ladybird/Userland/Libraries/LibGL/GLContext.h
Jelle Raaijmakers edcb6176ce LibGL+Lib*GPU: Set model view and projection matrices separately
LibSoftGPU used to calculate the normal transformation based on the
model view transformation for every primitive, because that's when we
sent over the matrix. By making LibGL a bit smarter and only update the
matrices when they could have changed, we only need to calculate the
normal transformation once on every matrix update.

When viewing `Tuba.obj` in 3DFileViewer, this brings the percentage of
time spent in `FloatMatrix4x4::inverse()` down from 15% to 0%. :^)
2023-10-15 12:14:07 +02:00

612 lines
25 KiB
C++

/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2021-2022, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2022-2023, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/ByteBuffer.h>
#include <AK/Debug.h>
#include <AK/HashMap.h>
#include <AK/NonnullOwnPtr.h>
#include <AK/Optional.h>
#include <AK/RefPtr.h>
#include <AK/Tuple.h>
#include <AK/Variant.h>
#include <AK/Vector.h>
#include <LibGL/Buffer/Buffer.h>
#include <LibGL/NameAllocator.h>
#include <LibGL/Shaders/Program.h>
#include <LibGL/Shaders/Shader.h>
#include <LibGL/Tex/Texture.h>
#include <LibGL/Tex/TextureUnit.h>
#include <LibGPU/Device.h>
#include <LibGPU/DeviceInfo.h>
#include <LibGPU/Driver.h>
#include <LibGPU/Light.h>
#include <LibGPU/Vertex.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Matrix4x4.h>
#include <LibGfx/Rect.h>
#include <LibGfx/Vector3.h>
namespace GL {
#define APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(name, ...) \
if (should_append_to_listing()) { \
append_to_listing<&GLContext::name>(__VA_ARGS__); \
if (!should_execute_after_appending_to_listing()) \
return; \
}
#define APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(name, arg) \
if (should_append_to_listing()) { \
auto ptr = store_in_listing(arg); \
append_to_listing<&GLContext::name>(*ptr); \
if (!should_execute_after_appending_to_listing()) \
return; \
}
#define RETURN_WITH_ERROR_IF(condition, error) \
if (condition) { \
dbgln_if(GL_DEBUG, "{}(): error {:#x}", __func__, error); \
if (m_error == GL_NO_ERROR) \
m_error = error; \
return; \
}
#define RETURN_VALUE_WITH_ERROR_IF(condition, error, return_value) \
if (condition) { \
dbgln_if(GL_DEBUG, "{}(): error {:#x}", __func__, error); \
if (m_error == GL_NO_ERROR) \
m_error = error; \
return return_value; \
}
constexpr size_t MODELVIEW_MATRIX_STACK_LIMIT = 64;
constexpr size_t PROJECTION_MATRIX_STACK_LIMIT = 8;
constexpr size_t TEXTURE_MATRIX_STACK_LIMIT = 8;
struct ContextParameter {
GLenum type;
bool is_capability { false };
u8 count { 1 };
union {
bool boolean_value;
GLint integer_value;
GLint integer_list[4];
GLdouble double_value;
GLdouble double_list[4];
} value;
};
struct VertexAttribPointer {
GLint size { 4 };
GLenum type { GL_FLOAT };
bool normalize;
GLsizei stride { 0 };
void const* pointer { 0 };
};
enum Face {
Front = 0,
Back = 1,
};
enum class PackingType {
Pack,
Unpack,
};
class GLContext final {
public:
GLContext(RefPtr<GPU::Driver> driver, NonnullOwnPtr<GPU::Device>, Gfx::Bitmap&);
~GLContext();
NonnullRefPtr<Gfx::Bitmap> frontbuffer() const { return m_frontbuffer; }
void present();
void gl_begin(GLenum mode);
void gl_clear(GLbitfield mask);
void gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void gl_clear_depth(GLfloat depth);
void gl_clear_stencil(GLint s);
void gl_color(GLfloat r, GLfloat g, GLfloat b, GLfloat a);
void gl_delete_textures(GLsizei n, GLuint const* textures);
void gl_end();
void gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val);
void gl_gen_textures(GLsizei n, GLuint* textures);
GLenum gl_get_error();
GLubyte const* gl_get_string(GLenum name);
void gl_load_identity();
void gl_load_matrix(FloatMatrix4x4 const& matrix);
void gl_matrix_mode(GLenum mode);
void gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val);
