Context.cpp revision 3b39646417ca060f10a06c634bf9b2f430c375ec
1// SwiftShader Software Renderer 2// 3// Copyright(c) 2005-2013 TransGaming Inc. 4// 5// All rights reserved. No part of this software may be copied, distributed, transmitted, 6// transcribed, stored in a retrieval system, translated into any human or computer 7// language by any means, or disclosed to third parties without the explicit written 8// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express 9// or implied, including but not limited to any patent rights, are granted to you. 10// 11 12// Context.cpp: Implements the es1::Context class, managing all GL state and performing 13// rendering operations. It is the GLES2 specific implementation of EGLContext. 14 15#include "Context.h" 16 17#include "main.h" 18#include "mathutil.h" 19#include "utilities.h" 20#include "ResourceManager.h" 21#include "Buffer.h" 22#include "Framebuffer.h" 23#include "Renderbuffer.h" 24#include "Texture.h" 25#include "VertexDataManager.h" 26#include "IndexDataManager.h" 27#include "libEGL/Display.h" 28#include "libEGL/Surface.h" 29#include "Common/Half.hpp" 30 31#include <EGL/eglext.h> 32 33using std::abs; 34 35namespace es1 36{ 37Context::Context(const egl::Config *config, const Context *shareContext) 38 : modelViewStack(MAX_MODELVIEW_STACK_DEPTH), 39 projectionStack(MAX_PROJECTION_STACK_DEPTH), 40 textureStack0(MAX_TEXTURE_STACK_DEPTH), 41 textureStack1(MAX_TEXTURE_STACK_DEPTH) 42{ 43 sw::Context *context = new sw::Context(); 44 device = new es1::Device(context); 45 46 mVertexDataManager = new VertexDataManager(this); 47 mIndexDataManager = new IndexDataManager(); 48 49 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 50 51 mState.depthClearValue = 1.0f; 52 mState.stencilClearValue = 0; 53 54 mState.cullFaceEnabled = false; 55 mState.cullMode = GL_BACK; 56 mState.frontFace = GL_CCW; 57 mState.depthTestEnabled = false; 58 mState.depthFunc = GL_LESS; 59 mState.blendEnabled = false; 60 mState.sourceBlendRGB = GL_ONE; 61 mState.sourceBlendAlpha = GL_ONE; 62 mState.destBlendRGB = GL_ZERO; 63 mState.destBlendAlpha = GL_ZERO; 64 mState.blendEquationRGB = GL_FUNC_ADD_OES; 65 mState.blendEquationAlpha = GL_FUNC_ADD_OES; 66 mState.stencilTestEnabled = false; 67 mState.stencilFunc = GL_ALWAYS; 68 mState.stencilRef = 0; 69 mState.stencilMask = -1; 70 mState.stencilWritemask = -1; 71 mState.stencilFail = GL_KEEP; 72 mState.stencilPassDepthFail = GL_KEEP; 73 mState.stencilPassDepthPass = GL_KEEP; 74 mState.polygonOffsetFillEnabled = false; 75 mState.polygonOffsetFactor = 0.0f; 76 mState.polygonOffsetUnits = 0.0f; 77 mState.sampleAlphaToCoverageEnabled = false; 78 mState.sampleCoverageEnabled = false; 79 mState.sampleCoverageValue = 1.0f; 80 mState.sampleCoverageInvert = false; 81 mState.scissorTestEnabled = false; 82 mState.ditherEnabled = true; 83 mState.shadeModel = GL_SMOOTH; 84 mState.generateMipmapHint = GL_DONT_CARE; 85 mState.perspectiveCorrectionHint = GL_DONT_CARE; 86 mState.fogHint = GL_DONT_CARE; 87 88 mState.lineWidth = 1.0f; 89 90 mState.viewportX = 0; 91 mState.viewportY = 0; 92 mState.viewportWidth = 0; 93 mState.viewportHeight = 0; 94 mState.zNear = 0.0f; 95 mState.zFar = 1.0f; 96 97 mState.scissorX = 0; 98 mState.scissorY = 0; 99 mState.scissorWidth = 0; 100 mState.scissorHeight = 0; 101 102 mState.colorMaskRed = true; 103 mState.colorMaskGreen = true; 104 mState.colorMaskBlue = true; 105 mState.colorMaskAlpha = true; 106 mState.depthMask = true; 107 108 for(int i = 0; i < MAX_TEXTURE_UNITS; i++) 109 { 110 mState.textureUnit[i].color = {0, 0, 0, 0}; 111 mState.textureUnit[i].environmentMode = GL_MODULATE; 112 mState.textureUnit[i].combineRGB = GL_MODULATE; 113 mState.textureUnit[i].combineAlpha = GL_MODULATE; 114 mState.textureUnit[i].src0RGB = GL_TEXTURE; 115 mState.textureUnit[i].src1RGB = GL_PREVIOUS; 116 mState.textureUnit[i].src2RGB = GL_CONSTANT; 117 mState.textureUnit[i].src0Alpha = GL_TEXTURE; 118 mState.textureUnit[i].src1Alpha = GL_PREVIOUS; 119 mState.textureUnit[i].src2Alpha = GL_CONSTANT; 120 mState.textureUnit[i].operand0RGB = GL_SRC_COLOR; 121 mState.textureUnit[i].operand1RGB = GL_SRC_COLOR; 122 mState.textureUnit[i].operand2RGB = GL_SRC_ALPHA; 123 mState.textureUnit[i].operand0Alpha = GL_SRC_ALPHA; 124 mState.textureUnit[i].operand1Alpha = GL_SRC_ALPHA; 125 mState.textureUnit[i].operand2Alpha = GL_SRC_ALPHA; 126 } 127 128 if(shareContext != NULL) 129 { 130 mResourceManager = shareContext->mResourceManager; 131 mResourceManager->addRef(); 132 } 133 else 134 { 135 mResourceManager = new ResourceManager(); 136 } 137 138 // [OpenGL ES 2.0.24] section 3.7 page 83: 139 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 140 // and cube map texture state vectors respectively associated with them. 141 // In order that access to these initial textures not be lost, they are treated as texture 142 // objects all of whose names are 0. 143 144 mTexture2DZero = new Texture2D(0); 145 mTextureExternalZero = new TextureExternal(0); 146 147 mState.activeSampler = 0; 148 bindArrayBuffer(0); 149 bindElementArrayBuffer(0); 150 bindTexture2D(0); 151 bindFramebuffer(0); 152 bindRenderbuffer(0); 153 154 mState.packAlignment = 4; 155 mState.unpackAlignment = 4; 156 157 mInvalidEnum = false; 158 mInvalidValue = false; 159 mInvalidOperation = false; 160 mOutOfMemory = false; 161 mInvalidFramebufferOperation = false; 162 mMatrixStackOverflow = false; 163 mMatrixStackUnderflow = false; 164 165 lightingEnabled = false; 166 167 for(int i = 0; i < MAX_LIGHTS; i++) 168 { 169 light[i].enabled = false; 170 light[i].ambient = {0.0f, 0.0f, 0.0f, 1.0f}; 171 light[i].diffuse = {0.0f, 0.0f, 0.0f, 1.0f}; 172 light[i].specular = {0.0f, 0.0f, 0.0f, 1.0f}; 173 light[i].position = {0.0f, 0.0f, 1.0f, 0.0f}; 174 light[i].direction = {0.0f, 0.0f, -1.0f}; 175 light[i].attenuation = {1.0f, 0.0f, 0.0f}; 176 light[i].spotExponent = 0.0f; 177 light[i].spotCutoffAngle = 180.0f; 178 } 179 180 light[0].diffuse = {1.0f, 1.0f, 1.0f, 1.0f}; 181 light[0].specular = {1.0f, 1.0f, 1.0f, 1.0f}; 182 183 globalAmbient = {0.2f, 0.2f, 0.2f, 1.0f}; 184 materialAmbient = {0.2f, 0.2f, 0.2f, 1.0f}; 185 materialDiffuse = {0.8f, 0.8f, 0.8f, 1.0f}; 186 materialSpecular = {0.0f, 0.0f, 0.0f, 1.0f}; 187 materialEmission = {0.0f, 0.0f, 0.0f, 1.0f}; 188 materialShininess = 0.0f; 189 lightModelTwoSide = false; 190 191 matrixMode = GL_MODELVIEW; 192 193 for(int i = 0; i < MAX_TEXTURE_UNITS; i++) 194 { 195 texture2Denabled[i] = false; 196 textureExternalEnabled[i] = false; 197 } 198 199 clientTexture = GL_TEXTURE0; 200 201 setVertexAttrib(sw::Color0, 1.0f, 1.0f, 1.0f, 1.0f); 202 203 for(int i = 0; i < MAX_TEXTURE_UNITS; i++) 204 { 205 setVertexAttrib(sw::TexCoord0 + i, 0.0f, 0.0f, 0.0f, 1.0f); 206 } 207 208 setVertexAttrib(sw::Normal, 0.0f, 0.0f, 1.0f, 1.0f); 209 setVertexAttrib(sw::PointSize, 1.0f, 1.0f, 1.0f, 1.0f); 210 211 clipFlags = 0; 212 213 alphaTestEnabled = false; 214 alphaTestFunc = GL_ALWAYS; 215 alphaTestRef = 0; 216 217 fogEnabled = false; 218 fogMode = GL_EXP; 219 fogDensity = 1.0f; 220 fogStart = 0.0f; 221 fogEnd = 1.0f; 222 fogColor = {0, 0, 0, 0}; 223 224 lineSmoothEnabled = false; 225 colorMaterialEnabled = false; 226 normalizeEnabled = false; 227 rescaleNormalEnabled = false; 228 multisampleEnabled = true; 229 sampleAlphaToOneEnabled = false; 230 231 colorLogicOpEnabled = false; 232 logicalOperation = GL_COPY; 233 234 pointSpriteEnabled = false; 235 pointSmoothEnabled = false; 236 pointSizeMin = 0.0f; 237 pointSizeMax = 1.0f; 238 pointDistanceAttenuation = {1.0f, 0.0f, 0.0f}; 239 pointFadeThresholdSize = 1.0f; 240 241 mHasBeenCurrent = false; 242 243 markAllStateDirty(); 244} 245 246Context::~Context() 247{ 248 while(!mFramebufferMap.empty()) 249 { 250 deleteFramebuffer(mFramebufferMap.begin()->first); 251 } 252 253 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 254 { 255 for(int sampler = 0; sampler < MAX_TEXTURE_UNITS; sampler++) 256 { 257 mState.samplerTexture[type][sampler] = NULL; 258 } 259 } 260 261 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 262 { 263 mState.vertexAttribute[i].mBoundBuffer = NULL; 264 } 265 266 mState.arrayBuffer = NULL; 267 mState.elementArrayBuffer = NULL; 268 mState.renderbuffer = NULL; 269 270 mTexture2DZero = NULL; 271 mTextureExternalZero = NULL; 272 273 delete mVertexDataManager; 274 delete mIndexDataManager; 275 276 mResourceManager->release(); 277 delete device; 278} 279 280void Context::makeCurrent(egl::Surface *surface) 281{ 282 if(!mHasBeenCurrent) 283 { 284 mState.viewportX = 0; 285 mState.viewportY = 0; 286 mState.viewportWidth = surface->getWidth(); 287 mState.viewportHeight = surface->getHeight(); 288 289 mState.scissorX = 0; 290 mState.scissorY = 0; 291 mState.scissorWidth = surface->getWidth(); 292 mState.scissorHeight = surface->getHeight(); 293 294 mHasBeenCurrent = true; 295 } 296 297 // Wrap the existing resources into GL objects and assign them to the '0' names 298 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 299 egl::Image *depthStencil = surface->getDepthStencil(); 300 301 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 302 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 303 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 304 305 setFramebufferZero(framebufferZero); 306 307 if(defaultRenderTarget) 308 { 309 defaultRenderTarget->release(); 310 } 311 312 if(depthStencil) 313 { 314 depthStencil->release(); 315 } 316 317 markAllStateDirty(); 318} 319 320int Context::getClientVersion() const 321{ 322 return 1; 323} 324 325// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 326void Context::markAllStateDirty() 327{ 328 mDepthStateDirty = true; 329 mMaskStateDirty = true; 330 mBlendStateDirty = true; 331 mStencilStateDirty = true; 332 mPolygonOffsetStateDirty = true; 333 mSampleStateDirty = true; 334 mDitherStateDirty = true; 335 mFrontFaceDirty = true; 336} 337 338void Context::setClearColor(float red, float green, float blue, float alpha) 339{ 340 mState.colorClearValue.red = red; 341 mState.colorClearValue.green = green; 342 mState.colorClearValue.blue = blue; 343 mState.colorClearValue.alpha = alpha; 344} 345 346void Context::setClearDepth(float depth) 347{ 348 mState.depthClearValue = depth; 349} 350 351void Context::setClearStencil(int stencil) 352{ 353 mState.stencilClearValue = stencil; 354} 355 356void Context::setCullFaceEnabled(bool enabled) 357{ 358 mState.cullFaceEnabled = enabled; 359} 360 361bool Context::isCullFaceEnabled() const 362{ 363 return mState.cullFaceEnabled; 364} 365 366void Context::setCullMode(GLenum mode) 367{ 368 mState.cullMode = mode; 369} 370 371void Context::setFrontFace(GLenum front) 372{ 373 if(mState.frontFace != front) 374 { 375 mState.frontFace = front; 376 mFrontFaceDirty = true; 377 } 378} 379 380void Context::setDepthTestEnabled(bool enabled) 381{ 382 if(mState.depthTestEnabled != enabled) 383 { 384 mState.depthTestEnabled = enabled; 385 mDepthStateDirty = true; 386 } 387} 388 389bool Context::isDepthTestEnabled() const 390{ 391 return mState.depthTestEnabled; 392} 393 394void Context::setDepthFunc(GLenum depthFunc) 395{ 396 if(mState.depthFunc != depthFunc) 397 { 398 mState.depthFunc = depthFunc; 399 mDepthStateDirty = true; 400 } 401} 402 403void Context::setDepthRange(float zNear, float zFar) 404{ 405 mState.zNear = zNear; 406 mState.zFar = zFar; 407} 408 409void Context::setAlphaTestEnabled(bool enabled) 410{ 411 alphaTestEnabled = enabled; 412} 413 414bool Context::isAlphaTestEnabled() const 415{ 416 return alphaTestEnabled; 417} 418 419void Context::setAlphaFunc(GLenum alphaFunc, GLclampf reference) 420{ 421 alphaTestFunc = alphaFunc; 422 alphaTestRef = reference; 423} 424 425void Context::setBlendEnabled(bool enabled) 426{ 427 if(mState.blendEnabled != enabled) 428 { 429 mState.blendEnabled = enabled; 430 mBlendStateDirty = true; 431 } 432} 433 434bool Context::isBlendEnabled() const 435{ 436 return mState.blendEnabled; 437} 438 439void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 440{ 441 if(mState.sourceBlendRGB != sourceRGB || 442 mState.sourceBlendAlpha != sourceAlpha || 443 mState.destBlendRGB != destRGB || 444 mState.destBlendAlpha != destAlpha) 445 { 446 mState.sourceBlendRGB = sourceRGB; 447 mState.destBlendRGB = destRGB; 448 mState.sourceBlendAlpha = sourceAlpha; 449 mState.destBlendAlpha = destAlpha; 450 mBlendStateDirty = true; 451 } 452} 453 454void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 455{ 456 if(mState.blendEquationRGB != rgbEquation || 457 mState.blendEquationAlpha != alphaEquation) 458 { 459 mState.blendEquationRGB = rgbEquation; 460 mState.blendEquationAlpha = alphaEquation; 461 mBlendStateDirty = true; 462 } 463} 464 465void Context::setStencilTestEnabled(bool enabled) 466{ 467 if(mState.stencilTestEnabled != enabled) 468 { 469 mState.stencilTestEnabled = enabled; 470 mStencilStateDirty = true; 471 } 472} 473 474bool Context::isStencilTestEnabled() const 475{ 476 return mState.stencilTestEnabled; 477} 478 479void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 480{ 481 if(mState.stencilFunc != stencilFunc || 482 mState.stencilRef != stencilRef || 483 mState.stencilMask != stencilMask) 484 { 485 mState.stencilFunc = stencilFunc; 486 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 487 mState.stencilMask = stencilMask; 488 mStencilStateDirty = true; 489 } 490} 491 492void Context::setStencilWritemask(GLuint stencilWritemask) 493{ 494 if(mState.stencilWritemask != stencilWritemask) 495 { 496 mState.stencilWritemask = stencilWritemask; 497 mStencilStateDirty = true; 498 } 499} 500 501void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 502{ 503 if(mState.stencilFail != stencilFail || 504 mState.stencilPassDepthFail != stencilPassDepthFail || 505 mState.stencilPassDepthPass != stencilPassDepthPass) 506 { 507 mState.stencilFail = stencilFail; 508 mState.stencilPassDepthFail = stencilPassDepthFail; 509 mState.stencilPassDepthPass = stencilPassDepthPass; 510 mStencilStateDirty = true; 511 } 512} 513 514void Context::setPolygonOffsetFillEnabled(bool enabled) 515{ 516 if(mState.polygonOffsetFillEnabled != enabled) 517 { 518 mState.polygonOffsetFillEnabled = enabled; 519 mPolygonOffsetStateDirty = true; 520 } 521} 522 523bool Context::isPolygonOffsetFillEnabled() const 524{ 525 return mState.polygonOffsetFillEnabled; 526} 527 528void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 529{ 530 if(mState.polygonOffsetFactor != factor || 531 mState.polygonOffsetUnits != units) 532 { 533 mState.polygonOffsetFactor = factor; 534 mState.polygonOffsetUnits = units; 535 mPolygonOffsetStateDirty = true; 536 } 537} 538 539void Context::setSampleAlphaToCoverageEnabled(bool enabled) 540{ 541 if(mState.sampleAlphaToCoverageEnabled != enabled) 542 { 543 mState.sampleAlphaToCoverageEnabled = enabled; 544 mSampleStateDirty = true; 545 } 546} 547 548bool Context::isSampleAlphaToCoverageEnabled() const 549{ 550 return mState.sampleAlphaToCoverageEnabled; 551} 552 553void Context::setSampleCoverageEnabled(bool enabled) 554{ 555 if(mState.sampleCoverageEnabled != enabled) 556 { 557 mState.sampleCoverageEnabled = enabled; 558 mSampleStateDirty = true; 559 } 560} 561 562bool Context::isSampleCoverageEnabled() const 563{ 564 return mState.sampleCoverageEnabled; 565} 566 567void Context::setSampleCoverageParams(GLclampf value, bool invert) 568{ 569 if(mState.sampleCoverageValue != value || 570 mState.sampleCoverageInvert != invert) 571 { 572 mState.sampleCoverageValue = value; 573 mState.sampleCoverageInvert = invert; 574 mSampleStateDirty = true; 575 } 576} 577 578void Context::setScissorTestEnabled(bool enabled) 579{ 580 mState.scissorTestEnabled = enabled; 581} 582 583bool Context::isScissorTestEnabled() const 584{ 585 return mState.scissorTestEnabled; 586} 587 588void Context::setShadeModel(GLenum mode) 589{ 590 mState.shadeModel = mode; 591} 592 593void Context::setDitherEnabled(bool enabled) 594{ 595 if(mState.ditherEnabled != enabled) 596 { 597 mState.ditherEnabled = enabled; 598 mDitherStateDirty = true; 599 } 600} 601 602bool Context::isDitherEnabled() const 603{ 604 return mState.ditherEnabled; 605} 606 607void Context::setLightingEnabled(bool enable) 608{ 609 lightingEnabled = enable; 610} 611 612bool Context::isLightingEnabled() const 613{ 614 return lightingEnabled; 615} 616 617void Context::setLightEnabled(int index, bool enable) 618{ 619 light[index].enabled = enable; 620} 621 622bool Context::isLightEnabled(int index) const 623{ 624 return light[index].enabled; 625} 626 627void Context::setLightAmbient(int index, float r, float g, float b, float a) 628{ 629 light[index].ambient = {r, g, b, a}; 630} 631 632void Context::setLightDiffuse(int index, float r, float g, float b, float a) 633{ 634 light[index].diffuse = {r, g, b, a}; 635} 636 637void Context::setLightSpecular(int index, float r, float g, float b, float a) 638{ 639 light[index].specular = {r, g, b, a}; 640} 641 642void Context::setLightPosition(int index, float x, float y, float z, float w) 643{ 644 sw::float4 v = {x, y, z, w}; 645 646 // Transform from object coordinates to eye coordinates 647 v = modelViewStack.current() * v; 648 649 light[index].position = {v.x, v.y, v.z, v.w}; 650} 651 652void Context::setLightDirection(int index, float x, float y, float z) 653{ 654 // FIXME: Transform by inverse of 3x3 model-view matrix 655 light[index].direction = {x, y, z}; 656} 657 658void Context::setLightAttenuationConstant(int index, float constant) 659{ 660 light[index].attenuation.constant = constant; 661} 662 663void Context::setLightAttenuationLinear(int index, float linear) 664{ 665 light[index].attenuation.linear = linear; 666} 667 668void Context::setLightAttenuationQuadratic(int index, float quadratic) 669{ 670 light[index].attenuation.quadratic = quadratic; 671} 672 673void Context::setSpotLightExponent(int index, float exponent) 674{ 675 light[index].spotExponent = exponent; 676} 677 678void Context::setSpotLightCutoff(int index, float cutoff) 679{ 680 light[index].spotCutoffAngle = cutoff; 681} 682 683void Context::setGlobalAmbient(float red, float green, float blue, float alpha) 684{ 685 globalAmbient.red = red; 686 globalAmbient.green = green; 687 globalAmbient.blue = blue; 688 globalAmbient.alpha = alpha; 689} 690 691void Context::setMaterialAmbient(float red, float green, float blue, float alpha) 692{ 693 materialAmbient.red = red; 694 materialAmbient.green = green; 695 materialAmbient.blue = blue; 696 materialAmbient.alpha = alpha; 697} 698 699void Context::setMaterialDiffuse(float red, float green, float blue, float alpha) 700{ 701 materialDiffuse.red = red; 702 materialDiffuse.green = green; 703 materialDiffuse.blue = blue; 704 materialDiffuse.alpha = alpha; 705} 706 707void Context::setMaterialSpecular(float red, float green, float blue, float alpha) 708{ 709 materialSpecular.red = red; 710 materialSpecular.green = green; 711 materialSpecular.blue = blue; 712 materialSpecular.alpha = alpha; 713} 714 715void Context::setMaterialEmission(float red, float green, float blue, float alpha) 716{ 717 materialEmission.red = red; 718 materialEmission.green = green; 719 materialEmission.blue = blue; 720 materialEmission.alpha = alpha; 721} 722 723void Context::setMaterialShininess(float shininess) 724{ 725 materialShininess = shininess; 726} 727 728void Context::setLightModelTwoSide(bool enable) 729{ 730 lightModelTwoSide = enable; 731} 732 733void Context::setFogEnabled(bool enable) 734{ 735 fogEnabled = enable; 736} 737 738bool Context::isFogEnabled() const 739{ 740 return fogEnabled; 741} 742 743void Context::setFogMode(GLenum mode) 744{ 745 fogMode = mode; 746} 747 748void Context::setFogDensity(float fogDensity) 749{ 750 this->fogDensity = fogDensity; 751} 752 753void Context::setFogStart(float fogStart) 754{ 755 this->fogStart = fogStart; 756} 757 758void Context::setFogEnd(float fogEnd) 759{ 760 this->fogEnd = fogEnd; 761} 762 763void Context::setFogColor(float r, float g, float b, float a) 764{ 765 this->fogColor = {r, g, b, a}; 766} 767 768void Context::setTexture2Denabled(bool enable) 769{ 770 texture2Denabled[mState.activeSampler] = enable; 771} 772 773bool Context::isTexture2Denabled() const 774{ 775 return texture2Denabled[mState.activeSampler]; 776} 777 778void Context::setTextureExternalEnabled(bool enable) 779{ 780 textureExternalEnabled[mState.activeSampler] = enable; 781} 782 783bool Context::isTextureExternalEnabled() const 784{ 785 return textureExternalEnabled[mState.activeSampler]; 786} 787 788void Context::setLineWidth(GLfloat width) 789{ 790 mState.lineWidth = width; 791 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 792} 793 794void Context::setGenerateMipmapHint(GLenum hint) 795{ 796 mState.generateMipmapHint = hint; 797} 798 799void Context::setPerspectiveCorrectionHint(GLenum hint) 800{ 801 mState.perspectiveCorrectionHint = hint; 802} 803 804void Context::setFogHint(GLenum hint) 805{ 806 mState.fogHint = hint; 807} 808 809void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 810{ 811 mState.viewportX = x; 812 mState.viewportY = y; 813 mState.viewportWidth = width; 814 mState.viewportHeight = height; 815} 816 817void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 818{ 819 mState.scissorX = x; 820 mState.scissorY = y; 821 mState.scissorWidth = width; 822 mState.scissorHeight = height; 823} 824 825void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 826{ 827 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 828 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 829 { 830 mState.colorMaskRed = red; 831 mState.colorMaskGreen = green; 832 mState.colorMaskBlue = blue; 833 mState.colorMaskAlpha = alpha; 834 mMaskStateDirty = true; 835 } 836} 837 838void Context::setDepthMask(bool mask) 839{ 840 if(mState.depthMask != mask) 841 { 842 mState.depthMask = mask; 843 mMaskStateDirty = true; 844 } 845} 846 847void Context::setActiveSampler(unsigned int active) 848{ 849 mState.activeSampler = active; 850} 851 852GLuint Context::getFramebufferName() const 853{ 854 return mState.framebuffer; 855} 856 857GLuint Context::getRenderbufferName() const 858{ 859 return mState.renderbuffer.name(); 860} 861 862GLuint Context::getArrayBufferName() const 863{ 864 return mState.arrayBuffer.name(); 865} 866 867void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 868{ 869 mState.vertexAttribute[attribNum].mArrayEnabled = enabled; 870} 871 872const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) 873{ 874 return mState.vertexAttribute[attribNum]; 875} 876 877void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 878 GLsizei stride, const void *pointer) 879{ 880 mState.vertexAttribute[attribNum].mBoundBuffer = boundBuffer; 881 mState.vertexAttribute[attribNum].mSize = size; 882 mState.vertexAttribute[attribNum].mType = type; 883 mState.vertexAttribute[attribNum].mNormalized = normalized; 884 mState.vertexAttribute[attribNum].mStride = stride; 885 mState.vertexAttribute[attribNum].mPointer = pointer; 886} 887 888const void *Context::getVertexAttribPointer(unsigned int attribNum) const 889{ 890 return mState.vertexAttribute[attribNum].mPointer; 891} 892 893const VertexAttributeArray &Context::getVertexAttributes() 894{ 895 return mState.vertexAttribute; 896} 897 898void Context::setPackAlignment(GLint alignment) 899{ 900 mState.packAlignment = alignment; 901} 902 903GLint Context::getPackAlignment() const 904{ 905 return mState.packAlignment; 906} 907 908void Context::setUnpackAlignment(GLint alignment) 909{ 910 mState.unpackAlignment = alignment; 911} 912 913GLint Context::getUnpackAlignment() const 914{ 915 return mState.unpackAlignment; 916} 917 918GLuint Context::createBuffer() 919{ 920 return mResourceManager->createBuffer(); 921} 922 923GLuint Context::createTexture() 924{ 925 return mResourceManager->createTexture(); 926} 927 928GLuint Context::createRenderbuffer() 929{ 930 return mResourceManager->createRenderbuffer(); 931} 932 933// Returns an unused framebuffer name 934GLuint Context::createFramebuffer() 935{ 936 GLuint handle = mFramebufferNameSpace.allocate(); 937 938 mFramebufferMap[handle] = NULL; 939 940 return handle; 941} 942 943void Context::deleteBuffer(GLuint buffer) 944{ 945 if(mResourceManager->getBuffer(buffer)) 946 { 947 detachBuffer(buffer); 948 } 949 950 mResourceManager->deleteBuffer(buffer); 951} 952 953void Context::deleteTexture(GLuint texture) 954{ 955 if(mResourceManager->getTexture(texture)) 956 { 957 detachTexture(texture); 958 } 959 960 mResourceManager->deleteTexture(texture); 961} 962 963void Context::deleteRenderbuffer(GLuint renderbuffer) 964{ 965 if(mResourceManager->getRenderbuffer(renderbuffer)) 966 { 967 detachRenderbuffer(renderbuffer); 968 } 969 970 mResourceManager->deleteRenderbuffer(renderbuffer); 971} 972 973void Context::deleteFramebuffer(GLuint framebuffer) 974{ 975 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); 976 977 if(framebufferObject != mFramebufferMap.end()) 978 { 979 detachFramebuffer(framebuffer); 980 981 mFramebufferNameSpace.release(framebufferObject->first); 