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MobileGL/MobileGL/MG_Backend/DirectGLES/Managers.h
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// MobileGL - MobileGL/MG_Backend/DirectGLES/Managers.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 <Includes.h>
#include <atomic>
#include <mutex>
#include "DirectGLES.h"
#include "MG_State/GLState/SamplerState/SamplerObject.h"
#include "MG_State/GLState/TextureState/TextureEnum.h"
#include <MG_State/GLState/TextureState/TextureObject.h>
#include <MG_State/GLState/Core.h>
#include <MG_Util/Converters/MGToGL/TextureEnumConverter.h>
namespace MobileGL::MG_Backend::DirectGLES {
String EmulateBaseInstanceInVertexShader(String source, GLenum shaderType);
String PromoteDrawParameterGlobalsToUniforms(String source, GLenum shaderType);
template <typename StateObject, typename BackendObject>
class StateBackendObjectRegistry {
public:
using StatePtr = SharedPtr<StateObject>;
using StateWeakPtr = std::weak_ptr<StateObject>;
using BackendPtr = SharedPtr<BackendObject>;
using BackendMap = UnorderedMap<StateObject*, BackendPtr>;
using StateRefMap = UnorderedMap<StateObject*, StateWeakPtr>;
using iterator = typename BackendMap::iterator;
using const_iterator = typename BackendMap::const_iterator;
BackendPtr& GetOrCreate(const StatePtr& stateObj) {
MOBILEGL_ASSERT(stateObj != nullptr, "State object must not be null");
auto* key = stateObj.get();
auto trackedStateIt = m_stateRefs.find(key);
if (trackedStateIt != m_stateRefs.end() && trackedStateIt->second.expired()) {
EraseByKey(key);
}
m_stateRefs[key] = stateObj;
return m_backendObjects[key];
}
iterator find(StateObject* stateObj) {
if (!IsAlive(stateObj)) {
EraseByKey(stateObj);
return m_backendObjects.end();
}
return m_backendObjects.find(stateObj);
}
const_iterator find(StateObject* stateObj) const {
return const_cast<StateBackendObjectRegistry*>(this)->find(stateObj);
}
iterator begin() { return m_backendObjects.begin(); }
const_iterator begin() const { return m_backendObjects.begin(); }
iterator end() { return m_backendObjects.end(); }
const_iterator end() const { return m_backendObjects.end(); }
void CollectGarbageIfNeeded() {
++m_gcTick;
if (m_gcTick < kGCInterval) {
return;
}
CollectGarbage();
m_gcTick = 0;
}
void CollectGarbageNow() { CollectGarbage(); }
private:
bool IsAlive(StateObject* stateObj) const {
const auto trackedStateIt = m_stateRefs.find(stateObj);
if (trackedStateIt == m_stateRefs.end()) {
return false;
}
return !trackedStateIt->second.expired();
}
void EraseByKey(StateObject* stateObj) {
m_stateRefs.erase(stateObj);
m_backendObjects.erase(stateObj);
}
void CollectGarbage() {
if (m_isCollecting) {
return;
}
m_isCollecting = true;
Vector<StateObject*> staleKeys;
staleKeys.reserve(m_stateRefs.size());
for (const auto& [stateKey, stateWeakRef] : m_stateRefs) {
if (stateWeakRef.expired()) {
staleKeys.push_back(stateKey);
}
}
for (auto* stateKey : staleKeys) {
m_stateRefs.erase(stateKey);
m_backendObjects.erase(stateKey);
}
m_isCollecting = false;
}
private:
static constexpr Uint32 kGCInterval = 1024;
StateRefMap m_stateRefs;
BackendMap m_backendObjects;
Uint32 m_gcTick = 0;
Bool m_isCollecting = false;
};
namespace BufferImpl {
const GLenum TempBufferTarget = GL_ARRAY_BUFFER;
// The DirectGLES storage behind one frontend buffer. Owned (refcounted) by
// the frontend BufferObject; immediate BufferBackendOps keep it current, so
// draw-time "sync" reduces to ensuring the storage exists.
class GLESBufferResource : public MG_State::GLState::BackendBufferResource {
public:
~GLESBufferResource() override = default;
Uint id = 0;
SizeT storageSize = 0;
Bool storageInitialized = false;
// ES context generation this resource's id belongs to; ids from a
// destroyed context are invalid and must not be deleted or reused.
