEBUG
#ifndef MOZ_FUNCTION_NAME
# ifdef __GNUC__
# define MOZ_FUNCTION_NAME __PRETTY_FUNCTION__
# elif defined(_MSC_VER)
# define MOZ_FUNCTION_NAME __FUNCTION__
# else
# define MOZ_FUNCTION_NAME __func__ // defined in C99, supported in various C++ compilers. Just raw function name.
# endif
#endif
void BeforeGLCall(const char* funcName) {
MOZ_ASSERT(IsCurrent());
if (mDebugFlags) {
FlushErrors();
if (mDebugFlags & DebugFlagTrace) {
printf_stderr("[gl:%p] > %s\n", this, funcName);
}
GLContext* tlsContext = (GLContext*)PR_GetThreadPrivate(sCurrentGLContextTLS);
if (this != tlsContext) {
printf_stderr("Fatal: %s called on non-current context %p. The"
" current context for this thread is %p.\n",
funcName, this, tlsContext);
MOZ_CRASH("GFX: GLContext is not current.");
}
}
}
void AfterGLCall(const char* funcName) {
if (mDebugFlags) {
// calling fFinish() immediately after every GL call makes sure that if this GL command crashes,
// the stack trace will actually point to it. Otherwise, OpenGL being an asynchronous API, stack traces
// tend to be meaningless
mSymbols.fFinish();
GLenum err = FlushErrors();
if (mDebugFlags & DebugFlagTrace) {
printf_stderr("[gl:%p] < %s [%s (0x%04x)]\n", this, funcName,
GLErrorToString(err), err);
}
if (err != LOCAL_GL_NO_ERROR &&
!mLocalErrorScopeStack.size())
{
printf_stderr("[gl:%p] %s: Generated unexpected %s error."
" (0x%04x)\n", this, funcName,
GLErrorToString(err), err);
if (mDebugFlags & DebugFlagAbortOnError) {
MOZ_CRASH("Unexpected error with MOZ_GL_DEBUG_ABORT_ON_ERROR. (Run"
" with MOZ_GL_DEBUG_ABORT_ON_ERROR=0 to disable)");
}
}
}
}
GLContext* TrackingContext()
{
GLContext* tip = this;
while (tip->mSharedContext)
tip = tip->mSharedContext;
return tip;
}
static void AssertNotPassingStackBufferToTheGL(const void* ptr);
#ifdef MOZ_WIDGET_ANDROID
// Record the name of the GL call for better hang stacks on Android.
#define BEFORE_GL_CALL \
PROFILER_LABEL_FUNC( \
js::ProfileEntry::Category::GRAPHICS);\
BeforeGLCall(MOZ_FUNCTION_NAME)
#else
#define BEFORE_GL_CALL \
do { \
BeforeGLCall(MOZ_FUNCTION_NAME); \
} while (0)
#endif
#define AFTER_GL_CALL \
do { \
AfterGLCall(MOZ_FUNCTION_NAME); \
} while (0)
#define TRACKING_CONTEXT(a) \
do { \
TrackingContext()->a; \
} while (0)
#define ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(ptr) AssertNotPassingStackBufferToTheGL(ptr)
#else // ifdef MOZ_GL_DEBUG
#ifdef MOZ_WIDGET_ANDROID
// Record the name of the GL call for better hang stacks on Android.
#define BEFORE_GL_CALL PROFILER_LABEL_FUNC(js::ProfileEntry::Category::GRAPHICS)
#else
#define BEFORE_GL_CALL do { } while (0)
#endif
#define AFTER_GL_CALL do { } while (0)
#define TRACKING_CONTEXT(a) do {} while (0)
#define ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(ptr) do {} while (0)
#endif // ifdef MOZ_GL_DEBUG
#define ASSERT_SYMBOL_PRESENT(func) \
do {\
MOZ_ASSERT(strstr(MOZ_FUNCTION_NAME, #func) != nullptr, "Mismatched symbol check.");\
if (MOZ_UNLIKELY(!mSymbols.func)) {\
printf_stderr("RUNTIME ASSERT: Uninitialized GL function: %s\n", #func);\
MOZ_CRASH("GFX: Uninitialized GL function");\
}\
} while (0)
// Do whatever setup is necessary to draw to our offscreen FBO, if it's
// bound.
void BeforeGLDrawCall() { }
// Do whatever tear-down is necessary after drawing to our offscreen FBO,
// if it's bound.
void AfterGLDrawCall();
// Do whatever setup is necessary to read from our offscreen FBO, if it's
// bound.
void BeforeGLReadCall();
// Do whatever tear-down is necessary after reading from our offscreen FBO,
// if it's bound.
void AfterGLReadCall() { }
// -----------------------------------------------------------------------------
// GL official entry points
public:
void fActiveTexture(GLenum texture) {
BEFORE_GL_CALL;
mSymbols.fActiveTexture(texture);
AFTER_GL_CALL;
}
void fAttachShader(GLuint program, GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fAttachShader(program, shader);
AFTER_GL_CALL;
}
void fBeginQuery(GLenum target, GLuint id) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBeginQuery);
mSymbols.fBeginQuery(target, id);
AFTER_GL_CALL;
}
void fBindAttribLocation(GLuint program, GLuint index, const GLchar* name) {
BEFORE_GL_CALL;
mSymbols.fBindAttribLocation(program, index, name);
AFTER_GL_CALL;
}
void fBindBuffer(GLenum target, GLuint buffer) {
BEFORE_GL_CALL;
mSymbols.fBindBuffer(target, buffer);
AFTER_GL_CALL;
}
void fBindFramebuffer(GLenum target, GLuint framebuffer);
void fInvalidateFramebuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fInvalidateFramebuffer);
mSymbols.fInvalidateFramebuffer(target, numAttachments, attachments);
AFTER_GL_CALL;
}
void fInvalidateSubFramebuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fInvalidateSubFramebuffer);
mSymbols.fInvalidateSubFramebuffer(target, numAttachments, attachments, x, y, width, height);
AFTER_GL_CALL;
}
void fBindTexture(GLenum target, GLuint texture) {
BEFORE_GL_CALL;
mSymbols.fBindTexture(target, texture);
AFTER_GL_CALL;
}
void fBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
BEFORE_GL_CALL;
mSymbols.fBlendColor(red, green, blue, alpha);
AFTER_GL_CALL;
}
void fBlendEquation(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fBlendEquation(mode);
AFTER_GL_CALL;
}
void fBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
BEFORE_GL_CALL;
mSymbols.fBlendEquationSeparate(modeRGB, modeAlpha);
AFTER_GL_CALL;
}
void fBlendFunc(GLenum sfactor, GLenum dfactor) {
BEFORE_GL_CALL;
mSymbols.fBlendFunc(sfactor, dfactor);
AFTER_GL_CALL;
}
void fBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) {
BEFORE_GL_CALL;
mSymbols.fBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
AFTER_GL_CALL;
}
private:
void raw_fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) {
ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(data);
BEFORE_GL_CALL;
mSymbols.fBufferData(target, size, data, usage);
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
public:
void fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) {
raw_fBufferData(target, size, data, usage);
// bug 744888
if (WorkAroundDriverBugs() &&
!data &&
Vendor() == GLVendor::NVIDIA)
{
UniquePtr<char[]> buf = MakeUnique<char[]>(1);
buf[0] = 0;
fBufferSubData(target, size-1, 1, buf.get());
}
}
void fBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) {
ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(data);
BEFORE_GL_CALL;
mSymbols.fBufferSubData(target, offset, size, data);
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
private:
void raw_fClear(GLbitfield mask) {
BEFORE_GL_CALL;
mSymbols.fClear(mask);
AFTER_GL_CALL;
}
public:
void fClear(GLbitfield mask) {
BeforeGLDrawCall();
raw_fClear(mask);
AfterGLDrawCall();
}
void fClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) {
BEFORE_GL_CALL;
mSymbols.fClearBufferfi(buffer, drawbuffer, depth, stencil);
AFTER_GL_CALL;
}
void fClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fClearBufferfv(buffer, drawbuffer, value);
AFTER_GL_CALL;
}
void fClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fClearBufferiv(buffer, drawbuffer, value);
AFTER_GL_CALL;
}
void fClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint* value) {
BEFORE_GL_CALL;
mSymbols.fClearBufferuiv(buffer, drawbuffer, value);
AFTER_GL_CALL;
}
void fClearColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
BEFORE_GL_CALL;
mSymbols.fClearColor(r, g, b, a);
AFTER_GL_CALL;
}
void fClearStencil(GLint s) {
BEFORE_GL_CALL;
mSymbols.fClearStencil(s);
AFTER_GL_CALL;
}
void fClientActiveTexture(GLenum texture) {
BEFORE_GL_CALL;
mSymbols.fClientActiveTexture(texture);
AFTER_GL_CALL;
}
void fColorMask(realGLboolean red, realGLboolean green, realGLboolean blue, realGLboolean alpha) {
BEFORE_GL_CALL;
mSymbols.fColorMask(red, green, blue, alpha);
AFTER_GL_CALL;
}
void fCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* pixels) {
ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
BEFORE_GL_CALL;
mSymbols.fCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, pixels);
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
void fCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* pixels) {
ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
BEFORE_GL_CALL;
mSymbols.fCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, pixels);
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
void fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x,
GLint y, GLsizei width, GLsizei height, GLint border);
void fCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
BeforeGLReadCall();
raw_fCopyTexSubImage2D(target, level, xoffset, yoffset,
x, y, width, height);
AfterGLReadCall();
}
void fCullFace(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fCullFace(mode);
AFTER_GL_CALL;
}
void fDebugMessageCallback(GLDEBUGPROC callback, const GLvoid* userParam) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDebugMessageCallback);
mSymbols.fDebugMessageCallback(callback, userParam);
AFTER_GL_CALL;
}
void fDebugMessageControl(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint* ids, realGLboolean enabled) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDebugMessageControl);
mSymbols.fDebugMessageControl(source, type, severity, count, ids, enabled);
AFTER_GL_CALL;
}
void fDebugMessageInsert(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* buf) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDebugMessageInsert);
mSymbols.fDebugMessageInsert(source, type, id, severity, length, buf);
AFTER_GL_CALL;
}
void fDetachShader(GLuint program, GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fDetachShader(program, shader);
AFTER_GL_CALL;
}
void fDepthFunc(GLenum func) {
BEFORE_GL_CALL;
mSymbols.fDepthFunc(func);
AFTER_GL_CALL;
}
void fDepthMask(realGLboolean flag) {