982 delete framebufferObject->second; 983 mFramebufferMap.erase(framebufferObject); 984 } 985} 986 987Buffer *Context::getBuffer(GLuint handle) 988{ 989 return mResourceManager->getBuffer(handle); 990} 991 992Texture *Context::getTexture(GLuint handle) 993{ 994 return mResourceManager->getTexture(handle); 995} 996 997Renderbuffer *Context::getRenderbuffer(GLuint handle) 998{ 999 return mResourceManager->getRenderbuffer(handle); 1000} 1001 1002Framebuffer *Context::getFramebuffer() 1003{ 1004 return getFramebuffer(mState.framebuffer); 1005} 1006 1007void Context::bindArrayBuffer(unsigned int buffer) 1008{ 1009 mResourceManager->checkBufferAllocation(buffer); 1010 1011 mState.arrayBuffer = getBuffer(buffer); 1012} 1013 1014void Context::bindElementArrayBuffer(unsigned int buffer) 1015{ 1016 mResourceManager->checkBufferAllocation(buffer); 1017 1018 mState.elementArrayBuffer = getBuffer(buffer); 1019} 1020 1021void Context::bindTexture2D(GLuint texture) 1022{ 1023 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1024 1025 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1026} 1027 1028void Context::bindTextureExternal(GLuint texture) 1029{ 1030 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1031 1032 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1033} 1034 1035void Context::bindFramebuffer(GLuint framebuffer) 1036{ 1037 if(!getFramebuffer(framebuffer)) 1038 { 1039 mFramebufferMap[framebuffer] = new Framebuffer(); 1040 } 1041 1042 mState.framebuffer = framebuffer; 1043} 1044 1045void Context::bindRenderbuffer(GLuint renderbuffer) 1046{ 1047 mState.renderbuffer = getRenderbuffer(renderbuffer); 1048} 1049 1050void Context::setFramebufferZero(Framebuffer *buffer) 1051{ 1052 delete mFramebufferMap[0]; 1053 mFramebufferMap[0] = buffer; 1054} 1055 1056void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1057{ 1058 Renderbuffer *renderbufferObject = mState.renderbuffer; 1059 renderbufferObject->setStorage(renderbuffer); 1060} 1061 1062Framebuffer *Context::getFramebuffer(unsigned int handle) 1063{ 1064 FramebufferMap::iterator framebuffer = mFramebufferMap.find(handle); 1065 1066 if(framebuffer == mFramebufferMap.end()) 1067 { 1068 return NULL; 1069 } 1070 else 1071 { 1072 return framebuffer->second; 1073 } 1074} 1075 1076Buffer *Context::getArrayBuffer() 1077{ 1078 return mState.arrayBuffer; 1079} 1080 1081Buffer *Context::getElementArrayBuffer() 1082{ 1083 return mState.elementArrayBuffer; 1084} 1085 1086Texture2D *Context::getTexture2D() 1087{ 1088 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1089} 1090 1091TextureExternal *Context::getTextureExternal() 1092{ 1093 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1094} 1095 1096Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) 1097{ 1098 GLuint texid = mState.samplerTexture[type][sampler].name(); 1099 1100 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1101 { 1102 switch(type) 1103 { 1104 case TEXTURE_2D: return mTexture2DZero; 1105 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1106 default: UNREACHABLE(type); 1107 } 1108 } 1109 1110 return mState.samplerTexture[type][sampler]; 1111} 1112 1113bool Context::getBooleanv(GLenum pname, GLboolean *params) 1114{ 1115 switch(pname) 1116 { 1117 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1118 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1119 case GL_COLOR_WRITEMASK: 1120 params[0] = mState.colorMaskRed; 1121 params[1] = mState.colorMaskGreen; 1122 params[2] = mState.colorMaskBlue; 1123 params[3] = mState.colorMaskAlpha; 1124 break; 1125 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1126 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1127 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1128 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1129 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1130 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1131 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1132 case GL_BLEND: *params = mState.blendEnabled; break; 1133 case GL_DITHER: *params = mState.ditherEnabled; break; 1134 case GL_LIGHT_MODEL_TWO_SIDE: *params = lightModelTwoSide; break; 1135 default: 1136 return false; 1137 } 1138 1139 return true; 1140} 1141 1142bool Context::getFloatv(GLenum pname, GLfloat *params) 1143{ 1144 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1145 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1146 // GetIntegerv as its native query function. As it would require conversion in any 1147 // case, this should make no difference to the calling application. 1148 switch(pname) 1149 { 1150 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1151 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1152 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1153 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1154 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1155 case GL_ALIASED_LINE_WIDTH_RANGE: 1156 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1157 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1158 break; 1159 case GL_ALIASED_POINT_SIZE_RANGE: 1160 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1161 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1162 break; 1163 case GL_SMOOTH_LINE_WIDTH_RANGE: 1164 params[0] = SMOOTH_LINE_WIDTH_RANGE_MIN; 1165 params[1] = SMOOTH_LINE_WIDTH_RANGE_MAX; 1166 break; 1167 case GL_SMOOTH_POINT_SIZE_RANGE: 1168 params[0] = SMOOTH_POINT_SIZE_RANGE_MIN; 1169 params[1] = SMOOTH_POINT_SIZE_RANGE_MAX; 1170 break; 1171 case GL_DEPTH_RANGE: 1172 params[0] = mState.zNear; 1173 params[1] = mState.zFar; 1174 break; 1175 case GL_COLOR_CLEAR_VALUE: 1176 params[0] = mState.colorClearValue.red; 1177 params[1] = mState.colorClearValue.green; 1178 params[2] = mState.colorClearValue.blue; 1179 params[3] = mState.colorClearValue.alpha; 1180 break; 1181 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1182 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1183 break; 1184 case GL_MODELVIEW_MATRIX: 1185 for(int i = 0; i < 16; i++) 1186 { 1187 params[i] = modelViewStack.current()[i % 4][i / 4]; 1188 } 1189 break; 1190 case GL_PROJECTION_MATRIX: 1191 for(int i = 0; i < 16; i++) 1192 { 1193 params[i] = projectionStack.current()[i % 4][i / 4]; 1194 } 1195 break; 1196 default: 1197 return false; 1198 } 1199 1200 return true; 1201} 1202 1203bool Context::getIntegerv(GLenum pname, GLint *params) 1204{ 1205 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1206 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1207 // GetIntegerv as its native query function. As it would require conversion in any 1208 // case, this should make no difference to the calling application. You may find it in 1209 // Context::getFloatv. 1210 switch(pname) 1211 { 1212 case GL_ARRAY_BUFFER_BINDING: *params = mState.arrayBuffer.name(); break; 1213 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = mState.elementArrayBuffer.name(); break; 1214 case GL_FRAMEBUFFER_BINDING_OES: *params = mState.framebuffer; break; 1215 case GL_RENDERBUFFER_BINDING_OES: *params = mState.renderbuffer.name(); break; 1216 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1217 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break; 1218 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1219 case GL_PERSPECTIVE_CORRECTION_HINT: *params = mState.perspectiveCorrectionHint; break; 1220 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1221 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1222 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1223 case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break; 1224 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1225 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1226 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1227 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1228 case GL_BLEND_SRC_RGB_OES: *params = mState.sourceBlendRGB; break; 1229 case GL_BLEND_SRC_ALPHA_OES: *params = mState.sourceBlendAlpha; break; 1230 case GL_BLEND_DST_RGB_OES: *params = mState.destBlendRGB; break; 1231 case GL_BLEND_DST_ALPHA_OES: *params = mState.destBlendAlpha; break; 1232 case GL_BLEND_EQUATION_RGB_OES: *params = mState.blendEquationRGB; break; 1233 case GL_BLEND_EQUATION_ALPHA_OES: *params = mState.blendEquationAlpha; break; 1234 case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break; 1235 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1236 case GL_SUBPIXEL_BITS: *params = 4; break; 1237 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1238 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1239 case GL_SAMPLE_BUFFERS: 1240 case GL_SAMPLES: 1241 { 1242 Framebuffer *framebuffer = getFramebuffer(); 1243 int width, height, samples; 1244 1245 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE_OES) 1246 { 1247 switch(pname) 1248 { 1249 case GL_SAMPLE_BUFFERS: 1250 if(samples > 1) 1251 { 1252 *params = 1; 1253 } 1254 else 1255 { 1256 *params = 0; 1257 } 1258 break; 1259 case GL_SAMPLES: 1260 *params = samples; 1261 break; 1262 } 1263 } 1264 else 1265 { 1266 *params = 0; 1267 } 1268 } 1269 break; 1270 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: 1271 { 1272 Framebuffer *framebuffer = getFramebuffer(); 1273 *params = framebuffer->getImplementationColorReadType(); 1274 } 1275 break; 1276 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: 1277 { 1278 Framebuffer *framebuffer = getFramebuffer(); 1279 *params = framebuffer->getImplementationColorReadFormat(); 1280 } 1281 break; 1282 case GL_MAX_VIEWPORT_DIMS: 1283 { 1284 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 1285 params[0] = maxDimension; 1286 params[1] = maxDimension; 1287 } 1288 break; 1289 case GL_COMPRESSED_TEXTURE_FORMATS: 1290 { 1291 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 1292 { 1293 params[i] = compressedTextureFormats[i]; 1294 } 1295 } 1296 break; 1297 case GL_VIEWPORT: 1298 params[0] = mState.viewportX; 1299 params[1] = mState.viewportY; 1300 params[2] = mState.viewportWidth; 1301 params[3] = mState.viewportHeight; 1302 break; 1303 case GL_SCISSOR_BOX: 1304 params[0] = mState.scissorX; 1305 params[1] = mState.scissorY; 1306 params[2] = mState.scissorWidth; 1307 params[3] = mState.scissorHeight; 1308 break; 1309 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 1310 case GL_FRONT_FACE: *params = mState.frontFace; break; 1311 case GL_RED_BITS: 1312 case GL_GREEN_BITS: 1313 case GL_BLUE_BITS: 1314 case GL_ALPHA_BITS: 1315 { 1316 Framebuffer *framebuffer = getFramebuffer(); 1317 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(); 1318 1319 if(colorbuffer) 1320 { 1321 switch(pname) 1322 { 1323 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 1324 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 1325 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 1326 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 1327 } 1328 } 1329 else 1330 { 1331 *params = 0; 1332 } 1333 } 1334 break; 1335 case GL_DEPTH_BITS: 1336 { 1337 Framebuffer *framebuffer = getFramebuffer(); 1338 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 1339 1340 if(depthbuffer) 1341 { 1342 *params = depthbuffer->getDepthSize(); 1343 } 1344 else 1345 { 1346 *params = 0; 1347 } 1348 } 1349 break; 1350 case GL_STENCIL_BITS: 1351 { 1352 Framebuffer *framebuffer = getFramebuffer(); 1353 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 1354 1355 if(stencilbuffer) 1356 { 1357 *params = stencilbuffer->getStencilSize(); 1358 } 1359 else 1360 { 1361 *params = 0; 1362 } 1363 } 1364 break; 1365 case GL_TEXTURE_BINDING_2D: *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); break; 1366 case GL_TEXTURE_BINDING_CUBE_MAP_OES: *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); break; 1367 case GL_TEXTURE_BINDING_EXTERNAL_OES: *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); break; 1368 case GL_MAX_LIGHTS: *params = MAX_LIGHTS; break; 1369 case GL_MAX_MODELVIEW_STACK_DEPTH: *params = MAX_MODELVIEW_STACK_DEPTH; break; 1370 case GL_MAX_PROJECTION_STACK_DEPTH: *params = MAX_PROJECTION_STACK_DEPTH; break; 1371 case GL_MAX_TEXTURE_STACK_DEPTH: *params = MAX_TEXTURE_STACK_DEPTH; break; 1372 case GL_MAX_TEXTURE_UNITS: *params = MAX_TEXTURE_UNITS; break; 1373 case GL_MAX_CLIP_PLANES: *params = MAX_CLIP_PLANES; break; 1374 case GL_POINT_SIZE_ARRAY_TYPE_OES: *params = mState.vertexAttribute[sw::PointSize].mType; break; 1375 case GL_POINT_SIZE_ARRAY_STRIDE_OES: *params = mState.vertexAttribute[sw::PointSize].mStride; break; 1376 