Uint contextGeneration = 0;
// Frontend change serial the backend storage reflects. When immediate
// ops cannot run (ops unregistered, no current context), this lags and
// EnsureBufferResource falls back to a full re-upload. Atomic: read on
// the context-owning thread while ops on other threads may update it.
std::atomic<Uint64> syncedChangeSerial{0};
// Ops that arrived while no ES context was current on the calling thread
// (or before storage existed); replayed by EnsureBufferResource. The ES
// context migrates between app threads, so deferring ops can race with
// the owning thread replaying them: guard both fields with pendingMutex.
Bool pendingRespecify = false;
VecRange1D pendingRanges;
std::mutex pendingMutex;
// Zero-copy coherent persistent map (EXT_buffer_storage): the GL store is
// immutable, persistently+coherently mapped, and persistentPtr is what the app
// (and the frontend PipeResource) write into directly. While set, draw-time
// sync is a no-op and no per-draw glBufferSubData is issued. Cleared on ES
// context loss.
Bool persistentMapped = false;
void* persistentPtr = nullptr;
};
// Registered as the frontend's BufferBackendOps at backend init and on
// every MakeCurrent (the ES context can be destroyed and recreated, e.g.
// by the trace replayer's probe context).
void RegisterBufferBackendOps();
void UnregisterBufferBackendOps();
// The ES context died: unregister ops, invalidate all outstanding GL ids
// (they belonged to the dead context) and drop deferred deletes.
void OnBackendContextDestroyed();
// Get-or-create the backend resource and bring its storage up to date
// (creates the GL buffer, replays pending ops, pushes persistent-mapped
// ranges). Requires the ES context to be current. Returns nullptr only
// for null input.
GLESBufferResource* EnsureBufferResource(const SharedPtr<MG_State::GLState::BufferObject>& bufferObject);
// Existing resource or nullptr; performs no GL calls.
GLESBufferResource* GetBufferResource(MG_State::GLState::BufferObject* bufferObject);
// Deletes GL buffers whose owning frontend objects died (possibly on a
// thread without a current ES context). Called from draw-time sync.
void ProcessDeferredBufferReleases();
// glBindBuffer with a redundant-bind cache for GL_ARRAY_BUFFER.
void BindBufferId(GLenum target, Uint id);
void InvalidateArrayBufferBindingCache();
// Redundant-bind caches for the driver-level GL_PIXEL_PACK/UNPACK_BUFFER
// bindings. Every backend readback (glReadPixels / pack-PBO map) and pixel
// upload site routes its binding through these so the shadow always matches
// the driver; the resting state between operations is 0, which keeps any
// path that implicitly assumes "no PBO bound" correct. Scrubbed when a
// buffer id is deleted/pooled (GL resets a deleted buffer's bindings to 0,
// and a recycled name matching the shadow would false-skip the rebind) and
// invalidated on MakeCurrent (context may reset).
void BindPixelPackBufferId(Uint id);
void BindPixelUnpackBufferId(Uint id);
void InvalidatePixelBufferBindingCaches();
// A GL buffer id is being deleted by code outside BufferImpl (e.g. the VAO
// client-attribute staging buffers): scrub every buffer-binding shadow that
// could false-skip when the name is recycled.
void NoteBufferIdDeleted(Uint id);
// Redundant-bind cache for INDEXED buffer bindings (glBindBufferBase/Range on
// GL_UNIFORM_BUFFER / GL_SHADER_STORAGE_BUFFER): skips the GL call when the
// (id, range) already at that index matches, like the array-buffer/texture/
// sampler caches already do. Invalidated on MakeCurrent (context may reset).
void BindBufferBaseCached(GLenum glTarget, Uint index, Uint id);
void BindBufferRangeCached(GLenum glTarget, Uint index, Uint id, GLintptr offset, GLsizeiptr size);
void InvalidateIndexedBufferBindingCache();
// Buffer-storage pool maintenance. TrimBufferPool evicts over-budget entries
// (called once per frame from Present); ClearBufferPool drops all pooled ids
// without glDeleteBuffers (called when the ES context is going away).