BEFORE_GL_CALL;
mSymbols.fDepthMask(flag);
AFTER_GL_CALL;
}
void fDisable(GLenum capability) {
BEFORE_GL_CALL;
mSymbols.fDisable(capability);
AFTER_GL_CALL;
}
void fDisableClientState(GLenum capability) {
BEFORE_GL_CALL;
mSymbols.fDisableClientState(capability);
AFTER_GL_CALL;
}
void fDisableVertexAttribArray(GLuint index) {
BEFORE_GL_CALL;
mSymbols.fDisableVertexAttribArray(index);
AFTER_GL_CALL;
}
void fDrawBuffer(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fDrawBuffer(mode);
AFTER_GL_CALL;
}
private:
void raw_fDrawArrays(GLenum mode, GLint first, GLsizei count) {
BEFORE_GL_CALL;
mSymbols.fDrawArrays(mode, first, count);
AFTER_GL_CALL;
}
void raw_fDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) {
BEFORE_GL_CALL;
mSymbols.fDrawElements(mode, count, type, indices);
AFTER_GL_CALL;
}
public:
void fDrawArrays(GLenum mode, GLint first, GLsizei count) {
BeforeGLDrawCall();
raw_fDrawArrays(mode, first, count);
AfterGLDrawCall();
}
void fDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) {
BeforeGLDrawCall();
raw_fDrawElements(mode, count, type, indices);
AfterGLDrawCall();
}
void fEnable(GLenum capability) {
BEFORE_GL_CALL;
mSymbols.fEnable(capability);
AFTER_GL_CALL;
}
void fEnableClientState(GLenum capability) {
BEFORE_GL_CALL;
mSymbols.fEnableClientState(capability);
AFTER_GL_CALL;
}
void fEnableVertexAttribArray(GLuint index) {
BEFORE_GL_CALL;
mSymbols.fEnableVertexAttribArray(index);
AFTER_GL_CALL;
}
void fEndQuery(GLenum target) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fEndQuery);
mSymbols.fEndQuery(target);
AFTER_GL_CALL;
}
void fFinish() {
BEFORE_GL_CALL;
mSymbols.fFinish();
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = false;
}
void fFlush() {
BEFORE_GL_CALL;
mSymbols.fFlush();
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = false;
}
void fFrontFace(GLenum face) {
BEFORE_GL_CALL;
mSymbols.fFrontFace(face);
AFTER_GL_CALL;
}
void fGetActiveAttrib(GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name) {
BEFORE_GL_CALL;
mSymbols.fGetActiveAttrib(program, index, maxLength, length, size, type, name);
AFTER_GL_CALL;
}
void fGetActiveUniform(GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name) {
BEFORE_GL_CALL;
mSymbols.fGetActiveUniform(program, index, maxLength, length, size, type, name);
AFTER_GL_CALL;
}
void fGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) {
BEFORE_GL_CALL;
mSymbols.fGetAttachedShaders(program, maxCount, count, shaders);
AFTER_GL_CALL;
}
GLint fGetAttribLocation(GLuint program, const GLchar* name) {
BEFORE_GL_CALL;
GLint retval = mSymbols.fGetAttribLocation(program, name);
AFTER_GL_CALL;
return retval;
}
private:
void raw_fGetIntegerv(GLenum pname, GLint* params) {
BEFORE_GL_CALL;
mSymbols.fGetIntegerv(pname, params);
AFTER_GL_CALL;
}
public:
void fGetIntegerv(GLenum pname, GLint* params);
void GetUIntegerv(GLenum pname, GLuint* params) {
fGetIntegerv(pname, reinterpret_cast<GLint*>(params));
}
template<typename T>
T GetIntAs(GLenum pname) {
static_assert(sizeof(T) == sizeof(GLint), "Invalid T.");
T ret = 0;
fGetIntegerv(pname, (GLint*)&ret);
return ret;
}
void fGetFloatv(GLenum pname, GLfloat* params) {
BEFORE_GL_CALL;
mSymbols.fGetFloatv(pname, params);
AFTER_GL_CALL;
}
void fGetBooleanv(GLenum pname, realGLboolean* params) {
BEFORE_GL_CALL;
mSymbols.fGetBooleanv(pname, params);
AFTER_GL_CALL;
}
void fGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
BEFORE_GL_CALL;
mSymbols.fGetBufferParameteriv(target, pname, params);
AFTER_GL_CALL;
}
GLuint fGetDebugMessageLog(GLuint count, GLsizei bufsize, GLenum* sources, GLenum* types, GLuint* ids, GLenum* severities, GLsizei* lengths, GLchar* messageLog) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetDebugMessageLog);
GLuint ret = mSymbols.fGetDebugMessageLog(count, bufsize, sources, types, ids, severities, lengths, messageLog);
AFTER_GL_CALL;
return ret;
}
void fGetPointerv(GLenum pname, GLvoid** params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetPointerv);
mSymbols.fGetPointerv(pname, params);
AFTER_GL_CALL;
}
void fGetObjectLabel(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei* length, GLchar* label) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetObjectLabel);
mSymbols.fGetObjectLabel(identifier, name, bufSize, length, label);
AFTER_GL_CALL;
}
void fGetObjectPtrLabel(const GLvoid* ptr, GLsizei bufSize, GLsizei* length, GLchar* label) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetObjectPtrLabel);
mSymbols.fGetObjectPtrLabel(ptr, bufSize, length, label);
AFTER_GL_CALL;
}
void fGenerateMipmap(GLenum target) {
BEFORE_GL_CALL;
mSymbols.fGenerateMipmap(target);
AFTER_GL_CALL;
}
void fGetProgramiv(GLuint program, GLenum pname, GLint* param) {
BEFORE_GL_CALL;
mSymbols.fGetProgramiv(program, pname, param);
AFTER_GL_CALL;
}
void fGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
BEFORE_GL_CALL;
mSymbols.fGetProgramInfoLog(program, bufSize, length, infoLog);
AFTER_GL_CALL;
}
void fTexParameteri(GLenum target, GLenum pname, GLint param) {
BEFORE_GL_CALL;
mSymbols.fTexParameteri(target, pname, param);
AFTER_GL_CALL;
}
void fTexParameteriv(GLenum target, GLenum pname, const GLint* params) {
BEFORE_GL_CALL;
mSymbols.fTexParameteriv(target, pname, params);
AFTER_GL_CALL;
}
void fTexParameterf(GLenum target, GLenum pname, GLfloat param) {
BEFORE_GL_CALL;
mSymbols.fTexParameterf(target, pname, param);
AFTER_GL_CALL;
}
const GLubyte* fGetString(GLenum name) {
BEFORE_GL_CALL;
const GLubyte* result = mSymbols.fGetString(name);
AFTER_GL_CALL;
return result;
}
void fGetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* img) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetTexImage);
mSymbols.fGetTexImage(target, level, format, type, img);
AFTER_GL_CALL;
}
void fGetTexLevelParameteriv(GLenum target, GLint level, GLenum pname, GLint* params)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetTexLevelParameteriv);
mSymbols.fGetTexLevelParameteriv(target, level, pname, params);
AFTER_GL_CALL;
}
void fGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) {
BEFORE_GL_CALL;
mSymbols.fGetTexParameterfv(target, pname, params);
AFTER_GL_CALL;
}
void fGetTexParameteriv(GLenum target, GLenum pname, GLint* params) {
BEFORE_GL_CALL;
mSymbols.fGetTexParameteriv(target, pname, params);
AFTER_GL_CALL;
}
void fGetUniformfv(GLuint program, GLint location, GLfloat* params) {
BEFORE_GL_CALL;
mSymbols.fGetUniformfv(program, location, params);
AFTER_GL_CALL;
}
void fGetUniformiv(GLuint program, GLint location, GLint* params) {
BEFORE_GL_CALL;
mSymbols.fGetUniformiv(program, location, params);
AFTER_GL_CALL;
}
void fGetUniformuiv(GLuint program, GLint location, GLuint* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetUniformuiv);
mSymbols.fGetUniformuiv(program, location, params);
AFTER_GL_CALL;
}
GLint fGetUniformLocation (GLint programObj, const GLchar* name) {
BEFORE_GL_CALL;
GLint retval = mSymbols.fGetUniformLocation(programObj, name);
AFTER_GL_CALL;
return retval;
}
void fGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* retval) {
BEFORE_GL_CALL;
mSymbols.fGetVertexAttribfv(index, pname, retval);
AFTER_GL_CALL;
}
void fGetVertexAttribiv(GLuint index, GLenum pname, GLint* retval) {
BEFORE_GL_CALL;
mSymbols.fGetVertexAttribiv(index, pname, retval);
AFTER_GL_CALL;
}
void fGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** retval) {
BEFORE_GL_CALL;
mSymbols.fGetVertexAttribPointerv(index, pname, retval);
AFTER_GL_CALL;
}
void fHint(GLenum target, GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fHint(target, mode);
AFTER_GL_CALL;
}
realGLboolean fIsBuffer(GLuint buffer) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsBuffer(buffer);
AFTER_GL_CALL;
return retval;
}
realGLboolean fIsEnabled(GLenum capability) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsEnabled(capability);
AFTER_GL_CALL;
return retval;
}
realGLboolean fIsProgram(GLuint program) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsProgram(program);
AFTER_GL_CALL;
return retval;
}
realGLboolean fIsShader(GLuint shader) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsShader(shader);
AFTER_GL_CALL;
return retval;
}
realGLboolean fIsTexture(GLuint texture) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsTexture(texture);
AFTER_GL_CALL;
return retval;
}
void fLineWidth(GLfloat width) {
BEFORE_GL_CALL;
mSymbols.fLineWidth(width);
AFTER_GL_CALL;
}
void fLinkProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fLinkProgram(program);
AFTER_GL_CALL;
}
void fObjectLabel(GLenum identifier, GLuint name, GLsizei length, const GLchar* label) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fObjectLabel);
mSymbols.fObjectLabel(identifier, name, length, label);
AFTER_GL_CALL;
}
void fObjectPtrLabel(const GLvoid* ptr, GLsizei length, const GLchar* label) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fObjectPtrLabel);
mSymbols.fObjectPtrLabel(ptr, length, label);
AFTER_GL_CALL;
}
void fLoadIdentity() {
BEFORE_GL_CALL;
mSymbols.fLoadIdentity();
AFTER_GL_CALL;
}
void fLoadMatrixf(const GLfloat* matrix) {
BEFORE_GL_CALL;
mSymbols.fLoadMatrixf(matrix);
AFTER_GL_CALL;
}
void fMatrixMode(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fMatrixMode(mode);
AFTER_GL_CALL;
}
void fPixelStorei(GLenum pname, GLint param) {
BEFORE_GL_CALL;
mSymbols.fPixelStorei(pname, param);
AFTER_GL_CALL;
}
void fTextureRangeAPPLE(GLenum target, GLsizei length, GLvoid* pointer) {
ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pointer);
BEFORE_GL_CALL;
mSymbols.fTextureRangeAPPLE(target, length, pointer);
AFTER_GL_CALL;
}
void fPointParameterf(GLenum pname, GLfloat param) {
BEFORE_GL_CALL;
mSymbols.fPointParameterf(pname, param);
AFTER_GL_CALL;
}
