Context.cpp revision 10eaf2ed5bfdc580cb41ea3ffb8ea669e6229853
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 es2::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 "Fence.h" 23#include "Framebuffer.h" 24#include "Program.h" 25#include "Query.h" 26#include "Renderbuffer.h" 27#include "Sampler.h" 28#include "Shader.h" 29#include "Texture.h" 30#include "TransformFeedback.h" 31#include "VertexArray.h" 32#include "VertexDataManager.h" 33#include "IndexDataManager.h" 34#include "libEGL/Display.h" 35#include "libEGL/Surface.h" 36#include "Common/Half.hpp" 37 38#include <EGL/eglext.h> 39 40namespace es2 41{ 42Context::Context(const egl::Config *config, const Context *shareContext, EGLint clientVersion) 43 : clientVersion(clientVersion), mConfig(config) 44{ 45 sw::Context *context = new sw::Context(); 46 device = new es2::Device(context); 47 48 mFenceNameSpace.setBaseHandle(0); 49 50 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 51 52 mState.depthClearValue = 1.0f; 53 mState.stencilClearValue = 0; 54 55 mState.cullFaceEnabled = false; 56 mState.cullMode = GL_BACK; 57 mState.frontFace = GL_CCW; 58 mState.depthTestEnabled = false; 59 mState.depthFunc = GL_LESS; 60 mState.blendEnabled = false; 61 mState.sourceBlendRGB = GL_ONE; 62 mState.sourceBlendAlpha = GL_ONE; 63 mState.destBlendRGB = GL_ZERO; 64 mState.destBlendAlpha = GL_ZERO; 65 mState.blendEquationRGB = GL_FUNC_ADD; 66 mState.blendEquationAlpha = GL_FUNC_ADD; 67 mState.blendColor.red = 0; 68 mState.blendColor.green = 0; 69 mState.blendColor.blue = 0; 70 mState.blendColor.alpha = 0; 71 mState.stencilTestEnabled = false; 72 mState.stencilFunc = GL_ALWAYS; 73 mState.stencilRef = 0; 74 mState.stencilMask = -1; 75 mState.stencilWritemask = -1; 76 mState.stencilBackFunc = GL_ALWAYS; 77 mState.stencilBackRef = 0; 78 mState.stencilBackMask = - 1; 79 mState.stencilBackWritemask = -1; 80 mState.stencilFail = GL_KEEP; 81 mState.stencilPassDepthFail = GL_KEEP; 82 mState.stencilPassDepthPass = GL_KEEP; 83 mState.stencilBackFail = GL_KEEP; 84 mState.stencilBackPassDepthFail = GL_KEEP; 85 mState.stencilBackPassDepthPass = GL_KEEP; 86 mState.polygonOffsetFillEnabled = false; 87 mState.polygonOffsetFactor = 0.0f; 88 mState.polygonOffsetUnits = 0.0f; 89 mState.sampleAlphaToCoverageEnabled = false; 90 mState.sampleCoverageEnabled = false; 91 mState.sampleCoverageValue = 1.0f; 92 mState.sampleCoverageInvert = false; 93 mState.scissorTestEnabled = false; 94 mState.ditherEnabled = true; 95 mState.primitiveRestartFixedIndexEnabled = false; 96 mState.rasterizerDiscardEnabled = false; 97 mState.generateMipmapHint = GL_DONT_CARE; 98 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 99 100 mState.lineWidth = 1.0f; 101 102 mState.viewportX = 0; 103 mState.viewportY = 0; 104 mState.viewportWidth = 0; 105 mState.viewportHeight = 0; 106 mState.zNear = 0.0f; 107 mState.zFar = 1.0f; 108 109 mState.scissorX = 0; 110 mState.scissorY = 0; 111 mState.scissorWidth = 0; 112 mState.scissorHeight = 0; 113 114 mState.colorMaskRed = true; 115 mState.colorMaskGreen = true; 116 mState.colorMaskBlue = true; 117 mState.colorMaskAlpha = true; 118 mState.depthMask = true; 119 120 if(shareContext != NULL) 121 { 122 mResourceManager = shareContext->mResourceManager; 123 mResourceManager->addRef(); 124 } 125 else 126 { 127 mResourceManager = new ResourceManager(); 128 } 129 130 // [OpenGL ES 2.0.24] section 3.7 page 83: 131 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 132 // and cube map texture state vectors respectively associated with them. 133 // In order that access to these initial textures not be lost, they are treated as texture 134 // objects all of whose names are 0. 135 136 mTexture2DZero = new Texture2D(0); 137 mTexture3DZero = new Texture3D(0); 138 mTexture2DArrayZero = new Texture2DArray(0); 139 mTextureCubeMapZero = new TextureCubeMap(0); 140 mTextureExternalZero = new TextureExternal(0); 141 142 mState.activeSampler = 0; 143 bindVertexArray(0); 144 bindArrayBuffer(0); 145 bindElementArrayBuffer(0); 146 bindTextureCubeMap(0); 147 bindTexture2D(0); 148 bindReadFramebuffer(0); 149 bindDrawFramebuffer(0); 150 bindRenderbuffer(0); 151 bindGenericUniformBuffer(0); 152 bindTransformFeedback(0); 153 154 mState.readFramebufferColorIndex = 0; 155 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; ++i) 156 { 157 mState.drawFramebufferColorIndices[i] = GL_NONE; 158 } 159 160 mState.currentProgram = 0; 161 162 mState.packAlignment = 4; 163 mState.unpackInfo.alignment = 4; 164 mState.packRowLength = 0; 165 mState.packImageHeight = 0; 166 mState.packSkipPixels = 0; 167 mState.packSkipRows = 0; 168 mState.packSkipImages = 0; 169 mState.unpackInfo.rowLength = 0; 170 mState.unpackInfo.imageHeight = 0; 171 mState.unpackInfo.skipPixels = 0; 172 mState.unpackInfo.skipRows = 0; 173 mState.unpackInfo.skipImages = 0; 174 175 mVertexDataManager = NULL; 176 mIndexDataManager = NULL; 177 178 mInvalidEnum = false; 179 mInvalidValue = false; 180 mInvalidOperation = false; 181 mOutOfMemory = false; 182 