diff options
author | Alon Zakai <alonzakai@gmail.com> | 2013-02-25 19:23:56 -0500 |
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committer | Alon Zakai <alonzakai@gmail.com> | 2013-02-25 19:23:56 -0500 |
commit | 230c0e80dfcd44870bec3254c399db430f6e1d98 (patch) | |
tree | 745ec3b082adc222050b4d48a416d7a969dd148d /src/library_gl.js | |
parent | 5a99d2567e76f257309cfd225876f3a5402e5f46 (diff) | |
parent | 9d4ef477a511ae4136c2d63e0150a4768cbd53ea (diff) |
Merge branch 'incoming'
Conflicts:
AUTHORS
Diffstat (limited to 'src/library_gl.js')
-rw-r--r-- | src/library_gl.js | 311 |
1 files changed, 281 insertions, 30 deletions
diff --git a/src/library_gl.js b/src/library_gl.js index f7966dab..027b2841 100644 --- a/src/library_gl.js +++ b/src/library_gl.js @@ -408,7 +408,19 @@ var LibraryGL = { }, glReadPixels: function(x, y, width, height, format, type, pixels) { - Module.ctx.readPixels(x, y, width, height, format, type, HEAPU8.subarray(pixels)); + assert(type == 0x1401 /* GL_UNSIGNED_BYTE */); + var sizePerPixel; + switch (format) { + case 0x1907 /* GL_RGB */: + sizePerPixel = 3; + break; + case 0x1908 /* GL_RGBA */: + sizePerPixel = 4; + break; + default: throw 'unsupported glReadPixels format'; + } + var totalSize = width*height*sizePerPixel; + Module.ctx.readPixels(x, y, width, height, format, type, HEAPU8.subarray(pixels, pixels + totalSize)); }, glBindTexture: function(target, texture) { @@ -908,11 +920,9 @@ var LibraryGL = { }, glIsProgram: function(program) { - var fb = GL.programs[program]; - if (typeof(fb) == 'undefined') { - return 0; - } - return Module.ctx.isProgram(fb); + var program = GL.programs[program]; + if (!program) return 0; + return Module.ctx.isProgram(program); }, glBindAttribLocation__sig: 'viii', @@ -983,6 +993,11 @@ var LibraryGL = { fogMode: 0x0800, // GL_EXP fogEnabled: false, + // VAO support + vaos: [], + currentVao: null, + enabledVertexAttribArrays: {}, // helps with vao cleanups + init: function() { GLEmulation.fogColor = new Float32Array(4); @@ -1008,6 +1023,11 @@ var LibraryGL = { if (cap == 0x0B60 /* GL_FOG */) { GLEmulation.fogEnabled = true; return; + } else if (cap == 0x0de1 /* GL_TEXTURE_2D */) { + // XXX not according to spec, and not in desktop GL, but works in some GLES1.x apparently, so support + // it by forwarding to glEnableClientState + _glEnableClientState(cap); + return; } else if (!(cap in validCapabilities)) { return; } @@ -1018,6 +1038,11 @@ var LibraryGL = { if (cap == 0x0B60 /* GL_FOG */) { GLEmulation.fogEnabled = false; return; + } else if (cap == 0x0de1 /* GL_TEXTURE_2D */) { + // XXX not according to spec, and not in desktop GL, but works in some GLES1.x apparently, so support + // it by forwarding to glDisableClientState + _glDisableClientState(cap); + return; } else if (!(cap in validCapabilities)) { return; } @@ -1052,6 +1077,51 @@ var LibraryGL = { return; } case 0x8871: pname = Module.ctx.MAX_COMBINED_TEXTURE_IMAGE_UNITS /* close enough */; break; // GL_MAX_TEXTURE_COORDS + case 0x807A: { // GL_VERTEX_ARRAY_SIZE + var attribute = GLImmediate.clientAttributes[GLImmediate.VERTEX]; + {{{ makeSetValue('params', '0', 'attribute ? attribute.size : 0', 'i32') }}}; + return; + } + case 0x807B: { // GL_VERTEX_ARRAY_TYPE + var attribute = GLImmediate.clientAttributes[GLImmediate.VERTEX]; + {{{ makeSetValue('params', '0', 'attribute ? attribute.type : 0', 