void fPolygonOffset(GLfloat factor, GLfloat bias) {
BEFORE_GL_CALL;
mSymbols.fPolygonOffset(factor, bias);
AFTER_GL_CALL;
}
void fPopDebugGroup() {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fPopDebugGroup);
mSymbols.fPopDebugGroup();
AFTER_GL_CALL;
}
void fPushDebugGroup(GLenum source, GLuint id, GLsizei length, const GLchar* message) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fPushDebugGroup);
mSymbols.fPushDebugGroup(source, id, length, message);
AFTER_GL_CALL;
}
void fReadBuffer(GLenum mode) {
BEFORE_GL_CALL;
mSymbols.fReadBuffer(mode);
AFTER_GL_CALL;
}
void raw_fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) {
ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
BEFORE_GL_CALL;
mSymbols.fReadPixels(x, y, width, height, format, type, pixels);
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
void fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, GLvoid* pixels);
public:
void fSampleCoverage(GLclampf value, realGLboolean invert) {
BEFORE_GL_CALL;
mSymbols.fSampleCoverage(value, invert);
AFTER_GL_CALL;
}
void fScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
if (mScissorRect[0] == x &&
mScissorRect[1] == y &&
mScissorRect[2] == width &&
mScissorRect[3] == height)
{
return;
}
mScissorRect[0] = x;
mScissorRect[1] = y;
mScissorRect[2] = width;
mScissorRect[3] = height;
BEFORE_GL_CALL;
mSymbols.fScissor(x, y, width, height);
AFTER_GL_CALL;
}
void fStencilFunc(GLenum func, GLint reference, GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilFunc(func, reference, mask);
AFTER_GL_CALL;
}
void fStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint reference, GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilFuncSeparate(frontfunc, backfunc, reference, mask);
AFTER_GL_CALL;
}
void fStencilMask(GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilMask(mask);
AFTER_GL_CALL;
}
void fStencilMaskSeparate(GLenum face, GLuint mask) {
BEFORE_GL_CALL;
mSymbols.fStencilMaskSeparate(face, mask);
AFTER_GL_CALL;
}
void fStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
BEFORE_GL_CALL;
mSymbols.fStencilOp(fail, zfail, zpass);
AFTER_GL_CALL;
}
void fStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) {
BEFORE_GL_CALL;
mSymbols.fStencilOpSeparate(face, sfail, dpfail, dppass);
AFTER_GL_CALL;
}
void fTexGeni(GLenum coord, GLenum pname, GLint param) {
BEFORE_GL_CALL;
mSymbols.fTexGeni(coord, pname, param);
AFTER_GL_CALL;
}
void fTexGenf(GLenum coord, GLenum pname, GLfloat param) {
BEFORE_GL_CALL;
mSymbols.fTexGenf(coord, pname, param);
AFTER_GL_CALL;
}
void fTexGenfv(GLenum coord, GLenum pname, const GLfloat* params) {
BEFORE_GL_CALL;
mSymbols.fTexGenfv(coord, pname, params);
AFTER_GL_CALL;
}
private:
void raw_fTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels) {
ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
BEFORE_GL_CALL;
mSymbols.fTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
public:
void fTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels) {
if (!IsTextureSizeSafeToPassToDriver(target, width, height)) {
// pass wrong values to cause the GL to generate GL_INVALID_VALUE.
// See bug 737182 and the comment in IsTextureSizeSafeToPassToDriver.
level = -1;
width = -1;
height = -1;
border = -1;
}
raw_fTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
}
void fTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels) {
ASSERT_NOT_PASSING_STACK_BUFFER_TO_GL(pixels);
BEFORE_GL_CALL;
mSymbols.fTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
void fUniform1f(GLint location, GLfloat v0) {
BEFORE_GL_CALL;
mSymbols.fUniform1f(location, v0);
AFTER_GL_CALL;
}
void fUniform1fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform1fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform1i(GLint location, GLint v0) {
BEFORE_GL_CALL;
mSymbols.fUniform1i(location, v0);
AFTER_GL_CALL;
}
void fUniform1iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform1iv(location, count, value);
AFTER_GL_CALL;
}
void fUniform2f(GLint location, GLfloat v0, GLfloat v1) {
BEFORE_GL_CALL;
mSymbols.fUniform2f(location, v0, v1);
AFTER_GL_CALL;
}
void fUniform2fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform2fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform2i(GLint location, GLint v0, GLint v1) {
BEFORE_GL_CALL;
mSymbols.fUniform2i(location, v0, v1);
AFTER_GL_CALL;
}
void fUniform2iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform2iv(location, count, value);
AFTER_GL_CALL;
}
void fUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
BEFORE_GL_CALL;
mSymbols.fUniform3f(location, v0, v1, v2);
AFTER_GL_CALL;
}
void fUniform3fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform3fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {
BEFORE_GL_CALL;
mSymbols.fUniform3i(location, v0, v1, v2);
AFTER_GL_CALL;
}
void fUniform3iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform3iv(location, count, value);
AFTER_GL_CALL;
}
void fUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {
BEFORE_GL_CALL;
mSymbols.fUniform4f(location, v0, v1, v2, v3);
AFTER_GL_CALL;
}
void fUniform4fv(GLint location, GLsizei count, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniform4fv(location, count, value);
AFTER_GL_CALL;
}
void fUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
BEFORE_GL_CALL;
mSymbols.fUniform4i(location, v0, v1, v2, v3);
AFTER_GL_CALL;
}
void fUniform4iv(GLint location, GLsizei count, const GLint* value) {
BEFORE_GL_CALL;
mSymbols.fUniform4iv(location, count, value);
AFTER_GL_CALL;
}
void fUniformMatrix2fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniformMatrix2fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix2x3fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniformMatrix2x3fv);
mSymbols.fUniformMatrix2x3fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix2x4fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniformMatrix2x4fv);
mSymbols.fUniformMatrix2x4fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix3fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniformMatrix3fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix3x2fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniformMatrix3x2fv);
mSymbols.fUniformMatrix3x2fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix3x4fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniformMatrix3x4fv);
mSymbols.fUniformMatrix3x4fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix4fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
mSymbols.fUniformMatrix4fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix4x2fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniformMatrix4x2fv);
mSymbols.fUniformMatrix4x2fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUniformMatrix4x3fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniformMatrix4x3fv);
mSymbols.fUniformMatrix4x3fv(location, count, transpose, value);
AFTER_GL_CALL;
}
void fUseProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fUseProgram(program);
AFTER_GL_CALL;
}
void fValidateProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fValidateProgram(program);
AFTER_GL_CALL;
}
void fVertexAttribPointer(GLuint index, GLint size, GLenum type, realGLboolean normalized, GLsizei stride, const GLvoid* pointer) {
BEFORE_GL_CALL;
mSymbols.fVertexAttribPointer(index, size, type, normalized, stride, pointer);
AFTER_GL_CALL;
}
void fVertexAttrib1f(GLuint index, GLfloat x) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib1f(index, x);
AFTER_GL_CALL;
}
void fVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib2f(index, x, y);
AFTER_GL_CALL;
}
void fVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib3f(index, x, y, z);
AFTER_GL_CALL;
}
void fVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib4f(index, x, y, z, w);
AFTER_GL_CALL;
}
void fVertexAttrib1fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib1fv(index, v);
AFTER_GL_CALL;
}
void fVertexAttrib2fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib2fv(index, v);
AFTER_GL_CALL;
}
void fVertexAttrib3fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib3fv(index, v);
AFTER_GL_CALL;
}
void fVertexAttrib4fv(GLuint index, const GLfloat* v) {
BEFORE_GL_CALL;
mSymbols.fVertexAttrib4fv(index, v);
AFTER_GL_CALL;
}
void fVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid* pointer) {
BEFORE_GL_CALL;
mSymbols.fVertexPointer(size, type, stride, pointer);
AFTER_GL_CALL;
}
void fCompileShader(GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fCompileShader(shader);
AFTER_GL_CALL;
}
private:
friend class SharedSurface_IOSurface;
void raw_fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
BEFORE_GL_CALL;
mSymbols.fCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
AFTER_GL_CALL;
}
void raw_fCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
BEFORE_GL_CALL;
mSymbols.fCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
AFTER_GL_CALL;
}
public:
void fGetShaderiv(GLuint shader, GLenum pname, GLint* param) {
BEFORE_GL_CALL;
mSymbols.fGetShaderiv(shader, pname, param);
AFTER_GL_CALL;
}
void fGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
BEFORE_GL_CALL;
mSymbols.fGetShaderInfoLog(shader, bufSize, length, infoLog);
AFTER_GL_CALL;
}
private:
void raw_fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
MOZ_ASSERT(IsGLES());
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetShaderPrecisionFormat);
mSymbols.fGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
AFTER_GL_CALL;
}
public:
void fGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
if (IsGLES()) {
raw_fGetShaderPrecisionFormat(shadertype, precisiontype, range, precision);
} else {
// Fall back to automatic values because almost all desktop hardware supports the OpenGL standard precisions.
