Context.cpp revision 2ce08b140252b43dfb10d4d79acac26a1787dac9
1// Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2// 3// Licensed under the Apache License, Version 2.0 (the "License"); 4// you may not use this file except in compliance with the License. 5// You may obtain a copy of the License at 6// 7// http://www.apache.org/licenses/LICENSE-2.0 8// 9// Unless required by applicable law or agreed to in writing, software 10// distributed under the License is distributed on an "AS IS" BASIS, 11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12// See the License for the specific language governing permissions and 13// limitations under the License. 14 15// Context.cpp: Implements the es1::Context class, managing all GL state and performing 16// rendering operations. It is the GLES2 specific implementation of EGLContext. 17 18#include "Context.h" 19 20#include "main.h" 21#include "mathutil.h" 22#include "utilities.h" 23#include "ResourceManager.h" 24#include "Buffer.h" 25#include "Framebuffer.h" 26#include "Renderbuffer.h" 27#include "Texture.h" 28#include "VertexDataManager.h" 29#include "IndexDataManager.h" 30#include "libEGL/Display.h" 31#include "common/Surface.hpp" 32#include "Common/Half.hpp" 33 34#include <EGL/eglext.h> 35 36using std::abs; 37 38namespace es1 39{ 40Context::Context(egl::Display *const display, const Context *shareContext, const egl::Config *config) 41 : egl::Context(display), config(config), 42 modelViewStack(MAX_MODELVIEW_STACK_DEPTH), 43 projectionStack(MAX_PROJECTION_STACK_DEPTH), 44 textureStack0(MAX_TEXTURE_STACK_DEPTH), 45 textureStack1(MAX_TEXTURE_STACK_DEPTH) 46{ 47 sw::Context *context = new sw::Context(); 48 device = new es1::Device(context); 49 50 mVertexDataManager = new VertexDataManager(this); 51 mIndexDataManager = new IndexDataManager(); 52 53 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 54 55 mState.depthClearValue = 1.0f; 56 mState.stencilClearValue = 0; 57 58 mState.cullFaceEnabled = false; 59 mState.cullMode = GL_BACK; 60 mState.frontFace = GL_CCW; 61 mState.depthTestEnabled = false; 62 mState.depthFunc = GL_LESS; 63 mState.blendEnabled = false; 64 mState.sourceBlendRGB = GL_ONE; 65 mState.sourceBlendAlpha = GL_ONE; 66 mState.destBlendRGB = GL_ZERO; 67 mState.destBlendAlpha = GL_ZERO; 68 mState.blendEquationRGB = GL_FUNC_ADD_OES; 69 mState.blendEquationAlpha = GL_FUNC_ADD_OES; 70 mState.stencilTestEnabled = false; 71 mState.stencilFunc = GL_ALWAYS; 72 mState.stencilRef = 0; 73 mState.stencilMask = -1; 74 mState.stencilWritemask = -1; 75 mState.stencilFail = GL_KEEP; 76 mState.stencilPassDepthFail = GL_KEEP; 77 mState.stencilPassDepthPass = GL_KEEP; 78 mState.polygonOffsetFillEnabled = false; 79 mState.polygonOffsetFactor = 0.0f; 80 mState.polygonOffsetUnits = 0.0f; 81 mState.sampleAlphaToCoverageEnabled = false; 82 mState.sampleCoverageEnabled = false; 83 mState.sampleCoverageValue = 1.0f; 84 mState.sampleCoverageInvert = false; 85 mState.scissorTestEnabled = false; 86 mState.ditherEnabled = true; 87 mState.shadeModel = GL_SMOOTH; 88 mState.generateMipmapHint = GL_DONT_CARE; 89 mState.perspectiveCorrectionHint = GL_DONT_CARE; 90 mState.fogHint = GL_DONT_CARE; 91 92 mState.lineWidth = 1.0f; 93 94 mState.viewportX = 0; 95 mState.viewportY = 0; 96 mState.viewportWidth = 0; 97 mState.viewportHeight = 0; 98 mState.zNear = 0.0f; 99 mState.zFar = 1.0f; 100 101 mState.scissorX = 0; 102 mState.scissorY = 0; 103 mState.scissorWidth = 0; 104 mState.scissorHeight = 0; 105 106 mState.colorMaskRed = true; 107 mState.colorMaskGreen = true; 108 mState.colorMaskBlue = true; 109 mState.colorMaskAlpha = true; 110 mState.depthMask = true; 111 112 for(int i = 0; i < MAX_TEXTURE_UNITS; i++) 113 { 114 mState.textureUnit[i].color = {0, 0, 0, 0}; 115 mState.textureUnit[i].environmentMode = GL_MODULATE; 116 mState.textureUnit[i].combineRGB = GL_MODULATE; 117 mState.textureUnit[i].combineAlpha = GL_MODULATE; 118 mState.textureUnit[i].src0RGB = GL_TEXTURE; 119 mState.textureUnit[i].src1RGB = GL_PREVIOUS; 120 mState.textureUnit[i].src2RGB = GL_CONSTANT; 121 mState.textureUnit[i].src0Alpha = GL_TEXTURE; 122 mState.textureUnit[i].src1Alpha = GL_PREVIOUS; 123 mState.textureUnit[i].src2Alpha = GL_CONSTANT; 124 mState.textureUnit[i].operand0RGB = GL_SRC_COLOR; 125 mState.textureUnit[i].operand1RGB = GL_SRC_COLOR; 126 mState.textureUnit[i].operand2RGB = GL_SRC_ALPHA; 127 mState.textureUnit[i].operand0Alpha = GL_SRC_ALPHA; 128 mState.textureUnit[i].operand1Alpha = GL_SRC_ALPHA; 129 mState.textureUnit[i].operand2Alpha = GL_SRC_ALPHA; 130 } 131 132 if(shareContext) 133 { 134 mResourceManager = shareContext->mResourceManager; 135 mResourceManager->addRef(); 136 } 137 else 138 { 139 mResourceManager = new ResourceManager(); 140 } 141 142 // [OpenGL ES 2.0.24] section 3.7 page 83: 143 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 144 // and cube map texture state vectors respectively associated with them. 145 // In order that access to these initial textures not be lost, they are treated as texture 146 // objects all of whose names are 0. 147 148 mTexture2DZero = new Texture2D(0); 149 mTextureExternalZero = new TextureExternal(0); 150 151 mState.activeSampler = 0; 152 153 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 154 { 155 bindTexture((TextureType)type, 0); 156 } 157 158 bindArrayBuffer(0); 159 bindElementArrayBuffer(0); 160 bindFramebuffer(0); 161 bindRenderbuffer(0); 162 163 mState.packAlignment = 4; 164 mState.unpackAlignment = 4; 165 166 mInvalidEnum = false; 167 mInvalidValue = false; 168 mInvalidOperation = false; 169 mOutOfMemory = false; 170 mInvalidFramebufferOperation = false; 171 mMatrixStackOverflow = false; 172 mMatrixStackUnderflow = false; 173 174 lightingEnabled = false; 175 176 for(int i = 0; i < MAX_LIGHTS; i++) 177 { 178 light[i].enabled = false; 179 light[i].ambient = {0.0f, 0.0f, 0.0f, 1.0f}; 180 light[i].diffuse = {0.0f, 0.0f, 0.0f, 1.0f}; 181 light[i].specular = {0.0f, 0.0f, 0.0f, 1.0f}; 182 light[i].position = {0.0f, 0.0f, 1.0f, 0.0f}; 183 light[i].direction = {0.0f, 0.0f, -1.0f}; 184 light[i].attenuation = {1.0f, 0.0f, 0.0f}; 185 light[i].spotExponent = 0.0f; 186 light[i].spotCutoffAngle = 180.0f; 187 } 188 189 light[0].diffuse = {1.0f, 1.0f, 1.0f, 1.0f}; 190 light[0].specular = {1.0f, 1.0f, 1.0f, 1.0f}; 191 192 globalAmbient = {0.2f, 0.2f, 0.2f, 1.0f}; 193 materialAmbient = {0.2f, 0.2f, 0.2f, 1.0f}; 194 materialDiffuse = {0.8f, 0.8f, 0.8f, 1.0f}; 195 materialSpecular = {0.0f, 0.0f, 0.0f, 1.0f}; 196 materialEmission = {0.0f, 0.0f, 0.0f, 1.0f}; 197 materialShininess = 0.0f; 198 lightModelTwoSide = false; 199 200 matrixMode = GL_MODELVIEW; 201 202 for(int i = 0; i < MAX_TEXTURE_UNITS; i++) 203 { 204 texture2Denabled[i] = false; 205 textureExternalEnabled[i] = false; 206 } 207 208 clientTexture = GL_TEXTURE0; 209 210 setVertexAttrib(sw::Color0, 1.0f, 1.0f, 1.0f, 1.0f); 211 212 for(int i = 0; i < MAX_TEXTURE_UNITS; i++) 213 { 214 setVertexAttrib(sw::TexCoord0 + i, 0.0f, 0.0f, 0.0f, 1.0f); 215 } 216 217 setVertexAttrib(sw::Normal, 0.0f, 0.0f, 1.0f, 1.0f); 218 setVertexAttrib(sw::PointSize, 1.0f, 1.0f, 1.0f, 1.0f); 219 220 clipFlags = 0; 221 222 alphaTestEnabled = false; 223 alphaTestFunc = GL_ALWAYS; 224 alphaTestRef = 0; 225 226 fogEnabled = false; 227 fogMode = GL_EXP; 228 fogDensity = 1.0f; 229 fogStart = 0.0f; 230 fogEnd = 1.0f; 231 fogColor = {0, 0, 0, 0}; 232 233 lineSmoothEnabled = false; 234 colorMaterialEnabled = false; 235 normalizeEnabled = false; 236 rescaleNormalEnabled = false; 237 multisampleEnabled = true; 238 sampleAlphaToOneEnabled = false; 239 240 colorLogicOpEnabled = false; 241 logicalOperation = GL_COPY; 242 243 pointSpriteEnabled = false; 244 pointSmoothEnabled = false; 245 pointSizeMin = 0.0f; 246 pointSizeMax = 1.0f; 247 pointDistanceAttenuation = {1.0f, 0.0f, 0.0f}; 248 pointFadeThresholdSize = 1.0f; 249 250 mHasBeenCurrent = false; 251 252 markAllStateDirty(); 253} 254 255Context::~Context() 256{ 257 while(!mFramebufferNameSpace.empty()) 258 { 259 deleteFramebuffer(mFramebufferNameSpace.firstName()); 260 } 261 262 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 263 { 264 for(int sampler = 0; sampler < MAX_TEXTURE_UNITS; sampler++) 265 { 266 mState.samplerTexture[type][sampler] = nullptr; 267 } 268 } 269 270 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 271 { 272 mState.vertexAttribute[i].mBoundBuffer = nullptr; 273 } 274 275 mState.arrayBuffer = nullptr; 276 mState.elementArrayBuffer = nullptr; 277 mState.renderbuffer = nullptr; 278 279 mTexture2DZero = nullptr; 280 mTextureExternalZero = nullptr; 281 282 delete mVertexDataManager; 283 delete mIndexDataManager; 284 285 mResourceManager->release(); 286 delete device; 287} 288 289void Context::makeCurrent(gl::Surface *surface) 290{ 291 if(!mHasBeenCurrent) 292 { 293 mState.viewportX = 0; 294 mState.viewportY = 0; 295 mState.viewportWidth = surface->getWidth(); 296 mState.viewportHeight = surface->getHeight(); 297 298 mState.scissorX = 0; 299 mState.scissorY = 0; 300 mState.scissorWidth = surface->getWidth(); 301 mState.scissorHeight = surface->getHeight(); 302 303 mHasBeenCurrent = true; 304 } 305 306 // Wrap the existing resources into GL objects and assign them to the '0' names 307 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 308 egl::Image *depthStencil = surface->getDepthStencil(); 309 310 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 311 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 312 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 313 314 setFramebufferZero(framebufferZero); 315 316 if(defaultRenderTarget) 317 { 318 defaultRenderTarget->release(); 319 } 320 321 if(depthStencil) 322 { 323 depthStencil->release(); 324 } 325 326 markAllStateDirty(); 327} 328 329EGLint Context::getClientVersion() const 330{ 331 return 1; 332} 333 334EGLint Context::getConfigID() const 335{ 336 return config->mConfigID; 337} 338 339// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 340void Context::markAllStateDirty() 341{ 342 mDepthStateDirty = true; 343 mMaskStateDirty = true; 344 mBlendStateDirty = true; 345 mStencilStateDirty = true; 346 mPolygonOffsetStateDirty = true; 347 mSampleStateDirty = true; 348 mDitherStateDirty = true; 349 mFrontFaceDirty = true; 350} 351 352void Context::setClearColor(float red, float green, float blue, float alpha) 353{ 354 mState.colorClearValue.red = red; 355 mState.colorClearValue.green = green; 356 mState.colorClearValue.blue = blue; 357 mState.colorClearValue.alpha = alpha; 358} 359 360void Context::setClearDepth(float depth) 361{ 362 mState.depthClearValue = depth; 363} 364 365void Context::setClearStencil(int stencil) 366{ 367 mState.stencilClearValue = stencil; 368} 369 370void Context::setCullFaceEnabled(bool enabled) 371{ 372 mState.cullFaceEnabled = enabled; 373} 374 375bool Context::isCullFaceEnabled() const 376{ 377 return mState.cullFaceEnabled; 378} 379 380void Context::setCullMode(GLenum mode) 381{ 382 mState.cullMode = mode; 383} 384 385void Context::setFrontFace(GLenum front) 386{ 387 if(mState.frontFace != front) 388 { 389 mState.frontFace = front; 390 mFrontFaceDirty = true; 391 } 392} 393 394void Context::setDepthTestEnabled(bool enabled) 395{ 396 if(mState.depthTestEnabled != enabled) 397 { 398 mState.depthTestEnabled = enabled; 399 mDepthStateDirty = true; 400 } 401} 402 403bool Context::isDepthTestEnabled() const 404{ 405 return mState.depthTestEnabled; 406} 407 408void Context::setDepthFunc(GLenum depthFunc) 409{ 410 if(mState.depthFunc != depthFunc) 411 { 412 mState.depthFunc = depthFunc; 413 mDepthStateDirty = true; 414 } 415} 416 417void Context::setDepthRange(float zNear, float zFar) 418{ 419 mState.zNear = zNear; 420 mState.zFar = zFar; 421} 422 423void Context::setAlphaTestEnabled(bool enabled) 424{ 425 alphaTestEnabled = enabled; 426} 427 428bool Context::isAlphaTestEnabled() const 429{ 430 return alphaTestEnabled; 431} 432 433void Context::setAlphaFunc(GLenum alphaFunc, GLclampf reference) 434{ 435 alphaTestFunc = alphaFunc; 436 alphaTestRef = reference; 437} 438 439void Context::setBlendEnabled(bool enabled) 440{ 441 if(mState.blendEnabled != enabled) 442 { 443 mState.blendEnabled = enabled; 444 mBlendStateDirty = true; 445 } 446} 447 448bool Context::isBlendEnabled() const 449{ 450 return mState.blendEnabled; 451} 452 453void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 454{ 455 if(mState.sourceBlendRGB != sourceRGB || 456 mState.sourceBlendAlpha != sourceAlpha || 457 mState.destBlendRGB != destRGB || 458 mState.destBlendAlpha != destAlpha) 459 { 460 mState.sourceBlendRGB = sourceRGB; 461 mState.destBlendRGB = destRGB; 462 mState.sourceBlendAlpha = sourceAlpha; 463 mState.destBlendAlpha = destAlpha; 464 mBlendStateDirty = true; 465 } 466} 467 468void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 469{ 470 if(mState.blendEquationRGB != rgbEquation || 471 mState.blendEquationAlpha != alphaEquation) 472 { 473 mState.blendEquationRGB = rgbEquation; 474 mState.blendEquationAlpha = alphaEquation; 475 mBlendStateDirty = true; 476 } 477} 478 479void Context::setStencilTestEnabled(bool enabled) 480{ 481 if(mState.stencilTestEnabled != enabled) 482 { 483 mState.stencilTestEnabled = enabled; 484 mStencilStateDirty = true; 485 } 486} 487 488bool Context::isStencilTestEnabled() const 489{ 490 return mState.stencilTestEnabled; 491} 492 493void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 494{ 495 if(mState.stencilFunc != stencilFunc || 496 mState.stencilRef != stencilRef || 497 mState.stencilMask != stencilMask) 498 { 499 mState.stencilFunc = stencilFunc; 500 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 501 mState.stencilMask = stencilMask; 502 mStencilStateDirty = true; 503 } 504} 505 506void Context::setStencilWritemask(GLuint stencilWritemask) 507{ 508 if(mState.stencilWritemask != stencilWritemask) 509 { 510 mState.stencilWritemask = stencilWritemask; 511 mStencilStateDirty = true; 512 } 513} 514 515void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 516{ 517 if(mState.stencilFail != stencilFail || 518 mState.stencilPassDepthFail != stencilPassDepthFail || 519 mState.stencilPassDepthPass != stencilPassDepthPass) 520 { 521 mState.stencilFail = stencilFail; 522 mState.stencilPassDepthFail = stencilPassDepthFail; 523 mState.stencilPassDepthPass = stencilPassDepthPass; 524 mStencilStateDirty = true; 525 } 526} 527 528void Context::setPolygonOffsetFillEnabled(bool enabled) 529{ 530 if(mState.polygonOffsetFillEnabled != enabled) 531 { 532 mState.polygonOffsetFillEnabled = enabled; 533 mPolygonOffsetStateDirty = true; 534 } 535} 536 537bool Context::isPolygonOffsetFillEnabled() const 538{ 539 return mState.polygonOffsetFillEnabled; 540} 541 542void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 543{ 544 if(mState.polygonOffsetFactor != factor || 545 mState.polygonOffsetUnits != units) 546 { 547 mState.polygonOffsetFactor = factor; 548 mState.polygonOffsetUnits = units; 549 mPolygonOffsetStateDirty = true; 550 } 551} 552 553void Context::setSampleAlphaToCoverageEnabled(bool enabled) 554{ 555 if(mState.sampleAlphaToCoverageEnabled != enabled) 556 { 557 mState.sampleAlphaToCoverageEnabled = enabled; 558 mSampleStateDirty = true; 559 } 560} 561 562bool Context::isSampleAlphaToCoverageEnabled() const 563{ 564 return mState.sampleAlphaToCoverageEnabled; 565} 566 567void Context::setSampleCoverageEnabled(bool enabled) 568{ 569 if(mState.sampleCoverageEnabled != enabled) 570 { 571 mState.sampleCoverageEnabled = enabled; 572 mSampleStateDirty = true; 573 } 574} 575 576bool Context::isSampleCoverageEnabled() const 577{ 578 return mState.sampleCoverageEnabled; 579} 580 581void Context::setSampleCoverageParams(GLclampf value, bool invert) 582{ 583 if(mState.sampleCoverageValue != value || 584 mState.sampleCoverageInvert != invert) 585 { 586 mState.sampleCoverageValue = value; 587 mState.sampleCoverageInvert = invert; 588 mSampleStateDirty = true; 589 } 590} 591 592void Context::setScissorTestEnabled(bool enabled) 593{ 594 mState.scissorTestEnabled = enabled; 595} 596 597bool Context::isScissorTestEnabled() const 598{ 599 return mState.scissorTestEnabled; 600} 601 602void Context::setShadeModel(GLenum mode) 603{ 604 mState.shadeModel = mode; 605} 606 607void Context::setDitherEnabled(bool enabled) 608{ 609 if(mState.ditherEnabled != enabled) 610 { 611 mState.ditherEnabled = enabled; 612 mDitherStateDirty = true; 613 } 614} 615 616bool Context::isDitherEnabled() const 617{ 618 return mState.ditherEnabled; 619} 620 621void Context::setLightingEnabled(bool enable) 622{ 623 lightingEnabled = enable; 624} 625 626bool Context::isLightingEnabled() const 627{ 628 return lightingEnabled; 629} 630 631void Context::setLightEnabled(int index, bool enable) 632{ 633 light[index].enabled = enable; 634} 635 636bool Context::isLightEnabled(int index) const 637{ 638 return light[index].enabled; 639} 640 641void Context::setLightAmbient(int index, float r, float g, float b, float a) 642{ 643 light[index].ambient = {r, g, b, a}; 644} 645 646void Context::setLightDiffuse(int index, float r, float g, float b, float a) 647{ 648 light[index].diffuse = {r, g, b, a}; 649} 650 651void Context::setLightSpecular(int index, float r, float g, float b, float a) 652{ 653 light[index].specular = {r, g, b, a}; 654} 655 656void Context::setLightPosition(int index, float x, float y, float z, float w) 657{ 658 sw::float4 v = {x, y, z, w}; 659 660 // Transform from object coordinates to eye coordinates 661 v = modelViewStack.current() * v; 662 663 light[index].position = {v.x, v.y, v.z, v.w}; 664} 665 666void Context::setLightDirection(int index, float x, float y, float z) 667{ 668 // FIXME: Transform by inverse of 3x3 model-view matrix 669 light[index].direction = {x, y, z}; 670} 671 672void Context::setLightAttenuationConstant(int index, float constant) 673{ 674 light[index].attenuation.constant = constant; 675} 676 677void Context::setLightAttenuationLinear(int index, float linear) 678{ 679 light[index].attenuation.linear = linear; 680} 681 682void Context::setLightAttenuationQuadratic(int index, float quadratic) 683{ 684 light[index].attenuation.quadratic = quadratic; 685} 686 687void Context::setSpotLightExponent(int index, float exponent) 688{ 689 light[index].spotExponent = exponent; 690} 691 692void Context::setSpotLightCutoff(int index, float cutoff) 693{ 694 light[index].spotCutoffAngle = cutoff; 695} 696 697void Context::setGlobalAmbient(float red, float green, float blue, float alpha) 698{ 699 globalAmbient.red = red; 700 globalAmbient.green = green; 701 globalAmbient.blue = blue; 702 globalAmbient.alpha = alpha; 703} 704 705void Context::setMaterialAmbient(float red, float green, float blue, float alpha) 706{ 707 materialAmbient.red = red; 708 materialAmbient.green = green; 709 materialAmbient.blue = blue; 710 materialAmbient.alpha = alpha; 711} 712 713void Context::setMaterialDiffuse(float red, float green, float blue, float alpha) 714{ 715 materialDiffuse.red = red; 716 materialDiffuse.green = green; 717 materialDiffuse.blue = blue; 718 materialDiffuse.alpha = alpha; 719} 720 721void Context::setMaterialSpecular(float red, float green, float blue, float alpha) 722{ 723 materialSpecular.red = red; 724 materialSpecular.green = green; 725 materialSpecular.blue = blue; 726 materialSpecular.alpha = alpha; 727} 728 729void Context::setMaterialEmission(float red, float green, float blue, float alpha) 730{ 731 materialEmission.red = red; 732 materialEmission.green = green; 733 materialEmission.blue = blue; 734 materialEmission.alpha = alpha; 735} 736 737void Context::setMaterialShininess(float shininess) 738{ 739 materialShininess = shininess; 740} 741 742void Context::setLightModelTwoSide(bool enable) 743{ 744 lightModelTwoSide = enable; 745} 746 747void Context::setFogEnabled(bool enable) 748{ 749 fogEnabled = enable; 750} 751 752bool Context::isFogEnabled() const 753{ 754 return fogEnabled; 755} 756 757void Context::setFogMode(GLenum mode) 758{ 759 fogMode = mode; 760} 761 762void Context::setFogDensity(float fogDensity) 763{ 764 this->fogDensity = fogDensity; 765} 766 767void Context::setFogStart(float fogStart) 768{ 769 this->fogStart = fogStart; 770} 771 772void Context::setFogEnd(float fogEnd) 773{ 774 this->fogEnd = fogEnd; 775} 776 777void Context::setFogColor(float r, float g, float b, float a) 778{ 779 this->fogColor = {r, g, b, a}; 780} 781 782void Context::setTexture2Denabled(bool enable) 783{ 784 texture2Denabled[mState.activeSampler] = enable; 785} 786 787bool Context::isTexture2Denabled() const 788{ 789 return texture2Denabled[mState.activeSampler]; 790} 791 792void Context::setTextureExternalEnabled(bool enable) 793{ 794 textureExternalEnabled[mState.activeSampler] = enable; 795} 796 797bool Context::isTextureExternalEnabled() const 798{ 799 return textureExternalEnabled[mState.activeSampler]; 800} 801 802void Context::setLineWidth(GLfloat width) 803{ 804 mState.lineWidth = width; 805 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 806} 807 808void Context::setGenerateMipmapHint(GLenum hint) 809{ 810 mState.generateMipmapHint = hint; 811} 812 813void Context::setPerspectiveCorrectionHint(GLenum hint) 814{ 815 mState.perspectiveCorrectionHint = hint; 816} 817 818void Context::setFogHint(GLenum hint) 819{ 820 mState.fogHint = hint; 821} 822 823void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 824{ 825 mState.viewportX = x; 826 mState.viewportY = y; 827 mState.viewportWidth = width; 828 mState.viewportHeight = height; 829} 830 831void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 832{ 833 mState.scissorX = x; 834 mState.scissorY = y; 835 mState.scissorWidth = width; 836 mState.scissorHeight = height; 837} 838 839void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 840{ 841 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 842 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 843 { 844 mState.colorMaskRed = red; 845 mState.colorMaskGreen = green; 846 mState.colorMaskBlue = blue; 847 mState.colorMaskAlpha = alpha; 848 mMaskStateDirty = true; 849 } 850} 851 852void Context::setDepthMask(bool mask) 853{ 854 if(mState.depthMask != mask) 855 { 856 mState.depthMask = mask; 857 mMaskStateDirty = true; 858 } 859} 860 861void Context::setActiveSampler(unsigned int active) 862{ 863 mState.activeSampler = active; 864} 865 866GLuint Context::getFramebufferName() const 867{ 868 return mState.framebuffer; 869} 870 871GLuint Context::getRenderbufferName() const 872{ 873 return mState.renderbuffer.name(); 874} 875 876GLuint Context::getArrayBufferName() const 877{ 878 return mState.arrayBuffer.name(); 879} 880 881void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 882{ 883 mState.vertexAttribute[attribNum].mArrayEnabled = enabled; 884} 885 886const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) 887{ 888 return mState.vertexAttribute[attribNum]; 889} 890 891void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 892 GLsizei stride, const void *pointer) 893{ 894 mState.vertexAttribute[attribNum].mBoundBuffer = boundBuffer; 895 mState.vertexAttribute[attribNum].mSize = size; 896 mState.vertexAttribute[attribNum].mType = type; 897 mState.vertexAttribute[attribNum].mNormalized = normalized; 898 mState.vertexAttribute[attribNum].mStride = stride; 899 mState.vertexAttribute[attribNum].mPointer = pointer; 900} 901 902const void *Context::getVertexAttribPointer(unsigned int attribNum) const 903{ 904 return mState.vertexAttribute[attribNum].mPointer; 905} 906 907const VertexAttributeArray &Context::getVertexAttributes() 908{ 909 return mState.vertexAttribute; 910} 911 912void Context::setPackAlignment(GLint alignment) 913{ 914 mState.packAlignment = alignment; 915} 916 917GLint Context::getPackAlignment() const 918{ 919 return mState.packAlignment; 920} 921 922void Context::setUnpackAlignment(GLint alignment) 923{ 924 mState.unpackAlignment = alignment; 925} 926 927GLint Context::getUnpackAlignment() const 928{ 929 return mState.unpackAlignment; 930} 931 932GLuint Context::createBuffer() 933{ 934 return mResourceManager->createBuffer(); 935} 936 937GLuint Context::createTexture() 938{ 939 return mResourceManager->createTexture(); 940} 941 942GLuint Context::createRenderbuffer() 943{ 944 return mResourceManager->createRenderbuffer(); 945} 946 947// Returns an unused framebuffer name 948GLuint Context::createFramebuffer() 949{ 950 return mFramebufferNameSpace.allocate(); 951} 952 953void Context::deleteBuffer(GLuint buffer) 954{ 955 detachBuffer(buffer); 956 957 mResourceManager->deleteBuffer(buffer); 958} 959 960void Context::deleteTexture(GLuint texture) 961{ 962 detachTexture(texture); 963 964 mResourceManager->deleteTexture(texture); 965} 966 967void Context::deleteRenderbuffer(GLuint renderbuffer) 968{ 969 detachRenderbuffer(renderbuffer); 970 971 mResourceManager->deleteRenderbuffer(renderbuffer); 972} 973 974void Context::deleteFramebuffer(GLuint framebuffer) 975{ 976 detachFramebuffer(framebuffer); 977 978 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); 979 980 if(framebufferObject) 981 { 982 delete framebufferObject; 983 } 984} 985 986Buffer *Context::getBuffer(GLuint handle) 987{ 988 return mResourceManager->getBuffer(handle); 989} 990 991Texture *Context::getTexture(GLuint handle) 992{ 993 return mResourceManager->getTexture(handle); 994} 995 996Renderbuffer *Context::getRenderbuffer(GLuint