mInvalidFramebufferOperation = false; 183 184 mHasBeenCurrent = false; 185 186 markAllStateDirty(); 187} 188 189Context::~Context() 190{ 191 if(mState.currentProgram != 0) 192 { 193 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 194 if(programObject) 195 { 196 programObject->release(); 197 } 198 mState.currentProgram = 0; 199 } 200 201 while(!mFramebufferMap.empty()) 202 { 203 deleteFramebuffer(mFramebufferMap.begin()->first); 204 } 205 206 while(!mFenceMap.empty()) 207 { 208 deleteFence(mFenceMap.begin()->first); 209 } 210 211 while(!mQueryMap.empty()) 212 { 213 deleteQuery(mQueryMap.begin()->first); 214 } 215 216 while(!mVertexArrayMap.empty()) 217 { 218 deleteVertexArray(mVertexArrayMap.begin()->first); 219 } 220 221 while(!mTransformFeedbackMap.empty()) 222 { 223 deleteTransformFeedback(mTransformFeedbackMap.begin()->first); 224 } 225 226 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 227 { 228 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 229 { 230 mState.samplerTexture[type][sampler] = NULL; 231 } 232 } 233 234 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 235 { 236 mState.vertexAttribute[i].mBoundBuffer = NULL; 237 } 238 239 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 240 { 241 mState.activeQuery[i] = NULL; 242 } 243 244 mState.arrayBuffer = NULL; 245 mState.copyReadBuffer = NULL; 246 mState.copyWriteBuffer = NULL; 247 mState.pixelPackBuffer = NULL; 248 mState.pixelUnpackBuffer = NULL; 249 mState.genericUniformBuffer = NULL; 250 mState.renderbuffer = NULL; 251 252 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 253 { 254 mState.sampler[i] = NULL; 255 } 256 257 mTexture2DZero = NULL; 258 mTexture3DZero = NULL; 259 mTexture2DArrayZero = NULL; 260 mTextureCubeMapZero = NULL; 261 mTextureExternalZero = NULL; 262 263 delete mVertexDataManager; 264 delete mIndexDataManager; 265 266 mResourceManager->release(); 267 delete device; 268} 269 270void Context::makeCurrent(egl::Surface *surface) 271{ 272 if(!mHasBeenCurrent) 273 { 274 mVertexDataManager = new VertexDataManager(this); 275 mIndexDataManager = new IndexDataManager(); 276 277 mState.viewportX = 0; 278 mState.viewportY = 0; 279 mState.viewportWidth = surface->getWidth(); 280 mState.viewportHeight = surface->getHeight(); 281 282 mState.scissorX = 0; 283 mState.scissorY = 0; 284 mState.scissorWidth = surface->getWidth(); 285 mState.scissorHeight = surface->getHeight(); 286 287 mHasBeenCurrent = true; 288 } 289 290 // Wrap the existing resources into GL objects and assign them to the '0' names 291 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 292 egl::Image *depthStencil = surface->getDepthStencil(); 293 294 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 295 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 296 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 297 298 setFramebufferZero(framebufferZero); 299 300 if(defaultRenderTarget) 301 { 302 defaultRenderTarget->release(); 303 } 304 305 if(depthStencil) 306 { 307 depthStencil->release(); 308 } 309 310 markAllStateDirty(); 311} 312 313EGLint Context::getClientVersion() const 314{ 315 return clientVersion; 316} 317 318// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 319void Context::markAllStateDirty() 320{ 321 mAppliedProgramSerial = 0; 322 323 mDepthStateDirty = true; 324 mMaskStateDirty = true; 325 mBlendStateDirty = true; 326 mStencilStateDirty = true; 327 mPolygonOffsetStateDirty = true; 328 mSampleStateDirty = true; 329 mDitherStateDirty = true; 330 mFrontFaceDirty = true; 331} 332 333void Context::setClearColor(float red, float green, float blue, float alpha) 334{ 335 mState.colorClearValue.red = red; 336 mState.colorClearValue.green = green; 337 mState.colorClearValue.blue = blue; 338 mState.colorClearValue.alpha = alpha; 339} 340 341void Context::setClearDepth(float depth) 342{ 343 mState.depthClearValue = depth; 344} 345 346void Context::setClearStencil(int stencil) 347{ 348 mState.stencilClearValue = stencil; 349} 350 351void Context::setCullFaceEnabled(bool enabled) 352{ 353 mState.cullFaceEnabled = enabled; 354} 355 356bool Context::isCullFaceEnabled() const 357{ 358 return mState.cullFaceEnabled; 359} 360 361void Context::setCullMode(GLenum mode) 362{ 363 mState.cullMode = mode; 364} 365 366void Context::setFrontFace(GLenum front) 367{ 368 if(mState.frontFace != front) 369 { 370 mState.frontFace = front; 371 mFrontFaceDirty = true; 372 } 373} 374 375void Context::setDepthTestEnabled(bool enabled) 376{ 377 if(mState.depthTestEnabled != enabled) 378 { 379 mState.depthTestEnabled = enabled; 380 mDepthStateDirty = true; 381 } 382} 383 384bool Context::isDepthTestEnabled() const 385{ 386 return mState.depthTestEnabled; 387} 388 389void Context::setDepthFunc(GLenum depthFunc) 390{ 391 if(mState.depthFunc != depthFunc) 392 { 393 mState.depthFunc = depthFunc; 394 mDepthStateDirty = true; 395 } 396} 397 398void Context::setDepthRange(float zNear, float zFar) 399{ 400 mState.zNear = zNear; 401 mState.zFar = zFar; 402} 403 404void Context::setBlendEnabled(bool