// MobileGL - MobileGL/MG_Backend/DirectGLES/DirectGLES.h // Copyright (c) 2025-2026 MobileGL-Dev // Licensed under the GNU Lesser General Public License v3.0: // https://www.gnu.org/licenses/gpl-3.0.txt // https://www.gnu.org/licenses/lgpl-3.0.txt // SPDX-License-Identifier: LGPL-3.0-only // End of Source File Header #pragma once #include #include #include #include #include #include #define CallAndCheck(operation) \ MGLOG_D("Call GLES func: %s", #operation); \ operation Utils::CheckGLESError(); namespace MobileGL::MG_Backend::DirectGLES { // Re-establishes the frontend texture-unit bindings on the native ES context. // Content uploads use scratch bindings, so draws and dispatches call this after // texture synchronization. void BindCurrentTextures(); void ClearBufferfi(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); void ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat* value); void ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint* value); void ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint* value); void Clear(GLbitfield mask); void DrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices); void DrawArrays(GLenum mode, GLint first, GLsizei count); void DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLint basevertex); void MultiDrawArrays(GLenum mode, const GLint* first, const GLsizei* count, GLsizei drawcount); void MultiDrawElements(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, GLsizei drawcount); void MultiDrawElementsBaseVertex(GLenum mode, const GLsizei* count, GLenum type, const GLvoid* const* indices, GLsizei drawcount, const GLint* basevertex); void MultiDrawElementsIndirect(GLenum mode, GLenum type, const void* indirect, GLsizei drawcount, GLsizei stride); void MultiDrawElementsIndirectCount(GLenum mode, GLenum type, const void* indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); void MultiDrawArraysIndirect(GLenum mode, const void* indirect, GLsizei drawcount, GLsizei stride); void DrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices, GLint basevertex); void DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void* indices); void DrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); void DrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount, GLint basevertex); void DrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount, GLuint baseinstance); void DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void* indices, GLsizei instancecount); void DrawElementsIndirect(GLenum mode, GLenum type, const void* indirect); void DrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); void DrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei instancecount); void DrawArraysIndirect(GLenum mode, const void* indirect); void ClearNamedFramebufferfv(const SharedPtr& framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat* value); void ClearNamedFramebufferfi(const SharedPtr& framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); void BlitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void BlitNamedFramebuffer(const SharedPtr& readFramebuffer, const SharedPtr& drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void CopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void CopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); void CopyImageSubData(const SharedPtr& srcTexture, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, const SharedPtr& dstTexture, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); void GenerateMipmap(GLenum target); const GLubyte* GetString(GLenum name); void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels); void GetTexImage(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels); void DispatchCompute(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ); void DispatchComputeIndirect(GLintptr indirect); void MemoryBarrier(GLbitfield barriers); void MemoryBarrierByRegion(GLbitfield barriers); void BindImageTexture(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); void GetIntegeri_v(GLenum target, GLuint index, GLint* data); void GetInteger64i_v(GLenum target, GLuint index, GLint64* data); void GetProgramiv(GLuint program, GLenum pname, GLint* params); void GetProgramInterfaceiv(GLuint program, GLenum programInterface, GLenum pname, GLint* params); GLuint GetProgramResourceIndex(GLuint program, GLenum programInterface, const GLchar* name); void GetProgramResourceName(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei* length, GLchar* name); void GetProgramResourceiv(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum* props, GLsizei bufSize, GLsizei* length, GLint* params); GLint GetProgramResourceLocation(GLuint program, GLenum programInterface, const GLchar* name); GLint GetProgramResourceLocationIndex(GLuint program, GLenum programInterface, const GLchar* name); void ShaderStorageBlockBinding(GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); Bool InitWindowSurface(NativeWindowType window); Bool InitPbufferSurface(EGLint width, EGLint height); Bool MakeCurrent(); Bool ReleaseCurrent(); // True when the backend ES context is current on the calling thread, i.e. // immediate buffer ops may issue GL calls right now. Bool IsBackendContextCurrentOnThisThread(); // GL fence sync objects, backed by native ES fences. FenceSync returns null // (the frontend then falls back to an always-signaled sync) when the calling // thread does not own the ES context. Waits/queries degrade to "signaled" in // the same situation, and handles created under a since-destroyed ES context // are always treated as signaled. BackendSyncHandle FenceSync(); GLenum ClientWaitSync(BackendSyncHandle sync, GLbitfield flags, GLuint64 timeout); void WaitSync(BackendSyncHandle sync, GLbitfield flags, GLuint64 timeout); void DeleteSync(BackendSyncHandle sync); Bool GetSyncStatus(BackendSyncHandle sync); // True when GL_EXT_disjoint_timer_query and every entry point the timer // hooks below need are present. Also gates the E_GL_ARB_timer_query // advertisement in BackendObject_DirectGLES::InitCapabilities, and is // registered as the GLFunctionsTable::IsTimerQuerySupported hook: a pure // capability read needs no current ES context, and it stays false until // the ES capabilities have been filled in. Bool AreTimerQueriesSupported(); // GL timer-query objects, backed by GL_EXT_disjoint_timer_query. The // creators return null (the frontend then falls back to an immediately // available zero result) when the calling thread does not own the ES // context or the extension/entry points are missing, and handles created // under a since-destroyed ES context are always treated as complete with // a zero result (mirrors the fence-sync handles above). BackendQueryHandle BeginTimeElapsedQuery(); void EndTimeElapsedQuery(BackendQueryHandle query); BackendQueryHandle QueryCounterTimestamp(); Bool IsQueryResultAvailable(BackendQueryHandle query); // Returns true when a final value landed in *outNanoseconds (a zero for // null or stale-generation handles IS final: the frontend may cache it // and release the handle). Returns false only when the calling thread // does not own the ES context, so the value is genuinely unobtainable // right now; the handle stays alive and readable later. Bool GetQueryResult64(BackendQueryHandle query, Bool wait, Uint64* outNanoseconds); void DeleteBackendQuery(BackendQueryHandle query); Int64 GetGpuTimestampNs(); void Present(); // Frame-completion watermarks for the buffer-storage pool: CurrentFrameSerial() // is bumped once per Present(); CompletedFrameSerial() is the newest frame whose // GPU work has provably finished (advanced by polling a one-fence-per-frame ring). // A buffer retired during frame N is safe to recycle once CompletedFrameSerial() >= N. Uint64 CurrentFrameSerial(); Uint64 CompletedFrameSerial(); // Applies (or defers until the window surface exists) the app-requested // eglSwapInterval on the native EGL surface. void SetSwapInterval(Int interval); void SetEGLFuncsTable(const MG_External::EGLFunctionsTable& eglFuncs); void SetGLESFuncsTable(const MG_External::GLESFunctionsTable& glesFuncs); void SetGLESCapabilities(const MG_External::GLESCapabilities& capabilities); void DestroyEGLContext(); extern MG_External::EGLFunctionsTable g_EGLFuncs; extern MG_External::GLESFunctionsTable g_GLESFuncs; extern MG_External::GLESCapabilities g_GLESCapabilities; } // namespace MobileGL::MG_Backend::DirectGLES