handle) 997{ 998 return mResourceManager->getRenderbuffer(handle); 999} 1000 1001Framebuffer *Context::getFramebuffer() 1002{ 1003 return getFramebuffer(mState.framebuffer); 1004} 1005 1006void Context::bindArrayBuffer(unsigned int buffer) 1007{ 1008 mResourceManager->checkBufferAllocation(buffer); 1009 1010 mState.arrayBuffer = getBuffer(buffer); 1011} 1012 1013void Context::bindElementArrayBuffer(unsigned int buffer) 1014{ 1015 mResourceManager->checkBufferAllocation(buffer); 1016 1017 mState.elementArrayBuffer = getBuffer(buffer); 1018} 1019 1020void Context::bindTexture(TextureType type, GLuint texture) 1021{ 1022 mResourceManager->checkTextureAllocation(texture, type); 1023 1024 mState.samplerTexture[type][mState.activeSampler] = getTexture(texture); 1025} 1026 1027void Context::bindFramebuffer(GLuint framebuffer) 1028{ 1029 if(!getFramebuffer(framebuffer)) 1030 { 1031 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1032 } 1033 1034 mState.framebuffer = framebuffer; 1035} 1036 1037void Context::bindRenderbuffer(GLuint renderbuffer) 1038{ 1039 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1040 1041 mState.renderbuffer = getRenderbuffer(renderbuffer); 1042} 1043 1044void Context::setFramebufferZero(Framebuffer *buffer) 1045{ 1046 delete mFramebufferNameSpace.remove(0); 1047 mFramebufferNameSpace.insert(0, buffer); 1048} 1049 1050void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1051{ 1052 Renderbuffer *renderbufferObject = mState.renderbuffer; 1053 renderbufferObject->setStorage(renderbuffer); 1054} 1055 1056Framebuffer *Context::getFramebuffer(unsigned int handle) 1057{ 1058 return mFramebufferNameSpace.find(handle); 1059} 1060 1061Buffer *Context::getArrayBuffer() 1062{ 1063 return mState.arrayBuffer; 1064} 1065 1066Buffer *Context::getElementArrayBuffer() 1067{ 1068 return mState.elementArrayBuffer; 1069} 1070 1071Texture2D *Context::getTexture2D() 1072{ 1073 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1074} 1075 1076TextureExternal *Context::getTextureExternal() 1077{ 1078 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1079} 1080 1081Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) 1082{ 1083 GLuint texid = mState.samplerTexture[type][sampler].name(); 1084 1085 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1086 { 1087 switch(type) 1088 { 1089 case TEXTURE_2D: return mTexture2DZero; 1090 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1091 default: UNREACHABLE(type); 1092 } 1093 } 1094 1095 return mState.samplerTexture[type][sampler]; 1096} 1097 1098bool Context::getBooleanv(GLenum pname, GLboolean *params) 1099{ 1100 switch(pname) 1101 { 1102 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1103 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1104 case GL_COLOR_WRITEMASK: 1105 params[0] = mState.colorMaskRed; 1106 params[1] = mState.colorMaskGreen; 1107 params[2] = mState.colorMaskBlue; 1108 params[3] = mState.colorMaskAlpha; 1109 break; 1110 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1111 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1112 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1113 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1114 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1115 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1116 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1117 case GL_BLEND: *params = mState.blendEnabled; break; 1118 case GL_DITHER: *params = mState.ditherEnabled; break; 1119 case GL_LIGHT_MODEL_TWO_SIDE: *params = lightModelTwoSide; break; 1120 default: 1121 return false; 1122 } 1123 1124 return true; 1125} 1126 1127bool Context::getFloatv(GLenum pname, GLfloat *params) 1128{ 1129 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1130 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1131 // GetIntegerv as its native query function. As it would require conversion in any 1132 // case, this should make no difference to the calling application. 1133 switch(pname) 1134 { 1135 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1136 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1137 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1138 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1139 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1140 case GL_ALIASED_LINE_WIDTH_RANGE: 1141 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1142 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1143 break; 1144 case GL_ALIASED_POINT_SIZE_RANGE: 1145 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1146 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1147 break; 1148 case GL_SMOOTH_LINE_WIDTH_RANGE: 1149 params[0] = SMOOTH_LINE_WIDTH_RANGE_MIN; 1150 params[1] = SMOOTH_LINE_WIDTH_RANGE_MAX; 1151 break; 1152 case GL_SMOOTH_POINT_SIZE_RANGE: 1153 params[0] = SMOOTH_POINT_SIZE_RANGE_MIN; 1154 params[1] = SMOOTH_POINT_SIZE_RANGE_MAX; 1155 break; 1156 case GL_DEPTH_RANGE: 1157 params[0] = mState.zNear; 1158 params[1] = mState.zFar; 1159 break; 1160 case GL_COLOR_CLEAR_VALUE: 1161 params[0] = mState.colorClearValue.red; 1162 params[1] = mState.colorClearValue.green; 1163 params[2] = mState.colorClearValue.blue; 1164 params[3] = mState.colorClearValue.alpha; 1165 break; 1166 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1167 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1168 break; 1169 case GL_MODELVIEW_MATRIX: 1170 for(int i = 0; i < 16; i++) 1171 { 1172 params[i] = modelViewStack.current()[i % 4][i / 4]; 1173 } 1174 break; 1175 case GL_PROJECTION_MATRIX: 1176 for(int i = 0; i < 16; i++) 1177 { 1178 params[i] = projectionStack.current()[i % 4][i / 4]; 1179 } 1180 break; 1181 case GL_CURRENT_COLOR: 1182 for(int i = 0; i < 4; i++) 1183 { 1184 params[i] = mState.vertexAttribute[sw::Color0].mCurrentValue[i]; 1185 } 1186 break; 1187 case GL_CURRENT_NORMAL: 1188 for(int i = 0; i < 3; i++) 1189 { 1190 params[i] = mState.vertexAttribute[sw::Normal].mCurrentValue[i]; 1191 } 1192 break; 1193 case GL_CURRENT_TEXTURE_COORDS: 1194 for(int i = 0; i < 4; i++) 1195 { 1196 params[i] = mState.vertexAttribute[sw::TexCoord0].mCurrentValue[i]; 1197 } 1198 break; 1199 default: 1200 return false; 1201 } 1202 1203 return true; 1204} 1205 1206bool Context::getIntegerv(GLenum pname, GLint *params) 1207{ 1208 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1209 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1210 // GetIntegerv as its native query function. As it would require conversion in any 1211 // case, this should make no difference to the calling application. You may find it in 1212 // Context::getFloatv. 1213 switch(pname) 1214 { 1215 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.name(); break; 1216 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.name(); break; 1217 case GL_FRAMEBUFFER_BINDING_OES: *params = mState.framebuffer; break; 1218 case GL_RENDERBUFFER_BINDING_OES: *params = mState.renderbuffer.name(); break; 1219 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1220 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break; 1221 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1222 case GL_PERSPECTIVE_CORRECTION_HINT: *params = mState.perspectiveCorrectionHint; break; 1223 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1224 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1225 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1226 case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break; 1227 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1228 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1229 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1230 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1231 case GL_BLEND_SRC_RGB_OES: *params = mState.sourceBlendRGB; break; 1232 case GL_BLEND_SRC_ALPHA_OES: *params = mState.sourceBlendAlpha; break; 1233 case GL_BLEND_DST_RGB_OES: *params = mState.destBlendRGB; break; 1234 case GL_BLEND_DST_ALPHA_OES: *params = mState.destBlendAlpha; break; 1235 case GL_BLEND_EQUATION_RGB_OES: *params = mState.blendEquationRGB; break; 1236 case GL_BLEND_EQUATION_ALPHA_OES: *params = mState.blendEquationAlpha; break; 1237 case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break; 1238 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1239 case GL_SUBPIXEL_BITS: *params = 4; break; 1240 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1241 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1242 case GL_SAMPLE_BUFFERS: 1243 case GL_SAMPLES: 1244 { 1245 Framebuffer *framebuffer = getFramebuffer(); 1246 int width, height, samples; 1247 1248 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE_OES) 1249 { 1250 switch(pname) 1251 { 1252 case GL_SAMPLE_BUFFERS: 1253 if(samples > 1) 1254 { 1255 *params = 1; 1256 } 1257 else 1258 { 1259 *params = 0; 1260 } 1261 break; 1262 case GL_SAMPLES: 1263 *params = samples; 1264 break; 1265 } 1266 } 1267 else 1268 { 1269 *params = 0; 1270 } 1271 } 1272 break; 1273 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: 1274 { 1275 Framebuffer *framebuffer = getFramebuffer(); 1276 *params = framebuffer->getImplementationColorReadType(); 1277 } 1278 break; 1279 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: 1280 { 1281 Framebuffer *framebuffer = getFramebuffer(); 1282 *params = framebuffer->getImplementationColorReadFormat(); 1283 } 1284 break; 1285 case GL_MAX_VIEWPORT_DIMS: 1286 { 1287 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 1288 params[0] = maxDimension; 1289 params[1] = maxDimension; 1290 } 1291 break; 1292 case GL_COMPRESSED_TEXTURE_FORMATS: 1293 { 1294 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 1295 { 1296 params[i] = compressedTextureFormats[i]; 1297 } 1298 } 1299 break; 1300 case GL_VIEWPORT: 1301 params[0] = mState.viewportX; 1302 params[1] = mState.viewportY; 1303 params[2] = mState.viewportWidth; 1304 params[3] = mState.viewportHeight; 1305 break; 1306 case GL_SCISSOR_BOX: 1307 params[0] = mState.scissorX; 1308 params[1] = mState.scissorY; 1309 params[2] = mState.scissorWidth; 1310 params[3] = mState.scissorHeight; 1311 break; 1312 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 1313 case GL_FRONT_FACE: *params = mState.frontFace; break; 1314 case GL_RED_BITS: 1315 case GL_GREEN_BITS: 1316 case GL_BLUE_BITS: 1317 case GL_ALPHA_BITS: 1318 { 1319 Framebuffer *framebuffer = getFramebuffer(); 1320 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(); 1321 1322 if(colorbuffer) 1323 { 1324 switch(pname) 1325 { 1326 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 1327 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 1328 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 1329 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 1330 } 1331 } 1332 else 1333 { 1334 *params = 0; 1335 } 1336 } 1337 break; 1338 case GL_DEPTH_BITS: 1339 { 1340 Framebuffer *framebuffer = getFramebuffer(); 1341 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 1342 1343 if(depthbuffer) 1344 { 1345 *params = depthbuffer->getDepthSize(); 1346 } 1347 else 1348 { 1349 *params = 0; 1350 } 1351 } 1352 break; 1353 case GL_STENCIL_BITS: 1354 { 1355 Framebuffer *framebuffer = getFramebuffer(); 1356 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 1357 1358 if(stencilbuffer) 1359 { 1360 *params = stencilbuffer->getStencilSize(); 1361 } 1362 else 1363 { 1364 *params = 0; 1365 } 1366 } 1367 break; 1368 case GL_TEXTURE_BINDING_2D: *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); break; 1369 case GL_TEXTURE_BINDING_EXTERNAL_OES: *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); break; 1370 case GL_MAX_LIGHTS: *params = MAX_LIGHTS; break; 1371 case GL_MAX_MODELVIEW_STACK_DEPTH: *params = MAX_MODELVIEW_STACK_DEPTH; break; 1372 case GL_MAX_PROJECTION_STACK_DEPTH: *params = MAX_PROJECTION_STACK_DEPTH; break; 1373 case GL_MAX_TEXTURE_STACK_DEPTH: *params = MAX_TEXTURE_STACK_DEPTH; break; 1374 case GL_MAX_TEXTURE_UNITS: *params = MAX_TEXTURE_UNITS; break; 1375 case GL_MAX_CLIP_PLANES: *params = MAX_CLIP_PLANES; break; 1376 case GL_POINT_SIZE_ARRAY_TYPE_OES: *params = mState.vertexAttribute[sw::PointSize].mType; break; 1377 case GL_POINT_SIZE_ARRAY_STRIDE_OES: *params = mState.vertexAttribute[sw::PointSize].mStride; break; 1378 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: *params = mState.vertexAttribute[sw::PointSize].mBoundBuffer.name(); break; 1379 case GL_VERTEX_ARRAY_SIZE: *params = mState.vertexAttribute[sw::Position].mSize; break; 1380 case GL_VERTEX_ARRAY_TYPE: *params = mState.vertexAttribute[sw::Position].mType; break; 1381 case GL_VERTEX_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::Position].mStride; break; 1382 case