GetShaderPrecisionFormatNonES2(shadertype, precisiontype, range, precision);
}
}
void fGetShaderSource(GLint obj, GLsizei maxLength, GLsizei* length, GLchar* source) {
BEFORE_GL_CALL;
mSymbols.fGetShaderSource(obj, maxLength, length, source);
AFTER_GL_CALL;
}
void fShaderSource(GLuint shader, GLsizei count, const GLchar* const* strings, const GLint* lengths) {
BEFORE_GL_CALL;
mSymbols.fShaderSource(shader, count, strings, lengths);
AFTER_GL_CALL;
}
private:
friend class SharedSurface;
void raw_fBindFramebuffer(GLenum target, GLuint framebuffer) {
BEFORE_GL_CALL;
mSymbols.fBindFramebuffer(target, framebuffer);
AFTER_GL_CALL;
}
public:
void fBindRenderbuffer(GLenum target, GLuint renderbuffer) {
BEFORE_GL_CALL;
mSymbols.fBindRenderbuffer(target, renderbuffer);
AFTER_GL_CALL;
}
GLenum fCheckFramebufferStatus(GLenum target) {
BEFORE_GL_CALL;
GLenum retval = mSymbols.fCheckFramebufferStatus(target);
AFTER_GL_CALL;
return retval;
}
void fFramebufferRenderbuffer(GLenum target, GLenum attachmentPoint, GLenum renderbufferTarget, GLuint renderbuffer) {
BEFORE_GL_CALL;
mSymbols.fFramebufferRenderbuffer(target, attachmentPoint, renderbufferTarget, renderbuffer);
AFTER_GL_CALL;
}
void fFramebufferTexture2D(GLenum target, GLenum attachmentPoint, GLenum textureTarget, GLuint texture, GLint level) {
BEFORE_GL_CALL;
mSymbols.fFramebufferTexture2D(target, attachmentPoint, textureTarget, texture, level);
AFTER_GL_CALL;
}
void fFramebufferTextureLayer(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fFramebufferTextureLayer);
mSymbols.fFramebufferTextureLayer(target, attachment, texture, level, layer);
AFTER_GL_CALL;
}
void fGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* value) {
BEFORE_GL_CALL;
mSymbols.fGetFramebufferAttachmentParameteriv(target, attachment, pname, value);
AFTER_GL_CALL;
}
void fGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* value) {
BEFORE_GL_CALL;
mSymbols.fGetRenderbufferParameteriv(target, pname, value);
AFTER_GL_CALL;
}
realGLboolean fIsFramebuffer (GLuint framebuffer) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsFramebuffer(framebuffer);
AFTER_GL_CALL;
return retval;
}
public:
realGLboolean fIsRenderbuffer (GLuint renderbuffer) {
BEFORE_GL_CALL;
realGLboolean retval = mSymbols.fIsRenderbuffer(renderbuffer);
AFTER_GL_CALL;
return retval;
}
void fRenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height) {
BEFORE_GL_CALL;
mSymbols.fRenderbufferStorage(target, internalFormat, width, height);
AFTER_GL_CALL;
}
private:
void raw_fDepthRange(GLclampf a, GLclampf b) {
MOZ_ASSERT(!IsGLES());
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDepthRange);
mSymbols.fDepthRange(a, b);
AFTER_GL_CALL;
}
void raw_fDepthRangef(GLclampf a, GLclampf b) {
MOZ_ASSERT(IsGLES());
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDepthRangef);
mSymbols.fDepthRangef(a, b);
AFTER_GL_CALL;
}
void raw_fClearDepth(GLclampf v) {
MOZ_ASSERT(!IsGLES());
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fClearDepth);
mSymbols.fClearDepth(v);
AFTER_GL_CALL;
}
void raw_fClearDepthf(GLclampf v) {
MOZ_ASSERT(IsGLES());
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fClearDepthf);
mSymbols.fClearDepthf(v);
AFTER_GL_CALL;
}
public:
void fDepthRange(GLclampf a, GLclampf b) {
if (IsGLES()) {
raw_fDepthRangef(a, b);
} else {
raw_fDepthRange(a, b);
}
}
void fClearDepth(GLclampf v) {
if (IsGLES()) {
raw_fClearDepthf(v);
} else {
raw_fClearDepth(v);
}
}
void* fMapBuffer(GLenum target, GLenum access) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fMapBuffer);
void* ret = mSymbols.fMapBuffer(target, access);
AFTER_GL_CALL;
return ret;
}
realGLboolean fUnmapBuffer(GLenum target) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUnmapBuffer);
realGLboolean ret = mSymbols.fUnmapBuffer(target);
AFTER_GL_CALL;
return ret;
}
private:
GLuint raw_fCreateProgram() {
BEFORE_GL_CALL;
GLuint ret = mSymbols.fCreateProgram();
AFTER_GL_CALL;
return ret;
}
GLuint raw_fCreateShader(GLenum t) {
BEFORE_GL_CALL;
GLuint ret = mSymbols.fCreateShader(t);
AFTER_GL_CALL;
return ret;
}
void raw_fGenBuffers(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenBuffers(n, names);
AFTER_GL_CALL;
}
void raw_fGenFramebuffers(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenFramebuffers(n, names);
AFTER_GL_CALL;
}
void raw_fGenRenderbuffers(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenRenderbuffers(n, names);
AFTER_GL_CALL;
}
void raw_fGenTextures(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fGenTextures(n, names);
AFTER_GL_CALL;
}
public:
GLuint fCreateProgram() {
GLuint ret = raw_fCreateProgram();
TRACKING_CONTEXT(CreatedProgram(this, ret));
return ret;
}
GLuint fCreateShader(GLenum t) {
GLuint ret = raw_fCreateShader(t);
TRACKING_CONTEXT(CreatedShader(this, ret));
return ret;
}
void fGenBuffers(GLsizei n, GLuint* names) {
raw_fGenBuffers(n, names);
TRACKING_CONTEXT(CreatedBuffers(this, n, names));
}
void fGenFramebuffers(GLsizei n, GLuint* names) {
raw_fGenFramebuffers(n, names);
TRACKING_CONTEXT(CreatedFramebuffers(this, n, names));
}
void fGenRenderbuffers(GLsizei n, GLuint* names) {
raw_fGenRenderbuffers(n, names);
TRACKING_CONTEXT(CreatedRenderbuffers(this, n, names));
}
void fGenTextures(GLsizei n, GLuint* names) {
raw_fGenTextures(n, names);
TRACKING_CONTEXT(CreatedTextures(this, n, names));
}
private:
void raw_fDeleteProgram(GLuint program) {
BEFORE_GL_CALL;
mSymbols.fDeleteProgram(program);
AFTER_GL_CALL;
}
void raw_fDeleteShader(GLuint shader) {
BEFORE_GL_CALL;
mSymbols.fDeleteShader(shader);
AFTER_GL_CALL;
}
void raw_fDeleteBuffers(GLsizei n, const GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fDeleteBuffers(n, names);
AFTER_GL_CALL;
}
void raw_fDeleteFramebuffers(GLsizei n, const GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fDeleteFramebuffers(n, names);
AFTER_GL_CALL;
}
void raw_fDeleteRenderbuffers(GLsizei n, const GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fDeleteRenderbuffers(n, names);
AFTER_GL_CALL;
}
void raw_fDeleteTextures(GLsizei n, const GLuint* names) {
BEFORE_GL_CALL;
mSymbols.fDeleteTextures(n, names);
AFTER_GL_CALL;
}
public:
void fDeleteProgram(GLuint program) {
raw_fDeleteProgram(program);
TRACKING_CONTEXT(DeletedProgram(this, program));
}
void fDeleteShader(GLuint shader) {
raw_fDeleteShader(shader);
TRACKING_CONTEXT(DeletedShader(this, shader));
}
void fDeleteBuffers(GLsizei n, const GLuint* names) {
raw_fDeleteBuffers(n, names);
TRACKING_CONTEXT(DeletedBuffers(this, n, names));
}
void fDeleteFramebuffers(GLsizei n, const GLuint* names);
void fDeleteRenderbuffers(GLsizei n, const GLuint* names) {
raw_fDeleteRenderbuffers(n, names);
TRACKING_CONTEXT(DeletedRenderbuffers(this, n, names));
}
void fDeleteTextures(GLsizei n, const GLuint* names) {
raw_fDeleteTextures(n, names);
TRACKING_CONTEXT(DeletedTextures(this, n, names));
}
GLenum fGetGraphicsResetStatus() {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetGraphicsResetStatus);
GLenum ret = mSymbols.fGetGraphicsResetStatus();
AFTER_GL_CALL;
return ret;
}
// -----------------------------------------------------------------------------
// Extension ARB_sync (GL)
public:
GLsync fFenceSync(GLenum condition, GLbitfield flags) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fFenceSync);
GLsync ret = mSymbols.fFenceSync(condition, flags);
AFTER_GL_CALL;
return ret;
}
realGLboolean fIsSync(GLsync sync) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fIsSync);
realGLboolean ret = mSymbols.fIsSync(sync);
AFTER_GL_CALL;
return ret;
}
void fDeleteSync(GLsync sync) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDeleteSync);
mSymbols.fDeleteSync(sync);
AFTER_GL_CALL;
}
GLenum fClientWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fClientWaitSync);
GLenum ret = mSymbols.fClientWaitSync(sync, flags, timeout);
AFTER_GL_CALL;
return ret;
}
void fWaitSync(GLsync sync, GLbitfield flags, GLuint64 timeout) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fWaitSync);
mSymbols.fWaitSync(sync, flags, timeout);
AFTER_GL_CALL;
}
void fGetInteger64v(GLenum pname, GLint64* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetInteger64v);
mSymbols.fGetInteger64v(pname, params);
AFTER_GL_CALL;
}
void fGetSynciv(GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetSynciv);
mSymbols.fGetSynciv(sync, pname, bufSize, length, values);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Extension OES_EGL_image (GLES)
public:
void fEGLImageTargetTexture2D(GLenum target, GLeglImage image) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fEGLImageTargetTexture2D);
mSymbols.fEGLImageTargetTexture2D(target, image);
AFTER_GL_CALL;
mHeavyGLCallsSinceLastFlush = true;
}
void fEGLImageTargetRenderbufferStorage(GLenum target, GLeglImage image)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fEGLImageTargetRenderbufferStorage);