'i32') }}}; + return; + } + case 0x807C: { // GL_VERTEX_ARRAY_STRIDE + var attribute = GLImmediate.clientAttributes[GLImmediate.VERTEX]; + {{{ makeSetValue('params', '0', 'attribute ? attribute.stride : 0', 'i32') }}}; + return; + } + case 0x8081: { // GL_COLOR_ARRAY_SIZE + var attribute = GLImmediate.clientAttributes[GLImmediate.COLOR]; + {{{ makeSetValue('params', '0', 'attribute ? attribute.size : 0', 'i32') }}}; + return; + } + case 0x8082: { // GL_COLOR_ARRAY_TYPE + var attribute = GLImmediate.clientAttributes[GLImmediate.COLOR]; + {{{ makeSetValue('params', '0', 'attribute ? attribute.type : 0', 'i32') }}}; + return; + } + case 0x8083: { // GL_COLOR_ARRAY_STRIDE + var attribute = GLImmediate.clientAttributes[GLImmediate.COLOR]; + {{{ makeSetValue('params', '0', 'attribute ? attribute.stride : 0', 'i32') }}}; + return; + } + case 0x8088: { // GL_TEXTURE_COORD_ARRAY_SIZE + var attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0]; + {{{ makeSetValue('params', '0', 'attribute ? attribute.size : 0', 'i32') }}}; + return; + } + case 0x8089: { // GL_TEXTURE_COORD_ARRAY_TYPE + var attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0]; + {{{ makeSetValue('params', '0', 'attribute ? attribute.type : 0', 'i32') }}}; + return; + } + case 0x808A: { // GL_TEXTURE_COORD_ARRAY_STRIDE + var attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0]; + {{{ makeSetValue('params', '0', 'attribute ? attribute.stride : 0', 'i32') }}}; + return; + } } glGetIntegerv(pname, params); }; @@ -1267,8 +1337,13 @@ var LibraryGL = { glBindBuffer(target, buffer); if (target == Module.ctx.ARRAY_BUFFER) { GL.currArrayBuffer = buffer; + if (GLEmulation.currentVao) { + assert(GLEmulation.currentVao.arrayBuffer == buffer || GLEmulation.currentVao.arrayBuffer == 0 || buffer == 0, 'TODO: support for multiple array buffers in vao'); + GLEmulation.currentVao.arrayBuffer = buffer; + } } else if (target == Module.ctx.ELEMENT_ARRAY_BUFFER) { GL.currElementArrayBuffer = buffer; + if (GLEmulation.currentVao) GLEmulation.currentVao.elementArrayBuffer = buffer; } }; @@ -1312,6 +1387,28 @@ var LibraryGL = { } glHint(target, mode); }; + + var glEnableVertexAttribArray = _glEnableVertexAttribArray; + _glEnableVertexAttribArray = function(index) { + glEnableVertexAttribArray(index); + GLEmulation.enabledVertexAttribArrays[index] = 1; + if (GLEmulation.currentVao) GLEmulation.currentVao.enabledVertexAttribArrays[index] = 1; + }; + + var glDisableVertexAttribArray = _glDisableVertexAttribArray; + _glDisableVertexAttribArray = function(index) { + glDisableVertexAttribArray(index); + delete GLEmulation.enabledVertexAttribArrays[index]; + if (GLEmulation.currentVao) delete GLEmulation.currentVao.enabledVertexAttribArrays[index]; + }; + + var glVertexAttribPointer = _glVertexAttribPointer; + _glVertexAttribPointer = function(index, size, type, normalized, stride, pointer) { + glVertexAttribPointer(index, size, type, normalized, stride, pointer); + if (GLEmulation.currentVao) { // TODO: avoid object creation here? likely not hot though + GLEmulation.currentVao.vertexAttribPointers[index] = [index, size, type, normalized, stride, pointer]; + } + }; }, getProcAddress: function(name) { @@ -1375,6 +1472,9 @@ var LibraryGL = { case 'glIsFramebuffer': ret = {{{ Functions.getIndex('_glIsFramebuffer', true) }}}; break; case 'glCheckFramebufferStatus': ret = {{{ Functions.getIndex('_glCheckFramebufferStatus', true) }}}; break; case 'glRenderbufferStorage': ret = {{{ Functions.getIndex('_glRenderbufferStorage', true) }}}; break; + case 'glGenVertexArrays': ret = {{{ Functions.getIndex('_glGenVertexArrays', true) }}}; break; + case 'glDeleteVertexArrays': ret = {{{ Functions.getIndex('_glDeleteVertexArrays', true) }}}; break; + case 'glBindVertexArray': ret = {{{ Functions.getIndex('_glBindVertexArray', true) }}}; break; } if (!ret) Module.printErr('WARNING: getProcAddress failed for ' + name); return ret; @@ -1427,6 +1527,20 @@ var LibraryGL = { assert(id == 0); }, + glGetPointerv: function(name, p) { + var attribute; + switch(name) { + case 0x808E: // GL_VERTEX_ARRAY_POINTER + attribute = GLImmediate.clientAttributes[GLImmediate.VERTEX]; break; + case 0x8090: // GL_COLOR_ARRAY_POINTER + attribute = GLImmediate.clientAttributes[GLImmediate.COLOR]; break; + case 0x8092: // GL_TEXTURE_COORD_ARRAY_POINTER + attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0]; break; + default: throw 'TODO: glGetPointerv for ' + name; + } + {{{ makeSetValue('p', '0', 'attribute ? attribute.pointer : 0', 'i32') }}}; + }, + // GL Immediate mode $GLImmediate__postset: 'GL.immediate.setupFuncs(); Browser.moduleContextCreatedCallbacks.push(function() { GL.immediate.init() });', @@ -1501,7 +1615,7 @@ var LibraryGL = { }, // Temporary buffers - MAX_TEMP_BUFFER_SIZE: 2*1024*1024, + MAX_TEMP_BUFFER_SIZE: {{{ GL_MAX_TEMP_BUFFER_SIZE }}}, tempBufferIndexLookup: null, tempVertexBuffers: null, tempIndexBuffers: null, @@ -1784,27 +1898,35 @@ var LibraryGL = { } // If the array buffer is unchanged and the renderer as well, then we can avoid all the work here - // XXX We use some heuristics here, and this may not work in all cases. Try disabling this if you - // have odd glitches (by setting canSkip always to 0, or even cleaning up the renderer right - // after rendering) + // XXX We use some heuristics here, and this may not work in all cases. Try disabling GL_UNSAFE_OPTS if you + // have odd glitches +#if GL_UNSAFE_OPTS var lastRenderer = GL.immediate.lastRenderer; var canSkip = this == lastRenderer && arrayBuffer == GL.immediate.lastArrayBuffer && (GL.currProgram || this.program) == GL.immediate.lastProgram && !GL.immediate.matricesModified; if (!canSkip && lastRenderer) lastRenderer.cleanup(); +#endif if (!GL.currArrayBuffer) { // Bind the array buffer and upload data after cleaning up the previous renderer +#if GL_UNSAFE_OPTS + // Potentially unsafe, since lastArrayBuffer might not reflect the true array buffer in code that mixes immediate/non-immediate if (arrayBuffer != GL.immediate.lastArrayBuffer) { +#endif Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, arrayBuffer); +#if GL_UNSAFE_OPTS } +#endif Module.ctx.bufferSubData(Module.ctx.ARRAY_BUFFER, start, GL.immediate.vertexData.subarray(start >> 2, end >> 2)); } +#if GL_UNSAFE_OPTS if (canSkip) return; GL.immediate.lastRenderer = this; GL.immediate.lastArrayBuffer = arrayBuffer; GL.immediate.lastProgram = GL.currProgram || this.program; GL.immediate.matricesModified = false; +#endif if (!GL.currProgram) { Module.ctx.useProgram(this.program); @@ -1880,9 +2002,11 @@ var LibraryGL = { Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, null); } +#if GL_UNSAFE_OPTS GL.immediate.lastRenderer = null; GL.immediate.lastArrayBuffer = null; GL.immediate.lastProgram = null; +#endif GL.immediate.matricesModified = true; } }; @@ -1997,22 +2121,61 @@ var LibraryGL = { #endif if (attribute.stride) stride = attribute.stride; } - - var bytes = 0; - for (var i = 0; i < attributes.length; i++) { - var attribute = attributes[i]; - if (!attribute) break; - attribute.offset = attribute.pointer - start; - if (attribute.offset > bytes) { // ensure we start where we should - assert((attribute.offset - bytes)%4 == 0); // XXX assuming 4-alignment - bytes += attribute.offset - bytes; + var bytes = 0; // total size in bytes + if (!stride && !beginEnd) { + // beginEnd can not have stride in the attributes, that is fine. otherwise, + // no stride means that all attributes are in fact packed. to keep the rest of + // our emulation code simple, we perform unpacking/restriding here. this adds overhead, so + // it is a good idea to not hit this! +#if ASSERTIONS + Runtime.warnOnce('Unpacking/restriding attributes, this is not fast'); +#endif + if (!GL.immediate.restrideBuffer) GL.immediate.restrideBuffer = _malloc(GL.immediate.MAX_TEMP_BUFFER_SIZE); + start = GL.immediate.restrideBuffer; +#if ASSERTIONS + assert(start % 4 == 0); +#endif + // calculate restrided offsets and total size + for (var i = 0; i < attributes.length; i++) { + var attribute = attributes[i]; + if (!attribute) break; + var size = attribute.size * GL.immediate.byteSizeByType[attribute.type - GL.immediate.byteSizeByTypeRoot]; + if (size % 4 != 0) size += 4 - (size % 4); // align everything + attribute.offset = bytes; + bytes += size; + } +#if ASSERTIONS + assert(count*bytes <= GL.immediate.MAX_TEMP_BUFFER_SIZE); +#endif + // copy out the data (we need to know the stride for that, and define attribute.pointer + for (var i = 0; i < attributes.length; i++) { + var attribute = attributes[i]; + if (!attribute) break; + var size4 = Math.floor((attribute.size * GL.immediate.byteSizeByType[attribute.type - GL.immediate.byteSizeByTypeRoot])/4); + for (var j = 0; j < count; j++) { + for (var k = 0; k < size4; k++) { // copy in chunks of 4 bytes, our alignment makes this possible + HEAP32[((start + attribute.offset + bytes*j)>>2) + k] = HEAP32[(attribute.pointer>>2) + j*size4 + k]; + } + } + attribute.pointer = start + attribute.offset; + } + } else { + // normal situation, everything is strided and in the same buffer + for (var i = 0; i < attributes.length; i++) { + var attribute = attributes[i]; + if (!attribute) break; + attribute.offset = attribute.pointer - start; + if (attribute.offset > bytes) { // ensure we start where we should + assert((attribute.offset - bytes)%4 == 0); // XXX assuming 4-alignment + bytes += attribute.offset - bytes; + } + bytes += attribute.size * GL.immediate.byteSizeByType[attribute.type - GL.immediate.byteSizeByTypeRoot]; + if (bytes % 4 != 0) bytes += 4 - (bytes % 4); // XXX assuming 4-alignment + } + assert(beginEnd || bytes <= stride); // if not begin-end, explicit stride should make sense with total byte size + if (bytes < stride) { // ensure the size is that of the stride + bytes = stride; } - bytes += attribute.size * GL.immediate.byteSizeByType[attribute.type - GL.immediate.byteSizeByTypeRoot]; - if (bytes % 4 != 0) bytes += 4 - (bytes % 4); // XXX assuming 4-alignment - } - assert(stride == 0 || bytes <= stride); - if (bytes < stride) { // ensure the size is that of the stride - bytes = stride; } GL.immediate.stride = bytes; @@ -2026,6 +2189,9 @@ var LibraryGL = { }, flush: function(numProvidedIndexes, startIndex, ptr) { +#if ASSERTIONS + assert(numProvidedIndexes >= 0 || !numProvidedIndexes); +#endif startIndex = startIndex || 0; ptr = ptr || 0; @@ -2085,6 +2251,10 @@ var LibraryGL = { if (emulatedElementArrayBuffer) { Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, GL.buffers[GL.currElementArrayBuffer] || null); } + +#if GL_UNSAFE_OPTS == 0 + renderer.cleanup(); +#endif } }, @@ -2302,6 +2472,7 @@ var LibraryGL = { var attrib; switch(cap) { case 0x8078: // GL_TEXTURE_COORD_ARRAY + case 0x0de1: // GL_TEXTURE_2D - XXX not according to spec, and not in desktop GL, but works in some GLES1.x apparently, so support it attrib = GL.immediate.TEXTURE0 + GL.immediate.clientActiveTexture; break; case 0x8074: // GL_VERTEX_ARRAY attrib = GL.immediate.VERTEX; break; @@ -2310,14 +2481,19 @@ var LibraryGL = { case 0x8076: // GL_COLOR_ARRAY attrib = GL.immediate.COLOR; break; default: - throw 'unhandled clientstate: ' + cap; +#if ASSERTIONS + Module.printErr('WARNING: unhandled clientstate: ' + cap); +#endif + return; } if (disable && GL.immediate.enabledClientAttributes[attrib]) { GL.immediate.enabledClientAttributes[attrib] = false; GL.immediate.totalEnabledClientAttributes--; + if (GLEmulation.currentVao) delete GLEmulation.currentVao.enabledClientStates[cap]; } else if (!disable && !GL.immediate.enabledClientAttributes[attrib]) { GL.immediate.enabledClientAttributes[attrib] = true; GL.immediate.totalEnabledClientAttributes++; + if (GLEmulation.currentVao) GLEmulation.currentVao.enabledClientStates[cap] = 1; } GL.immediate.modifiedClientAttributes = true; }, @@ -2344,6 +2520,63 @@ var LibraryGL = { GL.immediate.clientActiveTexture = texture - 0x84C0; // GL_TEXTURE0 }, + // Vertex array object (VAO) support. TODO: when the WebGL extension is popular, use that and remove this code and GL.vaos + glGenVertexArrays__deps: ['$GLEMulation'], + glGenVertexArrays__sig: ['vii'], + glGenVertexArrays: function(n, vaos) { + for (var i = 0; i < n; i++) { + var id = GL.getNewId(GLEmulation.vaos); + GLEmulation.vaos[id] = { + id: id, + arrayBuffer: 0, + elementArrayBuffer: 0, + enabledVertexAttribArrays: {}, + vertexAttribPointers: {}, + enabledClientStates: {}, + }; + {{{ makeSetValue('vaos', 'i*4', 'id', 'i32') }}}; + } + }, + glDeleteVertexArrays__sig: ['vii'], + glDeleteVertexArrays: function(n, vaos) { + for (var i = 0; i < n; i++) { + var id = {{{ makeGetValue('vaos', 'i*4', 'i32') }}}; + GLEmulation.vaos[id] = null; + if (GLEmulation.currentVao && GLEmulation.currentVao.id == id) GLEmulation.currentVao = null; + } + }, + glBindVertexArray__sig: ['vi'], + glBindVertexArray: function(vao) { + // undo vao-related things, wipe the slate clean, both for vao of 0 or an actual vao + GLEmulation.currentVao = null; // make sure the commands we run here are not recorded + if (GL.immediate.lastRenderer) GL.immediate.lastRenderer.cleanup(); + _glBindBuffer(Module.ctx.ARRAY_BUFFER, 0); // XXX if one was there before we were bound? + _glBindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, 0); + for (var vaa in GLEmulation.enabledVertexAttribArrays) { + Module.ctx.disableVertexAttribArray(vaa); + } + GLEmulation.enabledVertexAttribArrays = {}; + GL.immediate.enabledClientAttributes = [0, 0]; + GL.immediate.totalEnabledClientAttributes = 