void gl_push_matrix();
void gl_pop_matrix();
void gl_mult_matrix(FloatMatrix4x4 const& matrix);
void gl_rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
void gl_scale(GLfloat x, GLfloat y, GLfloat z);
void gl_translate(GLfloat x, GLfloat y, GLfloat z);
void gl_vertex(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height);
void gl_enable(GLenum);
void gl_disable(GLenum);
GLboolean gl_is_enabled(GLenum);
void gl_front_face(GLenum);
void gl_cull_face(GLenum);
GLuint gl_gen_lists(GLsizei range);
void gl_call_list(GLuint list);
void gl_call_lists(GLsizei n, GLenum type, void const* lists);
void gl_delete_lists(GLuint list, GLsizei range);
void gl_list_base(GLuint base);
void gl_end_list(void);
void gl_new_list(GLuint list, GLenum mode);
GLboolean gl_is_list(GLuint list);
void gl_flush();
void gl_finish();
void gl_blend_func(GLenum src_factor, GLenum dst_factor);
void gl_shade_model(GLenum mode);
void gl_alpha_func(GLenum func, GLclampf ref);
void gl_hint(GLenum target, GLenum mode);
void gl_read_buffer(GLenum mode);
void gl_draw_buffer(GLenum buffer);
void gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
void gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLvoid const* data);
void gl_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid const* data);
void gl_tex_parameter(GLenum target, GLenum pname, GLfloat param);
void gl_tex_parameterfv(GLenum target, GLenum pname, GLfloat const* params);
void gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q);
void gl_multi_tex_coord(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
void gl_tex_env(GLenum target, GLenum pname, FloatVector4 params);
void gl_tex_envv(GLenum target, GLenum pname, void const* params, GLenum type);
void gl_bind_texture(GLenum target, GLuint texture);
GLboolean gl_is_texture(GLuint texture);
void gl_active_texture(GLenum texture);
void gl_depth_mask(GLboolean flag);
void gl_enable_client_state(GLenum cap);
void gl_disable_client_state(GLenum cap);
void gl_client_active_texture(GLenum target);
void gl_vertex_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer);
void gl_color_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer);
void gl_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer);
void gl_draw_arrays(GLenum mode, GLint first, GLsizei count);
void gl_draw_elements(GLenum mode, GLsizei count, GLenum type, void const* indices);
void gl_draw_pixels(GLsizei width, GLsizei height, GLenum format, GLenum type, void const* data);
void gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void gl_get_booleanv(GLenum pname, GLboolean* data);
void gl_get_doublev(GLenum pname, GLdouble* params);
void gl_get_floatv(GLenum pname, GLfloat* params);
void gl_get_integerv(GLenum pname, GLint* data);
void gl_depth_range(GLdouble min, GLdouble max);
void gl_depth_func(GLenum func);
void gl_polygon_mode(GLenum face, GLenum mode);
void gl_polygon_offset(GLfloat factor, GLfloat units);
void gl_fogfv(GLenum pname, GLfloat const* params);
void gl_fogf(GLenum pname, GLfloat param);
void gl_fogi(GLenum pname, GLint param);
void gl_pixel_storei(GLenum pname, GLint param);
void gl_scissor(GLint x, GLint y, GLsizei width, GLsizei height);
void gl_stencil_func_separate(GLenum face, GLenum func, GLint ref, GLuint mask);
void gl_stencil_mask_separate(GLenum face, GLuint mask);
void gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
void gl_normal(GLfloat nx, GLfloat ny, GLfloat nz);
void gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer);
void gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void gl_line_width(GLfloat width);
void gl_push_attrib(GLbitfield mask);
void gl_pop_attrib();
void gl_light_model(GLenum pname, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void gl_light_modelv(GLenum pname, void const* params, GLenum type);
void gl_bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte const* bitmap);