GL_VERTEX_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::Position].mBoundBuffer.name(); break; 1383 case GL_NORMAL_ARRAY_TYPE: *params = mState.vertexAttribute[sw::Normal].mType; break; 1384 case GL_NORMAL_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::Normal].mStride; break; 1385 case GL_NORMAL_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::Normal].mBoundBuffer.name(); break; 1386 case GL_COLOR_ARRAY_SIZE: *params = mState.vertexAttribute[sw::Color0].mSize; break; 1387 case GL_COLOR_ARRAY_TYPE: *params = mState.vertexAttribute[sw::Color0].mType; break; 1388 case GL_COLOR_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::Color0].mStride; break; 1389 case GL_COLOR_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::Color0].mBoundBuffer.name(); break; 1390 case GL_TEXTURE_COORD_ARRAY_SIZE: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mSize; break; 1391 case GL_TEXTURE_COORD_ARRAY_TYPE: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mType; break; 1392 case GL_TEXTURE_COORD_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mStride; break; 1393 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mBoundBuffer.name(); break; 1394 default: 1395 return false; 1396 } 1397 1398 return true; 1399} 1400 1401bool Context::getPointerv(GLenum pname, const GLvoid **params) 1402{ 1403 switch(pname) 1404 { 1405 case GL_VERTEX_ARRAY_POINTER: *params = mState.vertexAttribute[sw::Position].mPointer; break; 1406 case GL_NORMAL_ARRAY_POINTER: *params = mState.vertexAttribute[sw::Normal].mPointer; break; 1407 case GL_COLOR_ARRAY_POINTER: *params = mState.vertexAttribute[sw::Color0].mPointer; break; 1408 case GL_POINT_SIZE_ARRAY_POINTER_OES: *params = mState.vertexAttribute[sw::PointSize].mPointer; break; 1409 case GL_TEXTURE_COORD_ARRAY_POINTER: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mPointer; break; 1410 default: 1411 return false; 1412 } 1413 1414 return true; 1415} 1416 1417int Context::getQueryParameterNum(GLenum pname) 1418{ 1419 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 1420 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 1421 // to the fact that it is stored internally as a float, and so would require conversion 1422 // if returned from Context::getIntegerv. Since this conversion is already implemented 1423 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 1424 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 1425 // application. 1426 switch(pname) 1427 { 1428 case GL_COMPRESSED_TEXTURE_FORMATS: 1429 return NUM_COMPRESSED_TEXTURE_FORMATS; 1430 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 1431 case GL_ARRAY_BUFFER_BINDING: 1432 case GL_FRAMEBUFFER_BINDING_OES: 1433 case GL_RENDERBUFFER_BINDING_OES: 1434 case GL_PACK_ALIGNMENT: 1435 case GL_UNPACK_ALIGNMENT: 1436 case GL_GENERATE_MIPMAP_HINT: 1437 case GL_RED_BITS: 1438 case GL_GREEN_BITS: 1439 case GL_BLUE_BITS: 1440 case GL_ALPHA_BITS: 1441 case GL_DEPTH_BITS: 1442 case GL_STENCIL_BITS: 1443 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 1444 case GL_CULL_FACE_MODE: 1445 case GL_FRONT_FACE: 1446 case GL_ACTIVE_TEXTURE: 1447 case GL_STENCIL_FUNC: 1448 case GL_STENCIL_VALUE_MASK: 1449 case GL_STENCIL_REF: 1450 case GL_STENCIL_FAIL: 1451 case GL_STENCIL_PASS_DEPTH_FAIL: 1452 case GL_STENCIL_PASS_DEPTH_PASS: 1453 case GL_DEPTH_FUNC: 1454 case GL_BLEND_SRC_RGB_OES: 1455 case GL_BLEND_SRC_ALPHA_OES: 1456 case GL_BLEND_DST_RGB_OES: 1457 case GL_BLEND_DST_ALPHA_OES: 1458 case GL_BLEND_EQUATION_RGB_OES: 1459 case GL_BLEND_EQUATION_ALPHA_OES: 1460 case GL_STENCIL_WRITEMASK: 1461 case GL_STENCIL_CLEAR_VALUE: 1462 case GL_SUBPIXEL_BITS: 1463 case GL_MAX_TEXTURE_SIZE: 1464 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES: 1465 case GL_SAMPLE_BUFFERS: 1466 case GL_SAMPLES: 1467 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: 1468 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: 1469 case GL_TEXTURE_BINDING_2D: 1470 case GL_TEXTURE_BINDING_CUBE_MAP_OES: 1471 case GL_TEXTURE_BINDING_EXTERNAL_OES: 1472 return 1; 1473 case GL_MAX_VIEWPORT_DIMS: 1474 return 2; 1475 case GL_VIEWPORT: 1476 case GL_SCISSOR_BOX: 1477 return 4; 1478 case GL_SAMPLE_COVERAGE_INVERT: 1479 case GL_DEPTH_WRITEMASK: 1480 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 1481 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 1482 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 1483 case GL_SAMPLE_COVERAGE: 1484 case GL_SCISSOR_TEST: 1485 case GL_STENCIL_TEST: 1486 case GL_DEPTH_TEST: 1487 case GL_BLEND: 1488 case GL_DITHER: 1489 return 1; 1490 case GL_COLOR_WRITEMASK: 1491 return 4; 1492 case GL_POLYGON_OFFSET_FACTOR: 1493 case GL_POLYGON_OFFSET_UNITS: 1494 case GL_SAMPLE_COVERAGE_VALUE: 1495 case GL_DEPTH_CLEAR_VALUE: 1496 case GL_LINE_WIDTH: 1497 return 1; 1498 case GL_ALIASED_LINE_WIDTH_RANGE: 1499 case GL_ALIASED_POINT_SIZE_RANGE: 1500 case GL_DEPTH_RANGE: 1501 return 2; 1502 case GL_COLOR_CLEAR_VALUE: 1503 return 4; 1504 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1505 case GL_MAX_LIGHTS: 1506 case GL_MAX_MODELVIEW_STACK_DEPTH: 1507 case GL_MAX_PROJECTION_STACK_DEPTH: 1508 case GL_MAX_TEXTURE_STACK_DEPTH: 1509 case GL_MAX_TEXTURE_UNITS: 1510 case GL_MAX_CLIP_PLANES: 1511 case GL_POINT_SIZE_ARRAY_TYPE_OES: 1512 case GL_POINT_SIZE_ARRAY_STRIDE_OES: 1513 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: 1514 return 1; 1515 case GL_CURRENT_COLOR: 1516 return 4; 1517 case GL_CURRENT_NORMAL: 1518 return 3; 1519 case GL_CURRENT_TEXTURE_COORDS: 1520 return 4; 1521 case GL_POINT_SIZE: 1522 case GL_POINT_SIZE_MIN: 1523 case GL_POINT_SIZE_MAX: 1524 case GL_POINT_FADE_THRESHOLD_SIZE: 1525 return 1; 1526 case GL_POINT_DISTANCE_ATTENUATION: 1527 return 3; 1528 case GL_SMOOTH_POINT_SIZE_RANGE: 1529 case GL_SMOOTH_LINE_WIDTH_RANGE: 1530 return 2; 1531 case GL_SHADE_MODEL: 1532 case GL_MATRIX_MODE: 1533 case GL_MODELVIEW_STACK_DEPTH: 1534 case GL_PROJECTION_STACK_DEPTH: 1535 case GL_TEXTURE_STACK_DEPTH: 1536 return 1; 1537 case GL_MODELVIEW_MATRIX: 1538 case GL_PROJECTION_MATRIX: 1539 case GL_TEXTURE_MATRIX: 1540 return 16; 1541 case GL_ALPHA_TEST_FUNC: 1542 case GL_ALPHA_TEST_REF: 1543 case GL_BLEND_DST: 1544 case GL_BLEND_SRC: 1545 case GL_LOGIC_OP_MODE: 1546 case GL_VERTEX_ARRAY_SIZE: 1547 case GL_VERTEX_ARRAY_TYPE: 1548 case GL_VERTEX_ARRAY_STRIDE: 1549 case GL_NORMAL_ARRAY_TYPE: 1550 case GL_NORMAL_ARRAY_STRIDE: 1551 case GL_COLOR_ARRAY_SIZE: 1552 case GL_COLOR_ARRAY_TYPE: 1553 case GL_COLOR_ARRAY_STRIDE: 1554 case GL_TEXTURE_COORD_ARRAY_SIZE: 1555 case GL_TEXTURE_COORD_ARRAY_TYPE: 1556 case GL_TEXTURE_COORD_ARRAY_STRIDE: 1557 case GL_VERTEX_ARRAY_POINTER: 1558 case GL_NORMAL_ARRAY_POINTER: 1559 case GL_COLOR_ARRAY_POINTER: 1560 case GL_TEXTURE_COORD_ARRAY_POINTER: 1561 case GL_LIGHT_MODEL_TWO_SIDE: 1562 return 1; 1563 default: 1564 UNREACHABLE(pname); 1565 } 1566 1567 return -1; 1568} 1569 1570bool Context::isQueryParameterInt(GLenum pname) 1571{ 1572 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 1573 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 1574 // to the fact that it is stored internally as a float, and so would require conversion 1575 // if returned from Context::getIntegerv. Since this conversion is already implemented 1576 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 1577 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 1578 // application. 1579 switch(pname) 1580 { 1581 case GL_COMPRESSED_TEXTURE_FORMATS: 1582 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 1583 case GL_ARRAY_BUFFER_BINDING: 1584 case GL_FRAMEBUFFER_BINDING_OES: 1585 case GL_RENDERBUFFER_BINDING_OES: 1586 case GL_PACK_ALIGNMENT: 1587 case GL_UNPACK_ALIGNMENT: 1588 case GL_GENERATE_MIPMAP_HINT: 1589 case GL_RED_BITS: 1590 case GL_GREEN_BITS: 1591 case GL_BLUE_BITS: 1592 case GL_ALPHA_BITS: 1593 case GL_DEPTH_BITS: 1594 case GL_STENCIL_BITS: 1595 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 1596 case GL_CULL_FACE_MODE: 1597 case GL_FRONT_FACE: 1598 case GL_ACTIVE_TEXTURE: 1599 case GL_STENCIL_FUNC: 1600 case GL_STENCIL_VALUE_MASK: 1601 case GL_STENCIL_REF: 1602 case GL_STENCIL_FAIL: 1603 case GL_STENCIL_PASS_DEPTH_FAIL: 1604 case GL_STENCIL_PASS_DEPTH_PASS: 1605 case GL_DEPTH_FUNC: 1606 case GL_BLEND_SRC_RGB_OES: 1607 case GL_BLEND_SRC_ALPHA_OES: 1608 case GL_BLEND_DST_RGB_OES: 1609 case GL_BLEND_DST_ALPHA_OES: 1610 case GL_BLEND_EQUATION_RGB_OES: 1611 case GL_BLEND_EQUATION_ALPHA_OES: 1612 case GL_STENCIL_WRITEMASK: 1613 case GL_STENCIL_CLEAR_VALUE: 1614 case GL_SUBPIXEL_BITS: 1615 case GL_MAX_TEXTURE_SIZE: 1616 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES: 1617 case GL_SAMPLE_BUFFERS: 1618 case GL_SAMPLES: 1619 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: 1620 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: 1621 case GL_TEXTURE_BINDING_2D: 1622 case GL_TEXTURE_BINDING_CUBE_MAP_OES: 1623 case GL_TEXTURE_BINDING_EXTERNAL_OES: 1624 case GL_MAX_VIEWPORT_DIMS: 1625 case GL_VIEWPORT: 1626 case GL_SCISSOR_BOX: 1627 case GL_MAX_LIGHTS: 1628 case GL_MAX_MODELVIEW_STACK_DEPTH: 1629 case GL_MAX_PROJECTION_STACK_DEPTH: 1630 case GL_MAX_TEXTURE_STACK_DEPTH: 1631 case GL_MAX_TEXTURE_UNITS: 1632 case GL_MAX_CLIP_PLANES: 1633 case GL_POINT_SIZE_ARRAY_TYPE_OES: 1634 case GL_POINT_SIZE_ARRAY_STRIDE_OES: 1635 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: 1636 return true; 1637 } 1638 1639 return false; 1640} 1641 1642bool Context::isQueryParameterFloat(GLenum pname) 1643{ 1644 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 1645 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 1646 // to the fact that it is stored internally as a float, and so would require conversion 1647 // if returned from Context::getIntegerv. Since this conversion is already implemented 1648 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 1649 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 1650 // application. 1651 switch(pname) 1652 { 1653 case GL_POLYGON_OFFSET_FACTOR: 1654 case GL_POLYGON_OFFSET_UNITS: 1655 case GL_SAMPLE_COVERAGE_VALUE: 1656 case GL_DEPTH_CLEAR_VALUE: 1657 case GL_LINE_WIDTH: 1658 case GL_ALIASED_LINE_WIDTH_RANGE: 1659 case GL_ALIASED_POINT_SIZE_RANGE: 1660 case GL_SMOOTH_LINE_WIDTH_RANGE: 1661 case GL_SMOOTH_POINT_SIZE_RANGE: 1662 case GL_DEPTH_RANGE: 1663 case GL_COLOR_CLEAR_VALUE: 1664 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1665 case GL_LIGHT_MODEL_AMBIENT: 1666 case GL_POINT_SIZE_MIN: 1667 case GL_POINT_SIZE_MAX: 1668 case GL_POINT_DISTANCE_ATTENUATION: 1669 case GL_POINT_FADE_THRESHOLD_SIZE: 1670 return true; 1671 } 1672 1673 return false; 1674} 1675 1676bool Context::isQueryParameterBool(GLenum pname) 1677{ 1678 switch(pname) 1679 { 1680 case GL_SAMPLE_COVERAGE_INVERT: 1681 case GL_DEPTH_WRITEMASK: 1682 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 1683 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 1684 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 1685 case GL_SAMPLE_COVERAGE: 1686 case GL_SCISSOR_TEST: 1687 case GL_STENCIL_TEST: 1688 case GL_DEPTH_TEST: 1689 case GL_BLEND: 1690 case GL_DITHER: 1691 case GL_COLOR_WRITEMASK: 1692 case GL_LIGHT_MODEL_TWO_SIDE: 1693 return true; 1694 } 1695 1696 return false; 1697} 1698 1699bool Context::isQueryParameterPointer(GLenum pname) 1700{ 1701 switch(pname) 1702 { 1703 case GL_VERTEX_ARRAY_POINTER: 1704 case GL_NORMAL_ARRAY_POINTER: 1705 case GL_COLOR_ARRAY_POINTER: 1706 case GL_TEXTURE_COORD_ARRAY_POINTER: 1707 case GL_POINT_SIZE_ARRAY_POINTER_OES: 1708 return true; 1709 } 1710 1711 return false; 1712} 1713 1714// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 1715bool Context::applyRenderTarget() 1716{ 1717 Framebuffer *framebuffer = getFramebuffer(); 1718 int width, height, samples; 1719 1720 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE_OES) 1721 { 1722 return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES, false); 1723 } 1724 1725 egl::Image *renderTarget = framebuffer->getRenderTarget(); 1726 device->setRenderTarget(0, renderTarget); 1727 if(renderTarget) renderTarget->release(); 1728 1729 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 1730 device->setDepthBuffer(depthBuffer); 1731 if(depthBuffer) depthBuffer->release(); 1732 1733 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 1734 device->setStencilBuffer(stencilBuffer); 1735 if(stencilBuffer) stencilBuffer->release(); 1736 1737 Viewport viewport; 1738 float zNear = clamp01(mState.zNear); 1739 float zFar = clamp01(mState.zFar); 1740 1741 viewport.x0 = mState.viewportX; 1742 viewport.y0 = mState.viewportY; 1743 viewport.width = mState.viewportWidth; 1744 viewport.height = mState.viewportHeight; 1745 viewport.minZ = zNear; 1746 viewport.maxZ = zFar; 1747 1748 device->setViewport(viewport); 1749 1750 