void TrimBufferPool();
void ClearBufferPool();
// --- Global-UBO ring ------------------------------------------------------
// One persistently+coherently mapped buffer (EXT_buffer_storage) shared by
// every program's lowered default-uniform block. Each content change is
// bump-allocated into a fresh slot and bound with glBindBufferRange, so the
// CPU never rewrites bytes the GPU may still be reading — the per-draw
// glBufferSubData into one static UBO forced Adreno to resolve that
// write-after-read hazard on every uniform-dirtying draw (MC dirties
// uniforms every draw). Reclamation rides the Present() frame-fence
// watermark; no ring bytes are recycled before their frame's GPU work
// completed.
//
// A program's cached slot, reusable within one frame while the frontend UBO
// content version is unchanged. Cross-frame reuse is intentionally not
// attempted: later same-frame allocations may recycle bytes of completed
// frames, so re-referencing them would need per-bind pinning — rewriting
// GetUBOSize() bytes once per program per frame is far cheaper.
struct UboRingAllocation {
Uint32 contentVersion = ~0u; // frontend UBO content version held at `offset`
Uint32 ringGeneration = 0; // ring identity the slot lives in (0 = never valid)
Uint64 frameSerial = ~Uint64{0}; // frame the slot was written in
SizeT offset = 0;
};
// False when the feature is disabled, EXT_buffer_storage / fences are
// missing, the ES context is not current, or ring creation already failed
// under this context (callers then take the legacy glBufferSubData path).
Bool UboRingAvailable();
// Bump-allocate `size` bytes aligned to GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT.
// Grows the ring (new GL store, generation bump) when the in-flight span
// would be overrun. Returns false when storage (re)creation fails.
Bool UboRingAllocate(SizeT size, SizeT& outOffset);
void* UboRingMappedPtr();
Uint UboRingBufferId();
Uint32 UboRingGeneration();
// Present()-time upkeep: records the frame's high-water mark for reclamation
// and deletes grown-away ring stores once the GPU is done with them.
void UboRingOnPresent();
} // namespace BufferImpl
namespace VertexArrayImpl {
class BackendVertexArrayObject {
public:
BackendVertexArrayObject();
~BackendVertexArrayObject();
void SyncToBackend(const SharedPtr<MG_State::GLState::VertexArrayObject>& stateVAOObject);
void SyncClientSideAttributesForDrawArrays(
const SharedPtr<MG_State::GLState::VertexArrayObject>& stateVAOObject, GLint first, GLsizei count);
Uint GetBackendVertexArrayId() const { return m_backendVAOId; }
void Bind() const;
private:
Uint m_backendVAOId = 0;
Array<Uint, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS> m_clientAttributeBufferIds;
// Attribs the frontend has Enabled but that have no source at all (no buffer object
// and NULL client pointer). GL keeps such attribs latently enabled, but Adreno's ES
// driver treats them as client arrays and memcpys from address 0 at draw time
// (SIGSEGV), so they are kept disabled on the backend VAO until they gain a source.
Uint32 m_forceDisabledAttribsMask = 0;
Bool m_isInitialized = false;
Uint16 m_syncedIndexBufferVersion = 0;
Array<MG_State::GLState::VertexAttributeVersion, MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS>
m_syncedAttributeVersions;
};
extern StateBackendObjectRegistry<MG_State::GLState::VertexArrayObject, BackendVertexArrayObject>
g_backendVertexArrayObjects;
} // namespace VertexArrayImpl
namespace TextureImpl {
inline Bool IsSupportedTextureTarget(TextureTarget target) {
// Rectangle textures need non-normalized sampling ES cannot express; everything else is
// either native or emulated (1D -> 2D with height 1, 1D array -> 2D array, see
// MapToBackendTextureTarget). SPIRV-Cross already emits the matching ESSL samplers and
// coordinate padding for 1D/1D-array shaders.
return target != TextureTarget::TextureRectangle;
}
// ES has no 1D targets: 1D textures are stored as 2D (height 1) and 1D arrays as 2D arrays
// (height 1, layers in depth). Must match SPIRV-Cross's ES 1D-as-2D shader emulation.