void gl_copy_tex_image_2d(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void gl_get_tex_image(GLenum target, GLint level, GLenum format, GLenum type, void* pixels);
void gl_get_tex_parameter_integerv(GLenum target, GLint level, GLenum pname, GLint* params);
void gl_rect(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2);
void gl_tex_gen(GLenum coord, GLenum pname, GLint param);
void gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params);
void gl_lightf(GLenum light, GLenum pname, GLfloat param);
void gl_lightfv(GLenum light, GLenum pname, GLfloat const* params);
void gl_lightiv(GLenum light, GLenum pname, GLint const* params);
void gl_materialf(GLenum face, GLenum pname, GLfloat param);
void gl_materialfv(GLenum face, GLenum pname, GLfloat const* params);
void gl_materialiv(GLenum face, GLenum pname, GLint const* params);
void gl_color_material(GLenum face, GLenum mode);
void gl_get_light(GLenum light, GLenum pname, void* params, GLenum type);
void gl_get_material(GLenum face, GLenum pname, void* params, GLenum type);
void gl_clip_plane(GLenum plane, GLdouble const* equation);
void gl_get_clip_plane(GLenum plane, GLdouble* equation);
void gl_array_element(GLint i);
void gl_copy_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void gl_point_size(GLfloat size);
void gl_bind_buffer(GLenum target, GLuint buffer);
void gl_buffer_data(GLenum target, GLsizeiptr size, void const* data, GLenum usage);
void gl_buffer_sub_data(GLenum target, GLintptr offset, GLsizeiptr size, void const* data);
void gl_delete_buffers(GLsizei n, GLuint const* buffers);
void gl_gen_buffers(GLsizei n, GLuint* buffers);
GLuint gl_create_shader(GLenum shader_type);
void gl_delete_shader(GLuint shader);
void gl_shader_source(GLuint shader, GLsizei count, GLchar const** string, GLint const* length);
void gl_compile_shader(GLuint shader);
void gl_get_shader(GLuint shader, GLenum pname, GLint* params);
GLuint gl_create_program();
void gl_delete_program(GLuint program);
void gl_attach_shader(GLuint program, GLuint shader);
void gl_link_program(GLuint program);
void gl_use_program(GLuint program);
void gl_get_program(GLuint program, GLenum pname, GLint* params);
private:
void sync_clip_planes();
void sync_device_config();
void sync_device_sampler_config();
void sync_device_texture_units();
void sync_light_state();
void sync_matrices();
void sync_stencil_configuration();
ErrorOr<ByteBuffer> build_extension_string();
template<typename T>
T* store_in_listing(T value)
{
VERIFY(m_current_listing_index.has_value());
auto& listing = m_current_listing_index->listing;
listing.saved_arguments.empend(make<Listing::ExtraSavedArguments>(move(value)));
return listing.saved_arguments.last()->template get_pointer<T>();
}
template<auto member, typename... Args>
void append_to_listing(Args&&... args)
{
VERIFY(m_current_listing_index.has_value());
m_current_listing_index->listing.entries.empend(member, Listing::ArgumentsFor<member> { forward<Args>(args)... });
}
Optional<ContextParameter> get_context_parameter(GLenum pname);
GPU::PackingSpecification get_packing_specification(PackingType);
template<typename T>
void get_floating_point(GLenum pname, T* params);
template<typename T>
void get_light_param(GLenum light, GLenum pname, T* params);
template<typename T>
void get_material_param(Face face, GLenum pname, T* params);
void invoke_list(size_t list_index);
[[nodiscard]] bool should_append_to_listing() const { return m_current_listing_index.has_value(); }
[[nodiscard]] bool should_execute_after_appending_to_listing() const { return m_current_listing_index.has_value() && m_current_listing_index->mode == GL_COMPILE_AND_EXECUTE; }
// FIXME: we store GPU::Texture objects that do not point back to either the driver or device, so we need
// to destruct the latter two at the very end. Fix this by making all GPU objects point back to
// the device that created them, and the device back to the driver.