enabled) 405{ 406 if(mState.blendEnabled != enabled) 407 { 408 mState.blendEnabled = enabled; 409 mBlendStateDirty = true; 410 } 411} 412 413bool Context::isBlendEnabled() const 414{ 415 return mState.blendEnabled; 416} 417 418void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 419{ 420 if(mState.sourceBlendRGB != sourceRGB || 421 mState.sourceBlendAlpha != sourceAlpha || 422 mState.destBlendRGB != destRGB || 423 mState.destBlendAlpha != destAlpha) 424 { 425 mState.sourceBlendRGB = sourceRGB; 426 mState.destBlendRGB = destRGB; 427 mState.sourceBlendAlpha = sourceAlpha; 428 mState.destBlendAlpha = destAlpha; 429 mBlendStateDirty = true; 430 } 431} 432 433void Context::setBlendColor(float red, float green, float blue, float alpha) 434{ 435 if(mState.blendColor.red != red || 436 mState.blendColor.green != green || 437 mState.blendColor.blue != blue || 438 mState.blendColor.alpha != alpha) 439 { 440 mState.blendColor.red = red; 441 mState.blendColor.green = green; 442 mState.blendColor.blue = blue; 443 mState.blendColor.alpha = alpha; 444 mBlendStateDirty = true; 445 } 446} 447 448void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 449{ 450 if(mState.blendEquationRGB != rgbEquation || 451 mState.blendEquationAlpha != alphaEquation) 452 { 453 mState.blendEquationRGB = rgbEquation; 454 mState.blendEquationAlpha = alphaEquation; 455 mBlendStateDirty = true; 456 } 457} 458 459void Context::setStencilTestEnabled(bool enabled) 460{ 461 if(mState.stencilTestEnabled != enabled) 462 { 463 mState.stencilTestEnabled = enabled; 464 mStencilStateDirty = true; 465 } 466} 467 468bool Context::isStencilTestEnabled() const 469{ 470 return mState.stencilTestEnabled; 471} 472 473void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 474{ 475 if(mState.stencilFunc != stencilFunc || 476 mState.stencilRef != stencilRef || 477 mState.stencilMask != stencilMask) 478 { 479 mState.stencilFunc = stencilFunc; 480 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 481 mState.stencilMask = stencilMask; 482 mStencilStateDirty = true; 483 } 484} 485 486void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 487{ 488 if(mState.stencilBackFunc != stencilBackFunc || 489 mState.stencilBackRef != stencilBackRef || 490 mState.stencilBackMask != stencilBackMask) 491 { 492 mState.stencilBackFunc = stencilBackFunc; 493 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 494 mState.stencilBackMask = stencilBackMask; 495 mStencilStateDirty = true; 496 } 497} 498 499void Context::setStencilWritemask(GLuint stencilWritemask) 500{ 501 if(mState.stencilWritemask != stencilWritemask) 502 { 503 mState.stencilWritemask = stencilWritemask; 504 mStencilStateDirty = true; 505 } 506} 507 508void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 509{ 510 if(mState.stencilBackWritemask != stencilBackWritemask) 511 { 512 mState.stencilBackWritemask = stencilBackWritemask; 513 mStencilStateDirty = true; 514 } 515} 516 517void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 518{ 519 if(mState.stencilFail != stencilFail || 520 mState.stencilPassDepthFail != stencilPassDepthFail || 521 mState.stencilPassDepthPass != stencilPassDepthPass) 522 { 523 mState.stencilFail = stencilFail; 524 mState.stencilPassDepthFail = stencilPassDepthFail; 525 mState.stencilPassDepthPass = stencilPassDepthPass; 526 mStencilStateDirty = true; 527 } 528} 529 530void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 531{ 532 if(mState.stencilBackFail != stencilBackFail || 533 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 534 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 535 { 536 mState.stencilBackFail = stencilBackFail; 537 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 538 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 539 mStencilStateDirty = true; 540 } 541} 542 543void Context::setPolygonOffsetFillEnabled(bool enabled) 544{ 545 if(mState.polygonOffsetFillEnabled != enabled) 546 { 547 mState.polygonOffsetFillEnabled = enabled; 548 mPolygonOffsetStateDirty = true; 549 } 550} 551 552bool Context::isPolygonOffsetFillEnabled() const 553{ 554 return mState.polygonOffsetFillEnabled; 555} 556 557void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 558{ 559 if(mState.polygonOffsetFactor != factor || 560 mState.polygonOffsetUnits != units) 561 { 562 mState.polygonOffsetFactor = factor; 563 mState.polygonOffsetUnits = units; 564 mPolygonOffsetStateDirty = true; 565 } 566} 567 568void Context::setSampleAlphaToCoverageEnabled(bool enabled) 569{ 570 if(mState.sampleAlphaToCoverageEnabled != enabled) 571 { 572 mState.sampleAlphaToCoverageEnabled = enabled; 573 mSampleStateDirty = true; 574 } 575} 576 577bool Context::isSampleAlphaToCoverageEnabled() const 578{ 579 return mState.sampleAlphaToCoverageEnabled; 580} 581 582void Context::setSampleCoverageEnabled(bool enabled) 583{ 584 if(mState.sampleCoverageEnabled != enabled) 585 { 586 mState.sampleCoverageEnabled = enabled; 587 mSampleStateDirty = true; 588 } 589} 590 591bool Context::isSampleCoverageEnabled() const 