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: *params = mState.vertexAttribute[sw::PointSize].mBoundBuffer.name(); break; 1377 case GL_VERTEX_ARRAY_TYPE: *params = mState.vertexAttribute[sw::Position].mType; break; 1378 case GL_VERTEX_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::Position].mStride; break; 1379 case GL_VERTEX_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::Position].mBoundBuffer.name(); break; 1380 case GL_NORMAL_ARRAY_TYPE: *params = mState.vertexAttribute[sw::Normal].mType; break; 1381 case GL_NORMAL_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::Normal].mStride; break; 1382 case GL_NORMAL_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::Normal].mBoundBuffer.name(); break; 1383 case GL_COLOR_ARRAY_TYPE: *params = mState.vertexAttribute[sw::Color0].mType; break; 1384 case GL_COLOR_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::Color0].mStride; break; 1385 case GL_COLOR_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::Color0].mBoundBuffer.name(); break; 1386 case GL_TEXTURE_COORD_ARRAY_TYPE: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mType; break; 1387 case GL_TEXTURE_COORD_ARRAY_STRIDE: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mStride; break; 1388 case GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING: *params = mState.vertexAttribute[sw::TexCoord0 + mState.activeSampler].mBoundBuffer.name(); break; 1389 default: 1390 return false; 1391 } 1392 1393 return true; 1394} 1395 1396int Context::getQueryParameterNum(GLenum pname) 1397{ 1398 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 1399 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 1400 // to the fact that it is stored internally as a float, and so would require conversion 1401 // if returned from Context::getIntegerv. Since this conversion is already implemented 1402 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 1403 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 1404 // application. 1405 switch(pname) 1406 { 1407 case GL_COMPRESSED_TEXTURE_FORMATS: 1408 return NUM_COMPRESSED_TEXTURE_FORMATS; 1409 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 1410 case GL_ARRAY_BUFFER_BINDING: 1411 case GL_FRAMEBUFFER_BINDING_OES: 1412 case GL_RENDERBUFFER_BINDING_OES: 1413 case GL_PACK_ALIGNMENT: 1414 case GL_UNPACK_ALIGNMENT: 1415 case GL_GENERATE_MIPMAP_HINT: 1416 case GL_RED_BITS: 1417 case GL_GREEN_BITS: 1418 case GL_BLUE_BITS: 1419 case GL_ALPHA_BITS: 1420 case GL_DEPTH_BITS: 1421 case GL_STENCIL_BITS: 1422 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 1423 case GL_CULL_FACE_MODE: 1424 case GL_FRONT_FACE: 1425 case GL_ACTIVE_TEXTURE: 1426 case GL_STENCIL_FUNC: 1427 case GL_STENCIL_VALUE_MASK: 1428 case GL_STENCIL_REF: 1429 case GL_STENCIL_FAIL: 1430 case GL_STENCIL_PASS_DEPTH_FAIL: 1431 case GL_STENCIL_PASS_DEPTH_PASS: 1432 case GL_DEPTH_FUNC: 1433 case GL_BLEND_SRC_RGB_OES: 1434 case GL_BLEND_SRC_ALPHA_OES: 1435 case GL_BLEND_DST_RGB_OES: 1436 case GL_BLEND_DST_ALPHA_OES: 1437 case GL_BLEND_EQUATION_RGB_OES: 1438 case GL_BLEND_EQUATION_ALPHA_OES: 1439 case GL_STENCIL_WRITEMASK: 1440 case GL_STENCIL_CLEAR_VALUE: 1441 case GL_SUBPIXEL_BITS: 1442 case GL_MAX_TEXTURE_SIZE: 1443 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES: 1444 case GL_SAMPLE_BUFFERS: 1445 case GL_SAMPLES: 1446 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: 1447 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: 1448 case GL_TEXTURE_BINDING_2D: 1449 case GL_TEXTURE_BINDING_CUBE_MAP_OES: 1450 case GL_TEXTURE_BINDING_EXTERNAL_OES: 1451 return 1; 1452 case GL_MAX_VIEWPORT_DIMS: 1453 return 2; 1454 case GL_VIEWPORT: 1455 case GL_SCISSOR_BOX: 1456 return 4; 1457 case GL_SAMPLE_COVERAGE_INVERT: 1458 case GL_DEPTH_WRITEMASK: 1459 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 1460 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 1461 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 1462 case GL_SAMPLE_COVERAGE: 1463 case GL_SCISSOR_TEST: 1464 case GL_STENCIL_TEST: 1465 case GL_DEPTH_TEST: 1466 case GL_BLEND: 1467 case GL_DITHER: 1468 return 1; 1469 case GL_COLOR_WRITEMASK: 1470 return 4; 1471 case GL_POLYGON_OFFSET_FACTOR: 1472 case GL_POLYGON_OFFSET_UNITS: 1473 case GL_SAMPLE_COVERAGE_VALUE: 1474 case GL_DEPTH_CLEAR_VALUE: 1475 case GL_LINE_WIDTH: 1476 return 1; 1477 case GL_ALIASED_LINE_WIDTH_RANGE: 1478 case GL_ALIASED_POINT_SIZE_RANGE: 1479 case GL_DEPTH_RANGE: 1480 return 2; 1481 case GL_COLOR_CLEAR_VALUE: 1482 return 4; 1483 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1484 case GL_MAX_LIGHTS: 1485 case GL_MAX_MODELVIEW_STACK_DEPTH: 1486 case GL_MAX_PROJECTION_STACK_DEPTH: 1487 case GL_MAX_TEXTURE_STACK_DEPTH: 1488 case GL_MAX_TEXTURE_UNITS: 1489 case GL_MAX_CLIP_PLANES: 1490 case GL_POINT_SIZE_ARRAY_TYPE_OES: 1491 case GL_POINT_SIZE_ARRAY_STRIDE_OES: 1492 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: 1493 return 1; 1494 case GL_CURRENT_COLOR: 1495 return 4; 1496 case GL_CURRENT_NORMAL: 1497 return 3; 1498 case GL_CURRENT_TEXTURE_COORDS: 1499 return 4; 1500 case GL_POINT_SIZE: 1501 case GL_POINT_SIZE_MIN: 1502 case GL_POINT_SIZE_MAX: 1503 case GL_POINT_FADE_THRESHOLD_SIZE: 1504 return 1; 1505 case GL_POINT_DISTANCE_ATTENUATION: 1506 return 3; 1507 case GL_SMOOTH_POINT_SIZE_RANGE: 1508 case GL_SMOOTH_LINE_WIDTH_RANGE: 1509 return 2; 1510 case GL_SHADE_MODEL: 1511 case GL_MATRIX_MODE: 1512 case GL_MODELVIEW_STACK_DEPTH: 1513 case GL_PROJECTION_STACK_DEPTH: 1514 case GL_TEXTURE_STACK_DEPTH: 1515 return 1; 1516 case GL_MODELVIEW_MATRIX: 1517 case GL_PROJECTION_MATRIX: 1518 case GL_TEXTURE_MATRIX: 1519 return 16; 1520 case GL_ALPHA_TEST_FUNC: 1521 case GL_ALPHA_TEST_REF: 1522 case GL_BLEND_DST: 1523 case GL_BLEND_SRC: 1524 case GL_LOGIC_OP_MODE: 1525 case GL_VERTEX_ARRAY_SIZE: 1526 case GL_VERTEX_ARRAY_TYPE: 1527 case GL_VERTEX_ARRAY_STRIDE: 1528 case GL_NORMAL_ARRAY_TYPE: 1529 case GL_NORMAL_ARRAY_STRIDE: 1530 case GL_COLOR_ARRAY_SIZE: 1531 case GL_COLOR_ARRAY_TYPE: 1532 case GL_COLOR_ARRAY_STRIDE: 1533 case GL_TEXTURE_COORD_ARRAY_SIZE: 1534 case GL_TEXTURE_COORD_ARRAY_TYPE: 1535 case GL_TEXTURE_COORD_ARRAY_STRIDE: 1536 case GL_VERTEX_ARRAY_POINTER: 1537 case GL_NORMAL_ARRAY_POINTER: 1538 case GL_COLOR_ARRAY_POINTER: 1539 case GL_TEXTURE_COORD_ARRAY_POINTER: 1540 case GL_LIGHT_MODEL_TWO_SIDE: 1541 return 1; 1542 default: 1543 UNREACHABLE(pname); 1544 } 1545 1546 return -1; 1547} 1548 1549bool Context::isQueryParameterInt(GLenum pname) 1550{ 1551 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 1552 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 1553 // to the fact that it is stored internally as a float, and so would require conversion 1554 // if returned from Context::getIntegerv. Since this conversion is already implemented 1555 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 1556 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 1557 // application. 1558 switch(pname) 1559 { 1560 case GL_COMPRESSED_TEXTURE_FORMATS: 1561 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 1562 case GL_ARRAY_BUFFER_BINDING: 1563 case GL_FRAMEBUFFER_BINDING_OES: 1564 case GL_RENDERBUFFER_BINDING_OES: 1565 case GL_PACK_ALIGNMENT: 1566 case GL_UNPACK_ALIGNMENT: 1567 case GL_GENERATE_MIPMAP_HINT: 1568 case GL_RED_BITS: 1569 case GL_GREEN_BITS: 1570 case GL_BLUE_BITS: 1571 case GL_ALPHA_BITS: 1572 case GL_DEPTH_BITS: 1573 case GL_STENCIL_BITS: 1574 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 1575 case GL_CULL_FACE_MODE: 1576 case GL_FRONT_FACE: 1577 case GL_ACTIVE_TEXTURE: 1578 case GL_STENCIL_FUNC: 1579 case GL_STENCIL_VALUE_MASK: 1580 case GL_STENCIL_REF: 1581 case GL_STENCIL_FAIL: 1582 case GL_STENCIL_PASS_DEPTH_FAIL: 1583 case GL_STENCIL_PASS_DEPTH_PASS: 1584 case GL_DEPTH_FUNC: 1585 case GL_BLEND_SRC_RGB_OES: 1586 case GL_BLEND_SRC_ALPHA_OES: 1587 case GL_BLEND_DST_RGB_OES: 1588 case GL_BLEND_DST_ALPHA_OES: 1589 case GL_BLEND_EQUATION_RGB_OES: 1590 case GL_BLEND_EQUATION_ALPHA_OES: 1591 case GL_STENCIL_WRITEMASK: 1592 case GL_STENCIL_CLEAR_VALUE: 1593 case GL_SUBPIXEL_BITS: 1594 case GL_MAX_TEXTURE_SIZE: 1595 case GL_MAX_CUBE_MAP_TEXTURE_SIZE_OES: 1596 case GL_SAMPLE_BUFFERS: 1597 case GL_SAMPLES: 1598 case GL_IMPLEMENTATION_COLOR_READ_TYPE_OES: 1599 case GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES: 1600 case GL_TEXTURE_BINDING_2D: 1601 case GL_TEXTURE_BINDING_CUBE_MAP_OES: 1602 case GL_TEXTURE_BINDING_EXTERNAL_OES: 1603 case GL_MAX_VIEWPORT_DIMS: 1604 case GL_VIEWPORT: 1605 case GL_SCISSOR_BOX: 1606 case GL_MAX_LIGHTS: 1607 case GL_MAX_MODELVIEW_STACK_DEPTH: 1608 case GL_MAX_PROJECTION_STACK_DEPTH: 1609 case GL_MAX_TEXTURE_STACK_DEPTH: 1610 case GL_MAX_TEXTURE_UNITS: 1611 case GL_MAX_CLIP_PLANES: 1612 case GL_POINT_SIZE_ARRAY_TYPE_OES: 1613 case GL_POINT_SIZE_ARRAY_STRIDE_OES: 1614 case GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES: 1615 return true; 1616 } 1617 1618 return false; 1619} 1620 1621bool Context::isQueryParameterFloat(GLenum pname) 1622{ 1623 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 1624 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 1625 // to the fact that it is stored internally as a float, and so would require conversion 1626 // if returned from Context::getIntegerv. Since this conversion is already implemented 1627 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 1628 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 1629 // application. 1630 switch(pname) 1631 { 1632 case GL_POLYGON_OFFSET_FACTOR: 1633 case GL_POLYGON_OFFSET_UNITS: 1634 case GL_SAMPLE_COVERAGE_VALUE: 1635 case GL_DEPTH_CLEAR_VALUE: 1636 case GL_LINE_WIDTH: 1637 case GL_ALIASED_LINE_WIDTH_RANGE: 1638 case GL_ALIASED_POINT_SIZE_RANGE: 1639 case GL_SMOOTH_LINE_WIDTH_RANGE: 1640 case GL_SMOOTH_POINT_SIZE_RANGE: 1641 case GL_DEPTH_RANGE: 1642 case GL_COLOR_CLEAR_VALUE: 1643 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1644 case GL_LIGHT_MODEL_AMBIENT: 1645 case GL_POINT_SIZE_MIN: 1646 case GL_POINT_SIZE_MAX: 1647 case GL_POINT_DISTANCE_ATTENUATION: 1648 case GL_POINT_FADE_THRESHOLD_SIZE: 1649 return true; 1650 } 1651 1652 return false; 1653} 1654 1655bool Context::isQueryParameterBool(GLenum pname) 1656{ 1657 switch(pname) 1658 { 1659 case GL_SAMPLE_COVERAGE_INVERT: 1660 case GL_DEPTH_WRITEMASK: 1661 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 1662 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 1663 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 1664 case GL_SAMPLE_COVERAGE: 1665 case GL_SCISSOR_TEST: 1666 case GL_STENCIL_TEST: 1667 case GL_DEPTH_TEST: 1668 case GL_BLEND: 1669 case GL_DITHER: 1670 case GL_COLOR_WRITEMASK: 1671 case GL_LIGHT_MODEL_TWO_SIDE: 1672 return true; 1673 } 1674 1675 return false; 1676} 1677 1678bool Context::isQueryParameterPointer(GLenum pname) 1679{ 1680 switch(pname) 1681 { 1682 case GL_VERTEX_ARRAY_POINTER: 1683 case GL_NORMAL_ARRAY_POINTER: 1684 case GL_COLOR_ARRAY_POINTER: 1685 case GL_TEXTURE_COORD_ARRAY_POINTER: 1686 case GL_POINT_SIZE_ARRAY_POINTER_OES: 1687 return true; 1688 } 1689 1690 return false; 1691} 1692 1693// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 1694bool Context::applyRenderTarget() 1695{ 1696 Framebuffer *framebuffer = getFramebuffer(); 1697 int width, height, samples; 1698 1699 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE_OES) 1700 { 1701 return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES, false); 1702 } 1703 1704 egl::Image *renderTarget = framebuffer->getRenderTarget(); 1705 device->setRenderTarget(0, renderTarget); 1706 if(renderTarget) renderTarget->release(); 1707 1708 egl::Image *depthStencil = framebuffer->getDepthStencil(); 1709 device->setDepthStencilSurface(depthStencil); 1710 if(depthStencil) depthStencil->release(); 1711 1712 Viewport viewport; 1713 float zNear = clamp01(mState.zNear); 1714 float zFar = clamp01(mState.zFar); 1715 1716 viewport.x0 = mState.viewportX; 1717 viewport.y0 = mState.viewportY; 1718 viewport.width = mState.viewportWidth; 1719 viewport.height = mState.viewportHeight; 1720 viewport.minZ = zNear; 1721 viewport.maxZ = zFar; 1722 1723 device->setViewport(viewport); 1724 1725 if(mState.scissorTestEnabled) 1726 { 1727 sw::Rect scissor = {mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight}; 1728 scissor.clip(0, 0, width, height); 1729 1730 device->setScissorRect(scissor); 1731 device->setScissorEnable(true); 1732 } 1733 else 1734 { 1735 device->setScissorEnable(false); 1736 } 1737 1738 return true; 1739} 1740 1741// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 1742void