RefPtr<GPU::Driver> m_driver;
NonnullOwnPtr<GPU::Device> m_rasterizer;
GPU::DeviceInfo const m_device_info;
GLenum m_current_draw_mode;
GLenum m_current_matrix_mode { GL_MODELVIEW };
FloatMatrix4x4& projection_matrix() { return m_projection_matrix_stack.last(); }
FloatMatrix4x4& model_view_matrix() { return m_model_view_matrix_stack.last(); }
Vector<FloatMatrix4x4> m_projection_matrix_stack { FloatMatrix4x4::identity() };
Vector<FloatMatrix4x4> m_model_view_matrix_stack { FloatMatrix4x4::identity() };
Vector<FloatMatrix4x4>* m_current_matrix_stack { &m_model_view_matrix_stack };
FloatMatrix4x4* m_current_matrix { &m_current_matrix_stack->last() };
bool m_matrices_dirty { true };
ALWAYS_INLINE void update_current_matrix(FloatMatrix4x4 const& new_matrix)
{
*m_current_matrix = new_matrix;
m_matrices_dirty = true;
if (m_current_matrix_mode == GL_TEXTURE)
m_texture_units_dirty = true;
}
Gfx::IntRect m_viewport;
FloatVector4 m_clear_color { 0.0f, 0.0f, 0.0f, 0.0f };
float m_clear_depth { 1.f };
u8 m_clear_stencil { 0 };
FloatVector4 m_current_vertex_color { 1.0f, 1.0f, 1.0f, 1.0f };
Vector<FloatVector4> m_current_vertex_tex_coord;
FloatVector3 m_current_vertex_normal { 0.0f, 0.0f, 1.0f };
Vector<GPU::Vertex> m_vertex_list;
GLenum m_error = GL_NO_ERROR;
bool m_in_draw_state = false;
bool m_depth_test_enabled { false };
bool m_depth_offset_enabled { false };
bool m_cull_faces = false;
GLenum m_front_face = GL_CCW;
GLenum m_culled_sides = GL_BACK;
bool m_blend_enabled = false;
GLenum m_blend_source_factor = GL_ONE;
GLenum m_blend_destination_factor = GL_ZERO;
bool m_alpha_test_enabled = false;
GLenum m_alpha_test_func = GL_ALWAYS;
GLclampf m_alpha_test_ref_value = 0;
bool m_dither_enabled { true };
bool m_normalize { false };
// Stencil configuration
bool m_stencil_test_enabled { false };
bool m_stencil_configuration_dirty { true };
struct StencilFunctionOptions {
GLenum func { GL_ALWAYS };
GLint reference_value { 0 };
GLuint mask { NumericLimits<GLuint>::max() };
};
Array<StencilFunctionOptions, 2u> m_stencil_function;
struct StencilOperationOptions {
GLenum op_fail { GL_KEEP };
GLenum op_depth_fail { GL_KEEP };
GLenum op_pass { GL_KEEP };
GLuint write_mask { NumericLimits<GLuint>::max() };
};
Array<StencilOperationOptions, 2u> m_stencil_operation;
GLenum m_current_read_buffer = GL_BACK;
GLenum m_current_draw_buffer = GL_BACK;
// User-defined clip planes
struct ClipPlaneAttributes {
Array<FloatVector4, 6> eye_clip_plane; // TODO: Change to use device-defined constant
GLuint enabled { 0 };
} m_clip_plane_attributes;
bool m_clip_planes_dirty { true };
// Client side arrays
bool m_client_side_vertex_array_enabled { false };
bool m_client_side_color_array_enabled { false };
Vector<bool> m_client_side_texture_coord_array_enabled;
size_t m_client_active_texture { 0 };
bool m_client_side_normal_array_enabled { false };
NonnullRefPtr<Gfx::Bitmap> m_frontbuffer;
// Texture objects
template<typename T>
RefPtr<T> get_default_texture(GLenum target)
{
auto default_texture = m_default_textures.get(target);
VERIFY(default_texture.has_value());
return static_cast<T*>(default_texture.value());
}
NameAllocator m_texture_name_allocator;
HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
HashMap<GLenum, RefPtr<Texture>> m_default_textures;
Vector<TextureUnit> m_texture_units;