mSymbols.fEGLImageTargetRenderbufferStorage(target, image);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_bind_buffer_offset
public:
void fBindBufferOffset(GLenum target, GLuint index, GLuint buffer, GLintptr offset)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindBufferOffset);
mSymbols.fBindBufferOffset(target, index, buffer, offset);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_draw_buffers
public:
void fDrawBuffers(GLsizei n, const GLenum* bufs) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDrawBuffers);
mSymbols.fDrawBuffers(n, bufs);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_draw_instanced
public:
void fDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
{
BeforeGLDrawCall();
raw_fDrawArraysInstanced(mode, first, count, primcount);
AfterGLDrawCall();
}
void fDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLsizei primcount)
{
BeforeGLDrawCall();
raw_fDrawElementsInstanced(mode, count, type, indices, primcount);
AfterGLDrawCall();
}
private:
void raw_fDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDrawArraysInstanced);
mSymbols.fDrawArraysInstanced(mode, first, count, primcount);
AFTER_GL_CALL;
}
void raw_fDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLsizei primcount)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDrawElementsInstanced);
mSymbols.fDrawElementsInstanced(mode, count, type, indices, primcount);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Feature draw_range_elements
public:
void fDrawRangeElements(GLenum mode, GLuint start, GLuint end,
GLsizei count, GLenum type, const GLvoid* indices)
{
BeforeGLDrawCall();
raw_fDrawRangeElements(mode, start, end, count, type, indices);
AfterGLDrawCall();
}
private:
void raw_fDrawRangeElements(GLenum mode, GLuint start, GLuint end,
GLsizei count, GLenum type, const GLvoid* indices)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDrawRangeElements);
mSymbols.fDrawRangeElements(mode, start, end, count, type, indices);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_framebuffer_blit
public:
// Draw/Read
void fBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) {
BeforeGLDrawCall();
BeforeGLReadCall();
raw_fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
AfterGLReadCall();
AfterGLDrawCall();
}
private:
void raw_fBlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBlitFramebuffer);
mSymbols.fBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_framebuffer_multisample
public:
void fRenderbufferStorageMultisample(GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fRenderbufferStorageMultisample);
mSymbols.fRenderbufferStorageMultisample(target, samples, internalFormat, width, height);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// GL 3.0, GL ES 3.0 & EXT_gpu_shader4
public:
void fGetVertexAttribIiv(GLuint index, GLenum pname, GLint* params)
{
ASSERT_SYMBOL_PRESENT(fGetVertexAttribIiv);
BEFORE_GL_CALL;
mSymbols.fGetVertexAttribIiv(index, pname, params);
AFTER_GL_CALL;
}
void fGetVertexAttribIuiv(GLuint index, GLenum pname, GLuint* params)
{
ASSERT_SYMBOL_PRESENT(fGetVertexAttribIuiv);
BEFORE_GL_CALL;
mSymbols.fGetVertexAttribIuiv(index, pname, params);
AFTER_GL_CALL;
}
void fVertexAttribI4i(GLuint index, GLint x, GLint y, GLint z, GLint w)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fVertexAttribI4i);
mSymbols.fVertexAttribI4i(index, x, y, z, w);
AFTER_GL_CALL;
}
void fVertexAttribI4iv(GLuint index, const GLint* v)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fVertexAttribI4iv);
mSymbols.fVertexAttribI4iv(index, v);
AFTER_GL_CALL;
}
void fVertexAttribI4ui(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fVertexAttribI4ui);
mSymbols.fVertexAttribI4ui(index, x, y, z, w);
AFTER_GL_CALL;
}
void fVertexAttribI4uiv(GLuint index, const GLuint* v)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fVertexAttribI4uiv);
mSymbols.fVertexAttribI4uiv(index, v);
AFTER_GL_CALL;
}
void fVertexAttribIPointer(GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid* offset)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fVertexAttribIPointer);
mSymbols.fVertexAttribIPointer(index, size, type, stride, offset);
AFTER_GL_CALL;
}
void fUniform1ui(GLint location, GLuint v0) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform1ui);
mSymbols.fUniform1ui(location, v0);
AFTER_GL_CALL;
}
void fUniform2ui(GLint location, GLuint v0, GLuint v1) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform2ui);
mSymbols.fUniform2ui(location, v0, v1);
AFTER_GL_CALL;
}
void fUniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform3ui);
mSymbols.fUniform3ui(location, v0, v1, v2);
AFTER_GL_CALL;
}
void fUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform4ui);
mSymbols.fUniform4ui(location, v0, v1, v2, v3);
AFTER_GL_CALL;
}
void fUniform1uiv(GLint location, GLsizei count, const GLuint* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform1uiv);
mSymbols.fUniform1uiv(location, count, value);
AFTER_GL_CALL;
}
void fUniform2uiv(GLint location, GLsizei count, const GLuint* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform2uiv);
mSymbols.fUniform2uiv(location, count, value);
AFTER_GL_CALL;
}
void fUniform3uiv(GLint location, GLsizei count, const GLuint* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform3uiv);
mSymbols.fUniform3uiv(location, count, value);
AFTER_GL_CALL;
}
void fUniform4uiv(GLint location, GLsizei count, const GLuint* value) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fUniform4uiv);
mSymbols.fUniform4uiv(location, count, value);
AFTER_GL_CALL;
}
GLint fGetFragDataLocation(GLuint program, const GLchar* name)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetFragDataLocation);
GLint result = mSymbols.fGetFragDataLocation(program, name);
AFTER_GL_CALL;
return result;
}
// -----------------------------------------------------------------------------
// Package XXX_instanced_arrays
public:
void fVertexAttribDivisor(GLuint index, GLuint divisor)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fVertexAttribDivisor);
mSymbols.fVertexAttribDivisor(index, divisor);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Feature internalformat_query
public:
void fGetInternalformativ(GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetInternalformativ);
mSymbols.fGetInternalformativ(target, internalformat, pname, bufSize, params);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_query_counter
/**
* XXX_query_counter:
* - depends on XXX_query_objects
* - provide all followed entry points
* - provide GL_TIMESTAMP
*/
public:
void fQueryCounter(GLuint id, GLenum target) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fQueryCounter);
mSymbols.fQueryCounter(id, target);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_query_objects
/**
* XXX_query_objects:
* - provide all followed entry points
*
* XXX_occlusion_query2:
* - depends on XXX_query_objects
* - provide ANY_SAMPLES_PASSED
*
* XXX_occlusion_query_boolean:
* - depends on XXX_occlusion_query2
* - provide ANY_SAMPLES_PASSED_CONSERVATIVE
*/
public:
void fDeleteQueries(GLsizei n, const GLuint* names) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDeleteQueries);
mSymbols.fDeleteQueries(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(DeletedQueries(this, n, names));
}
void fGenQueries(GLsizei n, GLuint* names) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGenQueries);
mSymbols.fGenQueries(n, names);
AFTER_GL_CALL;
TRACKING_CONTEXT(CreatedQueries(this, n, names));
}
void fGetQueryiv(GLenum target, GLenum pname, GLint* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetQueryiv);
mSymbols.fGetQueryiv(target, pname, params);
AFTER_GL_CALL;
}
void fGetQueryObjectuiv(GLuint id, GLenum pname, GLuint* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetQueryObjectuiv);
mSymbols.fGetQueryObjectuiv(id, pname, params);
AFTER_GL_CALL;
}
realGLboolean fIsQuery(GLuint query) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fIsQuery);
realGLboolean retval = mSymbols.fIsQuery(query);
AFTER_GL_CALL;
return retval;
}
// -----------------------------------------------------------------------------
// Package XXX_get_query_object_i64v
/**
* XXX_get_query_object_i64v:
* - depends on XXX_query_objects
* - provide the followed entry point
*/
public:
void fGetQueryObjecti64v(GLuint id, GLenum pname, GLint64* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetQueryObjecti64v);
mSymbols.fGetQueryObjecti64v(id, pname, params);
AFTER_GL_CALL;
}
void fGetQueryObjectui64v(GLuint id, GLenum pname, GLuint64* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetQueryObjectui64v);
mSymbols.fGetQueryObjectui64v(id, pname, params);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_get_query_object_iv
/**
* XXX_get_query_object_iv:
* - depends on XXX_query_objects
* - provide the followed entry point
*
* XXX_occlusion_query:
* - depends on XXX_get_query_object_iv
* - provide LOCAL_GL_SAMPLES_PASSED