if(mState.scissorTestEnabled) 1751 { 1752 sw::Rect scissor = {mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight}; 1753 scissor.clip(0, 0, width, height); 1754 1755 device->setScissorRect(scissor); 1756 device->setScissorEnable(true); 1757 } 1758 else 1759 { 1760 device->setScissorEnable(false); 1761 } 1762 1763 return true; 1764} 1765 1766// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 1767void Context::applyState(GLenum drawMode) 1768{ 1769 Framebuffer *framebuffer = getFramebuffer(); 1770 1771 if(mState.cullFaceEnabled) 1772 { 1773 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 1774 } 1775 else 1776 { 1777 device->setCullMode(sw::CULL_NONE); 1778 } 1779 1780 if(mDepthStateDirty) 1781 { 1782 if(mState.depthTestEnabled) 1783 { 1784 device->setDepthBufferEnable(true); 1785 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 1786 } 1787 else 1788 { 1789 device->setDepthBufferEnable(false); 1790 } 1791 1792 mDepthStateDirty = false; 1793 } 1794 1795 if(mBlendStateDirty) 1796 { 1797 if(mState.blendEnabled) 1798 { 1799 device->setAlphaBlendEnable(true); 1800 device->setSeparateAlphaBlendEnable(true); 1801 1802 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 1803 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 1804 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 1805 1806 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 1807 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 1808 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 1809 } 1810 else 1811 { 1812 device->setAlphaBlendEnable(false); 1813 } 1814 1815 mBlendStateDirty = false; 1816 } 1817 1818 if(mStencilStateDirty || mFrontFaceDirty) 1819 { 1820 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 1821 { 1822 device->setStencilEnable(true); 1823 device->setTwoSidedStencil(true); 1824 1825 // get the maximum size of the stencil ref 1826 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 1827 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 1828 1829 device->setStencilWriteMask(mState.stencilWritemask); 1830 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 1831 1832 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 1833 device->setStencilMask(mState.stencilMask); 1834 1835 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 1836 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 1837 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 1838 1839 device->setStencilWriteMaskCCW(mState.stencilWritemask); 1840 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 1841 1842 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 1843 device->setStencilMaskCCW(mState.stencilMask); 1844 1845 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 1846 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 1847 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 1848 } 1849 else 1850 { 1851 device->setStencilEnable(false); 1852 } 1853 1854 mStencilStateDirty = false; 1855 mFrontFaceDirty = false; 1856 } 1857 1858 if(mMaskStateDirty) 1859 { 1860 device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 1861 device->setDepthWriteEnable(mState.depthMask); 1862 1863 mMaskStateDirty = false; 1864 } 1865 1866 if(mPolygonOffsetStateDirty) 1867 { 1868 if(mState.polygonOffsetFillEnabled) 1869 { 1870 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 1871 if(depthbuffer) 1872 { 1873 device->setSlopeDepthBias(mState.polygonOffsetFactor); 1874 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 1875 device->setDepthBias(depthBias); 1876 } 1877 } 1878 else 1879 { 1880 device->setSlopeDepthBias(0); 1881 device->setDepthBias(0); 1882 } 1883 1884 mPolygonOffsetStateDirty = false; 1885 } 1886 1887 if(mSampleStateDirty) 1888 { 1889 if(mState.sampleAlphaToCoverageEnabled) 1890 { 1891 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 1892 } 1893 else 1894 { 1895 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 1896 } 1897 1898 if(mState.sampleCoverageEnabled) 1899 { 1900 unsigned int mask = 0; 1901 if(mState.sampleCoverageValue != 0) 1902 { 1903 int width, height, samples; 1904 framebuffer->completeness(width, height, samples); 1905 1906 float threshold = 0.5f; 1907 1908 for(int i = 0; i < samples; i++) 1909 { 1910 mask <<= 1; 1911 1912 if((i + 1) * mState.sampleCoverageValue >= threshold) 1913 { 1914 threshold += 1.0f; 1915 mask |= 1; 1916 } 1917 } 1918 } 1919 1920 if(mState.sampleCoverageInvert) 1921 { 1922 mask = ~mask; 1923 } 1924 1925 device->setMultiSampleMask(mask); 1926 } 1927 else 1928 { 1929 device->setMultiSampleMask(0xFFFFFFFF); 1930 } 1931 1932 mSampleStateDirty = false; 1933 } 1934 1935 if(mDitherStateDirty) 1936 { 1937 // UNIMPLEMENTED(); // FIXME 1938 1939 mDitherStateDirty = false; 1940 } 1941 1942 switch(mState.shadeModel) 1943 { 1944 default: UNREACHABLE(mState.shadeModel); 1945 case GL_SMOOTH: device->setShadingMode(sw::SHADING_GOURAUD); break; 1946 case GL_FLAT: device->setShadingMode(sw::SHADING_FLAT); break; 1947 } 1948 1949 device->setLightingEnable(lightingEnabled); 1950 device->setGlobalAmbient(sw::Color<float>(globalAmbient.red, globalAmbient.green, globalAmbient.blue, globalAmbient.alpha)); 1951 1952 for(int i = 0; i < MAX_LIGHTS; i++) 1953 { 1954 device->setLightEnable(i, light[i].enabled); 1955 device->setLightAmbient(i, sw::Color<float>(light[i].ambient.red, light[i].ambient.green, light[i].ambient.blue, light[i].ambient.alpha)); 1956 device->setLightDiffuse(i, sw::Color<float>(light[i].diffuse.red, light[i].diffuse.green, light[i].diffuse.blue, light[i].diffuse.alpha)); 1957 device->setLightSpecular(i, sw::Color<float>(light[i].specular.red, light[i].specular.green, light[i].specular.blue, light[i].specular.alpha)); 1958 device->setLightAttenuation(i, light[i].attenuation.constant, light[i].attenuation.linear, light[i].attenuation.quadratic); 1959 1960 if(light[i].position.w != 0.0f) 1961 { 1962 device->setLightPosition(i, sw::Point(light[i].position.x / light[i].position.w, light[i].position.y / light[i].position.w, light[i].position.z / light[i].position.w)); 1963 } 1964 else // Directional light 1965 { 1966 // Hack: set the position far way 1967 float max = sw::max(abs(light[i].position.x), abs(light[i].position.y), abs(light[i].position.z)); 1968 device->setLightPosition(i, sw::Point(1e10f * (light[i].position.x / max), 1e10f * (light[i].position.y / max), 1e10f * (light[i].position.z / max))); 1969 } 1970 } 1971 1972 device->setMaterialAmbient(sw::Color<float>(materialAmbient.red, materialAmbient.green, materialAmbient.blue, materialAmbient.alpha)); 1973 device->setMaterialDiffuse(sw::Color<float>(materialDiffuse.red, materialDiffuse.green, materialDiffuse.blue, materialDiffuse.alpha)); 1974 device->setMaterialSpecular(sw::Color<float>(materialSpecular.red, materialSpecular.green, materialSpecular.blue, materialSpecular.alpha)); 1975 device->setMaterialEmission(sw::Color<float>(materialEmission.red, materialEmission.green, materialEmission.blue, materialEmission.alpha)); 1976 device->setMaterialShininess(materialShininess); 1977 1978 device->setDiffuseMaterialSource(sw::MATERIAL_MATERIAL); 1979 device->setSpecularMaterialSource(sw::MATERIAL_MATERIAL); 1980 device->setAmbientMaterialSource(sw::MATERIAL_MATERIAL); 1981 device->setEmissiveMaterialSource(sw::MATERIAL_MATERIAL); 1982 1983 device->setProjectionMatrix(projectionStack.current()); 1984 device->setModelMatrix(modelViewStack.current()); 1985 device->setTextureMatrix(0, textureStack0.current()); 1986 device->setTextureMatrix(1, textureStack1.current()); 1987 device->setTextureTransform(0, textureStack0.isIdentity() ? 0 : 4, false); 1988 device->setTextureTransform(1, textureStack1.isIdentity() ? 0 : 4, false); 1989 device->setTexGen(0, sw::TEXGEN_NONE); 1990 device->setTexGen(1, sw::TEXGEN_NONE); 1991 1992 device->setAlphaTestEnable(alphaTestEnabled); 1993 device->setAlphaCompare(es2sw::ConvertAlphaComparison(alphaTestFunc)); 1994 device->setAlphaReference(alphaTestRef * 0xFF); 1995 1996 device->setFogEnable(fogEnabled); 1997 device->setFogColor(sw::Color<float>(fogColor.red, fogColor.green, fogColor.blue, fogColor.alpha)); 1998 device->setFogDensity(fogDensity); 1999 device->setFogStart(fogStart); 2000 device->setFogEnd(fogEnd); 2001 2002 switch(fogMode) 2003 { 2004 case GL_LINEAR: device->setVertexFogMode(sw::FOG_LINEAR); break; 2005 case GL_EXP: device->setVertexFogMode(sw::FOG_EXP); break; 2006 case GL_EXP2: device->setVertexFogMode(sw::FOG_EXP2); break; 2007 default: UNREACHABLE(fogMode); 2008 } 2009 2010 device->setColorLogicOpEnabled(colorLogicOpEnabled); 2011 device->setLogicalOperation(es2sw::ConvertLogicalOperation(logicalOperation)); 2012 2013 device->setNormalizeNormals(normalizeEnabled || rescaleNormalEnabled); 2014} 2015 2016GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count) 2017{ 2018 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2019 2020 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes); 2021 if(err != GL_NO_ERROR) 2022 { 2023 return err; 2024 } 2025 2026 device->resetInputStreams(false); 2027 2028 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2029 { 2030 sw::Resource *resource = attributes[i].vertexBuffer; 2031 const void *buffer = (char*)resource->data() + attributes[i].offset; 2032 2033 int stride = attributes[i].stride; 2034 2035 buffer = (char*)buffer + stride * base; 2036 2037 sw::Stream attribute(resource, buffer, stride); 2038 2039 attribute.type = attributes[i].type; 2040 attribute.count = attributes[i].count; 2041 attribute.normalized = attributes[i].normalized; 2042 2043 device->setInputStream(i, attribute); 2044 } 2045 2046 return GL_NO_ERROR; 2047} 2048 2049// Applies the indices and element array bindings 2050GLenum Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 2051{ 2052 GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer, indices, indexInfo); 2053 2054 if(err == GL_NO_ERROR) 2055 { 2056 device->setIndexBuffer(indexInfo->indexBuffer); 2057 } 2058 2059 return err; 2060} 2061 2062void Context::applyTextures() 2063{ 2064 for(int unit = 0; unit < MAX_TEXTURE_UNITS; unit++) 2065 { 2066 Texture *texture = nullptr; 2067 2068 if(textureExternalEnabled[unit]) 2069 { 2070 texture = getSamplerTexture(unit, TEXTURE_EXTERNAL); 2071 } 2072 else if(texture2Denabled[unit]) 2073 { 2074 texture = getSamplerTexture(unit, TEXTURE_2D); 2075 } 2076 2077 if(texture && texture->isSamplerComplete()) 2078 { 2079 texture->autoGenerateMipmaps(); 2080 2081 GLenum wrapS = texture->getWrapS(); 2082 GLenum wrapT = texture->getWrapT(); 2083 GLenum minFilter = texture->getMinFilter(); 2084 GLenum magFilter = texture->getMagFilter(); 2085 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 2086 2087 device->setAddressingModeU(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureWrap(wrapS)); 2088 device->setAddressingModeV(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureWrap(wrapT)); 2089 2090 device->setTextureFilter(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 2091 device->setMipmapFilter(sw::SAMPLER_PIXEL, unit, es2sw::ConvertMipMapFilter(minFilter)); 2092 device->setMaxAnisotropy(sw::SAMPLER_PIXEL, unit, maxAnisotropy); 2093 2094 applyTexture(unit, texture); 2095 2096 device->setConstantColor(unit, sw::Color<float>(mState.textureUnit[unit].color.red, mState.textureUnit[unit].color.green, mState.textureUnit[unit].color.blue, mState.textureUnit[unit].color.alpha)); 2097 2098 if(mState.textureUnit[unit].environmentMode != GL_COMBINE) 2099 { 2100 device->setFirstArgument(unit, sw::TextureStage::SOURCE_TEXTURE); // Cs 2101 device->setFirstModifier(unit, sw::TextureStage::MODIFIER_COLOR); 2102 device->setSecondArgument(unit, sw::TextureStage::SOURCE_CURRENT); // Cp 2103 device->setSecondModifier(unit, sw::TextureStage::MODIFIER_COLOR); 2104 device->setThirdArgument(unit, sw::TextureStage::SOURCE_CONSTANT); // Cc 2105 device->setThirdModifier(unit, sw::TextureStage::MODIFIER_COLOR); 2106 2107 device->setFirstArgumentAlpha(unit, sw::TextureStage::SOURCE_TEXTURE); // As 2108 device->setFirstModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); 2109 device->setSecondArgumentAlpha(unit, sw::TextureStage::SOURCE_CURRENT); // Ap 2110 device->setSecondModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); 2111 device->setThirdArgumentAlpha(unit, sw::TextureStage::SOURCE_CONSTANT); // Ac 2112 device->setThirdModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); 2113 2114 GLenum texFormat = texture->getFormat(GL_TEXTURE_2D, 0); 2115 2116 switch(mState.textureUnit[unit].environmentMode) 2117 { 2118 case GL_REPLACE: 2119 if(IsAlpha(texFormat)) // GL_ALPHA 2120 { 2121 // Cv = Cp, Av = As 2122 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); 2123 