TextureUnit* m_active_texture_unit;
size_t m_active_texture_unit_index { 0 };
bool m_texture_units_dirty { true };
// Texture coordinate generation state
struct TextureCoordinateGeneration {
bool enabled { false };
GLenum generation_mode { GL_EYE_LINEAR };
FloatVector4 object_plane_coefficients { 0.0f, 0.0f, 0.0f, 0.0f };
FloatVector4 eye_plane_coefficients { 0.0f, 0.0f, 0.0f, 0.0f };
};
Vector<Array<TextureCoordinateGeneration, 4>> m_texture_coordinate_generation;
ALWAYS_INLINE TextureCoordinateGeneration& texture_coordinate_generation(size_t texture_unit, GLenum capability)
{
return m_texture_coordinate_generation[texture_unit][capability - GL_TEXTURE_GEN_S];
}
bool m_sampler_config_is_dirty { true };
bool m_light_state_is_dirty { true };
NameAllocator m_shader_name_allocator;
NameAllocator m_program_name_allocator;
HashMap<GLuint, RefPtr<Shader>> m_allocated_shaders;
HashMap<GLuint, RefPtr<Program>> m_allocated_programs;
RefPtr<Program> m_current_program;
struct Listing {
template<typename F>
struct TupleTypeForArgumentListOf_;
template<typename Ret, typename C, typename... Args>
struct TupleTypeForArgumentListOf_<Ret (C::*)(Args...)> {
using Type = Tuple<Args...>;
};
template<typename F>
using TupleTypeForArgumentListOf = typename TupleTypeForArgumentListOf_<F>::Type;
template<auto member>
using ArgumentsFor = TupleTypeForArgumentListOf<decltype(member)>;
template<typename... Fns>
struct FunctionAndArgs {
Variant<Fns...> function;
Variant<TupleTypeForArgumentListOf<Fns>...> arguments;
};
using FunctionsAndArgs = FunctionAndArgs<
decltype(&GLContext::gl_begin),
decltype(&GLContext::gl_clear),
decltype(&GLContext::gl_clear_color),
decltype(&GLContext::gl_clear_depth),
decltype(&GLContext::gl_clear_stencil),
decltype(&GLContext::gl_color),
decltype(&GLContext::gl_end),
decltype(&GLContext::gl_frustum),
decltype(&GLContext::gl_load_identity),
decltype(&GLContext::gl_load_matrix),
decltype(&GLContext::gl_matrix_mode),
decltype(&GLContext::gl_ortho),
decltype(&GLContext::gl_push_matrix),
decltype(&GLContext::gl_pop_matrix),
decltype(&GLContext::gl_mult_matrix),
decltype(&GLContext::gl_rotate),
decltype(&GLContext::gl_scale),
decltype(&GLContext::gl_translate),
decltype(&GLContext::gl_vertex),
decltype(&GLContext::gl_viewport),
decltype(&GLContext::gl_enable),
decltype(&GLContext::gl_disable),
decltype(&GLContext::gl_front_face),
decltype(&GLContext::gl_cull_face),
decltype(&GLContext::gl_call_list),
decltype(&GLContext::gl_call_lists),
decltype(&GLContext::gl_blend_func),
decltype(&GLContext::gl_shade_model),
decltype(&GLContext::gl_alpha_func),
decltype(&GLContext::gl_hint),
decltype(&GLContext::gl_read_buffer),
decltype(&GLContext::gl_tex_parameter),
decltype(&GLContext::gl_tex_parameterfv),
decltype(&GLContext::gl_depth_mask),
decltype(&GLContext::gl_draw_pixels),
decltype(&GLContext::gl_depth_range),
decltype(&GLContext::gl_polygon_offset),
decltype(&GLContext::gl_scissor),
decltype(&GLContext::gl_stencil_func_separate),
decltype(&GLContext::gl_stencil_mask_separate),
decltype(&GLContext::gl_stencil_op_separate),
decltype(&GLContext::gl_normal),
decltype(&GLContext::gl_raster_pos),
decltype(&GLContext::gl_line_width),
decltype(&GLContext::gl_push_attrib),
decltype(&GLContext::gl_pop_attrib),
decltype(&GLContext::gl_light_model),
decltype(&GLContext::gl_bitmap),