inline TextureTarget MapToBackendTextureTarget(TextureTarget target) {
switch (target) {
case TextureTarget::Texture1D:
return TextureTarget::Texture2D;
case TextureTarget::Texture1DArray:
return TextureTarget::Texture2DArray;
default:
return target;
}
}
inline GLenum ConvertTextureTargetToBackendGLEnum(TextureTarget target) {
return MG_Util::ConvertTextureTargetToGLEnum(MapToBackendTextureTarget(target));
}
inline GLenum ConvertTextureUploadTargetToBackendGLEnum(TextureUploadTarget uploadTarget) {
switch (uploadTarget) {
case TextureUploadTarget::Texture1D:
return GL_TEXTURE_2D;
case TextureUploadTarget::Texture1DArray:
return GL_TEXTURE_2D_ARRAY;
default:
return MG_Util::ConvertTextureUploadTargetToGLEnum(uploadTarget);
}
}
// 1D arrays store layers in the state-side height; the ES 2D-array image keeps height 1 and
// moves the layer count into depth.
inline IntVec3 GetBackendUploadSize(TextureTarget stateTarget, const IntVec3& texelSize) {
if (stateTarget == TextureTarget::Texture1DArray) {
return {texelSize.x(), 1, texelSize.y()};
}
return texelSize;
}
inline Bool IsMultisampleTextureTarget(TextureTarget target) {
return target == TextureTarget::Texture2DMultisample ||
target == TextureTarget::Texture2DMultisampleArray;
}
inline Bool SupportsWrapR(TextureTarget target) {
return target == TextureTarget::Texture3D || target == TextureTarget::TextureCubeMap;
}
struct StateTextureBasicInfo { // Used for tracking texture state changes
TextureInternalFormat internalFormat = TextureInternalFormat::Unknown;
SizeT width = 0;
SizeT height = 0;
SizeT depth = 0;
SizeT mipmapLevels = 0;
Uint bufferExternalIndex = 0;
Int samples = 0;
Bool fixedSampleLocations = true;
bool operator==(const StateTextureBasicInfo& other) const {
return internalFormat == other.internalFormat && width == other.width && height == other.height &&
depth == other.depth && mipmapLevels == other.mipmapLevels &&
bufferExternalIndex == other.bufferExternalIndex && samples == other.samples &&
fixedSampleLocations == other.fixedSampleLocations;
}
bool operator!=(const StateTextureBasicInfo& other) const { return !(*this == other); }
};
inline const Uint TempTextureUnit = 0;
class BackendTextureObject {
public:
BackendTextureObject();
// Deletes the GL texture (frontend glDeleteTextures used to leak every
// backend id for the context lifetime) and scrubs the binding/scratch-FBO
// shadows so a recycled name or heap address cannot false-skip a rebind.
~BackendTextureObject();
BackendTextureObject(const BackendTextureObject&) = delete;
BackendTextureObject& operator=(const BackendTextureObject&) = delete;
void SyncMipmapsToBackend(const SharedPtr<MG_State::GLState::ITextureObject>& stateTextureObject);
void SyncBuiltinSamplerToBackend(const SharedPtr<MG_State::GLState::ITextureObject>& stateTextureObject);
void SyncTextureParamsToBackend(const SharedPtr<MG_State::GLState::ITextureObject>& stateTextureObject);
void RequireImageBindableStorage();
void Bind(GLenum target, Uint unit = TempTextureUnit);
Uint GetBackendTextureId() const;
private:
void RecreateBackendTexture();
Uint m_backendTextureId = 0;
// ES context generation the id was created under; a dtor running after
// that context died must not delete a foreign (recycled) name.