592{ 593 return mState.sampleCoverageEnabled; 594} 595 596void Context::setSampleCoverageParams(GLclampf value, bool invert) 597{ 598 if(mState.sampleCoverageValue != value || 599 mState.sampleCoverageInvert != invert) 600 { 601 mState.sampleCoverageValue = value; 602 mState.sampleCoverageInvert = invert; 603 mSampleStateDirty = true; 604 } 605} 606 607void Context::setScissorTestEnabled(bool enabled) 608{ 609 mState.scissorTestEnabled = enabled; 610} 611 612bool Context::isScissorTestEnabled() const 613{ 614 return mState.scissorTestEnabled; 615} 616 617void Context::setDitherEnabled(bool enabled) 618{ 619 if(mState.ditherEnabled != enabled) 620 { 621 mState.ditherEnabled = enabled; 622 mDitherStateDirty = true; 623 } 624} 625 626bool Context::isDitherEnabled() const 627{ 628 return mState.ditherEnabled; 629} 630 631void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 632{ 633 UNIMPLEMENTED(); 634 mState.primitiveRestartFixedIndexEnabled = enabled; 635} 636 637bool Context::isPrimitiveRestartFixedIndexEnabled() const 638{ 639 return mState.primitiveRestartFixedIndexEnabled; 640} 641 642void Context::setRasterizerDiscardEnabled(bool enabled) 643{ 644 UNIMPLEMENTED(); 645 mState.rasterizerDiscardEnabled = enabled; 646} 647 648bool Context::isRasterizerDiscardEnabled() const 649{ 650 return mState.rasterizerDiscardEnabled; 651} 652 653void Context::setLineWidth(GLfloat width) 654{ 655 mState.lineWidth = width; 656 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 657} 658 659void Context::setGenerateMipmapHint(GLenum hint) 660{ 661 mState.generateMipmapHint = hint; 662} 663 664void Context::setFragmentShaderDerivativeHint(GLenum hint) 665{ 666 mState.fragmentShaderDerivativeHint = hint; 667 // TODO: Propagate the hint to shader translator so we can write 668 // ddx, ddx_coarse, or ddx_fine depending on the hint. 669 // Ignore for now. It is valid for implementations to ignore hint. 670} 671 672void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 673{ 674 mState.viewportX = x; 675 mState.viewportY = y; 676 mState.viewportWidth = width; 677 mState.viewportHeight = height; 678} 679 680void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 681{ 682 mState.scissorX = x; 683 mState.scissorY = y; 684 mState.scissorWidth = width; 685 mState.scissorHeight = height; 686} 687 688void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 689{ 690 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 691 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 692 { 693 mState.colorMaskRed = red; 694 mState.colorMaskGreen = green; 695 mState.colorMaskBlue = blue; 696 mState.colorMaskAlpha = alpha; 697 mMaskStateDirty = true; 698 } 699} 700 701unsigned int Context::getColorMask() const 702{ 703 return (mState.colorMaskRed ? 0x1 : 0) | 704 (mState.colorMaskGreen ? 0x2 : 0) | 705 (mState.colorMaskBlue ? 0x4 : 0) | 706 (mState.colorMaskAlpha ? 0x8 : 0); 707} 708 709void Context::setDepthMask(bool mask) 710{ 711 if(mState.depthMask != mask) 712 { 713 mState.depthMask = mask; 714 mMaskStateDirty = true; 715 } 716} 717 718void Context::setActiveSampler(unsigned int active) 719{ 720 mState.activeSampler = active; 721} 722 723GLuint Context::getReadFramebufferName() const 724{ 725 return mState.readFramebuffer; 726} 727 728GLuint Context::getDrawFramebufferName() const 729{ 730 return mState.drawFramebuffer; 731} 732 733GLuint Context::getRenderbufferName() const 734{ 735 return mState.renderbuffer.name(); 736} 737 738void Context::setReadFramebufferColorIndex(GLuint index) 739{ 740 mState.readFramebufferColorIndex = index; 741} 742 743void Context::setDrawFramebufferColorIndices(GLsizei n, const GLenum *bufs) 744{ 745 for(int i = 0; i < n; ++i) 746 { 747 mState.drawFramebufferColorIndices[i] = ((bufs[i] == GL_BACK) || (bufs[i] == GL_NONE)) ? bufs[i] : i; 748 } 749} 750 751GLuint Context::getReadFramebufferColorIndex() const 752{ 753 return mState.readFramebufferColorIndex; 754} 755 756GLuint Context::getArrayBufferName() const 757{ 758 return mState.arrayBuffer.name(); 759} 760 761GLuint Context::getElementArrayBufferName() const 762{ 763 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 764 return elementArrayBuffer ? elementArrayBuffer->name : 0; 765} 766 767GLuint Context::getActiveQuery(GLenum target) const 768{ 769 Query *queryObject = NULL; 770 771 switch(target) 772 { 773 case GL_ANY_SAMPLES_PASSED_EXT: 774 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 775 break; 776 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 777 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 778 break; 779 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 780 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 781 break; 782 default: 783 ASSERT(false); 784 } 785 786 if(queryObject) 787 { 788 return queryObject->name; 789 } 790 791 return 0; 792} 793 794void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 795{ 796 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 797} 798 799void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 