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1); 2124 } 2125 else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3) 2126 { 2127 // Cv = Cs, Av = Ap 2128 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); 2129 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2130 } 2131 else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) 2132 { 2133 // Cv = Cs, Av = As 2134 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); 2135 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1); 2136 } 2137 else UNREACHABLE(texFormat); 2138 break; 2139 case GL_MODULATE: 2140 if(IsAlpha(texFormat)) // GL_ALPHA 2141 { 2142 // Cv = Cp, Av = ApAs 2143 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); 2144 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2145 } 2146 else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3) 2147 { 2148 // Cv = CpCs, Av = Ap 2149 device->setStageOperation(unit, sw::TextureStage::STAGE_MODULATE); 2150 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2151 } 2152 else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) 2153 { 2154 // Cv = CpCs, Av = ApAs 2155 device->setStageOperation(unit, sw::TextureStage::STAGE_MODULATE); 2156 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2157 } 2158 else UNREACHABLE(texFormat); 2159 break; 2160 case GL_DECAL: 2161 if(texFormat == GL_ALPHA || 2162 texFormat == GL_LUMINANCE || 2163 texFormat == GL_LUMINANCE_ALPHA) 2164 { 2165 // undefined // FIXME: Log 2166 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); 2167 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2168 } 2169 else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3) 2170 { 2171 // Cv = Cs, Av = Ap 2172 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); 2173 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2174 } 2175 else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) 2176 { 2177 // Cv = Cp(1 - As) + CsAs, Av = Ap 2178 device->setStageOperation(unit, sw::TextureStage::STAGE_BLENDTEXTUREALPHA); // Alpha * (Arg1 - Arg2) + Arg2 2179 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2180 } 2181 else UNREACHABLE(texFormat); 2182 break; 2183 case GL_BLEND: 2184 if(IsAlpha(texFormat)) // GL_ALPHA 2185 { 2186 // Cv = Cp, Av = ApAs 2187 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); 2188 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2189 } 2190 else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3) 2191 { 2192 // Cv = Cp(1 - Cs) + CcCs, Av = Ap 2193 device->setStageOperation(unit, sw::TextureStage::STAGE_LERP); // Arg3 * (Arg1 - Arg2) + Arg2 2194 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2195 } 2196 else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) 2197 { 2198 // Cv = Cp(1 - Cs) + CcCs, Av = ApAs 2199 device->setStageOperation(unit, sw::TextureStage::STAGE_LERP); // Arg3 * (Arg1 - Arg2) + Arg2 2200 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2201 } 2202 else UNREACHABLE(texFormat); 2203 break; 2204 case GL_ADD: 2205 if(IsAlpha(texFormat)) // GL_ALPHA 2206 { 2207 // Cv = Cp, Av = ApAs 2208 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); 2209 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2210 } 2211 else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3) 2212 { 2213 // Cv = Cp + Cs, Av = Ap 2214 device->setStageOperation(unit, sw::TextureStage::STAGE_ADD); 2215 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2216 } 2217 else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) 2218 { 2219 // Cv = Cp + Cs, Av = ApAs 2220 device->setStageOperation(unit, sw::TextureStage::STAGE_ADD); 2221 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2222 } 2223 else UNREACHABLE(texFormat); 2224 break; 2225 default: 2226 UNREACHABLE(mState.textureUnit[unit].environmentMode); 2227 } 2228 } 2229 else // GL_COMBINE 2230 { 2231 device->setFirstArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src0RGB)); 2232 device->setFirstModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand0RGB)); 2233 device->setSecondArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src1RGB)); 2234 device->setSecondModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand1RGB)); 2235 device->setThirdArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src2RGB)); 2236 device->setThirdModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand2RGB)); 2237 2238 device->setStageOperation(unit, es2sw::ConvertCombineOperation(mState.textureUnit[unit].combineRGB)); 2239 2240 device->setFirstArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src0Alpha)); 2241 device->setFirstModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand0Alpha)); 2242 device->setSecondArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src1Alpha)); 2243 device->setSecondModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand1Alpha)); 2244 device->setThirdArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src2Alpha)); 2245 device->setThirdModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand2Alpha)); 2246 2247 device->setStageOperationAlpha(unit, es2sw::ConvertCombineOperation(mState.textureUnit[unit].combineAlpha)); 2248 } 2249 } 2250 else 2251 { 2252 applyTexture(unit, nullptr); 2253 2254 device->setFirstArgument(unit, sw::TextureStage::SOURCE_CURRENT); 2255 device->setFirstModifier(unit, sw::TextureStage::MODIFIER_COLOR); 2256 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); 2257 2258 device->setFirstArgumentAlpha(unit, sw::TextureStage::SOURCE_CURRENT); 2259 device->setFirstModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); 2260 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1); 2261 } 2262 } 2263} 2264 2265void Context::setTextureEnvMode(GLenum texEnvMode) 2266{ 2267 mState.textureUnit[mState.activeSampler].environmentMode = texEnvMode; 2268} 2269 2270void Context::setTextureEnvColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) 2271{ 2272 mState.textureUnit[mState.activeSampler].color = {red, green, blue, alpha}; 2273} 2274 2275void Context::setCombineRGB(GLenum combineRGB) 2276{ 2277 mState.textureUnit[mState.activeSampler].combineRGB = combineRGB; 2278} 2279 2280void Context::setCombineAlpha(GLenum combineAlpha) 2281{ 2282 mState.textureUnit[mState.activeSampler].combineAlpha = combineAlpha; 2283} 2284 2285void Context::setOperand0RGB(GLenum operand) 2286{ 2287 mState.textureUnit[mState.activeSampler].operand0RGB = operand; 2288} 2289 2290void Context::setOperand1RGB(GLenum operand) 2291{ 2292 mState.textureUnit[mState.activeSampler].operand1RGB = operand; 2293} 2294 2295void Context::setOperand2RGB(GLenum operand) 2296{ 2297 mState.textureUnit[mState.activeSampler].operand2RGB = operand; 2298} 2299 2300void Context::setOperand0Alpha(GLenum operand) 2301{ 2302 mState.textureUnit[mState.activeSampler].operand0Alpha = operand; 2303} 2304 2305void Context::setOperand1Alpha(GLenum operand) 2306{ 2307 mState.textureUnit[mState.activeSampler].operand1Alpha = operand; 2308} 2309 2310void Context::setOperand2Alpha(GLenum operand) 2311{ 2312 mState.textureUnit[mState.activeSampler].operand2Alpha = operand; 2313} 2314 2315void Context::setSrc0RGB(GLenum src) 2316{ 2317 mState.textureUnit[mState.activeSampler].src0RGB = src; 2318} 2319 2320void Context::setSrc1RGB(GLenum src) 2321{ 2322 mState.textureUnit[mState.activeSampler].src1RGB = src; 2323} 2324 2325void Context::setSrc2RGB(GLenum src) 2326{ 2327 mState.textureUnit[mState.activeSampler].src2RGB = src; 2328} 2329 2330void Context::setSrc0Alpha(GLenum src) 2331{ 2332 mState.textureUnit[mState.activeSampler].src0Alpha = src; 2333} 2334 2335void Context::setSrc1Alpha(GLenum src) 2336{ 2337 mState.textureUnit[mState.activeSampler].src1Alpha = src; 2338} 2339 2340void Context::setSrc2Alpha(GLenum src) 2341{ 2342 mState.textureUnit[mState.activeSampler].src2Alpha = src; 2343} 2344 2345void Context::applyTexture(int index, Texture *baseTexture) 2346{ 2347 sw::Resource *resource = 0; 2348 2349 if(baseTexture) 2350 { 2351 resource = baseTexture->getResource(); 2352 } 2353 2354 device->setTextureResource(index, resource); 2355 2356 if(baseTexture) 2357 { 2358 int topLevel = baseTexture->getTopLevel(); 2359 2360 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 2361 { 2362 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 2363 2364 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 2365 { 2366 int surfaceLevel = mipmapLevel; 2367 2368 if(surfaceLevel < 0) 2369 { 2370 surfaceLevel = 0; 2371 } 2372 else if(surfaceLevel > topLevel) 2373 { 2374 surfaceLevel = topLevel; 2375 } 2376 2377 egl::Image *surface = texture->getImage(surfaceLevel); 2378 device->setTextureLevel(index, 0, mipmapLevel, surface, sw::TEXTURE_2D); 2379 } 2380 } 2381 else UNIMPLEMENTED(); 2382 } 2383 else 2384 { 2385 device->setTextureLevel(index, 0, 0, 0, sw::TEXTURE_NULL); 2386 } 2387} 2388 2389void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, 2390 GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 2391{ 2392 Framebuffer *framebuffer = getFramebuffer(); 2393 int framebufferWidth, framebufferHeight, framebufferSamples; 2394 2395 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE_OES) 2396 { 2397 return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES); 2398 } 2399 2400 if(getFramebufferName() != 0 && framebufferSamples != 0) 2401 { 2402 return error(GL_INVALID_OPERATION); 2403 } 2404 2405 if(format != GL_RGBA || type != GL_UNSIGNED_BYTE) 2406 { 2407 if(format != framebuffer->getImplementationColorReadFormat() || type != framebuffer->getImplementationColorReadType()) 2408 { 2409 return error(GL_INVALID_OPERATION); 2410 } 2411 } 2412 2413 GLsizei outputPitch = gl::ComputePitch(width, format, type, mState.packAlignment); 2414 2415 // Sized query sanity check 2416 if(bufSize) 2417 { 2418 int requiredSize = outputPitch * height; 2419 if(requiredSize > *bufSize) 2420 { 2421 return error(GL_INVALID_OPERATION); 2422 } 2423 } 2424 2425 egl::Image *renderTarget = framebuffer->getRenderTarget(); 2426 2427 if(!renderTarget) 2428 { 2429 return error(GL_OUT_OF_MEMORY); 2430 } 2431 2432 sw::Rect rect = {x, y, x + width, y + height}; 2433 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 2434 2435 unsigned char *source = (unsigned char*)renderTarget->lock(rect.x0, rect.y0, 0, sw::LOCK_READONLY); 2436 unsigned char *dest = (unsigned char*)pixels; 2437 int inputPitch = (int)renderTarget->getPitch(); 2438 2439 for(int j = 0; j < rect.y1 - rect.y0; j++) 2440 { 2441 unsigned short *dest16 = (unsigned short*)dest; 2442 unsigned int *dest32 = (unsigned int*)dest; 2443 2444 if(renderTarget->getExternalFormat() == sw::FORMAT_A8B8G8R8 && 2445 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 2446 { 2447 memcpy(dest, source, (rect.x1 - rect.x0) * 4); 2448 } 2449 else if(renderTarget->getExternalFormat() == sw::FORMAT_A8R8G8B8 && 2450 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 2451 { 2452 for(int i = 0; i < rect.x1 - rect.x0; i++) 2453 { 2454 unsigned int argb = *(unsigned int*)(source + 4 * i); 2455 2456 dest32[i] = (argb & 0xFF00FF00) | ((argb & 0x000000FF) << 16) | ((argb & 0x00FF0000) >> 16); 2457 } 2458 } 2459 else if(renderTarget->getExternalFormat() == sw::FORMAT_X8R8G8B8 && 2460 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 2461 { 2462 for(int i = 0; i < rect.x1 - rect.x0; i++) 2463 { 2464 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 2465 2466 dest32[i] = (xrgb & 0xFF00FF00) | ((xrgb & 0x000000FF) << 16) | ((xrgb & 0x00FF0000) >> 16) | 0xFF000000; 2467 } 2468 } 2469 else if(renderTarget->getExternalFormat() == sw::FORMAT_X8R8G8B8 && 2470 format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) 2471 { 2472 for(int i = 0; i < rect.x1 - rect.x0; i++) 2473 { 2474 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 2475 2476 dest32[i] = xrgb | 0xFF000000; 2477 } 2478 } 2479 else if(renderTarget->getExternalFormat() == sw::FORMAT_A8R8G8B8 && 2480 format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) 2481 { 2482 memcpy(dest, source, (rect.x1 - rect.x0) * 4); 2483 } 2484 else if(renderTarget->getExternalFormat() == sw::FORMAT_A1R5G5B5 && 2485 format == GL_BGRA_EXT && type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT) 2486 { 2487 memcpy(dest, source, (rect.x1 - rect.x0) * 2); 2488 } 2489 else if(renderTarget->getExternalFormat() == sw::FORMAT_R5G6B5 && 2490 format == 0x80E0 && type == GL_UNSIGNED_SHORT_5_6_5) // GL_BGR_EXT 2491 { 2492 memcpy(dest, source, (rect.x1 - rect.x0) * 2); 2493 } 2494 else 2495 { 2496 for(int i = 0; i < rect.x1 - rect.x0; i++) 2497 { 2498 float r; 2499 float g; 2500 float b; 2501 float a; 2502 2503 switch(renderTarget->getExternalFormat()) 2504 { 2505 case sw::FORMAT_R5G6B5: 2506 { 2507 unsigned short rgb = *(unsigned short*)(source + 2 * i); 2508 2509 a = 1.0f; 2510 b = (rgb & 0x001F) * (1.0f / 0x001F); 2511 g = (rgb & 0x07E0) * (1.0f / 0x07E0); 2512 r = (rgb & 0xF800) * (1.0f / 0xF800); 2513 } 2514 break; 2515 case sw::FORMAT_A1R5G5B5: 2516 { 2517 unsigned short argb = *(unsigned short*)(source + 2 * i); 2518 2519 a = (argb & 0x8000) ? 