Context::applyState(GLenum drawMode) 1743{ 1744 Framebuffer *framebuffer = getFramebuffer(); 1745 1746 if(mState.cullFaceEnabled) 1747 { 1748 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 1749 } 1750 else 1751 { 1752 device->setCullMode(sw::CULL_NONE); 1753 } 1754 1755 if(mDepthStateDirty) 1756 { 1757 if(mState.depthTestEnabled) 1758 { 1759 device->setDepthBufferEnable(true); 1760 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 1761 } 1762 else 1763 { 1764 device->setDepthBufferEnable(false); 1765 } 1766 1767 mDepthStateDirty = false; 1768 } 1769 1770 if(mBlendStateDirty) 1771 { 1772 if(mState.blendEnabled) 1773 { 1774 device->setAlphaBlendEnable(true); 1775 device->setSeparateAlphaBlendEnable(true); 1776 1777 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 1778 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 1779 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 1780 1781 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 1782 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 1783 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 1784 } 1785 else 1786 { 1787 device->setAlphaBlendEnable(false); 1788 } 1789 1790 mBlendStateDirty = false; 1791 } 1792 1793 if(mStencilStateDirty || mFrontFaceDirty) 1794 { 1795 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 1796 { 1797 device->setStencilEnable(true); 1798 device->setTwoSidedStencil(true); 1799 1800 // get the maximum size of the stencil ref 1801 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 1802 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 1803 1804 device->setStencilWriteMask(mState.stencilWritemask); 1805 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 1806 1807 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 1808 device->setStencilMask(mState.stencilMask); 1809 1810 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 1811 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 1812 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 1813 1814 device->setStencilWriteMaskCCW(mState.stencilWritemask); 1815 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 1816 1817 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 1818 device->setStencilMaskCCW(mState.stencilMask); 1819 1820 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 1821 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 1822 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 1823 } 1824 else 1825 { 1826 device->setStencilEnable(false); 1827 } 1828 1829 mStencilStateDirty = false; 1830 mFrontFaceDirty = false; 1831 } 1832 1833 if(mMaskStateDirty) 1834 { 1835 device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 1836 device->setDepthWriteEnable(mState.depthMask); 1837 1838 mMaskStateDirty = false; 1839 } 1840 1841 if(mPolygonOffsetStateDirty) 1842 { 1843 if(mState.polygonOffsetFillEnabled) 1844 { 1845 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 1846 if(depthbuffer) 1847 { 1848 device->setSlopeDepthBias(mState.polygonOffsetFactor); 1849 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 1850 device->setDepthBias(depthBias); 1851 } 1852 } 1853 else 1854 { 1855 device->setSlopeDepthBias(0); 1856 device->setDepthBias(0); 1857 } 1858 1859 mPolygonOffsetStateDirty = false; 1860 } 1861 1862 if(mSampleStateDirty) 1863 { 1864 if(mState.sampleAlphaToCoverageEnabled) 1865 { 1866 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 1867 } 1868 else 1869 { 1870 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 1871 } 1872 1873 if(mState.sampleCoverageEnabled) 1874 { 1875 unsigned int mask = 0; 1876 if(mState.sampleCoverageValue != 0) 1877 { 1878 int width, height, samples; 1879 framebuffer->completeness(width, height, samples); 1880 1881 float threshold = 0.5f; 1882 1883 for(int i = 0; i < samples; i++) 1884 { 1885 mask <<= 1; 1886 1887 if((i + 1) * mState.sampleCoverageValue >= threshold) 1888 { 1889 threshold += 1.0f; 1890 mask |= 1; 1891 } 1892 } 1893 } 1894 1895 if(mState.sampleCoverageInvert) 1896 { 1897 mask = ~mask; 1898 } 1899 1900 device->setMultiSampleMask(mask); 1901 } 1902 else 1903 { 1904 device->setMultiSampleMask(0xFFFFFFFF); 1905 } 1906 1907 mSampleStateDirty = false; 1908 } 1909 1910 if(mDitherStateDirty) 1911 { 1912 // UNIMPLEMENTED(); // FIXME 1913 1914 mDitherStateDirty = false; 1915 } 1916 1917 switch(mState.shadeModel) 1918 { 1919 default: UNREACHABLE(mState.shadeModel); 1920 case GL_SMOOTH: device->setShadingMode(sw::SHADING_GOURAUD); break; 1921 case GL_FLAT: device->setShadingMode(sw::SHADING_FLAT); break; 1922 } 1923 1924 device->setLightingEnable(lightingEnabled); 1925 device->setGlobalAmbient(sw::Color<float>(globalAmbient.red, globalAmbient.green, globalAmbient.blue, globalAmbient.alpha)); 1926 1927 for(int i = 0; i < MAX_LIGHTS; i++) 1928 { 1929 device->setLightEnable(i, light[i].enabled); 1930 device->setLightAmbient(i, sw::Color<float>(light[i].ambient.red, light[i].ambient.green, light[i].ambient.blue, light[i].ambient.alpha)); 1931 device->setLightDiffuse(i, sw::Color<float>(light[i].diffuse.red, light[i].diffuse.green, light[i].diffuse.blue, light[i].diffuse.alpha)); 1932 device->setLightSpecular(i, sw::Color<float>(light[i].specular.red, light[i].specular.green, light[i].specular.blue, light[i].specular.alpha)); 1933 device->setLightAttenuation(i, light[i].attenuation.constant, light[i].attenuation.linear, light[i].attenuation.quadratic); 1934 1935 if(light[i].position.w != 0.0f) 1936 { 1937 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)); 1938 } 1939 else // Directional light 1940 { 1941 // Hack: set the position far way 1942 float max = sw::max(abs(light[i].position.x), abs(light[i].position.y), abs(light[i].position.z)); 1943 device->setLightPosition(i, sw::Point(1e10f * (light[i].position.x / max), 1e10f * (light[i].position.y / max), 1e10f * (light[i].position.z / max))); 1944 } 1945 } 1946 1947 device->setMaterialAmbient(sw::Color<float>(materialAmbient.red, materialAmbient.green, materialAmbient.blue, materialAmbient.alpha)); 1948 device->setMaterialDiffuse(sw::Color<float>(materialDiffuse.red, materialDiffuse.green, materialDiffuse.blue, materialDiffuse.alpha)); 1949 device->setMaterialSpecular(sw::Color<float>(materialSpecular.red, materialSpecular.green, materialSpecular.blue, materialSpecular.alpha)); 1950 device->setMaterialEmission(sw::Color<float>(materialEmission.red, materialEmission.green, materialEmission.blue, materialEmission.alpha)); 1951 device->setMaterialShininess(materialShininess); 1952 1953 device->setDiffuseMaterialSource(sw::MATERIAL_MATERIAL); 1954 device->setSpecularMaterialSource(sw::MATERIAL_MATERIAL); 1955 device->setAmbientMaterialSource(sw::MATERIAL_MATERIAL); 1956 device->setEmissiveMaterialSource(sw::MATERIAL_MATERIAL); 1957 1958 const sw::Matrix Z(1, 0, 0, 0, 1959 0, 1, 0, 0, 1960 0, 0, 0.5, 0.5, 1961 0, 0, 0, 1); // Map depth range from [-1, 1] to [0, 1] 1962 1963 device->setProjectionMatrix(Z * projectionStack.current()); 1964 device->setModelMatrix(modelViewStack.current()); 1965 device->setTextureMatrix(0, textureStack0.current()); 1966 device->setTextureMatrix(1, textureStack1.current()); 1967 device->setTextureTransform(0, textureStack0.isIdentity() ? 0 : 4, false); 1968 device->setTextureTransform(1, textureStack1.isIdentity() ? 0 : 4, false); 1969 device->setTexGen(0, sw::TEXGEN_NONE); 1970 device->setTexGen(1, sw::TEXGEN_NONE); 1971 1972 device->setAlphaTestEnable(alphaTestEnabled); 1973 device->setAlphaCompare(es2sw::ConvertAlphaComparison(alphaTestFunc)); 1974 device->setAlphaReference(alphaTestRef * 0xFF); 1975 1976 device->setFogEnable(fogEnabled); 1977 device->setFogColor(sw::Color<float>(fogColor.red, fogColor.green, fogColor.blue, fogColor.alpha)); 1978 device->setFogDensity(fogDensity); 1979 device->setFogStart(fogStart); 1980 device->setFogEnd(fogEnd); 1981 1982 switch(fogMode) 1983 { 1984 case GL_LINEAR: device->setVertexFogMode(sw::FOG_LINEAR); break; 1985 case GL_EXP: device->setVertexFogMode(sw::FOG_EXP); break; 1986 case GL_EXP2: device->setVertexFogMode(sw::FOG_EXP2); break; 1987 default: UNREACHABLE(fogMode); 1988 } 1989 1990 device->setColorLogicOpEnabled(colorLogicOpEnabled); 1991 device->setLogicalOperation(es2sw::ConvertLogicalOperation(logicalOperation)); 1992 1993 device->setNormalizeNormals(normalizeEnabled || rescaleNormalEnabled); 1994} 1995 1996GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count) 1997{ 1998 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 1999 2000 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes); 2001 if(err != GL_NO_ERROR) 2002 { 2003 return err; 2004 } 2005 2006 device->resetInputStreams(false); 2007 2008 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2009 { 2010 sw::Resource *resource = attributes[i].vertexBuffer; 2011 const void *buffer = (char*)resource->data() + attributes[i].offset; 2012 2013 int stride = attributes[i].stride; 2014 2015 buffer = (char*)buffer + stride * base; 2016 2017 sw::Stream attribute(resource, buffer, stride); 2018 2019 attribute.type = attributes[i].type; 2020 attribute.count = attributes[i].count; 2021 attribute.normalized = attributes[i].normalized; 2022 2023 device->setInputStream(i, attribute); 2024 } 2025 2026 return GL_NO_ERROR; 2027} 2028 2029// Applies the indices and element array bindings 2030GLenum Context::applyIndexBuffer(const void *indices, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 2031{ 2032 GLenum err = mIndexDataManager->prepareIndexData(type, count, mState.elementArrayBuffer, indices, indexInfo); 2033 2034 if(err == GL_NO_ERROR) 2035 { 2036 device->setIndexBuffer(indexInfo->indexBuffer); 2037 } 2038 2039 return err; 2040} 2041 2042void Context::applyTextures() 2043{ 2044 for(int unit = 0; unit < MAX_TEXTURE_UNITS; unit++) 2045 { 2046 Texture *texture = nullptr; 2047 2048 if(textureExternalEnabled[unit]) 2049 { 2050 texture = getSamplerTexture(unit, TEXTURE_EXTERNAL); 2051 } 2052 else if(texture2Denabled[unit]) 2053 { 2054 texture = getSamplerTexture(unit, TEXTURE_2D); 2055 } 2056 2057 if(texture && texture->isSamplerComplete()) 2058 { 2059 texture->autoGenerateMipmaps(); 2060 2061 GLenum wrapS = texture->getWrapS(); 2062 GLenum wrapT = texture->getWrapT(); 2063 GLenum minFilter = texture->getMinFilter(); 2064 GLenum magFilter = texture->getMagFilter(); 2065 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 2066 2067 device->setAddressingModeU(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureWrap(wrapS)); 2068 device->setAddressingModeV(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureWrap(wrapT)); 2069 2070 device->setTextureFilter(sw::SAMPLER_PIXEL, unit, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 2071 device->setMipmapFilter(sw::SAMPLER_PIXEL, unit, es2sw::ConvertMipMapFilter(minFilter)); 2072 device->setMaxAnisotropy(sw::SAMPLER_PIXEL, unit, maxAnisotropy); 2073 2074 applyTexture(unit, texture); 2075 2076 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)); 2077 2078 if(mState.textureUnit[unit].environmentMode != GL_COMBINE) 2079 { 2080 device->setFirstArgument(unit, sw::TextureStage::SOURCE_TEXTURE); // Cs 2081 device->setFirstModifier(unit, sw::TextureStage::MODIFIER_COLOR); 2082 device->setSecondArgument(unit, sw::TextureStage::SOURCE_CURRENT); // Cp 2083 device->setSecondModifier(unit, sw::TextureStage::MODIFIER_COLOR); 2084 device->setThirdArgument(unit, sw::TextureStage::SOURCE_CONSTANT); // Cc 2085 device->setThirdModifier(unit, sw::TextureStage::MODIFIER_COLOR); 2086 2087 device->setFirstArgumentAlpha(unit, sw::TextureStage::SOURCE_TEXTURE); // As 2088 device->setFirstModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); 2089 device->setSecondArgumentAlpha(unit, sw::TextureStage::SOURCE_CURRENT); // Ap 2090 device->setSecondModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); 2091 device->setThirdArgumentAlpha(unit, sw::TextureStage::SOURCE_CONSTANT); // Ac 2092 device->setThirdModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); 2093 2094 GLenum texFormat = texture->getFormat(GL_TEXTURE_2D, 0); 2095 2096 switch(mState.textureUnit[unit].environmentMode) 2097 { 2098 case GL_REPLACE: 2099 if(IsAlpha(texFormat)) // GL_ALPHA 2100 { 2101 // Cv = Cp, Av = As 2102 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); 2103 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1); 2104 } 2105 else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3) 2106 { 2107 // Cv = Cs, Av = Ap 2108 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); 2109 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2110 } 2111 else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) 2112 { 2113 // Cv = Cs, Av = As 2114 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); 2115 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1); 2116 } 2117 else UNREACHABLE(texFormat); 2118 break; 2119 case GL_MODULATE: 2120 if(IsAlpha(texFormat)) // GL_ALPHA 2121 { 2122 // Cv = Cp, Av = ApAs 2123 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); 2124 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2125 } 2126 else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3) 2127 { 2128 // Cv = CpCs, Av = Ap 2129 device->setStageOperation(unit, sw::TextureStage::STAGE_MODULATE); 2130 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2131 } 2132 else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) 2133 { 2134 // Cv = CpCs, Av = ApAs 2135 device->setStageOperation(unit, sw::TextureStage::STAGE_MODULATE); 2136 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2137 } 2138 else UNREACHABLE(texFormat); 2139 break; 2140 case GL_DECAL: 2141 if(texFormat == GL_ALPHA || 2142 texFormat == GL_LUMINANCE || 2143 texFormat == GL_LUMINANCE_ALPHA) 2144 { 2145 // undefined // FIXME: Log 2146 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); 2147 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2148 } 2149 else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3) 2150 { 2151 // Cv = Cs, Av = Ap 2152 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); 2153 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2154 } 2155 else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) 2156 { 2157 // Cv = Cp(1 - As) + CsAs, Av = Ap 2158 device->setStageOperation(unit, sw::TextureStage::STAGE_BLENDTEXTUREALPHA); // Alpha * (Arg1 - Arg2) + Arg2 2159 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2160 } 2161 else UNREACHABLE(texFormat); 2162 break; 2163 case GL_BLEND: 2164 if(IsAlpha(texFormat)) // GL_ALPHA 2165 { 2166 // Cv = Cp, Av = ApAs 2167 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); 2168 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2169 } 2170 else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3) 2171 { 2172 // Cv = Cp(1 - Cs) + CcCs, Av = Ap 2173 device->setStageOperation(unit, sw::TextureStage::STAGE_LERP); // Arg3 * (Arg1 - Arg2) + Arg2 2174 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2175 } 2176 else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) 2177 { 2178 // Cv = Cp(1 - Cs) + CcCs, Av = ApAs 2179 device->setStageOperation(unit, sw::TextureStage::STAGE_LERP); // Arg3 * (Arg1 - Arg2) + Arg2 2180 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2181 } 2182 else UNREACHABLE(texFormat); 2183 break; 2184 case GL_ADD: 2185 if(IsAlpha(texFormat)) // GL_ALPHA 2186 { 2187 // Cv = Cp, Av = ApAs 2188 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG2); 2189 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2190 } 2191 else if(IsRGB(texFormat)) // GL_LUMINANCE (or 1) / GL_RGB (or 3) 2192 { 2193 // Cv = Cp + Cs, Av = Ap 2194 device->setStageOperation(unit, sw::TextureStage::STAGE_ADD); 2195 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG2); 2196 } 2197 else if(IsRGBA(texFormat)) // GL_LUMINANCE_ALPHA (or 2) / GL_RGBA (or 4) 2198 { 2199 // Cv = Cp + Cs, Av = ApAs 2200 device->setStageOperation(unit, sw::TextureStage::STAGE_ADD); 2201 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_MODULATE); 2202 } 2203 else UNREACHABLE(texFormat); 2204 break; 2205 default: 2206 UNREACHABLE(mState.textureUnit[unit].environmentMode); 2207 } 2208 } 2209 else // GL_COMBINE 2210 { 2211 device->setFirstArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src0RGB)); 2212 device->setFirstModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand0RGB)); 2213 device->setSecondArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src1RGB)); 2214 device->setSecondModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand1RGB)); 2215 device->setThirdArgument(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src2RGB)); 2216 device->setThirdModifier(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand2RGB)); 2217 2218 device->setStageOperation(unit, es2sw::ConvertCombineOperation(mState.textureUnit[unit].combineRGB)); 2219 2220 device->setFirstArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src0Alpha)); 2221 device->setFirstModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand0Alpha)); 2222 device->setSecondArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src1Alpha)); 2223 device->setSecondModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand1Alpha)); 2224 device->setThirdArgumentAlpha(unit, es2sw::ConvertSourceArgument(mState.textureUnit[unit].src2Alpha)); 2225 device->setThirdModifierAlpha(unit, es2sw::ConvertSourceOperand(mState.textureUnit[unit].operand2Alpha)); 2226 2227 device->setStageOperationAlpha(unit, es2sw::ConvertCombineOperation(mState.textureUnit[unit].combineAlpha)); 2228 } 2229 } 2230 else 2231 { 2232 applyTexture(unit, nullptr); 2233 2234 device->setFirstArgument(unit, sw::TextureStage::SOURCE_CURRENT); 2235 device->setFirstModifier(unit, sw::TextureStage::MODIFIER_COLOR); 2236 device->setStageOperation(unit, sw::TextureStage::STAGE_SELECTARG1); 2237 2238 device->setFirstArgumentAlpha(unit, sw::TextureStage::SOURCE_CURRENT); 2239 device->setFirstModifierAlpha(unit, sw::TextureStage::MODIFIER_ALPHA); 2240 device->setStageOperationAlpha(unit, sw::TextureStage::STAGE_SELECTARG1); 2241 } 2242 } 2243} 2244 2245void Context::setTextureEnvMode(GLenum texEnvMode) 2246{ 2247 mState.textureUnit[mState.activeSampler].environmentMode = texEnvMode; 2248} 2249 2250void Context::setTextureEnvColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) 2251{ 2252 mState.textureUnit[mState.activeSampler].color = {red, green, blue, alpha}; 2253} 2254 2255void Context::setCombineRGB(GLenum combineRGB) 2256{ 2257 mState.textureUnit[mState.activeSampler].combineRGB = combineRGB; 2258} 2259 2260void Context::setCombineAlpha(GLenum combineAlpha) 2261{ 2262 mState.textureUnit[mState.activeSampler].combineAlpha = combineAlpha; 2263} 2264 2265void Context::setOperand0RGB(GLenum operand) 2266{ 2267 mState.textureUnit[mState.activeSampler].operand0RGB = operand; 2268} 2269 2270void Context::setOperand1RGB(GLenum operand) 2271{ 2272 mState.textureUnit[mState.activeSampler].operand1RGB = operand; 2273} 2274 2275void Context::setOperand2RGB(GLenum operand) 2276{ 2277 mState.textureUnit[mState.activeSampler].operand2RGB = operand; 2278} 2279 2280void Context::setOperand0Alpha(GLenum operand) 2281{ 2282 mState.textureUnit[mState.activeSampler].operand0Alpha = operand; 2283} 2284 2285void Context::setOperand1Alpha(GLenum operand) 2286{ 2287 mState.textureUnit[mState.activeSampler].operand1Alpha = operand; 2288} 2289 2290void Context::setOperand2Alpha(GLenum operand) 2291{ 2292 mState.textureUnit[mState.activeSampler].operand2Alpha = operand; 2293} 2294 2295void Context::setSrc0RGB(GLenum src) 2296{ 2297 mState.textureUnit[mState.activeSampler].src0RGB = src; 2298} 2299 2300void Context::setSrc1RGB(GLenum src) 2301{ 2302 mState.textureUnit[mState.activeSampler].src1RGB = src; 2303} 2304 2305void Context::setSrc2RGB(GLenum src) 2306{ 2307 mState.textureUnit[mState.activeSampler].src2RGB = src; 2308} 2309 2310void Context::setSrc0Alpha(GLenum src) 2311{ 2312 mState.textureUnit[mState.activeSampler].src0Alpha = src; 2313} 2314 2315void Context::setSrc1Alpha(GLenum src) 2316{ 2317 mState.textureUnit[mState.activeSampler].src1Alpha = src; 2318} 2319 2320void Context::setSrc2Alpha(GLenum src) 2321{ 2322 mState.textureUnit[mState.activeSampler].src2Alpha = src; 2323} 2324 2325void Context::applyTexture(int index, Texture *baseTexture) 2326{ 2327 sw::Resource *resource = 0; 2328 2329 if(baseTexture) 2330 { 2331 resource = baseTexture->getResource(); 2332 } 2333 2334 device->setTextureResource(index, resource); 2335 2336 if(baseTexture) 2337 { 2338 int levelCount = baseTexture->getLevelCount(); 2339 2340 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 2341 { 2342 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 2343 2344 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 2345 { 2346 int surfaceLevel = mipmapLevel; 2347 2348 if(surfaceLevel < 0) 2349 { 2350 surfaceLevel = 0; 2351 } 2352 else if(surfaceLevel >= levelCount) 2353 { 2354 surfaceLevel = levelCount - 1; 2355 } 2356 2357 egl::Image *surface = texture->getImage(surfaceLevel); 2358 device->setTextureLevel(index, 0, mipmapLevel, surface, sw::TEXTURE_2D); 2359 } 2360 } 2361 else UNIMPLEMENTED(); 2362 } 2363 else 2364 { 2365 device->setTextureLevel(index, 0, 0, 0, sw::TEXTURE_NULL); 2366 } 2367} 2368 2369void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, 2370 GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 2371{ 2372 Framebuffer *framebuffer = getFramebuffer(); 2373 int framebufferWidth, framebufferHeight, framebufferSamples; 2374 2375 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE_OES) 2376 { 2377 return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES); 2378 } 2379 2380 if(getFramebufferName() != 0 && framebufferSamples != 0) 2381 { 2382 return error(GL_INVALID_OPERATION); 2383 } 2384 2385 if(format != GL_RGBA || type != GL_UNSIGNED_BYTE) 2386 { 2387 if(format != framebuffer->getImplementationColorReadFormat() || type != framebuffer->getImplementationColorReadType()) 2388 { 2389 return error(GL_INVALID_OPERATION); 2390 } 2391 } 2392 2393 GLsizei outputPitch = egl::ComputePitch(width, format, type, mState.packAlignment); 2394 2395 // Sized query sanity check 2396 if(bufSize) 2397 { 2398 int requiredSize = outputPitch * height; 2399 if(requiredSize > *bufSize) 2400 { 2401 return error(GL_INVALID_OPERATION); 2402 } 2403 } 2404 2405 egl::Image *renderTarget = framebuffer->getRenderTarget(); 2406 2407 if(!renderTarget) 2408 { 2409 return error(GL_OUT_OF_MEMORY); 2410 } 2411 2412 sw::Rect rect = {x, y, x + width, y + height}; 2413 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 2414 2415 unsigned char *source = (unsigned char*)renderTarget->lock(rect.x0, rect.y0, sw::LOCK_READONLY); 2416 unsigned char *dest = (unsigned char*)pixels; 2417 int inputPitch = (int)renderTarget->getPitch(); 2418 2419 for(int j = 0; j < rect.y1 - rect.y0; j++) 2420 { 2421 unsigned short *dest16 = (unsigned short*)dest; 2422 unsigned int *dest32 = (unsigned int*)dest; 2423 2424 if(renderTarget->getInternalFormat() == sw::FORMAT_A8B8G8R8 && 2425 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 2426 { 2427 memcpy(dest, source, (rect.x1 - rect.x0) * 4); 2428 } 2429 else if(renderTarget->getInternalFormat() == sw::FORMAT_A8R8G8B8 && 2430 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 2431 { 2432 for(int i = 0; i < rect.x1 - rect.x0; i++) 2433 { 2434 unsigned int argb = *(unsigned int*)(source + 4 * i); 2435 2436 dest32[i] = (argb & 0xFF00FF00) | ((argb & 0x000000FF) << 16) | ((argb & 0x00FF0000) >> 16); 2437 } 2438 } 2439 else if(renderTarget->getInternalFormat() == sw::FORMAT_X8R8G8B8 && 2440 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 2441 { 2442 for(int i = 0; i < rect.x1 - rect.x0; i++) 2443 { 2444 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 2445 2446 dest32[i] = (xrgb & 0xFF00FF00) | ((xrgb & 0x000000FF) << 16) | ((xrgb & 0x00FF0000) >> 16) | 0xFF000000; 2447 } 2448 } 2449 else if(renderTarget->getInternalFormat() == sw::FORMAT_X8R8G8B8 && 2450 format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) 2451 { 2452 for(int i = 0; i < rect.x1 - rect.x0; i++) 2453 { 2454 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 2455 2456 dest32[i] = xrgb | 0xFF000000; 2457 } 2458 } 2459 else if(renderTarget->getInternalFormat() == sw::FORMAT_A8R8G8B8 && 2460 format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) 2461 { 2462 memcpy(dest, source, (rect.x1 - rect.x0) * 4); 2463 } 2464 else if(renderTarget->getInternalFormat() == sw::FORMAT_A1R5G5B5 && 2465 format == GL_BGRA_EXT && type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT) 2466 { 2467 memcpy(dest, source, (rect.x1 - rect.x0) * 2); 2468 } 2469 else if(renderTarget->getInternalFormat() == sw::FORMAT_R5G6B5 && 2470 format == 0x80E0 && type == GL_UNSIGNED_SHORT_5_6_5) // GL_BGR_EXT 2471 { 2472 memcpy(dest, source, (rect.x1 - rect.x0) * 2); 2473 } 2474 else 2475 { 2476 for(int i = 0; i < rect.x1 - rect.x0; i++) 2477 { 2478 float r; 2479 float g; 2480 float b; 2481 float a; 2482 2483 switch(renderTarget->getInternalFormat()) 2484 { 2485 case sw::FORMAT_R5G6B5: 2486 { 2487 unsigned short rgb = *(unsigned short*)(source + 2 * i); 2488 2489 a = 1.0f; 2490 b = (rgb & 0x001F) * (1.0f / 0x001F); 2491 g = (rgb & 0x07E0) * (1.0f / 0x07E0); 2492 r = (rgb & 0xF800) * (1.0f / 0xF800); 2493 } 2494 break; 2495 case sw::FORMAT_A1R5G5B5: 2496 { 2497 unsigned short argb = *(unsigned short*)(source + 2 * i); 2498 2499 a = (argb & 0x8000) ? 