0; + GL.immediate.modifiedClientAttributes = true; + if (vao) { + // replay vao + var info = GLEmulation.vaos[vao]; + _glBindBuffer(Module.ctx.ARRAY_BUFFER, info.arrayBuffer); // XXX overwrite current binding? + _glBindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, info.elementArrayBuffer); + for (var vaa in info.enabledVertexAttribArrays) { + _glEnableVertexAttribArray(vaa); + } + for (var vaa in info.vertexAttribPointers) { + _glVertexAttribPointer.apply(null, info.vertexAttribPointers[vaa]); + } + for (var attrib in info.enabledClientStates) { + _glEnableClientState(attrib|0); + } + GLEmulation.currentVao = info; // set currentVao last, so the commands we ran here were not recorded + } + }, + // OpenGL Immediate Mode matrix routines. // Note that in the future we might make these available only in certain modes. glMatrixMode__deps: ['$GL', '$GLImmediateSetup', '$GLEmulation'], // emulation is not strictly needed, this is a workaround @@ -2434,6 +2667,7 @@ var LibraryGL = { GL.immediate.matrix.lib.mat4.multiply(GL.immediate.matrix[GL.immediate.currentMatrix], GL.immediate.matrix.lib.mat4.frustum(left, right, bottom, top_, nearVal, farVal)); }, + glFrustumf: 'glFrustum', glOrtho: function(left, right, bottom, top_, nearVal, farVal) { GL.immediate.matricesModified = true; @@ -2464,8 +2698,9 @@ var LibraryGL = { gluPerspective: function(fov, aspect, near, far) { GL.immediate.matricesModified = true; - GL.immediate.matrix.lib.mat4.multiply(GL.immediate.matrix[GL.immediate.currentMatrix], - GL.immediate.matrix.lib.mat4.perspective(fov, aspect, near, far, GL.immediate.currentMatrix)); + GL.immediate.matrix[GL.immediate.currentMatrix] = + GL.immediate.matrix.lib.mat4.perspective(fov, aspect, near, far, + GL.immediate.matrix[GL.immediate.currentMatrix]); }, gluLookAt: function(ex, ey, ez, cx, cy, cz, ux, uy, uz) { @@ -2534,8 +2769,8 @@ var LibraryGL = { glTexGeni: function() { throw 'glTexGeni: TODO' }, glTexGenfv: function() { throw 'glTexGenfv: TODO' }, - glTexEnvi: function() { throw 'glTexEnvi: TODO' }, - glTexEnvfv: function() { throw 'glTexEnvfv: TODO' }, + glTexEnvi: function() { Runtime.warnOnce('glTexEnvi: TODO') }, + glTexEnvfv: function() { Runtime.warnOnce('glTexEnvfv: TODO') }, glTexImage1D: function() { throw 'glTexImage1D: TODO' }, glTexCoord3f: function() { throw 'glTexCoord3f: TODO' }, @@ -2548,6 +2783,22 @@ var LibraryGL = { glVertexAttribPointer__sig: 'viiiiii', glCheckFramebufferStatus__sig: 'ii', glRenderbufferStorage__sig: 'viiii', + + // Open GLES1.1 compatibility + glGenFramebuffersOES : 'glGenFramebuffers', + glGenRenderbuffersOES : 'glGenRenderbuffers', + glBindFramebufferOES : 'glBindFramebuffer', + glBindRenderbufferOES : 'glBindRenderbuffer', + glGetRenderbufferParameterivOES : 'glGetRenderbufferParameteriv', + glFramebufferRenderbufferOES : 'glFramebufferRenderbuffer', + glRenderbufferStorageOES : 'glRenderbufferStorage', + glCheckFramebufferStatusOES : 'glCheckFramebufferStatus', + glDeleteFramebuffersOES : 'glDeleteFramebuffers', + glDeleteRenderbuffersOES : 'glDeleteRenderbuffers', + glGenVertexArraysOES: 'glGenVertexArrays', + glDeleteVertexArraysOES: 'glDeleteVertexArrays', + glBindVertexArrayOES: 'glBindVertexArray', + glFramebufferTexture2DOES: 'glFramebufferTexture2D' }; // Simple pass-through functions. Starred ones have return values. [X] ones have X in the C name but not in the JS name |