Uint m_contextGeneration = 0;
Bool m_isInitialized = false;
Bool m_imageBindableStorageRequired = false;
Bool m_backendStorageImmutable = false;
StateTextureBasicInfo m_prevTextureInfo;
SamplerParameters m_cacheSamplerParameters;
UintVec2 m_cacheLodRange = {0, 1000};
FloatVec4 m_cacheBorderColor = {0.0f, 0.0f, 0.0f, 0.0f};
Vec4<TextureSwizzleParam> m_cacheSwizzleParams = {TextureSwizzleParam::Red, TextureSwizzleParam::Green,
TextureSwizzleParam::Blue, TextureSwizzleParam::Alpha};
Uint16 m_syncedSamplerVersion = 0;
Uint16 m_syncedTextureParamsVersion = 0;
};
void ActivateTextureUnit(Uint unit);
void UnbindTexture(Uint unit, GLenum target);
extern StateBackendObjectRegistry<MG_State::GLState::ITextureObject, BackendTextureObject>
g_backendTextureObjects;
SharedPtr<BackendTextureObject>& SyncTextureObjectToBackend(
const SharedPtr<MG_State::GLState::ITextureObject>& textureObject,
Bool imageBindableStorageRequired = false);
extern Array<Array<BackendTextureObject*, (SizeT)TextureTarget::TextureTargetCount>,
MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS>
g_boundTexturesCache;
extern Uint g_activeTextureUnit;
// Bumped when the backend ES context is destroyed; texture ids stamped with
// an older generation belong to a dead context and must not be deleted.
extern Uint g_textureContextGeneration;
} // namespace TextureImpl
namespace FramebufferImpl {
class BackendFramebufferObject {
public:
BackendFramebufferObject();
void SyncToBackend(const SharedPtr<MG_State::GLState::FramebufferObject>& stateFBOObject,
FramebufferTarget asTarget);
// Apply only this FBO's read buffer (glReadBuffer) to the backend. Split out so it can
// still run when SyncCurrentFBO skips the READ-target sync because the same GL FBO is
// bound as both draw and read (otherwise glReadBuffer changes would be silently dropped).
void SyncReadBufferToBackend(const SharedPtr<MG_State::GLState::FramebufferObject>& stateFBOObject);
void InvalidateSyncedState();
Uint GetBackendFramebufferId() const { return m_backendFBOId; }
void Bind(FramebufferTarget target) const;
// FramebufferAttachmentType GetCompactedAttachmentTypeAtDrawBufferIndex(Int index);
GLenum GetBackendAttachmentType(FramebufferAttachmentType frontendAtt) const;
private:
Uint m_backendFBOId = 0;
/* this will save buffers in its original form,
reversion, absence or not consecutive are all allowed, as long as GL spec allows it
i.e. it could be like [COLOR_ATTACHMENT0, COLOR_ATTACHMENT5, NONE, COLOR_ATTACHMENT4]
Probably useful to re-link shader output according to this.
aka. realizing `glBindFragDataLocation`
*/
FramebufferAttachmentType m_frontendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {
FramebufferAttachmentType::None};
/* this will save buffers in stricter ES rules
reversion, absence or not consecutive are not allowed, according to ES spec
i.e. it could be like [COLOR_ATTACHMENT0, COLOR_ATTACHMENT1, NONE, COLOR_ATTACHMENT3, ...]
this array could be provided as data directly to ES `glDrawBuffers` function
*/
GLenum m_backendDrawBuffers[MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS] = {GL_NONE};
FramebufferAttachmentType m_frontendReadBuffer = FramebufferAttachmentType::Color0;
GLenum m_backendReadBuffer = GL_COLOR_ATTACHMENT0;
using FramebufferObject = MG_State::GLState::FramebufferObject;
FramebufferObject::FramebufferAttachmentVersionArray m_syncedFrontendAttachmentVersions = {0};
};
extern StateBackendObjectRegistry<MG_State::GLState::FramebufferObject, BackendFramebufferObject>
g_backendFramebufferObjects;
extern Array<Uint16, SizeT(FramebufferTarget::FramebufferTargetCount)> g_fboBindVersions;
// Tracks the bound FBO's object version (bumped on any attachment/drawbuffer change)
// per target: re-attaching textures or changing draw buffers on an already-bound FBO
// must re-sync it even when the binding-slot version has not moved.
extern Array<Uint16, SizeT(FramebufferTarget::FramebufferTargetCount)> g_fboSyncedObjectVersions;
extern Array<MG_State::GLState::FramebufferObject*, SizeT(FramebufferTarget::FramebufferTargetCount)>
g_fboSyncedObjects;
// Driver-level READ/DRAW framebuffer-binding shadow. Every backend
// glBindFramebuffer routes through BindFramebufferId so scoped helpers can
// save/restore the current binding without a glGetIntegerv round-trip (that
// query forces a driver pipeline sync) and so redundant rebinds no-op.