decltype(&GLContext::gl_copy_tex_image_2d),
decltype(&GLContext::gl_rect),
decltype(&GLContext::gl_tex_env),
decltype(&GLContext::gl_tex_gen),
decltype(&GLContext::gl_tex_gen_floatv),
decltype(&GLContext::gl_fogf),
decltype(&GLContext::gl_fogfv),
decltype(&GLContext::gl_fogi),
decltype(&GLContext::gl_lightf),
decltype(&GLContext::gl_lightfv),
decltype(&GLContext::gl_lightiv),
decltype(&GLContext::gl_materialf),
decltype(&GLContext::gl_materialfv),
decltype(&GLContext::gl_materialiv),
decltype(&GLContext::gl_color_material),
decltype(&GLContext::gl_get_light),
decltype(&GLContext::gl_clip_plane),
decltype(&GLContext::gl_copy_tex_sub_image_2d),
decltype(&GLContext::gl_point_size)>;
using ExtraSavedArguments = Variant<
FloatMatrix4x4>;
Vector<NonnullOwnPtr<ExtraSavedArguments>> saved_arguments;
Vector<FunctionsAndArgs> entries;
};
static constexpr size_t max_allowed_gl_call_depth { 128 };
size_t m_gl_call_depth { 0 };
Vector<Listing> m_listings;
size_t m_list_base { 0 };
struct CurrentListing {
Listing listing;
size_t index { 0 };
GLenum mode { GL_COMPILE };
};
Optional<CurrentListing> m_current_listing_index;
VertexAttribPointer m_client_vertex_pointer;
VertexAttribPointer m_client_color_pointer;
Vector<VertexAttribPointer> m_client_tex_coord_pointer;
VertexAttribPointer m_client_normal_pointer;
struct PixelParameters {
i32 image_height { 0 };
bool least_significant_bit_first { false };
u8 pack_alignment { 4 };
i32 row_length { 0 };
i32 skip_images { 0 };
i32 skip_pixels { 0 };
i32 skip_rows { 0 };
bool swap_bytes { false };
};
PixelParameters m_packing_parameters;
PixelParameters m_unpacking_parameters;
// Point drawing configuration
bool m_point_smooth { false };
float m_point_size { 1.f };
// Line drawing configuration
bool m_line_smooth { false };
float m_line_width { 1.f };
// Lighting configuration
bool m_lighting_enabled { false };
Vector<GPU::Light> m_light_states;
Array<GPU::Material, 2u> m_material_states;
// Color material
bool m_color_material_enabled { false };
GLenum m_color_material_face { GL_FRONT_AND_BACK };
GLenum m_color_material_mode { GL_AMBIENT_AND_DIFFUSE };
// GL Extension string
ByteBuffer m_extensions;
// Buffer objects
NameAllocator m_buffer_name_allocator;
HashMap<GLuint, RefPtr<Buffer>> m_allocated_buffers;
RefPtr<Buffer> m_array_buffer;
RefPtr<Buffer> m_element_array_buffer;
};
// Transposes input matrices (column-major) to our Matrix (row-major).
template<typename I>
constexpr FloatMatrix4x4 transpose_input_matrix(I const* matrix)
{
Array<float, 16> elements;
for (size_t i = 0; i < 16; ++i)
elements[i] = static_cast<float>(matrix[i]);
// clang-format off
return {
elements[0], elements[4], elements[8], elements[12],
elements[1], elements[5], elements[9], elements[13],
elements[2], elements[6], elements[10], elements[14],
elements[3], elements[7], elements[11], elements[15],
};
// clang-format on
}
template<>
constexpr FloatMatrix4x4 transpose_input_matrix(float const* matrix)
{
// clang-format off
return {
matrix[0], matrix[4], matrix[8], matrix[12],
matrix[1], matrix[5], matrix[9], matrix[13],
matrix[2], matrix[6], matrix[10], matrix[14],
matrix[3], matrix[7], matrix[11], matrix[15],
};
// clang-format on
}
ErrorOr<NonnullOwnPtr<GLContext>> create_context(Gfx::Bitmap&);
void make_context_current(GLContext*);
}