*/
public:
void fGetQueryObjectiv(GLuint id, GLenum pname, GLint* params) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetQueryObjectiv);
mSymbols.fGetQueryObjectiv(id, pname, params);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// GL 4.0, GL ES 3.0, ARB_transform_feedback2, NV_transform_feedback2
public:
void fBindBufferBase(GLenum target, GLuint index, GLuint buffer)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindBufferBase);
mSymbols.fBindBufferBase(target, index, buffer);
AFTER_GL_CALL;
}
void fBindBufferRange(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindBufferRange);
mSymbols.fBindBufferRange(target, index, buffer, offset, size);
AFTER_GL_CALL;
}
void fGenTransformFeedbacks(GLsizei n, GLuint* ids)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGenTransformFeedbacks);
mSymbols.fGenTransformFeedbacks(n, ids);
AFTER_GL_CALL;
}
void fDeleteTransformFeedbacks(GLsizei n, const GLuint* ids)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDeleteTransformFeedbacks);
mSymbols.fDeleteTransformFeedbacks(n, ids);
AFTER_GL_CALL;
}
realGLboolean fIsTransformFeedback(GLuint id)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fIsTransformFeedback);
realGLboolean result = mSymbols.fIsTransformFeedback(id);
AFTER_GL_CALL;
return result;
}
void fBindTransformFeedback(GLenum target, GLuint id)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindTransformFeedback);
mSymbols.fBindTransformFeedback(target, id);
AFTER_GL_CALL;
}
void fBeginTransformFeedback(GLenum primitiveMode)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBeginTransformFeedback);
mSymbols.fBeginTransformFeedback(primitiveMode);
AFTER_GL_CALL;
}
void fEndTransformFeedback()
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fEndTransformFeedback);
mSymbols.fEndTransformFeedback();
AFTER_GL_CALL;
}
void fTransformFeedbackVaryings(GLuint program, GLsizei count, const GLchar* const* varyings, GLenum bufferMode)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fTransformFeedbackVaryings);
mSymbols.fTransformFeedbackVaryings(program, count, varyings, bufferMode);
AFTER_GL_CALL;
}
void fGetTransformFeedbackVarying(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* type, GLchar* name)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetTransformFeedbackVarying);
mSymbols.fGetTransformFeedbackVarying(program, index, bufSize, length, size, type, name);
AFTER_GL_CALL;
}
void fPauseTransformFeedback()
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fPauseTransformFeedback);
mSymbols.fPauseTransformFeedback();
AFTER_GL_CALL;
}
void fResumeTransformFeedback()
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fResumeTransformFeedback);
mSymbols.fResumeTransformFeedback();
AFTER_GL_CALL;
}
void fGetIntegeri_v(GLenum param, GLuint index, GLint* values)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetIntegeri_v);
mSymbols.fGetIntegeri_v(param, index, values);
AFTER_GL_CALL;
}
void fGetInteger64i_v(GLenum target, GLuint index, GLint64* data) {
ASSERT_SYMBOL_PRESENT(fGetInteger64i_v);
BEFORE_GL_CALL;
mSymbols.fGetInteger64i_v(target, index, data);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Package XXX_vertex_array_object
public:
void fBindVertexArray(GLuint array)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindVertexArray);
mSymbols.fBindVertexArray(array);
AFTER_GL_CALL;
}
void fDeleteVertexArrays(GLsizei n, const GLuint* arrays)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDeleteVertexArrays);
mSymbols.fDeleteVertexArrays(n, arrays);
AFTER_GL_CALL;
}
void fGenVertexArrays(GLsizei n, GLuint* arrays)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGenVertexArrays);
mSymbols.fGenVertexArrays(n, arrays);
AFTER_GL_CALL;
}
realGLboolean fIsVertexArray(GLuint array)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fIsVertexArray);
realGLboolean ret = mSymbols.fIsVertexArray(array);
AFTER_GL_CALL;
return ret;
}
// -----------------------------------------------------------------------------
// Extension NV_fence
public:
void fGenFences(GLsizei n, GLuint* fences)
{
ASSERT_SYMBOL_PRESENT(fGenFences);
BEFORE_GL_CALL;
mSymbols.fGenFences(n, fences);
AFTER_GL_CALL;
}
void fDeleteFences(GLsizei n, const GLuint* fences)
{
ASSERT_SYMBOL_PRESENT(fDeleteFences);
BEFORE_GL_CALL;
mSymbols.fDeleteFences(n, fences);
AFTER_GL_CALL;
}
void fSetFence(GLuint fence, GLenum condition)
{
ASSERT_SYMBOL_PRESENT(fSetFence);
BEFORE_GL_CALL;
mSymbols.fSetFence(fence, condition);
AFTER_GL_CALL;
}
realGLboolean fTestFence(GLuint fence)
{
ASSERT_SYMBOL_PRESENT(fTestFence);
BEFORE_GL_CALL;
realGLboolean ret = mSymbols.fTestFence(fence);
AFTER_GL_CALL;
return ret;
}
void fFinishFence(GLuint fence)
{
ASSERT_SYMBOL_PRESENT(fFinishFence);
BEFORE_GL_CALL;
mSymbols.fFinishFence(fence);
AFTER_GL_CALL;
}
realGLboolean fIsFence(GLuint fence)
{
ASSERT_SYMBOL_PRESENT(fIsFence);
BEFORE_GL_CALL;
realGLboolean ret = mSymbols.fIsFence(fence);
AFTER_GL_CALL;
return ret;
}
void fGetFenceiv(GLuint fence, GLenum pname, GLint* params)
{
ASSERT_SYMBOL_PRESENT(fGetFenceiv);
BEFORE_GL_CALL;
mSymbols.fGetFenceiv(fence, pname, params);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Extension NV_texture_barrier
public:
void fTextureBarrier()
{
ASSERT_SYMBOL_PRESENT(fTextureBarrier);
BEFORE_GL_CALL;
mSymbols.fTextureBarrier();
AFTER_GL_CALL;
}
// Core GL & Extension ARB_copy_buffer
public:
void fCopyBufferSubData(GLenum readtarget, GLenum writetarget,
GLintptr readoffset, GLintptr writeoffset,
GLsizeiptr size)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fCopyBufferSubData);
mSymbols.fCopyBufferSubData(readtarget, writetarget, readoffset, writeoffset, size);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Core GL & Extension ARB_map_buffer_range
public:
void* fMapBufferRange(GLenum target, GLintptr offset, GLsizeiptr length,
GLbitfield access)
{
ASSERT_SYMBOL_PRESENT(fMapBufferRange);
BEFORE_GL_CALL;
void* data = mSymbols.fMapBufferRange(target, offset, length, access);
AFTER_GL_CALL;
return data;
}
void fFlushMappedBufferRange(GLenum target, GLintptr offset, GLsizeiptr length) {
ASSERT_SYMBOL_PRESENT(fFlushMappedBufferRange);
BEFORE_GL_CALL;
mSymbols.fFlushMappedBufferRange(target, offset, length);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Core GL & Extension ARB_sampler_objects
public:
void fGenSamplers(GLsizei count, GLuint* samplers)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGenSamplers);
mSymbols.fGenSamplers(count, samplers);
AFTER_GL_CALL;
}
void fDeleteSamplers(GLsizei count, const GLuint* samplers)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fDeleteSamplers);
mSymbols.fDeleteSamplers(count, samplers);
AFTER_GL_CALL;
}
realGLboolean fIsSampler(GLuint sampler)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fIsSampler);
realGLboolean result = mSymbols.fIsSampler(sampler);
AFTER_GL_CALL;
return result;
}
void fBindSampler(GLuint unit, GLuint sampler)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fBindSampler);
mSymbols.fBindSampler(unit, sampler);
AFTER_GL_CALL;
}
void fSamplerParameteri(GLuint sampler, GLenum pname, GLint param)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fSamplerParameteri);
mSymbols.fSamplerParameteri(sampler, pname, param);
AFTER_GL_CALL;
}
void fSamplerParameteriv(GLuint sampler, GLenum pname, const GLint* param)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fSamplerParameteriv);
mSymbols.fSamplerParameteriv(sampler, pname, param);
AFTER_GL_CALL;
}
void fSamplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fSamplerParameterf);
mSymbols.fSamplerParameterf(sampler, pname, param);
AFTER_GL_CALL;
}
void fSamplerParameterfv(GLuint sampler, GLenum pname, const GLfloat* param)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fSamplerParameterfv);
mSymbols.fSamplerParameterfv(sampler, pname, param);
AFTER_GL_CALL;
}
void fGetSamplerParameteriv(GLuint sampler, GLenum pname, GLint* params)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetSamplerParameteriv);
mSymbols.fGetSamplerParameteriv(sampler, pname, params);
AFTER_GL_CALL;
}
void fGetSamplerParameterfv(GLuint sampler, GLenum pname, GLfloat* params)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetSamplerParameterfv);
mSymbols.fGetSamplerParameterfv(sampler, pname, params);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Core GL & Extension ARB_uniform_buffer_object
public:
void fGetUniformIndices(GLuint program, GLsizei uniformCount,
const GLchar* const* uniformNames, GLuint* uniformIndices)
{
ASSERT_SYMBOL_PRESENT(fGetUniformIndices);
BEFORE_GL_CALL;
mSymbols.fGetUniformIndices(program, uniformCount, uniformNames, uniformIndices);
AFTER_GL_CALL;
}
void fGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint* uniformIndices,
GLenum pname, GLint* params)
{
ASSERT_SYMBOL_PRESENT(fGetActiveUniformsiv);
BEFORE_GL_CALL;