1.0f : 0.0f; 2520 b = (argb & 0x001F) * (1.0f / 0x001F); 2521 g = (argb & 0x03E0) * (1.0f / 0x03E0); 2522 r = (argb & 0x7C00) * (1.0f / 0x7C00); 2523 } 2524 break; 2525 case sw::FORMAT_A8R8G8B8: 2526 { 2527 unsigned int argb = *(unsigned int*)(source + 4 * i); 2528 2529 a = (argb & 0xFF000000) * (1.0f / 0xFF000000); 2530 b = (argb & 0x000000FF) * (1.0f / 0x000000FF); 2531 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00); 2532 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000); 2533 } 2534 break; 2535 case sw::FORMAT_A8B8G8R8: 2536 { 2537 unsigned int abgr = *(unsigned int*)(source + 4 * i); 2538 2539 a = (abgr & 0xFF000000) * (1.0f / 0xFF000000); 2540 b = (abgr & 0x00FF0000) * (1.0f / 0x00FF0000); 2541 g = (abgr & 0x0000FF00) * (1.0f / 0x0000FF00); 2542 r = (abgr & 0x000000FF) * (1.0f / 0x000000FF); 2543 } 2544 break; 2545 case sw::FORMAT_X8R8G8B8: 2546 { 2547 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 2548 2549 a = 1.0f; 2550 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF); 2551 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00); 2552 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000); 2553 } 2554 break; 2555 case sw::FORMAT_X8B8G8R8: 2556 { 2557 unsigned int xbgr = *(unsigned int*)(source + 4 * i); 2558 2559 a = 1.0f; 2560 b = (xbgr & 0x00FF0000) * (1.0f / 0x00FF0000); 2561 g = (xbgr & 0x0000FF00) * (1.0f / 0x0000FF00); 2562 r = (xbgr & 0x000000FF) * (1.0f / 0x000000FF); 2563 } 2564 break; 2565 case sw::FORMAT_A2R10G10B10: 2566 { 2567 unsigned int argb = *(unsigned int*)(source + 4 * i); 2568 2569 a = (argb & 0xC0000000) * (1.0f / 0xC0000000); 2570 b = (argb & 0x000003FF) * (1.0f / 0x000003FF); 2571 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00); 2572 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000); 2573 } 2574 break; 2575 default: 2576 UNIMPLEMENTED(); // FIXME 2577 UNREACHABLE(renderTarget->getExternalFormat()); 2578 } 2579 2580 switch(format) 2581 { 2582 case GL_RGBA: 2583 switch(type) 2584 { 2585 case GL_UNSIGNED_BYTE: 2586 dest[4 * i + 0] = (unsigned char)(255 * r + 0.5f); 2587 dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); 2588 dest[4 * i + 2] = (unsigned char)(255 * b + 0.5f); 2589 dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f); 2590 break; 2591 default: UNREACHABLE(type); 2592 } 2593 break; 2594 case GL_BGRA_EXT: 2595 switch(type) 2596 { 2597 case GL_UNSIGNED_BYTE: 2598 dest[4 * i + 0] = (unsigned char)(255 * b + 0.5f); 2599 dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); 2600 dest[4 * i + 2] = (unsigned char)(255 * r + 0.5f); 2601 dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f); 2602 break; 2603 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: 2604 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section 2605 // this type is packed as follows: 2606 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 2607 // -------------------------------------------------------------------------------- 2608 // | 4th | 3rd | 2nd | 1st component | 2609 // -------------------------------------------------------------------------------- 2610 // in the case of BGRA_EXT, B is the first component, G the second, and so forth. 2611 dest16[i] = 2612 ((unsigned short)(15 * a + 0.5f) << 12)| 2613 ((unsigned short)(15 * r + 0.5f) << 8) | 2614 ((unsigned short)(15 * g + 0.5f) << 4) | 2615 ((unsigned short)(15 * b + 0.5f) << 0); 2616 break; 2617 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: 2618 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section 2619 // this type is packed as follows: 2620 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 2621 // -------------------------------------------------------------------------------- 2622 // | 4th | 3rd | 2nd | 1st component | 2623 // -------------------------------------------------------------------------------- 2624 // in the case of BGRA_EXT, B is the first component, G the second, and so forth. 2625 dest16[i] = 2626 ((unsigned short)( a + 0.5f) << 15) | 2627 ((unsigned short)(31 * r + 0.5f) << 10) | 2628 ((unsigned short)(31 * g + 0.5f) << 5) | 2629 ((unsigned short)(31 * b + 0.5f) << 0); 2630 break; 2631 default: UNREACHABLE(type); 2632 } 2633 break; 2634 case GL_RGB: 2635 switch(type) 2636 { 2637 case GL_UNSIGNED_SHORT_5_6_5: 2638 dest16[i] = 2639 ((unsigned short)(31 * b + 0.5f) << 0) | 2640 ((unsigned short)(63 * g + 0.5f) << 5) | 2641 ((unsigned short)(31 * r + 0.5f) << 11); 2642 break; 2643 default: UNREACHABLE(type); 2644 } 2645 break; 2646 default: UNREACHABLE(format); 2647 } 2648 } 2649 } 2650 2651 source += inputPitch; 2652 dest += outputPitch; 2653 } 2654 2655 renderTarget->unlock(); 2656 renderTarget->release(); 2657} 2658 2659void Context::clear(GLbitfield mask) 2660{ 2661 Framebuffer *framebuffer = getFramebuffer(); 2662 2663 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE_OES) 2664 { 2665 return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES); 2666 } 2667 2668 if(!applyRenderTarget()) 2669 { 2670 return; 2671 } 2672 2673 float depth = clamp01(mState.depthClearValue); 2674 int stencil = mState.stencilClearValue & 0x000000FF; 2675 2676 if(mask & GL_COLOR_BUFFER_BIT) 2677 { 2678 unsigned int rgbaMask = (mState.colorMaskRed ? 0x1 : 0) | 2679 (mState.colorMaskGreen ? 0x2 : 0) | 2680 (mState.colorMaskBlue ? 0x4 : 0) | 2681 (mState.colorMaskAlpha ? 0x8 : 0); 2682 2683 if(rgbaMask != 0) 2684 { 2685 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 2686 } 2687 } 2688 2689 if(mask & GL_DEPTH_BUFFER_BIT) 2690 { 2691 if(mState.depthMask != 0) 2692 { 2693 device->clearDepth(depth); 2694 } 2695 } 2696 2697 if(mask & GL_STENCIL_BUFFER_BIT) 2698 { 2699 if(mState.stencilWritemask != 0) 2700 { 2701 device->clearStencil(stencil, mState.stencilWritemask); 2702 } 2703 } 2704} 2705 2706void Context::drawArrays(GLenum mode, GLint first, GLsizei count) 2707{ 2708 sw::DrawType primitiveType; 2709 int primitiveCount; 2710 2711 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount)) 2712 return error(GL_INVALID_ENUM); 2713 2714 if(primitiveCount <= 0) 2715 { 2716 return; 2717 } 2718 2719 if(!applyRenderTarget()) 2720 { 2721 return; 2722 } 2723 2724 applyState(mode); 2725 2726 GLenum err = applyVertexBuffer(0, first, count); 2727 if(err != GL_NO_ERROR) 2728 { 2729 return error(err); 2730 } 2731 2732 applyTextures(); 2733 2734 if(!cullSkipsDraw(mode)) 2735 { 2736 device->drawPrimitive(primitiveType, primitiveCount); 2737 } 2738} 2739 2740void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices) 2741{ 2742 if(!indices && !mState.elementArrayBuffer) 2743 { 2744 return error(GL_INVALID_OPERATION); 2745 } 2746 2747 sw::DrawType primitiveType; 2748 int primitiveCount; 2749 2750 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount)) 2751 return error(GL_INVALID_ENUM); 2752 2753 if(primitiveCount <= 0) 2754 { 2755 return; 2756 } 2757 2758 if(!applyRenderTarget()) 2759 { 2760 return; 2761 } 2762 2763 applyState(mode); 2764 2765 TranslatedIndexData indexInfo; 2766 GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo); 2767 if(err != GL_NO_ERROR) 2768 { 2769 return error(err); 2770 } 2771 2772 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 2773 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount); 2774 if(err != GL_NO_ERROR) 2775 { 2776 return error(err); 2777 } 2778 2779 applyTextures(); 2780 2781 if(!cullSkipsDraw(mode)) 2782 { 2783 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount); 2784 } 2785} 2786 2787void Context::drawTexture(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height) 2788{ 2789 es1::Framebuffer *framebuffer = getFramebuffer(); 2790 es1::Renderbuffer *renderbuffer = framebuffer->getColorbuffer(); 2791 float targetWidth = (float)renderbuffer->getWidth(); 2792 float targetHeight = (float)renderbuffer->getHeight(); 2793 float x0 = 2.0f * x / targetWidth - 1.0f; 2794 float y0 = 2.0f * y / targetHeight - 1.0f; 2795 float x1 = 2.0f * (x + width) / targetWidth - 1.0f; 2796 float y1 = 2.0f * (y + height) / targetHeight - 1.0f; 2797 float Zw = sw::clamp(mState.zNear + z * (mState.zFar - mState.zNear), mState.zNear, mState.zFar); 2798 2799 float vertices[][3] = {{x0, y0, Zw}, 2800 {x0, y1, Zw}, 2801 {x1, y0, Zw}, 2802 {x1, y1, Zw}}; 2803 2804 ASSERT(mState.samplerTexture[TEXTURE_2D][1].name() == 0); // Multi-texturing unimplemented 2805 es1::Texture *texture = getSamplerTexture(0, TEXTURE_2D); 2806 float textureWidth = (float)texture->getWidth(GL_TEXTURE_2D, 0); 2807 float textureHeight = (float)texture->getHeight(GL_TEXTURE_2D, 0); 2808 int Ucr = texture->getCropRectU(); 2809 int Vcr = texture->getCropRectV(); 2810 int Wcr = texture->getCropRectW(); 2811 int Hcr = texture->getCropRectH(); 2812 2813 float texCoords[][2] = {{Ucr / textureWidth, Vcr / textureHeight}, 2814 {Ucr / textureWidth, (Vcr + Hcr) / textureHeight}, 2815 {(Ucr + Wcr) / textureWidth, Vcr / textureHeight}, 2816 {(Ucr + Wcr) / textureWidth, (Vcr + Hcr) / textureHeight}}; 2817 2818 VertexAttribute oldPositionAttribute = mState.vertexAttribute[sw::Position]; 2819 VertexAttribute oldTexCoord0Attribute = mState.vertexAttribute[sw::TexCoord0]; 2820 gl::BindingPointer<Buffer> oldArrayBuffer = mState.arrayBuffer; 2821 mState.arrayBuffer = nullptr; 2822 2823 glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), vertices); 2824 glEnableClientState(GL_VERTEX_ARRAY); 2825 glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(float), texCoords); 2826 glEnableClientState(GL_TEXTURE_COORD_ARRAY); 2827 2828 sw::Matrix P = projectionStack.current(); 2829 sw::Matrix M = modelViewStack.current(); 2830 sw::Matrix T = textureStack0.current(); 2831 2832 projectionStack.identity(); 2833 modelViewStack.identity(); 2834 textureStack0.identity(); 2835 2836 drawArrays(GL_TRIANGLE_STRIP, 0, 4); 2837 2838 // Restore state 2839 mState.vertexAttribute[sw::Position] = oldPositionAttribute; 2840 mState.vertexAttribute[sw::TexCoord0] = oldTexCoord0Attribute; 2841 mState.arrayBuffer = oldArrayBuffer; 2842 oldArrayBuffer = nullptr; 2843 oldPositionAttribute.mBoundBuffer = nullptr; 2844 oldTexCoord0Attribute.mBoundBuffer = nullptr; 2845 textureStack0.load(T); 2846 modelViewStack.load(M); 2847 projectionStack.load(P); 2848} 2849 2850void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect) 2851{ 2852 sw::SliceRectF sRectF((float)sRect.x0, (float)sRect.y0, (float)sRect.x1, (float)sRect.y1, sRect.slice); 2853 device->blit(source, sRectF, dest, dRect, false); 2854} 2855 2856void Context::finish() 2857{ 2858 device->finish(); 2859} 2860 2861void Context::flush() 2862{ 2863 // We don't queue anything without processing it as fast as possible 2864} 2865 2866void Context::recordInvalidEnum() 2867{ 2868 mInvalidEnum = true; 2869} 2870 2871void Context::recordInvalidValue() 2872{ 2873 mInvalidValue = true; 2874} 2875 2876void Context::recordInvalidOperation() 2877{ 2878 mInvalidOperation = true; 2879} 2880 2881void Context::recordOutOfMemory() 2882{ 2883 mOutOfMemory = true; 2884} 2885 2886void Context::recordInvalidFramebufferOperation() 2887{ 2888 mInvalidFramebufferOperation = true; 2889} 2890 2891void Context::recordMatrixStackOverflow() 2892{ 2893 mMatrixStackOverflow = true; 2894} 2895 2896void Context::recordMatrixStackUnderflow() 2897{ 2898 mMatrixStackUnderflow = true; 2899} 2900 2901// Get one of the recorded errors and clear its flag, if any. 2902// [OpenGL ES 2.0.24] section 2.5 page 13. 