800{ 801 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 802} 803 804const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 805{ 806 return getCurrentVertexArray()->getVertexAttribute(attribNum); 807} 808 809void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 810 GLsizei stride, const void *pointer) 811{ 812 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 813} 814 815const void *Context::getVertexAttribPointer(unsigned int attribNum) const 816{ 817 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 818} 819 820const VertexAttributeArray &Context::getVertexArrayAttributes() 821{ 822 return getCurrentVertexArray()->getVertexAttributes(); 823} 824 825const VertexAttributeArray &Context::getCurrentVertexAttributes() 826{ 827 return mState.vertexAttribute; 828} 829 830void Context::setPackAlignment(GLint alignment) 831{ 832 mState.packAlignment = alignment; 833} 834 835void Context::setUnpackAlignment(GLint alignment) 836{ 837 mState.unpackInfo.alignment = alignment; 838} 839 840const egl::Image::UnpackInfo& Context::getUnpackInfo() const 841{ 842 return mState.unpackInfo; 843} 844 845void Context::setPackRowLength(GLint rowLength) 846{ 847 mState.packRowLength = rowLength; 848} 849 850void Context::setPackImageHeight(GLint imageHeight) 851{ 852 mState.packImageHeight = imageHeight; 853} 854 855void Context::setPackSkipPixels(GLint skipPixels) 856{ 857 mState.packSkipPixels = skipPixels; 858} 859 860void Context::setPackSkipRows(GLint skipRows) 861{ 862 mState.packSkipRows = skipRows; 863} 864 865void Context::setPackSkipImages(GLint skipImages) 866{ 867 mState.packSkipImages = skipImages; 868} 869 870void Context::setUnpackRowLength(GLint rowLength) 871{ 872 mState.unpackInfo.rowLength = rowLength; 873} 874 875void Context::setUnpackImageHeight(GLint imageHeight) 876{ 877 mState.unpackInfo.imageHeight = imageHeight; 878} 879 880void Context::setUnpackSkipPixels(GLint skipPixels) 881{ 882 mState.unpackInfo.skipPixels = skipPixels; 883} 884 885void Context::setUnpackSkipRows(GLint skipRows) 886{ 887 mState.unpackInfo.skipRows = skipRows; 888} 889 890void Context::setUnpackSkipImages(GLint skipImages) 891{ 892 mState.unpackInfo.skipImages = skipImages; 893} 894 895GLuint Context::createBuffer() 896{ 897 return mResourceManager->createBuffer(); 898} 899 900GLuint Context::createProgram() 901{ 902 return mResourceManager->createProgram(); 903} 904 905GLuint Context::createShader(GLenum type) 906{ 907 return mResourceManager->createShader(type); 908} 909 910GLuint Context::createTexture() 911{ 912 return mResourceManager->createTexture(); 913} 914 915GLuint Context::createRenderbuffer() 916{ 917 return mResourceManager->createRenderbuffer(); 918} 919 920// Returns an unused framebuffer name 921GLuint Context::createFramebuffer() 922{ 923 GLuint handle = mFramebufferNameSpace.allocate(); 924 925 mFramebufferMap[handle] = NULL; 926 927 return handle; 928} 929 930GLuint Context::createFence() 931{ 932 GLuint handle = mFenceNameSpace.allocate(); 933 934 mFenceMap[handle] = new Fence; 935 936 return handle; 937} 938 939// Returns an unused query name 940GLuint Context::createQuery() 941{ 942 GLuint handle = mQueryNameSpace.allocate(); 943 944 mQueryMap[handle] = NULL; 945 946 return handle; 947} 948 949// Returns an unused vertex array name 950GLuint Context::createVertexArray() 951{ 952 GLuint handle = mVertexArrayNameSpace.allocate(); 953 954 mVertexArrayMap[handle] = nullptr; 955 956 return handle; 957} 958 959GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 960{ 961 GLuint handle = mResourceManager->createFenceSync(condition, flags); 962 963 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 964} 965 966// Returns an unused transform feedback name 967GLuint Context::createTransformFeedback() 968{ 969 GLuint handle = mTransformFeedbackNameSpace.allocate(); 970 971 mTransformFeedbackMap[handle] = NULL; 972 973 return handle; 974} 975 976// Returns an unused sampler name 977GLuint Context::createSampler() 978{ 979 return mResourceManager->createSampler(); 980} 981 982void Context::deleteBuffer(GLuint buffer) 983{ 984 if(mResourceManager->getBuffer(buffer)) 985 { 986 detachBuffer(buffer); 987 } 988 989 mResourceManager->deleteBuffer(buffer); 990} 991 992void Context::deleteShader(GLuint shader) 993{ 994 mResourceManager->deleteShader(shader); 995} 996 997void Context::deleteProgram(GLuint program) 998{ 999 mResourceManager->deleteProgram(program); 1000} 1001 1002void Context::deleteTexture(GLuint texture) 1003{ 1004 if(mResourceManager->getTexture(texture)) 1005 { 1006 detachTexture(texture); 1007 } 1008 1009 mResourceManager->deleteTexture(texture); 1010} 1011 1012void Context::deleteRenderbuffer(GLuint renderbuffer) 1013{ 1014 if(mResourceManager->getRenderbuffer(renderbuffer)) 1015 { 1016 detachRenderbuffer(renderbuffer); 1017 } 1018 1019 mResourceManager->deleteRenderbuffer(renderbuffer); 1020} 1021 1022void Context::deleteFramebuffer(GLuint framebuffer) 1023{ 1024 