1.0f : 0.0f; 2500 b = (argb & 0x001F) * (1.0f / 0x001F); 2501 g = (argb & 0x03E0) * (1.0f / 0x03E0); 2502 r = (argb & 0x7C00) * (1.0f / 0x7C00); 2503 } 2504 break; 2505 case sw::FORMAT_A8R8G8B8: 2506 { 2507 unsigned int argb = *(unsigned int*)(source + 4 * i); 2508 2509 a = (argb & 0xFF000000) * (1.0f / 0xFF000000); 2510 b = (argb & 0x000000FF) * (1.0f / 0x000000FF); 2511 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00); 2512 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000); 2513 } 2514 break; 2515 case sw::FORMAT_A8B8G8R8: 2516 { 2517 unsigned int abgr = *(unsigned int*)(source + 4 * i); 2518 2519 a = (abgr & 0xFF000000) * (1.0f / 0xFF000000); 2520 b = (abgr & 0x00FF0000) * (1.0f / 0x00FF0000); 2521 g = (abgr & 0x0000FF00) * (1.0f / 0x0000FF00); 2522 r = (abgr & 0x000000FF) * (1.0f / 0x000000FF); 2523 } 2524 break; 2525 case sw::FORMAT_X8R8G8B8: 2526 { 2527 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 2528 2529 a = 1.0f; 2530 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF); 2531 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00); 2532 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000); 2533 } 2534 break; 2535 case sw::FORMAT_X8B8G8R8: 2536 { 2537 unsigned int xbgr = *(unsigned int*)(source + 4 * i); 2538 2539 a = 1.0f; 2540 b = (xbgr & 0x00FF0000) * (1.0f / 0x00FF0000); 2541 g = (xbgr & 0x0000FF00) * (1.0f / 0x0000FF00); 2542 r = (xbgr & 0x000000FF) * (1.0f / 0x000000FF); 2543 } 2544 break; 2545 case sw::FORMAT_A2R10G10B10: 2546 { 2547 unsigned int argb = *(unsigned int*)(source + 4 * i); 2548 2549 a = (argb & 0xC0000000) * (1.0f / 0xC0000000); 2550 b = (argb & 0x000003FF) * (1.0f / 0x000003FF); 2551 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00); 2552 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000); 2553 } 2554 break; 2555 default: 2556 UNIMPLEMENTED(); // FIXME 2557 UNREACHABLE(renderTarget->getInternalFormat()); 2558 } 2559 2560 switch(format) 2561 { 2562 case GL_RGBA: 2563 switch(type) 2564 { 2565 case GL_UNSIGNED_BYTE: 2566 dest[4 * i + 0] = (unsigned char)(255 * r + 0.5f); 2567 dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); 2568 dest[4 * i + 2] = (unsigned char)(255 * b + 0.5f); 2569 dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f); 2570 break; 2571 default: UNREACHABLE(type); 2572 } 2573 break; 2574 case GL_BGRA_EXT: 2575 switch(type) 2576 { 2577 case GL_UNSIGNED_BYTE: 2578 dest[4 * i + 0] = (unsigned char)(255 * b + 0.5f); 2579 dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); 2580 dest[4 * i + 2] = (unsigned char)(255 * r + 0.5f); 2581 dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f); 2582 break; 2583 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: 2584 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section 2585 // this type is packed as follows: 2586 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 2587 // -------------------------------------------------------------------------------- 2588 // | 4th | 3rd | 2nd | 1st component | 2589 // -------------------------------------------------------------------------------- 2590 // in the case of BGRA_EXT, B is the first component, G the second, and so forth. 2591 dest16[i] = 2592 ((unsigned short)(15 * a + 0.5f) << 12)| 2593 ((unsigned short)(15 * r + 0.5f) << 8) | 2594 ((unsigned short)(15 * g + 0.5f) << 4) | 2595 ((unsigned short)(15 * b + 0.5f) << 0); 2596 break; 2597 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: 2598 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section 2599 // this type is packed as follows: 2600 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 2601 // -------------------------------------------------------------------------------- 2602 // | 4th | 3rd | 2nd | 1st component | 2603 // -------------------------------------------------------------------------------- 2604 // in the case of BGRA_EXT, B is the first component, G the second, and so forth. 2605 dest16[i] = 2606 ((unsigned short)( a + 0.5f) << 15) | 2607 ((unsigned short)(31 * r + 0.5f) << 10) | 2608 ((unsigned short)(31 * g + 0.5f) << 5) | 2609 ((unsigned short)(31 * b + 0.5f) << 0); 2610 break; 2611 default: UNREACHABLE(type); 2612 } 2613 break; 2614 case GL_RGB: 2615 switch(type) 2616 { 2617 case GL_UNSIGNED_SHORT_5_6_5: 2618 dest16[i] = 2619 ((unsigned short)(31 * b + 0.5f) << 0) | 2620 ((unsigned short)(63 * g + 0.5f) << 5) | 2621 ((unsigned short)(31 * r + 0.5f) << 11); 2622 break; 2623 default: UNREACHABLE(type); 2624 } 2625 break; 2626 default: UNREACHABLE(format); 2627 } 2628 } 2629 } 2630 2631 source += inputPitch; 2632 dest += outputPitch; 2633 } 2634 2635 renderTarget->unlock(); 2636 renderTarget->release(); 2637} 2638 2639void Context::clear(GLbitfield mask) 2640{ 2641 Framebuffer *framebuffer = getFramebuffer(); 2642 2643 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE_OES) 2644 { 2645 return error(GL_INVALID_FRAMEBUFFER_OPERATION_OES); 2646 } 2647 2648 if(!applyRenderTarget()) 2649 { 2650 return; 2651 } 2652 2653 float depth = clamp01(mState.depthClearValue); 2654 int stencil = mState.stencilClearValue & 0x000000FF; 2655 2656 if(mask & GL_COLOR_BUFFER_BIT) 2657 { 2658 unsigned int rgbaMask = (mState.colorMaskRed ? 0x1 : 0) | 2659 (mState.colorMaskGreen ? 0x2 : 0) | 2660 (mState.colorMaskBlue ? 0x4 : 0) | 2661 (mState.colorMaskAlpha ? 0x8 : 0); 2662 2663 if(rgbaMask != 0) 2664 { 2665 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 2666 } 2667 } 2668 2669 if(mask & GL_DEPTH_BUFFER_BIT) 2670 { 2671 if(mState.depthMask != 0) 2672 { 2673 device->clearDepth(depth); 2674 } 2675 } 2676 2677 if(mask & GL_STENCIL_BUFFER_BIT) 2678 { 2679 if(mState.stencilWritemask != 0) 2680 { 2681 device->clearStencil(stencil, mState.stencilWritemask); 2682 } 2683 } 2684} 2685 2686void Context::drawArrays(GLenum mode, GLint first, GLsizei count) 2687{ 2688 PrimitiveType primitiveType; 2689 int primitiveCount; 2690 2691 if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) 2692 return error(GL_INVALID_ENUM); 2693 2694 if(primitiveCount <= 0) 2695 { 2696 return; 2697 } 2698 2699 if(!applyRenderTarget()) 2700 { 2701 return; 2702 } 2703 2704 applyState(mode); 2705 2706 GLenum err = applyVertexBuffer(0, first, count); 2707 if(err != GL_NO_ERROR) 2708 { 2709 return error(err); 2710 } 2711 2712 applyTextures(); 2713 2714 if(!cullSkipsDraw(mode)) 2715 { 2716 device->drawPrimitive(primitiveType, primitiveCount); 2717 } 2718} 2719 2720void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices) 2721{ 2722 if(!indices && !mState.elementArrayBuffer) 2723 { 2724 return error(GL_INVALID_OPERATION); 2725 } 2726 2727 PrimitiveType primitiveType; 2728 int primitiveCount; 2729 2730 if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) 2731 return error(GL_INVALID_ENUM); 2732 2733 if(primitiveCount <= 0) 2734 { 2735 return; 2736 } 2737 2738 if(!applyRenderTarget()) 2739 { 2740 return; 2741 } 2742 2743 applyState(mode); 2744 2745 TranslatedIndexData indexInfo; 2746 GLenum err = applyIndexBuffer(indices, count, mode, type, &indexInfo); 2747 if(err != GL_NO_ERROR) 2748 { 2749 return error(err); 2750 } 2751 2752 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 2753 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount); 2754 if(err != GL_NO_ERROR) 2755 { 2756 return error(err); 2757 } 2758 2759 applyTextures(); 2760 2761 if(!cullSkipsDraw(mode)) 2762 { 2763 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount, IndexDataManager::typeSize(type)); 2764 } 2765} 2766 2767void Context::drawTexture(GLfloat x, GLfloat y, GLfloat z, GLfloat width, GLfloat height) 2768{ 2769 es1::Framebuffer *framebuffer = getFramebuffer(); 2770 es1::Renderbuffer *renderbuffer = framebuffer->getColorbuffer(); 2771 float targetWidth = (float)renderbuffer->getWidth(); 2772 float targetHeight = (float)renderbuffer->getHeight(); 2773 float x0 = 2.0f * x / targetWidth - 1.0f; 2774 float y0 = 2.0f * y / targetHeight - 1.0f; 2775 float x1 = 2.0f * (x + width) / targetWidth - 1.0f; 2776 float y1 = 2.0f * (y + height) / targetHeight - 1.0f; 2777 float Zw = sw::clamp(mState.zNear + z * (mState.zFar - mState.zNear), mState.zNear, mState.zFar); 2778 2779 float vertices[][3] = {{x0, y0, Zw}, 2780 {x0, y1, Zw}, 2781 {x1, y0, Zw}, 2782 {x1, y1, Zw}}; 2783 2784 ASSERT(mState.samplerTexture[TEXTURE_2D][1].name() == 0); // Multi-texturing unimplemented 2785 es1::Texture *texture = getSamplerTexture(0, TEXTURE_2D); 2786 float textureWidth = (float)texture->getWidth(GL_TEXTURE_2D, 0); 2787 float textureHeight = (float)texture->getHeight(GL_TEXTURE_2D, 0); 2788 int Ucr = texture->getCropRectU(); 2789 int Vcr = texture->getCropRectV(); 2790 int Wcr = texture->getCropRectW(); 2791 int Hcr = texture->getCropRectH(); 2792 2793 float texCoords[][2] = {{Ucr / textureWidth, Vcr / textureHeight}, 2794 {Ucr / textureWidth, (Vcr + Hcr) / textureHeight}, 2795 {(Ucr + Wcr) / textureWidth, Vcr / textureHeight}, 2796 {(Ucr + Wcr) / textureWidth, (Vcr + Hcr) / textureHeight}}; 2797 2798 VertexAttribute oldPositionAttribute = mState.vertexAttribute[sw::Position]; 2799 VertexAttribute oldTexCoord0Attribute = mState.vertexAttribute[sw::TexCoord0]; 2800 gl::BindingPointer<Buffer> oldArrayBuffer = mState.arrayBuffer; 2801 mState.arrayBuffer = nullptr; 2802 2803 glVertexPointer(3, GL_FLOAT, 3 * sizeof(float), vertices); 2804 glEnableClientState(GL_VERTEX_ARRAY); 2805 glTexCoordPointer(2, GL_FLOAT, 2 * sizeof(float), texCoords); 2806 glEnableClientState(GL_TEXTURE_COORD_ARRAY); 2807 2808 sw::Matrix P = projectionStack.current(); 2809 sw::Matrix M = modelViewStack.current(); 2810 sw::Matrix T = textureStack0.current(); 2811 2812 projectionStack.identity(); 2813 modelViewStack.identity(); 2814 textureStack0.identity(); 2815 2816 drawArrays(GL_TRIANGLE_STRIP, 0, 4); 2817 2818 // Restore state 2819 mState.vertexAttribute[sw::Position] = oldPositionAttribute; 2820 mState.vertexAttribute[sw::TexCoord0] = oldTexCoord0Attribute; 2821 mState.arrayBuffer = oldArrayBuffer; 2822 oldArrayBuffer = nullptr; 2823 oldPositionAttribute.mBoundBuffer = nullptr; 2824 oldTexCoord0Attribute.mBoundBuffer = nullptr; 2825 textureStack0.load(T); 2826 modelViewStack.load(M); 2827 projectionStack.load(P); 2828} 2829 2830void Context::finish() 2831{ 2832 device->finish(); 2833} 2834 2835void Context::flush() 2836{ 2837 // We don't queue anything without processing it as fast as possible 2838} 2839 2840void Context::recordInvalidEnum() 2841{ 2842 mInvalidEnum = true; 2843} 2844 2845void Context::recordInvalidValue() 2846{ 2847 mInvalidValue = true; 2848} 2849 2850void Context::recordInvalidOperation() 2851{ 2852 mInvalidOperation = true; 2853} 2854 2855void Context::recordOutOfMemory() 2856{ 2857 mOutOfMemory = true; 2858} 2859 2860void Context::recordInvalidFramebufferOperation() 2861{ 2862 mInvalidFramebufferOperation = true; 2863} 2864 2865void Context::recordMatrixStackOverflow() 2866{ 2867 mMatrixStackOverflow = true; 2868} 2869 2870void Context::recordMatrixStackUnderflow() 2871{ 2872 mMatrixStackUnderflow = true; 2873} 2874 2875// Get one of the recorded errors and clear its flag, if any. 2876// [OpenGL ES 2.0.24] section 2.5 page 13. 