2903GLenum Context::getError() 2904{ 2905 if(mInvalidEnum) 2906 { 2907 mInvalidEnum = false; 2908 2909 return GL_INVALID_ENUM; 2910 } 2911 2912 if(mInvalidValue) 2913 { 2914 mInvalidValue = false; 2915 2916 return GL_INVALID_VALUE; 2917 } 2918 2919 if(mInvalidOperation) 2920 { 2921 mInvalidOperation = false; 2922 2923 return GL_INVALID_OPERATION; 2924 } 2925 2926 if(mOutOfMemory) 2927 { 2928 mOutOfMemory = false; 2929 2930 return GL_OUT_OF_MEMORY; 2931 } 2932 2933 if(mInvalidFramebufferOperation) 2934 { 2935 mInvalidFramebufferOperation = false; 2936 2937 return GL_INVALID_FRAMEBUFFER_OPERATION_OES; 2938 } 2939 2940 if(mMatrixStackOverflow) 2941 { 2942 mMatrixStackOverflow = false; 2943 2944 return GL_INVALID_FRAMEBUFFER_OPERATION_OES; 2945 } 2946 2947 if(mMatrixStackUnderflow) 2948 { 2949 mMatrixStackUnderflow = false; 2950 2951 return GL_INVALID_FRAMEBUFFER_OPERATION_OES; 2952 } 2953 2954 return GL_NO_ERROR; 2955} 2956 2957int Context::getSupportedMultisampleCount(int requested) 2958{ 2959 int supported = 0; 2960 2961 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 2962 { 2963 if(supported >= requested) 2964 { 2965 return supported; 2966 } 2967 2968 supported = multisampleCount[i]; 2969 } 2970 2971 return supported; 2972} 2973 2974void Context::detachBuffer(GLuint buffer) 2975{ 2976 // [OpenGL ES 2.0.24] section 2.9 page 22: 2977 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 2978 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 2979 2980 if(mState.arrayBuffer.name() == buffer) 2981 { 2982 mState.arrayBuffer = nullptr; 2983 } 2984 2985 if(mState.elementArrayBuffer.name() == buffer) 2986 { 2987 mState.elementArrayBuffer = nullptr; 2988 } 2989 2990 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 2991 { 2992 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 2993 { 2994 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 2995 } 2996 } 2997} 2998 2999void Context::detachTexture(GLuint texture) 3000{ 3001 // [OpenGL ES 2.0.24] section 3.8 page 84: 3002 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3003 // rebound to texture object zero 3004 3005 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3006 { 3007 for(int sampler = 0; sampler < MAX_TEXTURE_UNITS; sampler++) 3008 { 3009 if(mState.samplerTexture[type][sampler].name() == texture) 3010 { 3011 mState.samplerTexture[type][sampler] = nullptr; 3012 } 3013 } 3014 } 3015 3016 // [OpenGL ES 2.0.24] section 4.4 page 112: 3017 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3018 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3019 // image was attached in the currently bound framebuffer. 3020 3021 Framebuffer *framebuffer = getFramebuffer(); 3022 3023 if(framebuffer) 3024 { 3025 framebuffer->detachTexture(texture); 3026 } 3027} 3028 3029void Context::detachFramebuffer(GLuint framebuffer) 3030{ 3031 // [OpenGL ES 2.0.24] section 4.4 page 107: 3032 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3033 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3034 3035 if(mState.framebuffer == framebuffer) 3036 { 3037 bindFramebuffer(0); 3038 } 3039} 3040 3041void Context::detachRenderbuffer(GLuint renderbuffer) 3042{ 3043 // [OpenGL ES 2.0.24] section 4.4 page 109: 3044 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3045 // had been executed with the target RENDERBUFFER and name of zero. 3046 3047 if(mState.renderbuffer.name() == renderbuffer) 3048 { 3049 bindRenderbuffer(0); 3050 } 3051 3052 // [OpenGL ES 2.0.24] section 4.4 page 111: 3053 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3054 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3055 // point to which this image was attached in the currently bound framebuffer. 3056 3057 Framebuffer *framebuffer = getFramebuffer(); 3058 3059 if(framebuffer) 3060 { 3061 framebuffer->detachRenderbuffer(renderbuffer); 3062 } 3063} 3064 3065bool Context::cullSkipsDraw(GLenum drawMode) 3066{ 3067 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3068} 3069 3070bool Context::isTriangleMode(GLenum drawMode) 3071{ 3072 switch(drawMode) 3073 { 3074 case GL_TRIANGLES: 3075 case GL_TRIANGLE_FAN: 3076 case GL_TRIANGLE_STRIP: 3077 return true; 3078 case GL_POINTS: 3079 case GL_LINES: 3080 case GL_LINE_LOOP: 3081 case GL_LINE_STRIP: 3082 return false; 3083 default: UNREACHABLE(drawMode); 3084 } 3085 3086 return false; 3087} 3088 3089void Context::setVertexAttrib(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) 3090{ 3091 ASSERT(index < MAX_VERTEX_ATTRIBS); 3092 3093 mState.vertexAttribute[index].mCurrentValue[0] = x; 3094 mState.vertexAttribute[index].mCurrentValue[1] = y; 3095 mState.vertexAttribute[index].mCurrentValue[2] = z; 3096 mState.vertexAttribute[index].mCurrentValue[3] = w; 3097 3098 mVertexDataManager->dirtyCurrentValue(index); 3099} 3100 3101void Context::bindTexImage(gl::Surface *surface) 3102{ 3103 es1::Texture2D *textureObject = getTexture2D(); 3104 3105 if(textureObject) 3106 { 3107 textureObject->bindTexImage(surface); 3108 } 3109} 3110 3111EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 3112{ 3113 switch(target) 3114 { 3115 case EGL_GL_TEXTURE_2D_KHR: 3116 break; 3117 case EGL_GL_RENDERBUFFER_KHR: 3118 break; 3119 default: 3120 return EGL_BAD_PARAMETER; 3121 } 3122 3123 if(textureLevel >= IMPLEMENTATION_MAX_TEXTURE_LEVELS) 3124 { 3125 return EGL_BAD_MATCH; 3126 } 3127 3128 if(target == EGL_GL_TEXTURE_2D_KHR) 3129 { 3130 Texture *texture = getTexture(name); 3131 3132 if(!texture || texture->getTarget() != GL_TEXTURE_2D) 3133 { 3134 return EGL_BAD_PARAMETER; 3135 } 3136 3137 if(texture->isShared(GL_TEXTURE_2D, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 3138 { 3139 return EGL_BAD_ACCESS; 3140 } 3141 3142 if(textureLevel != 0 && !texture->isSamplerComplete()) 3143 { 3144 return EGL_BAD_PARAMETER; 3145 } 3146 3147 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getTopLevel() == 0)) 3148 { 3149 return EGL_BAD_PARAMETER; 3150 } 3151 } 3152 else if(target == EGL_GL_RENDERBUFFER_KHR) 3153 { 3154 Renderbuffer *renderbuffer = getRenderbuffer(name); 3155 3156 if(!renderbuffer) 3157 { 3158 return EGL_BAD_PARAMETER; 3159 } 3160 3161 if(renderbuffer->isShared()) // Already an EGLImage sibling 3162 { 3163 return EGL_BAD_ACCESS; 3164 } 3165 } 3166 else UNREACHABLE(target); 3167 3168 return EGL_SUCCESS; 3169} 3170 3171egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 3172{ 3173 if(target == EGL_GL_TEXTURE_2D_KHR) 3174 { 3175 es1::Texture *texture = getTexture(name); 3176 3177 return texture->createSharedImage(GL_TEXTURE_2D, textureLevel); 3178 } 3179 else if(target == EGL_GL_RENDERBUFFER_KHR) 3180 { 3181 es1::Renderbuffer *renderbuffer = getRenderbuffer(name); 3182 3183 return renderbuffer->createSharedImage(); 3184 } 3185 else UNREACHABLE(target); 3186 3187 return nullptr; 3188} 3189 3190egl::Image *Context::getSharedImage(GLeglImageOES image) 3191{ 3192 return display->getSharedImage(image); 3193} 3194 3195Device *Context::getDevice() 3196{ 3197 return device; 3198} 3199 3200void Context::setMatrixMode(GLenum mode) 3201{ 3202 matrixMode = mode; 3203} 3204 3205sw::MatrixStack &Context::currentMatrixStack() 3206{ 3207 switch(matrixMode) 3208 { 3209 case GL_MODELVIEW: 3210 return modelViewStack; 3211 case GL_PROJECTION: 3212 return projectionStack; 3213 case GL_TEXTURE: 3214 switch(mState.activeSampler) 3215 { 3216 case 0: return textureStack0; 3217 case 1: return textureStack1; 3218 } 3219 break; 3220 } 3221 3222 UNREACHABLE(matrixMode); 3223 return textureStack0; 3224} 3225 3226void Context::loadIdentity() 3227{ 3228 currentMatrixStack().identity(); 3229} 3230 3231void Context::load(const GLfloat *m) 3232{ 3233 currentMatrixStack().load(m); 3234} 3235 3236void Context::pushMatrix() 3237{ 3238 if(!currentMatrixStack().push()) 3239 { 3240 return error(GL_STACK_OVERFLOW); 3241 } 3242} 3243 3244void Context::popMatrix() 3245{ 3246 if(!currentMatrixStack().pop()) 3247 { 3248 return error(GL_STACK_OVERFLOW); 3249 } 3250} 3251 3252void Context::rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) 3253{ 3254 currentMatrixStack().rotate(angle, x, y, z); 3255} 3256 3257void Context::translate(GLfloat x, GLfloat y, GLfloat z) 3258{ 3259 currentMatrixStack().translate(x, y, z); 3260} 3261 3262void Context::scale(GLfloat x, GLfloat y, GLfloat z) 3263{ 3264 currentMatrixStack().scale(x, y, z); 3265} 3266 3267void Context::multiply(const GLfloat *m) 3268{ 3269 currentMatrixStack().multiply(m); 3270} 3271 3272void Context::frustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) 3273{ 3274 currentMatrixStack().frustum(left, right, bottom, top, zNear, zFar); 3275} 3276 3277void Context::ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) 3278{ 3279 currentMatrixStack().ortho(left, right, bottom, top, zNear, zFar); 3280} 3281 3282void Context::setClipPlane(int index, const float plane[4]) 3283{ 3284 sw::Plane clipPlane = modelViewStack.current() * sw::Plane(plane); 3285 device->setClipPlane(index, &clipPlane.A); 3286} 3287 3288void Context::setClipPlaneEnabled(int index, bool enable) 3289{ 3290 clipFlags = (clipFlags & ~((int)!enable << index)) | ((int)enable << index); 3291 device->setClipFlags(clipFlags); 3292} 3293 3294bool Context::isClipPlaneEnabled(int index) const 3295{ 3296 return (clipFlags & (1 << index)) != 0; 3297} 3298 3299void Context::setColorLogicOpEnabled(bool enable) 3300{ 3301 colorLogicOpEnabled = enable; 3302} 3303 3304bool Context::isColorLogicOpEnabled() const 3305{ 3306 return colorLogicOpEnabled; 3307} 3308 3309void Context::setLogicalOperation(GLenum logicOp) 3310{ 3311 logicalOperation = logicOp; 3312} 3313 3314void Context::setLineSmoothEnabled(bool enable) 3315{ 3316 lineSmoothEnabled = enable; 3317} 3318 3319bool Context::isLineSmoothEnabled() const 3320{ 3321 return lineSmoothEnabled; 3322} 3323 3324void Context::setColorMaterialEnabled(bool enable) 3325{ 3326 colorMaterialEnabled = enable; 3327} 3328 3329bool Context::isColorMaterialEnabled() const 3330{ 3331 return colorMaterialEnabled; 3332} 3333 3334void Context::setNormalizeEnabled(bool enable) 3335{ 3336 normalizeEnabled = enable; 3337} 3338 3339bool Context::isNormalizeEnabled() const 3340{ 3341 return normalizeEnabled; 3342} 3343 3344void Context::setRescaleNormalEnabled(bool enable) 3345{ 3346 rescaleNormalEnabled = enable; 3347} 3348 3349bool Context::isRescaleNormalEnabled() const 3350{ 3351 return rescaleNormalEnabled; 3352} 3353 3354void Context::setVertexArrayEnabled(bool enable) 3355{ 3356 mState.vertexAttribute[sw::Position].mArrayEnabled = enable; 3357} 3358 3359bool Context::isVertexArrayEnabled() const 3360{ 3361 return mState.vertexAttribute[sw::Position].mArrayEnabled; 3362} 3363 3364void Context::setNormalArrayEnabled(bool enable) 3365{ 3366 mState.vertexAttribute[sw::Normal].mArrayEnabled = enable; 3367} 3368 3369bool Context::isNormalArrayEnabled() const 3370{ 3371 return mState.vertexAttribute[sw::Normal].mArrayEnabled; 3372} 3373 3374void Context::setColorArrayEnabled(bool enable) 3375{ 3376 mState.vertexAttribute[sw::Color0].mArrayEnabled = enable; 3377} 3378 3379bool Context::isColorArrayEnabled() const 3380{ 3381 return mState.vertexAttribute[sw::Color0].mArrayEnabled; 3382} 3383 3384void Context::setPointSizeArrayEnabled(bool enable) 3385{ 3386 mState.vertexAttribute[sw::PointSize].mArrayEnabled = enable; 3387} 3388 3389bool Context::isPointSizeArrayEnabled() const 3390{ 3391 return mState.vertexAttribute[sw::PointSize].mArrayEnabled; 3392} 3393 3394void Context::setTextureCoordArrayEnabled(bool enable) 3395{ 3396 mState.vertexAttribute[sw::TexCoord0 + clientTexture].mArrayEnabled = enable; 3397} 3398 3399bool Context::isTextureCoordArrayEnabled() const 3400{ 3401 return mState.vertexAttribute[sw::TexCoord0 + clientTexture].mArrayEnabled; 3402} 3403 3404void Context::setMultisampleEnabled(bool enable) 3405{ 3406 multisampleEnabled = enable; 3407} 3408 3409bool Context::isMultisampleEnabled() const 3410{ 3411 return multisampleEnabled; 3412} 3413 3414void Context::setSampleAlphaToOneEnabled(bool enable) 3415{ 3416 sampleAlphaToOneEnabled = enable; 3417} 3418 3419bool Context::isSampleAlphaToOneEnabled() const 3420{ 3421 return sampleAlphaToOneEnabled; 3422} 3423 3424void Context::setPointSpriteEnabled(bool enable) 3425{ 3426 pointSpriteEnabled = enable; 3427} 3428 3429bool Context::isPointSpriteEnabled() const 3430{ 3431 return pointSpriteEnabled; 3432} 3433 3434void Context::setPointSmoothEnabled(bool enable) 3435{ 3436 pointSmoothEnabled = enable; 3437} 3438 3439bool Context::isPointSmoothEnabled() const 3440{ 3441 return pointSmoothEnabled; 3442} 3443 3444void Context::setPointSizeMin(float min) 3445{ 3446 pointSizeMin = min; 3447} 3448 3449void Context::setPointSizeMax(float max) 3450{ 3451 pointSizeMax = max; 3452} 3453 3454void Context::setPointDistanceAttenuation(float a, float b, float c) 3455{ 3456 pointDistanceAttenuation = {a, b, c}; 3457} 3458 3459void Context::setPointFadeThresholdSize(float threshold) 3460{ 3461 pointFadeThresholdSize = threshold; 3462} 3463 3464void Context::clientActiveTexture(GLenum texture) 3465{ 3466 clientTexture = texture; 3467} 3468 3469GLenum Context::getClientActiveTexture() const 3470{ 3471 return clientTexture; 3472} 3473 3474unsigned int Context::getActiveTexture() const 3475{ 3476 return mState.activeSampler; 3477} 3478 3479} 3480 3481egl::Context *es1CreateContext(egl::Display *display, const egl::Context *shareContext, const egl::Config *config) 3482{ 3483 ASSERT(!shareContext || shareContext->getClientVersion() == 1); // Should be checked by eglCreateContext 3484 return new es1::Context(display, static_cast<const es1::Context*>(shareContext), config); 3485} 3486