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); 1025 1026 if(framebufferObject != mFramebufferMap.end()) 1027 { 1028 detachFramebuffer(framebuffer); 1029 1030 mFramebufferNameSpace.release(framebufferObject->first); 1031 delete framebufferObject->second; 1032 mFramebufferMap.erase(framebufferObject); 1033 } 1034} 1035 1036void Context::deleteFence(GLuint fence) 1037{ 1038 FenceMap::iterator fenceObject = mFenceMap.find(fence); 1039 1040 if(fenceObject != mFenceMap.end()) 1041 { 1042 mFenceNameSpace.release(fenceObject->first); 1043 delete fenceObject->second; 1044 mFenceMap.erase(fenceObject); 1045 } 1046} 1047 1048void Context::deleteQuery(GLuint query) 1049{ 1050 QueryMap::iterator queryObject = mQueryMap.find(query); 1051 1052 if(queryObject != mQueryMap.end()) 1053 { 1054 mQueryNameSpace.release(queryObject->first); 1055 1056 if(queryObject->second) 1057 { 1058 queryObject->second->release(); 1059 } 1060 1061 mQueryMap.erase(queryObject); 1062 } 1063} 1064 1065void Context::deleteVertexArray(GLuint vertexArray) 1066{ 1067 VertexArrayMap::iterator vertexArrayObject = mVertexArrayMap.find(vertexArray); 1068 1069 if(vertexArrayObject != mVertexArrayMap.end()) 1070 { 1071 // Vertex array detachment is handled by Context, because 0 is a valid 1072 // VAO, and a pointer to it must be passed from Context to State at 1073 // binding time. 1074 1075 // [OpenGL ES 3.0.2] section 2.10 page 43: 1076 // If a vertex array object that is currently bound is deleted, the binding 1077 // for that object reverts to zero and the default vertex array becomes current. 1078 if(getCurrentVertexArray()->name == vertexArray) 1079 { 1080 bindVertexArray(0); 1081 } 1082 1083 mVertexArrayNameSpace.release(vertexArrayObject->first); 1084 delete vertexArrayObject->second; 1085 mVertexArrayMap.erase(vertexArrayObject); 1086 } 1087} 1088 1089void Context::deleteFenceSync(GLsync fenceSync) 1090{ 1091 // The spec specifies the underlying Fence object is not deleted until all current 1092 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1093 // and since our API is currently designed for being called from a single thread, we can delete 1094 // the fence immediately. 1095 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1096} 1097 1098void Context::deleteTransformFeedback(GLuint transformFeedback) 1099{ 1100 TransformFeedbackMap::iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1101 1102 if(transformFeedbackObject != mTransformFeedbackMap.end()) 1103 { 1104 mTransformFeedbackNameSpace.release(transformFeedbackObject->first); 1105 delete transformFeedbackObject->second; 1106 mTransformFeedbackMap.erase(transformFeedbackObject); 1107 } 1108} 1109 1110void Context::deleteSampler(GLuint sampler) 1111{ 1112 if(mResourceManager->getSampler(sampler)) 1113 { 1114 detachSampler(sampler); 1115 } 1116 1117 mResourceManager->deleteSampler(sampler); 1118} 1119 1120Buffer *Context::getBuffer(GLuint handle) const 1121{ 1122 return mResourceManager->getBuffer(handle); 1123} 1124 1125Shader *Context::getShader(GLuint handle) const 1126{ 1127 return mResourceManager->getShader(handle); 1128} 1129 1130Program *Context::getProgram(GLuint handle) const 1131{ 1132 return mResourceManager->getProgram(handle); 1133} 1134 1135Texture *Context::getTexture(GLuint handle) const 1136{ 1137 return mResourceManager->getTexture(handle); 1138} 1139 1140Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1141{ 1142 return mResourceManager->getRenderbuffer(handle); 1143} 1144 1145Framebuffer *Context::getReadFramebuffer() const 1146{ 1147 return getFramebuffer(mState.readFramebuffer); 1148} 1149 1150Framebuffer *Context::getDrawFramebuffer() const 1151{ 1152 return getFramebuffer(mState.drawFramebuffer); 1153} 1154 1155void Context::bindArrayBuffer(unsigned int buffer) 1156{ 1157 mResourceManager->checkBufferAllocation(buffer); 1158 1159 mState.arrayBuffer = getBuffer(buffer); 1160} 1161 1162void Context::bindElementArrayBuffer(unsigned int buffer) 1163{ 1164 mResourceManager->checkBufferAllocation(buffer); 1165 1166 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1167} 1168 1169void Context::bindCopyReadBuffer(GLuint buffer) 1170{ 1171 mResourceManager->checkBufferAllocation(buffer); 1172 1173 mState.copyReadBuffer = getBuffer(buffer); 1174} 1175 1176void Context::bindCopyWriteBuffer(GLuint buffer) 1177{ 1178 mResourceManager->checkBufferAllocation(buffer); 1179 1180 mState.copyWriteBuffer = getBuffer(buffer); 1181} 1182 1183void Context::bindPixelPackBuffer(GLuint buffer) 1184{ 1185 mResourceManager->checkBufferAllocation(buffer); 1186 1187 mState.pixelPackBuffer = getBuffer(buffer); 1188} 1189 1190void Context::bindPixelUnpackBuffer(GLuint buffer) 1191{ 1192 mResourceManager->checkBufferAllocation(buffer); 1193 1194 mState.pixelUnpackBuffer = getBuffer(buffer); 1195} 1196 1197void Context::bindTransformFeedbackBuffer(GLuint buffer) 1198{ 1199 mResourceManager->checkBufferAllocation(buffer); 1200 1201 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1202 1203 if(transformFeedback) 