2877GLenum Context::getError() 2878{ 2879 if(mInvalidEnum) 2880 { 2881 mInvalidEnum = false; 2882 2883 return GL_INVALID_ENUM; 2884 } 2885 2886 if(mInvalidValue) 2887 { 2888 mInvalidValue = false; 2889 2890 return GL_INVALID_VALUE; 2891 } 2892 2893 if(mInvalidOperation) 2894 { 2895 mInvalidOperation = false; 2896 2897 return GL_INVALID_OPERATION; 2898 } 2899 2900 if(mOutOfMemory) 2901 { 2902 mOutOfMemory = false; 2903 2904 return GL_OUT_OF_MEMORY; 2905 } 2906 2907 if(mInvalidFramebufferOperation) 2908 { 2909 mInvalidFramebufferOperation = false; 2910 2911 return GL_INVALID_FRAMEBUFFER_OPERATION_OES; 2912 } 2913 2914 if(mMatrixStackOverflow) 2915 { 2916 mMatrixStackOverflow = false; 2917 2918 return GL_INVALID_FRAMEBUFFER_OPERATION_OES; 2919 } 2920 2921 if(mMatrixStackUnderflow) 2922 { 2923 mMatrixStackUnderflow = false; 2924 2925 return GL_INVALID_FRAMEBUFFER_OPERATION_OES; 2926 } 2927 2928 return GL_NO_ERROR; 2929} 2930 2931int Context::getSupportedMultisampleCount(int requested) 2932{ 2933 int supported = 0; 2934 2935 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 2936 { 2937 if(supported >= requested) 2938 { 2939 return supported; 2940 } 2941 2942 supported = multisampleCount[i]; 2943 } 2944 2945 return supported; 2946} 2947 2948void Context::detachBuffer(GLuint buffer) 2949{ 2950 // [OpenGL ES 2.0.24] section 2.9 page 22: 2951 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 2952 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 2953 2954 if(mState.arrayBuffer.name() == buffer) 2955 { 2956 mState.arrayBuffer = NULL; 2957 } 2958 2959 if(mState.elementArrayBuffer.name() == buffer) 2960 { 2961 mState.elementArrayBuffer = NULL; 2962 } 2963 2964 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 2965 { 2966 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 2967 { 2968 mState.vertexAttribute[attribute].mBoundBuffer = NULL; 2969 } 2970 } 2971} 2972 2973void Context::detachTexture(GLuint texture) 2974{ 2975 // [OpenGL ES 2.0.24] section 3.8 page 84: 2976 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 2977 // rebound to texture object zero 2978 2979 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 2980 { 2981 for(int sampler = 0; sampler < MAX_TEXTURE_UNITS; sampler++) 2982 { 2983 if(mState.samplerTexture[type][sampler].name() == texture) 2984 { 2985 mState.samplerTexture[type][sampler] = NULL; 2986 } 2987 } 2988 } 2989 2990 // [OpenGL ES 2.0.24] section 4.4 page 112: 2991 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 2992 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 2993 // image was attached in the currently bound framebuffer. 2994 2995 Framebuffer *framebuffer = getFramebuffer(); 2996 2997 if(framebuffer) 2998 { 2999 framebuffer->detachTexture(texture); 3000 } 3001} 3002 3003void Context::detachFramebuffer(GLuint framebuffer) 3004{ 3005 // [OpenGL ES 2.0.24] section 4.4 page 107: 3006 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3007 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3008 3009 if(mState.framebuffer == framebuffer) 3010 { 3011 bindFramebuffer(0); 3012 } 3013} 3014 3015void Context::detachRenderbuffer(GLuint renderbuffer) 3016{ 3017 // [OpenGL ES 2.0.24] section 4.4 page 109: 3018 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3019 // had been executed with the target RENDERBUFFER and name of zero. 3020 3021 if(mState.renderbuffer.name() == renderbuffer) 3022 { 3023 bindRenderbuffer(0); 3024 } 3025 3026 // [OpenGL ES 2.0.24] section 4.4 page 111: 3027 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3028 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3029 // point to which this image was attached in the currently bound framebuffer. 3030 3031 Framebuffer *framebuffer = getFramebuffer(); 3032 3033 if(framebuffer) 3034 { 3035 framebuffer->detachRenderbuffer(renderbuffer); 3036 } 3037} 3038 3039bool Context::cullSkipsDraw(GLenum drawMode) 3040{ 3041 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3042} 3043 3044bool Context::isTriangleMode(GLenum drawMode) 3045{ 3046 switch(drawMode) 3047 { 3048 case GL_TRIANGLES: 3049 case GL_TRIANGLE_FAN: 3050 case GL_TRIANGLE_STRIP: 3051 return true; 3052 case GL_POINTS: 3053 case GL_LINES: 3054 case GL_LINE_LOOP: 3055 case GL_LINE_STRIP: 3056 return false; 3057 default: UNREACHABLE(drawMode); 3058 } 3059 3060 return false; 3061} 3062 3063void Context::setVertexAttrib(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) 3064{ 3065 ASSERT(index < MAX_VERTEX_ATTRIBS); 3066 3067 mState.vertexAttribute[index].mCurrentValue[0] = x; 3068 mState.vertexAttribute[index].mCurrentValue[1] = y; 3069 mState.vertexAttribute[index].mCurrentValue[2] = z; 3070 mState.vertexAttribute[index].mCurrentValue[3] = w; 3071 3072 mVertexDataManager->dirtyCurrentValue(index); 3073} 3074 3075void Context::bindTexImage(egl::Surface *surface) 3076{ 3077 es1::Texture2D *textureObject = getTexture2D(); 3078 3079 if(textureObject) 3080 { 3081 textureObject->bindTexImage(surface); 3082 } 3083} 3084 3085EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 3086{ 3087 switch(target) 3088 { 3089 case EGL_GL_TEXTURE_2D_KHR: 3090 break; 3091 case EGL_GL_RENDERBUFFER_KHR: 3092 break; 3093 default: 3094 return EGL_BAD_PARAMETER; 3095 } 3096 3097 if(textureLevel >= IMPLEMENTATION_MAX_TEXTURE_LEVELS) 3098 { 3099 return EGL_BAD_MATCH; 3100 } 3101 3102 if(target == EGL_GL_TEXTURE_2D_KHR) 3103 { 3104 Texture *texture = getTexture(name); 3105 3106 if(!texture || texture->getTarget() != GL_TEXTURE_2D) 3107 { 3108 return EGL_BAD_PARAMETER; 3109 } 3110 3111 if(texture->isShared(GL_TEXTURE_2D, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 3112 { 3113 return EGL_BAD_ACCESS; 3114 } 3115 3116 if(textureLevel != 0 && !texture->isSamplerComplete()) 3117 { 3118 return EGL_BAD_PARAMETER; 3119 } 3120 3121 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 3122 { 3123 return EGL_BAD_PARAMETER; 3124 } 3125 } 3126 else if(target == EGL_GL_RENDERBUFFER_KHR) 3127 { 3128 Renderbuffer *renderbuffer = getRenderbuffer(name); 3129 3130 if(!renderbuffer) 3131 { 3132 return EGL_BAD_PARAMETER; 3133 } 3134 3135 if(renderbuffer->isShared()) // Already an EGLImage sibling 3136 { 3137 return EGL_BAD_ACCESS; 3138 } 3139 } 3140 else UNREACHABLE(target); 3141 3142 return EGL_SUCCESS; 3143} 3144 3145egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 3146{ 3147 if(target == EGL_GL_TEXTURE_2D_KHR) 3148 { 3149 es1::Texture *texture = getTexture(name); 3150 3151 return texture->createSharedImage(GL_TEXTURE_2D, textureLevel); 3152 } 3153 else if(target == EGL_GL_RENDERBUFFER_KHR) 3154 { 3155 es1::Renderbuffer *renderbuffer = getRenderbuffer(name); 3156 3157 return renderbuffer->createSharedImage(); 3158 } 3159 else UNREACHABLE(target); 3160 3161 return 0; 3162} 3163 3164Device *Context::getDevice() 3165{ 3166 return device; 3167} 3168 3169void Context::setMatrixMode(GLenum mode) 3170{ 3171 matrixMode = mode; 3172} 3173 3174sw::MatrixStack &Context::currentMatrixStack() 3175{ 3176 switch(matrixMode) 3177 { 3178 case GL_MODELVIEW: 3179 return modelViewStack; 3180 case GL_PROJECTION: 3181 return projectionStack; 3182 case GL_TEXTURE: 3183 switch(mState.activeSampler) 3184 { 3185 case 0: return textureStack0; 3186 case 1: return textureStack1; 3187 } 3188 break; 3189 } 3190 3191 UNREACHABLE(matrixMode); 3192 return textureStack0; 3193} 3194 3195void Context::loadIdentity() 3196{ 3197 currentMatrixStack().identity(); 3198} 3199 3200void Context::load(const GLfloat *m) 3201{ 3202 currentMatrixStack().load(m); 3203} 3204 3205void Context::pushMatrix() 3206{ 3207 if(!currentMatrixStack().push()) 3208 { 3209 return error(GL_STACK_OVERFLOW); 3210 } 3211} 3212 3213void Context::popMatrix() 3214{ 3215 if(!currentMatrixStack().pop()) 3216 { 3217 return error(GL_STACK_OVERFLOW); 3218 } 3219} 3220 3221void Context::rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) 3222{ 3223 currentMatrixStack().rotate(angle, x, y, z); 3224} 3225 3226void Context::translate(GLfloat x, GLfloat y, GLfloat z) 3227{ 3228 currentMatrixStack().translate(x, y, z); 3229} 3230 3231void Context::scale(GLfloat x, GLfloat y, GLfloat z) 3232{ 3233 currentMatrixStack().scale(x, y, z); 3234} 3235 3236void Context::multiply(const GLfloat *m) 3237{ 3238 currentMatrixStack().multiply(m); 3239} 3240 3241void Context::frustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) 3242{ 3243 currentMatrixStack().frustum(left, right, bottom, top, zNear, zFar); 3244} 3245 3246void Context::ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) 3247{ 3248 currentMatrixStack().ortho(left, right, bottom, top, zNear, zFar); 3249} 3250 3251void Context::setClipPlane(int index, const float plane[4]) 3252{ 3253 sw::Plane clipPlane = modelViewStack.current() * sw::Plane(plane); 3254 device->setClipPlane(index, &clipPlane.A); 3255} 3256 3257void Context::setClipPlaneEnabled(int index, bool enable) 3258{ 3259 clipFlags = (clipFlags & ~((int)!enable << index)) | ((int)enable << index); 3260 device->setClipFlags(clipFlags); 3261} 3262 3263bool Context::isClipPlaneEnabled(int index) const 3264{ 3265 return (clipFlags & (1 << index)) != 0; 3266} 3267 3268void Context::setColorLogicOpEnabled(bool enable) 3269{ 3270 colorLogicOpEnabled = enable; 3271} 3272 3273bool Context::isColorLogicOpEnabled() const 3274{ 3275 return colorLogicOpEnabled; 3276} 3277 3278void Context::setLogicalOperation(GLenum logicOp) 3279{ 3280 logicalOperation = logicOp; 3281} 3282 3283void Context::setLineSmoothEnabled(bool enable) 3284{ 3285 lineSmoothEnabled = enable; 3286} 3287 3288bool Context::isLineSmoothEnabled() const 3289{ 3290 return lineSmoothEnabled; 3291} 3292 3293void Context::setColorMaterialEnabled(bool enable) 3294{ 3295 colorMaterialEnabled = enable; 3296} 3297 3298bool Context::isColorMaterialEnabled() const 3299{ 3300 return colorMaterialEnabled; 3301} 3302 3303void Context::setNormalizeEnabled(bool enable) 3304{ 3305 normalizeEnabled = enable; 3306} 3307 3308bool Context::isNormalizeEnabled() const 3309{ 3310 return normalizeEnabled; 3311} 3312 3313void Context::setRescaleNormalEnabled(bool enable) 3314{ 3315 rescaleNormalEnabled = enable; 3316} 3317 3318bool Context::isRescaleNormalEnabled() const 3319{ 3320 return rescaleNormalEnabled; 3321} 3322 3323void Context::setVertexArrayEnabled(bool enable) 3324{ 3325 mState.vertexAttribute[sw::Position].mArrayEnabled = enable; 3326} 3327 3328bool Context::isVertexArrayEnabled() const 3329{ 3330 return mState.vertexAttribute[sw::Position].mArrayEnabled; 3331} 3332 3333void Context::setNormalArrayEnabled(bool enable) 3334{ 3335 mState.vertexAttribute[sw::Normal].mArrayEnabled = enable; 3336} 3337 3338bool Context::isNormalArrayEnabled() const 3339{ 3340 return mState.vertexAttribute[sw::Normal].mArrayEnabled; 3341} 3342 3343void Context::setColorArrayEnabled(bool enable) 3344{ 3345 mState.vertexAttribute[sw::Color0].mArrayEnabled = enable; 3346} 3347 3348bool Context::isColorArrayEnabled() const 3349{ 3350 return mState.vertexAttribute[sw::Color0].mArrayEnabled; 3351} 3352 3353void Context::setPointSizeArrayEnabled(bool enable) 3354{ 3355 mState.vertexAttribute[sw::PointSize].mArrayEnabled = enable; 3356} 3357 3358bool Context::isPointSizeArrayEnabled() const 3359{ 3360 return mState.vertexAttribute[sw::PointSize].mArrayEnabled; 3361} 3362 3363void Context::setTextureCoordArrayEnabled(bool enable) 3364{ 3365 mState.vertexAttribute[sw::TexCoord0 + clientTexture].mArrayEnabled = enable; 3366} 3367 3368bool Context::isTextureCoordArrayEnabled() const 3369{ 3370 return mState.vertexAttribute[sw::TexCoord0 + clientTexture].mArrayEnabled; 3371} 3372 3373void Context::setMultisampleEnabled(bool enable) 3374{ 3375 multisampleEnabled = enable; 3376} 3377 3378bool Context::isMultisampleEnabled() const 3379{ 3380 return multisampleEnabled; 3381} 3382 3383void Context::setSampleAlphaToOneEnabled(bool enable) 3384{ 3385 sampleAlphaToOneEnabled = enable; 3386} 3387 3388bool Context::isSampleAlphaToOneEnabled() const 3389{ 3390 return sampleAlphaToOneEnabled; 3391} 3392 3393void Context::setPointSpriteEnabled(bool enable) 3394{ 3395 pointSpriteEnabled = enable; 3396} 3397 3398bool Context::isPointSpriteEnabled() const 3399{ 3400 return pointSpriteEnabled; 3401} 3402 3403void Context::setPointSmoothEnabled(bool enable) 3404{ 3405 pointSmoothEnabled = enable; 3406} 3407 3408bool Context::isPointSmoothEnabled() const 3409{ 3410 return pointSmoothEnabled; 3411} 3412 3413 3414void Context::setPointSizeMin(float min) 3415{ 3416 pointSizeMin = min; 3417} 3418 3419void Context::setPointSizeMax(float max) 3420{ 3421 pointSizeMax = max; 3422} 3423 3424void Context::setPointDistanceAttenuation(float a, float b, float c) 3425{ 3426 pointDistanceAttenuation = {a, b, c}; 3427} 3428 3429void Context::setPointFadeThresholdSize(float threshold) 3430{ 3431 pointFadeThresholdSize = threshold; 3432} 3433 3434void Context::clientActiveTexture(GLenum texture) 3435{ 3436 clientTexture = texture; 3437} 3438 3439GLenum Context::getClientActiveTexture() const 3440{ 3441 return clientTexture; 3442} 3443 3444unsigned int Context::getActiveTexture() const 3445{ 3446 return mState.activeSampler; 3447} 3448 3449} 3450 3451egl::Context *es1CreateContext(const egl::Config *config, const egl::Context *shareContext) 3452{ 3453 ASSERT(!shareContext || shareContext->getClientVersion() == 1); // Should be checked by eglCreateContext 3454 return new es1::Context(config, static_cast<const es1::Context*>(shareContext)); 3455} 3456