// Starts unknown; the first CurrentFramebufferBinding() query pins it from
// the driver once. Invalidated on MakeCurrent (context may reset).
// GL_FRAMEBUFFER binds both targets.
void BindFramebufferId(GLenum fbTarget, Uint id);
Uint CurrentFramebufferBinding(FramebufferTarget target);
void InvalidateFramebufferBindingCache();
} // namespace FramebufferImpl
// Shared scratch framebuffers for the readback/copy/blit emulation paths, with a
// driver-side attachment shadow: repeated uses skip redundant detach/attach GL
// calls, and an attachment left by one use (e.g. a depth copy's DEPTH_STENCIL
// texture) is detached exactly when a later use of another aspect would
// otherwise inherit it (stale cross-aspect attachments made the shared temp FBO
// incomplete and silently degraded later readbacks).
namespace ScratchFBOImpl {
struct ScratchFramebuffer {
Uint id = 0;
// false => attachment state unknown; scrub every point on next use.
// A fresh FBO starts with nothing attached, so creation sets it true.
Bool attachmentsKnown = false;
Uint colorTex = 0;
GLenum colorTarget = 0;
GLint colorLevel = 0;
GLint colorLayer = -1; // >= 0 => attached via glFramebufferTextureLayer
Uint depthTex = 0;
GLenum depthTarget = 0;
GLint depthLevel = 0;
Bool depthHasStencil = false;
// Per-FBO read/draw buffer state (0 = unknown, set on first use).
GLenum readBuffer = 0;
GLenum drawBuffer = 0;
};
ScratchFramebuffer& TempFramebuffer(); // GetTexImage READ / CopyTex*Image2D depth DRAW
ScratchFramebuffer& BlitReadFramebuffer(); // texture-to-texture blit source
ScratchFramebuffer& BlitDrawFramebuffer(); // texture-to-texture blit destination
// Returns the GL id, generating it if needed (requires a current ES context).
Uint EnsureId(ScratchFramebuffer& fb);
// The fb must currently be bound at fbTarget (glReadBuffer/glDrawBuffers
// target the READ/DRAW binding respectively). Each Ensure* performs the
// minimal detach/attach set and keeps the shadow in sync; a failed attach
// records the point as detached so the completeness check fails instead of
// silently reading a stale attachment.
void EnsureColorAttachment2D(ScratchFramebuffer& fb, GLenum fbTarget, Uint tex, GLenum texTarget, GLint level);
void EnsureColorAttachmentLayer(ScratchFramebuffer& fb, GLenum fbTarget, Uint tex, GLint level, GLint layer);
void EnsureDepthAttachment2D(ScratchFramebuffer& fb, GLenum fbTarget, Uint tex, GLenum texTarget, GLint level,
Bool withStencil);
void EnsureNoColorAttachment(ScratchFramebuffer& fb, GLenum fbTarget);
void EnsureNoDepthAttachment(ScratchFramebuffer& fb, GLenum fbTarget);
void EnsureReadBuffer(ScratchFramebuffer& fb, GLenum readBuffer);
void EnsureDrawBuffer(ScratchFramebuffer& fb, GLenum drawBuffer);
// A 1x1 RGBA8-renderbuffer-complete FBO (GenerateMipmap needs a complete
// binding while respecifying texture storage). Attachment is set once at
// creation and never changes.