1204 { 1205 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1206 } 1207} 1208 1209void Context::bindTexture2D(GLuint texture) 1210{ 1211 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1212 1213 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1214} 1215 1216void Context::bindTextureCubeMap(GLuint texture) 1217{ 1218 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1219 1220 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1221} 1222 1223void Context::bindTextureExternal(GLuint texture) 1224{ 1225 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1226 1227 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1228} 1229 1230void Context::bindTexture3D(GLuint texture) 1231{ 1232 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1233 1234 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1235} 1236 1237void Context::bindTexture2DArray(GLuint texture) 1238{ 1239 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1240 1241 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1242} 1243 1244void Context::bindReadFramebuffer(GLuint framebuffer) 1245{ 1246 if(!getFramebuffer(framebuffer)) 1247 { 1248 mFramebufferMap[framebuffer] = new Framebuffer(); 1249 } 1250 1251 mState.readFramebuffer = framebuffer; 1252} 1253 1254void Context::bindDrawFramebuffer(GLuint framebuffer) 1255{ 1256 if(!getFramebuffer(framebuffer)) 1257 { 1258 mFramebufferMap[framebuffer] = new Framebuffer(); 1259 } 1260 1261 mState.drawFramebuffer = framebuffer; 1262} 1263 1264void Context::bindRenderbuffer(GLuint renderbuffer) 1265{ 1266 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1267 1268 mState.renderbuffer = getRenderbuffer(renderbuffer); 1269} 1270 1271void Context::bindVertexArray(GLuint array) 1272{ 1273 VertexArray *vertexArray = getVertexArray(array); 1274 1275 if(!vertexArray) 1276 { 1277 vertexArray = new VertexArray(array); 1278 mVertexArrayMap[array] = vertexArray; 1279 } 1280 1281 mState.vertexArray = array; 1282} 1283 1284void Context::bindGenericUniformBuffer(GLuint buffer) 1285{ 1286 mResourceManager->checkBufferAllocation(buffer); 1287 1288 mState.genericUniformBuffer = getBuffer(buffer); 1289} 1290 1291void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1292{ 1293 mResourceManager->checkBufferAllocation(buffer); 1294 1295 Buffer* bufferObject = getBuffer(buffer); 1296 mState.uniformBuffers[index].set(bufferObject, offset, size); 1297} 1298 1299void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1300{ 1301 mResourceManager->checkBufferAllocation(buffer); 1302 1303 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1304} 1305 1306void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1307{ 1308 mResourceManager->checkBufferAllocation(buffer); 1309 1310 Buffer* bufferObject = getBuffer(buffer); 1311 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1312} 1313 1314bool Context::bindTransformFeedback(GLuint id) 1315{ 1316 if(!getTransformFeedback(id)) 1317 { 1318 mTransformFeedbackMap[id] = new TransformFeedback(id); 1319 } 1320 1321 mState.transformFeedback = id; 1322 1323 return true; 1324} 1325 1326bool Context::bindSampler(GLuint unit, GLuint sampler) 1327{ 1328 mResourceManager->checkSamplerAllocation(sampler); 1329 1330 Sampler* samplerObject = getSampler(sampler); 1331 1332 if(sampler) 1333 { 1334 mState.sampler[unit] = samplerObject; 1335 } 1336 1337 return !!samplerObject; 1338} 1339 1340void Context::useProgram(GLuint program) 1341{ 1342 GLuint priorProgram = mState.currentProgram; 1343 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1344 1345 if(priorProgram != program) 1346 { 1347 Program *newProgram = mResourceManager->getProgram(program); 1348 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1349 1350 if(newProgram) 1351 { 1352 newProgram->addRef(); 1353 } 1354 1355 if(oldProgram) 1356 { 1357 oldProgram->release(); 1358 } 1359 } 1360} 1361 1362void Context::beginQuery(GLenum target, GLuint query) 1363{ 1364 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1365 // of zero, if the active query object name for <target> is non-zero (for the 1366 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1367 // the active query for either target is non-zero), if <id> is the name of an 1368 // existing query object whose type does not match <target>, or if <id> is the 1369 // active query object name for any query type, the error INVALID_OPERATION is 1370 // generated. 1371 1372 // Ensure no other queries are active 1373 // NOTE: If other queries than occlusion are supported, we will need to check 1374 // separately that: 1375 // a) The query ID passed is not the current active query for any target/type 1376 // b) There are no active queries for the requested target (and in the case 1377 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1378 // no query may be active for either if glBeginQuery targets either. 