mSymbols.fGetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params);
AFTER_GL_CALL;
}
GLuint fGetUniformBlockIndex(GLuint program, const GLchar* uniformBlockName) {
ASSERT_SYMBOL_PRESENT(fGetUniformBlockIndex);
BEFORE_GL_CALL;
GLuint result = mSymbols.fGetUniformBlockIndex(program, uniformBlockName);
AFTER_GL_CALL;
return result;
}
void fGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex,
GLenum pname, GLint* params)
{
ASSERT_SYMBOL_PRESENT(fGetActiveUniformBlockiv);
BEFORE_GL_CALL;
mSymbols.fGetActiveUniformBlockiv(program, uniformBlockIndex, pname, params);
AFTER_GL_CALL;
}
void fGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize,
GLsizei* length, GLchar* uniformBlockName)
{
ASSERT_SYMBOL_PRESENT(fGetActiveUniformBlockName);
BEFORE_GL_CALL;
mSymbols.fGetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName);
AFTER_GL_CALL;
}
void fUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) {
ASSERT_SYMBOL_PRESENT(fUniformBlockBinding);
BEFORE_GL_CALL;
mSymbols.fUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Core GL 4.2, GL ES 3.0 & Extension ARB_texture_storage/EXT_texture_storage
void fTexStorage2D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fTexStorage2D);
mSymbols.fTexStorage2D(target, levels, internalformat, width, height);
AFTER_GL_CALL;
}
void fTexStorage3D(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fTexStorage3D);
mSymbols.fTexStorage3D(target, levels, internalformat, width, height, depth);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// 3D Textures
void fTexImage3D(GLenum target, GLint level,
GLint internalFormat,
GLsizei width, GLsizei height, GLsizei depth,
GLint border, GLenum format, GLenum type,
const GLvoid * data)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fTexImage3D);
mSymbols.fTexImage3D(target, level, internalFormat,
width, height, depth,
border, format, type,
data);
AFTER_GL_CALL;
}
void fTexSubImage3D(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLenum type, const GLvoid* pixels)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fTexSubImage3D);
mSymbols.fTexSubImage3D(target, level, xoffset, yoffset, zoffset,
width, height, depth, format, type,
pixels);
AFTER_GL_CALL;
}
void fCopyTexSubImage3D(GLenum target, GLint level, GLint xoffset,
GLint yoffset, GLint zoffset, GLint x,
GLint y, GLsizei width, GLsizei height)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fCopyTexSubImage3D);
mSymbols.fCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset,
x, y, width, height);
AFTER_GL_CALL;
}
void fCompressedTexImage3D(GLenum target, GLint level, GLenum internalformat,
GLsizei width, GLsizei height, GLsizei depth,
GLint border, GLsizei imageSize, const GLvoid* data)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fCompressedTexImage3D);
mSymbols.fCompressedTexImage3D(target, level, internalformat,
width, height, depth,
border, imageSize, data);
AFTER_GL_CALL;
}
void fCompressedTexSubImage3D(GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth,
GLenum format, GLsizei imageSize, const GLvoid* data)
{
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fCompressedTexSubImage3D);
mSymbols.fCompressedTexSubImage3D(target, level,
xoffset, yoffset, zoffset,
width, height, depth,
format, imageSize, data);
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// get_string_indexed
const GLubyte* fGetStringi(GLenum name, GLuint index) {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fGetStringi);
const GLubyte* ret = mSymbols.fGetStringi(name, index);
AFTER_GL_CALL;
return ret;
}
// -----------------------------------------------------------------------------
// APPLE_framebuffer_multisample
void fResolveMultisampleFramebufferAPPLE() {
BEFORE_GL_CALL;
ASSERT_SYMBOL_PRESENT(fResolveMultisampleFramebufferAPPLE);
mSymbols.fResolveMultisampleFramebufferAPPLE();
AFTER_GL_CALL;
}
// -----------------------------------------------------------------------------
// Constructor
protected:
explicit GLContext(CreateContextFlags flags, const SurfaceCaps& caps,
GLContext* sharedContext = nullptr,
bool isOffscreen = false);
// -----------------------------------------------------------------------------
// Destructor
public:
virtual ~GLContext();
// Mark this context as destroyed. This will nullptr out all
// the GL function pointers!
void MarkDestroyed();
// -----------------------------------------------------------------------------
// Everything that isn't standard GL APIs
protected:
typedef gfx::SurfaceFormat SurfaceFormat;
virtual bool MakeCurrentImpl(bool aForce) = 0;
public:
#ifdef MOZ_GL_DEBUG
static void StaticInit() {
PR_NewThreadPrivateIndex(&sCurrentGLContextTLS, nullptr);
}
#endif
bool MakeCurrent(bool aForce = false) {
if (IsDestroyed()) {
return false;
}
#ifdef MOZ_GL_DEBUG
PR_SetThreadPrivate(sCurrentGLContextTLS, this);
// XXX this assertion is disabled because it's triggering on Mac;
// we need to figure out why and reenable it.
#if 0
// IsOwningThreadCurrent is a bit of a misnomer;
// the "owning thread" is the creation thread,
// and the only thread that can own this. We don't
// support contexts used on multiple threads.
NS_ASSERTION(IsOwningThreadCurrent(),
"MakeCurrent() called on different thread than this context was created on!");
#endif
#endif
return MakeCurrentImpl(aForce);
}
virtual bool Init() = 0;
virtual bool SetupLookupFunction() = 0;
virtual void ReleaseSurface() {}
bool IsDestroyed() {
// MarkDestroyed will mark all these as null.
return mSymbols.fUseProgram == nullptr;
}
GLContext* GetSharedContext() { return mSharedContext; }
/**
* Returns true if the thread on which this context was created is the currently
* executing thread.
*/
bool IsOwningThreadCurrent();
static void PlatformStartup();
public:
/**
* If this context wraps a double-buffered target, swap the back
* and front buffers. It should be assumed that after a swap, the
* contents of the new back buffer are undefined.
*/
virtual bool SwapBuffers() { return false; }
/**
* Defines a two-dimensional texture image for context target surface
*/
virtual bool BindTexImage() { return false; }
/*
* Releases a color buffer that is being used as a texture
*/
virtual bool ReleaseTexImage() { return false; }
// Before reads from offscreen texture
void GuaranteeResolve();
/*
* Resize the current offscreen buffer. Returns true on success.
* If it returns false, the context should be treated as unusable
* and should be recreated. After the resize, the viewport is not
* changed; glViewport should be called as appropriate.
*
* Only valid if IsOffscreen() returns true.
*/
bool ResizeOffscreen(const gfx::IntSize& size) {
return ResizeScreenBuffer(size);
}
/*
* Return size of this offscreen context.
*
* Only valid if IsOffscreen() returns true.
*/
const gfx::IntSize& OffscreenSize() const;
void BindFB(GLuint fb) {
fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, fb);
MOZ_ASSERT(!fb || fIsFramebuffer(fb));
}
void BindDrawFB(GLuint fb) {
fBindFramebuffer(LOCAL_GL_DRAW_FRAMEBUFFER_EXT, fb);
}
void BindReadFB(GLuint fb) {
fBindFramebuffer(LOCAL_GL_READ_FRAMEBUFFER_EXT, fb);
}
GLuint GetDrawFB();
GLuint GetReadFB();
GLuint GetFB();
/*
* Retrieves the size of the native windowing system drawable.
*/
virtual Maybe<gfx::IntSize> GetTargetSize() {
return Maybe<gfx::IntSize>();
};
private:
void GetShaderPrecisionFormatNonES2(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) {
switch (precisiontype) {
case LOCAL_GL_LOW_FLOAT:
case LOCAL_GL_MEDIUM_FLOAT:
case LOCAL_GL_HIGH_FLOAT:
// Assume IEEE 754 precision
range[0] = 127;
range[1] = 127;
*precision = 23;
break;
case LOCAL_GL_LOW_INT:
case LOCAL_GL_MEDIUM_INT:
case LOCAL_GL_HIGH_INT:
// Some (most) hardware only supports single-precision floating-point numbers,
// which can accurately represent integers up to +/-16777216
range[0] = 24;
range[1] = 24;
*precision = 0;
break;
}
}
public:
void ForceDirtyScreen();
void CleanDirtyScreen();
virtual GLenum GetPreferredARGB32Format() const { return LOCAL_GL_RGBA; }
virtual GLenum GetPreferredEGLImageTextureTarget() const {
return IsExtensionSupported(OES_EGL_image_external) ?
LOCAL_GL_TEXTURE_EXTERNAL : LOCAL_GL_TEXTURE_2D;
}
virtual bool RenewSurface(nsIWidget* aWidget) { return false; }
// Shared code for GL extensions and GLX extensions.
static bool ListHasExtension(const GLubyte* extensions,
const char* extension);
GLint GetMaxTextureImageSize() { return mMaxTextureImageSize; }
public:
std::map<GLuint, SharedSurface*> mFBOMapping;
enum {
DebugFlagEnabled = 1 << 0,
DebugFlagTrace = 1 << 1,
DebugFlagAbortOnError = 1 << 2
};
const uint8_t mDebugFlags;
protected:
RefPtr<GLContext> mSharedContext;
// The thread id which this context was created.
PlatformThreadId mOwningThreadId;
GLContextSymbols mSymbols;
#ifdef MOZ_GL_DEBUG
// Non-zero debug flags will check that we don't send call
// to a GLContext that isn't current on the current
// thread.