Uint EnsureCompleteTinyFramebufferId();
// A backend texture id is being deleted or respecified: a scratch FBO still
// referencing it would hold a dangling attachment (ES only auto-detaches
// from the *bound* framebuffer), and a recycled name could false-skip a
// re-attach; force a full scrub on next use.
void NoteTextureIdDeleted(Uint textureId);
// The ES context (and the scratch FBO ids with it) is going away.
void OnBackendContextDestroyed();
} // namespace ScratchFBOImpl
// Driver-level GL_PACK_* pixel-store shadow, the readback-side sibling of the
// upload path's ScopedDefaultUnpackState (Managers.cpp): the backend PACK state
// is written ONLY through ApplyPackState, so scoped helpers can save/restore it
// from the shadow instead of glGetIntegerv (which forces a driver pipeline
// sync), and redundant glPixelStorei calls no-op. The first Apply/Current call
// pins the driver to the shadow by writing all fields once. Invalidated on
// MakeCurrent (context may reset). PACK_IMAGE_HEIGHT/SKIP_IMAGES/SWAP_BYTES/
// LSB_FIRST have no ES equivalents; readbacks honor them on the CPU from the
// frontend context state instead.
namespace PixelStoreImpl {
struct PackState {
GLint Alignment = 4;
GLint RowLength = 0;
GLint SkipRows = 0;
GLint SkipPixels = 0;
Bool operator==(const PackState& o) const {
return Alignment == o.Alignment && RowLength == o.RowLength && SkipRows == o.SkipRows &&
SkipPixels == o.SkipPixels;
}
};
void ApplyPackState(const PackState& desired);
PackState CurrentPackState();
void InvalidatePackStateCache();
} // namespace PixelStoreImpl
// Image uniforms take their unit from the layout(binding=N) qualifier baked into
// the transpiled ESSL; unlike samplers they must not (and in ES cannot) be
// assigned through glUniform1i.
inline Bool IsImageUniformType(GLenum type) {
switch (type) {
case 0x904D: /*GL_IMAGE_2D*/
case 0x904E: /*GL_IMAGE_3D*/
case 0x9050: /*GL_IMAGE_CUBE*/
case 0x9051: /*GL_IMAGE_BUFFER*/
case 0x9053: /*GL_IMAGE_2D_ARRAY*/
case 0x9058: /*GL_INT_IMAGE_2D*/
case 0x9059: /*GL_INT_IMAGE_3D*/
case 0x905B: /*GL_INT_IMAGE_CUBE*/
case 0x905C: /*GL_INT_IMAGE_BUFFER*/
case 0x905E: /*GL_INT_IMAGE_2D_ARRAY*/
case 0x9063: /*GL_UNSIGNED_INT_IMAGE_2D*/
case 0x9064: /*GL_UNSIGNED_INT_IMAGE_3D*/
case 0x9066: /*GL_UNSIGNED_INT_IMAGE_CUBE*/
case 0x9067: /*GL_UNSIGNED_INT_IMAGE_BUFFER*/
case 0x9069: /*GL_UNSIGNED_INT_IMAGE_2D_ARRAY*/
return true;
default:
return false;
}
}
namespace PrgramImpl {
class BackendProgramObjectImpl {
public:
// Per-link cache of a sampler-style uniform's backend location: built once in
// SyncToBackend so draws stop issuing glGetUniformLocation string queries.
// lastAssignedUnit mirrors the program-state value set through glUniform1i
// (program state persists across binds, so caching per program is exact).
struct SamplerUniformBinding {
Uint frontendLocation = 0;
Int backendLocation = -1;
GLenum uniformType = 0;
Int lastAssignedUnit = -1;
};
BackendProgramObjectImpl();
~BackendProgramObjectImpl();
void SyncToBackend(const SharedPtr<MG_State::GLState::ProgramObject>& stateProgramObject);
void Use() const;
void SetBaseInstance(Uint32 baseInstance) const;
void SetBaseInstanceWordIndex(Int32 wordIndex) const;
void SetDrawID(Uint32 drawId) const;
Int GetIndirectParamsBinding() const { return m_indirectParamsBinding; }
Uint GetBackendProgramId() const { return m_backendProgramId; }
Uint GetBackendGlobalUBOId() const { return m_backendGlobalUBOId; }
Uint32 GetSnormFallbackClampOutputMask() const { return m_snormFallbackClampOutputMask; }
Uint32 GetUnormFallbackClampOutputMask() const { return m_unormFallbackClampOutputMask; }
Bool HasGlobalUboBlock() const { return m_globalUboBackendBlockIndex >= 0; }
const Vector<Int>& GetUniformBlockBackendIndices() const { return m_uniformBlockBackendIndices; }
Vector<SamplerUniformBinding>& GetSamplerUniformBindings() { return m_samplerUniformBindings; }
Uint32 GetLastUploadedGlobalUboVersion() const { return m_lastUploadedGlobalUboVersion; }
void SetLastUploadedGlobalUboVersion(Uint32 version) { m_lastUploadedGlobalUboVersion = version; }
// Backend-reported GL_UNIFORM_BLOCK_DATA_SIZE of the global block; ring
// bindings must span at least this much (may exceed the frontend's
// reflected size when the transpiled block pads differently).