// Store the current context when binding to thread local
// storage to support debug flags on an arbitrary thread.
static unsigned sCurrentGLContextTLS;
#endif
UniquePtr<GLBlitHelper> mBlitHelper;
UniquePtr<GLReadTexImageHelper> mReadTexImageHelper;
public:
GLBlitHelper* BlitHelper();
GLBlitTextureImageHelper* BlitTextureImageHelper();
GLReadTexImageHelper* ReadTexImageHelper();
// Assumes shares are created by all sharing with the same global context.
bool SharesWith(const GLContext* other) const {
MOZ_ASSERT(!this->mSharedContext || !this->mSharedContext->mSharedContext);
MOZ_ASSERT(!other->mSharedContext || !other->mSharedContext->mSharedContext);
MOZ_ASSERT(!this->mSharedContext ||
!other->mSharedContext ||
this->mSharedContext == other->mSharedContext);
const GLContext* thisShared = this->mSharedContext ? this->mSharedContext
: this;
const GLContext* otherShared = other->mSharedContext ? other->mSharedContext
: other;
return thisShared == otherShared;
}
bool InitOffscreen(const gfx::IntSize& size, const SurfaceCaps& caps);
protected:
// Note that it does -not- clear the resized buffers.
bool CreateScreenBuffer(const gfx::IntSize& size, const SurfaceCaps& caps) {
if (!IsOffscreenSizeAllowed(size))
return false;
return CreateScreenBufferImpl(size, caps);
}
bool CreateScreenBufferImpl(const gfx::IntSize& size,
const SurfaceCaps& caps);
public:
bool ResizeScreenBuffer(const gfx::IntSize& size);
protected:
SurfaceCaps mCaps;
public:
const SurfaceCaps& Caps() const {
return mCaps;
}
// Only varies based on bpp16 and alpha.
GLFormats ChooseGLFormats(const SurfaceCaps& caps) const;
bool IsFramebufferComplete(GLuint fb, GLenum* status = nullptr);
// Does not check completeness.
void AttachBuffersToFB(GLuint colorTex, GLuint colorRB,
GLuint depthRB, GLuint stencilRB,
GLuint fb, GLenum target = LOCAL_GL_TEXTURE_2D);
// Passing null is fine if the value you'd get is 0.
bool AssembleOffscreenFBs(const GLuint colorMSRB,
const GLuint depthRB,
const GLuint stencilRB,
const GLuint texture,
GLuint* drawFB,
GLuint* readFB);
protected:
friend class GLScreenBuffer;
UniquePtr<GLScreenBuffer> mScreen;
SharedSurface* mLockedSurface;
public:
void LockSurface(SharedSurface* surf) {
MOZ_ASSERT(!mLockedSurface);
mLockedSurface = surf;
}
void UnlockSurface(SharedSurface* surf) {
MOZ_ASSERT(mLockedSurface == surf);
mLockedSurface = nullptr;
}
SharedSurface* GetLockedSurface() const {
return mLockedSurface;
}
bool IsOffscreen() const {
return mIsOffscreen;
}
GLScreenBuffer* Screen() const {
return mScreen.get();
}
/* Clear to transparent black, with 0 depth and stencil,
* while preserving current ClearColor etc. values.
* Useful for resizing offscreen buffers.
*/
void ClearSafely();
bool WorkAroundDriverBugs() const { return mWorkAroundDriverBugs; }
bool IsDrawingToDefaultFramebuffer();
protected:
RefPtr<TextureGarbageBin> mTexGarbageBin;
public:
TextureGarbageBin* TexGarbageBin() {
MOZ_ASSERT(mTexGarbageBin);
return mTexGarbageBin;
}
void EmptyTexGarbageBin();
bool IsOffscreenSizeAllowed(const gfx::IntSize& aSize) const;
protected:
bool InitWithPrefix(const char* prefix, bool trygl);
private:
bool InitWithPrefixImpl(const char* prefix, bool trygl);
void LoadMoreSymbols(const char* prefix, bool trygl);
bool LoadExtSymbols(const char* prefix, bool trygl, const SymLoadStruct* list,
GLExtensions ext);
bool LoadFeatureSymbols(const char* prefix, bool trygl, const SymLoadStruct* list,
GLFeature feature);
protected:
void InitExtensions();
GLint mViewportRect[4];
GLint mScissorRect[4];
GLint mMaxTextureSize;
GLint mMaxCubeMapTextureSize;
GLint mMaxTextureImageSize;
GLint mMaxRenderbufferSize;
GLint mMaxViewportDims[2];
GLsizei mMaxSamples;
bool mNeedsTextureSizeChecks;
bool mNeedsFlushBeforeDeleteFB;
bool mWorkAroundDriverBugs;
bool IsTextureSizeSafeToPassToDriver(GLenum target, GLsizei width, GLsizei height) const {
if (mNeedsTextureSizeChecks) {
// some drivers incorrectly handle some large texture sizes that are below the
// max texture size that they report. So we check ourselves against our own values
// (mMax[CubeMap]TextureSize).
// see bug 737182 for Mac Intel 2D textures
// see bug 684882 for Mac Intel cube map textures
// see bug 814716 for Mesa Nouveau
GLsizei maxSize = target == LOCAL_GL_TEXTURE_CUBE_MAP ||
(target >= LOCAL_GL_TEXTURE_CUBE_MAP_POSITIVE_X &&
target <= LOCAL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)
? mMaxCubeMapTextureSize
: mMaxTextureSize;
return width <= maxSize && height <= maxSize;
}
return true;
}
public:
GLsizei MaxSamples() const {
return mMaxSamples;
}
void fViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
if (mViewportRect[0] == x &&
mViewportRect[1] == y &&
mViewportRect[2] == width &&
mViewportRect[3] == height)
{
return;
}
mViewportRect[0] = x;
mViewportRect[1] = y;
mViewportRect[2] = width;
mViewportRect[3] = height;
BEFORE_GL_CALL;
mSymbols.fViewport(x, y, width, height);
AFTER_GL_CALL;
}
#undef ASSERT_SYMBOL_PRESENT
#ifdef MOZ_GL_DEBUG
void CreatedProgram(GLContext* aOrigin, GLuint aName);
void CreatedShader(GLContext* aOrigin, GLuint aName);
void CreatedBuffers(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
void CreatedQueries(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
void CreatedTextures(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
void CreatedFramebuffers(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
void CreatedRenderbuffers(GLContext* aOrigin, GLsizei aCount, GLuint* aNames);
void DeletedProgram(GLContext* aOrigin, GLuint aName);
void DeletedShader(GLContext* aOrigin, GLuint aName);
void DeletedBuffers(GLContext* aOrigin, GLsizei aCount, const GLuint* aNames);
void DeletedQueries(GLContext* aOrigin, GLsizei aCount, const GLuint* aNames);
void DeletedTextures(GLContext* aOrigin, GLsizei aCount, const GLuint* aNames);
void DeletedFramebuffers(GLContext* aOrigin, GLsizei aCount, const GLuint* aNames);
void DeletedRenderbuffers(GLContext* aOrigin, GLsizei aCount, const GLuint* aNames);
void SharedContextDestroyed(GLContext* aChild);
void ReportOutstandingNames();
struct NamedResource {
NamedResource()
: origin(nullptr), name(0), originDeleted(false)
{ }
NamedResource(GLContext* aOrigin, GLuint aName)
: origin(aOrigin), name(aName), originDeleted(false)
{ }
GLContext* origin;
GLuint name;
bool originDeleted;
// for sorting
bool operator<(const NamedResource& aOther) const {
if (intptr_t(origin) < intptr_t(aOther.origin))
return true;
if (name < aOther.name)
return true;
return false;
}
bool operator==(const NamedResource& aOther) const {
return origin == aOther.origin &&
name == aOther.name &&
originDeleted == aOther.originDeleted;
}
};
nsTArray<NamedResource> mTrackedPrograms;
nsTArray<NamedResource> mTrackedShaders;
nsTArray<NamedResource> mTrackedTextures;
nsTArray<NamedResource> mTrackedFramebuffers;
nsTArray<NamedResource> mTrackedRenderbuffers;
nsTArray<NamedResource> mTrackedBuffers;
nsTArray<NamedResource> mTrackedQueries;
#endif
protected:
bool mHeavyGLCallsSinceLastFlush;
public:
void FlushIfHeavyGLCallsSinceLastFlush();
static bool ShouldSpew();
static bool ShouldDumpExts();
void Readback(SharedSurface* src, gfx::DataSourceSurface* dest);
};
bool DoesStringMatch(const char* aString, const char* aWantedString);
void SplitByChar(const nsACString& str, const char delim,
std::vector<nsCString>* const out);
template<size_t N>
bool
MarkBitfieldByString(const nsACString& str, const char* const (&markStrList)[N],
std::bitset<N>* const out_markList)
{
for (size_t i = 0; i < N; i++) {
if (str.Equals(markStrList[i])) {
(*out_markList)[i] = 1;
return true;
}
}
return false;
}
template<size_t N>
void
MarkBitfieldByStrings(const std::vector<nsCString>& strList,
bool dumpStrings, const char* const (&markStrList)[N],
std::bitset<N>* const out_markList)
{
for (auto itr = strList.begin(); itr != strList.end(); ++itr) {
const nsACString& str = *itr;
const bool wasMarked = MarkBitfieldByString(str, markStrList,
out_markList);
if (dumpStrings)
printf_stderr(" %s%s\n", str.BeginReading(), wasMarked ? "(*)" : "");
}
}
/**
* Helper function that creates a 2D texture aSize.width x aSize.height with
* storage type specified by aFormats. Returns GL texture object id.
*
* See mozilla::gl::CreateTexture.
*/
GLuint CreateTextureForOffscreen(GLContext* aGL, const GLFormats& aFormats,
const gfx::IntSize& aSize);
/**
* Helper function that creates a 2D texture aSize.width x aSize.height with
* storage type aInternalFormat. Returns GL texture object id.
*
* Initialize textyre parameters to:
* GL_TEXTURE_MIN_FILTER = GL_LINEAR
* GL_TEXTURE_MAG_FILTER = GL_LINEAR
* GL_TEXTURE_WRAP_S = GL_CLAMP_TO_EDGE
* GL_TEXTURE_WRAP_T = GL_CLAMP_TO_EDGE
*/
GLuint CreateTexture(GLContext* aGL, GLenum aInternalFormat, GLenum aFormat,
GLenum aType, const gfx::IntSize& aSize, bool linear = true);
} /* namespace gl */
} /* namespace mozilla */
#endif /* GLCONTEXT_H_ */