Int GetGlobalUboBackendBlockSize() const { return m_globalUboBackendBlockSize; }
BufferImpl::UboRingAllocation& GetGlobalUboRingAllocation() { return m_globalUboRingAllocation; }
// Frontend link version this backend program (and its resource caches) was
// built from; a mismatch means every link-derived cache here is stale.
Uint32 GetSyncedLinkVersion() const { return m_syncedLinkVersion; }
private:
void CacheResourceLocations(const SharedPtr<MG_State::GLState::ProgramObject>& stateProgramObject);
Uint m_backendProgramId = 0;
Uint m_backendGlobalUBOId = 0;
Int m_baseInstanceUniformLocation = -1;
Int m_drawIdUniformLocation = -1;
Int m_baseInstanceWordIndexUniformLocation = -1;
Int m_indirectParamsBinding = -1;
Uint32 m_snormFallbackClampOutputMask = 0;
Uint32 m_unormFallbackClampOutputMask = 0;
Bool m_isInitialized = false;
Int m_globalUboBackendBlockIndex = -1;
Int m_globalUboBackendBlockSize = 0;
Vector<Int> m_uniformBlockBackendIndices; // frontend block index -> backend index (-1 = absent)
Vector<SamplerUniformBinding> m_samplerUniformBindings;
Uint32 m_lastUploadedGlobalUboVersion = ~0u;
BufferImpl::UboRingAllocation m_globalUboRingAllocation;
Uint32 m_syncedLinkVersion = ~0u;
};
extern Uint32 g_snormFallbackClampOutputMask;
extern Uint32 g_unormFallbackClampOutputMask;
// Backend id of the last glUseProgram issued through this backend; lets Use()
// skip redundant rebinds. Reset to 0 wherever glUseProgram(0) is issued or the
// ES context is recreated.
extern Uint g_lastUsedBackendProgramId;
extern StateBackendObjectRegistry<MG_State::GLState::ProgramObject, BackendProgramObjectImpl>
g_backendProgramObjects;
} // namespace PrgramImpl
namespace SamplerImpl {
class BackendSamplerObject {
public:
BackendSamplerObject();
void SyncToBackend(const SharedPtr<MG_State::GLState::SamplerObject>& stateSamplerObject);
void Bind(Uint unit);
Uint GetBackendSamplerId() const;
private:
Uint m_backendSamplerId = 0;
Bool m_isInitialized = false;
SamplerParameters m_cacheSamplerParameters;
Uint16 m_syncedSamplerVersion = 0;
};
void UnbindSampler(Uint unit);
extern Array<BackendSamplerObject*, MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS>
g_boundSamplersCache;
extern StateBackendObjectRegistry<MG_State::GLState::SamplerObject, BackendSamplerObject>
g_backendSamplerObjects;
} // namespace SamplerImpl
namespace RenderbufferImpl {
class BackendRenderbufferObject {
public:
BackendRenderbufferObject();
void SyncToBackend(const SharedPtr<MG_State::GLState::RenderbufferObject>& stateRBOObject);
Uint GetBackendRenderbufferId() const { return m_backendRBOId; }
void Bind() const;
private:
Uint m_backendRBOId = 0;
Bool m_isInitialized = false;
TextureInternalFormat m_cacheInternalFormat = TextureInternalFormat::Unknown;
Int m_cacheWidth = 0;
Int m_cacheHeight = 0;
Int m_cacheSamples = 0;
};
extern StateBackendObjectRegistry<MG_State::GLState::RenderbufferObject, BackendRenderbufferObject>
g_backendRenderbufferObjects;
} // namespace RenderbufferImpl
} // namespace MobileGL::MG_Backend::DirectGLES