1379 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1380 { 1381 if(mState.activeQuery[i] != NULL) 1382 { 1383 return error(GL_INVALID_OPERATION); 1384 } 1385 } 1386 1387 QueryType qType; 1388 switch(target) 1389 { 1390 case GL_ANY_SAMPLES_PASSED_EXT: 1391 qType = QUERY_ANY_SAMPLES_PASSED; 1392 break; 1393 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1394 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1395 break; 1396 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1397 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1398 break; 1399 default: 1400 ASSERT(false); 1401 } 1402 1403 Query *queryObject = createQuery(query, target); 1404 1405 // Check that name was obtained with glGenQueries 1406 if(!queryObject) 1407 { 1408 return error(GL_INVALID_OPERATION); 1409 } 1410 1411 // Check for type mismatch 1412 if(queryObject->getType() != target) 1413 { 1414 return error(GL_INVALID_OPERATION); 1415 } 1416 1417 // Set query as active for specified target 1418 mState.activeQuery[qType] = queryObject; 1419 1420 // Begin query 1421 queryObject->begin(); 1422} 1423 1424void Context::endQuery(GLenum target) 1425{ 1426 QueryType qType; 1427 1428 switch(target) 1429 { 1430 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1431 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1432 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1433 default: UNREACHABLE(target); return; 1434 } 1435 1436 Query *queryObject = mState.activeQuery[qType]; 1437 1438 if(queryObject == NULL) 1439 { 1440 return error(GL_INVALID_OPERATION); 1441 } 1442 1443 queryObject->end(); 1444 1445 mState.activeQuery[qType] = NULL; 1446} 1447 1448void Context::setFramebufferZero(Framebuffer *buffer) 1449{ 1450 delete mFramebufferMap[0]; 1451 mFramebufferMap[0] = buffer; 1452} 1453 1454void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1455{ 1456 Renderbuffer *renderbufferObject = mState.renderbuffer; 1457 renderbufferObject->setStorage(renderbuffer); 1458} 1459 1460Framebuffer *Context::getFramebuffer(unsigned int handle) const 1461{ 1462 FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle); 1463 1464 if(framebuffer == mFramebufferMap.end()) 1465 { 1466 return NULL; 1467 } 1468 else 1469 { 1470 return framebuffer->second; 1471 } 1472} 1473 1474Fence *Context::getFence(unsigned int handle) const 1475{ 1476 FenceMap::const_iterator fence = mFenceMap.find(handle); 1477 1478 if(fence == mFenceMap.end()) 1479 { 1480 return NULL; 1481 } 1482 else 1483 { 1484 return fence->second; 1485 } 1486} 1487 1488FenceSync *Context::getFenceSync(GLsync handle) const 1489{ 1490 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1491} 1492 1493Query *Context::getQuery(unsigned int handle) const 1494{ 1495 QueryMap::const_iterator query = mQueryMap.find(handle); 1496 1497 if(query == mQueryMap.end()) 1498 { 1499 return NULL; 1500 } 1501 else 1502 { 1503 return query->second; 1504 } 1505} 1506 1507Query *Context::createQuery(unsigned int handle, GLenum type) 1508{ 1509 QueryMap::iterator query = mQueryMap.find(handle); 1510 1511 if(query == mQueryMap.end()) 1512 { 1513 return NULL; 1514 } 1515 else 1516 { 1517 if(!query->second) 1518 { 1519 query->second = new Query(handle, type); 1520 query->second->addRef(); 1521 } 1522 1523 return query->second; 1524 } 1525} 1526 1527VertexArray *Context::getVertexArray(GLuint array) const 1528{ 1529 VertexArrayMap::const_iterator vertexArray = mVertexArrayMap.find(array); 1530 1531 return (vertexArray == mVertexArrayMap.end()) ? nullptr : vertexArray->second; 1532} 1533 1534VertexArray *Context::getCurrentVertexArray() const 1535{ 1536 return getVertexArray(mState.vertexArray); 1537} 1538 1539bool Context::isVertexArray(GLuint array) const 1540{ 1541 VertexArrayMap::const_iterator vertexArray = mVertexArrayMap.find(array); 1542 1543 return vertexArray != mVertexArrayMap.end(); 1544} 1545 1546bool Context::hasZeroDivisor() const 1547{ 1548 // Verify there is at least one active attribute with a divisor of zero 1549 es2::Program *programObject = getCurrentProgram(); 1550 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1551 { 1552 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1553 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1554 { 1555 return true; 1556 } 1557 } 1558 1559 return false; 1560} 1561 1562TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1563{ 1564 TransformFeedbackMap::const_iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1565 1566 return (transformFeedbackObject == mTransformFeedbackMap.end()) ? NULL : transformFeedbackObject->second; 1567} 1568 1569Sampler *Context::getSampler(GLuint sampler) const 1570{ 1571 return mResourceManager->getSampler(sampler); 1572} 1573 1574bool Context::isSampler(GLuint sampler) const 1575{ 1576 return mResourceManager->isSampler(sampler); 1577} 1578 1579Buffer *Context::getArrayBuffer() const 1580{ 1581 return mState.arrayBuffer; 1582} 1583 1584Buffer *Context::getElementArrayBuffer() const 1585{ 1586 return getCurrentVertexArray()->getElementArrayBuffer(); 1587} 1588 1589Buffer *Context::getCopyReadBuffer() const 1590{ 1591 return mState.copyReadBuffer; 1592} 1593 1594Buffer *Context::getCopyWriteBuffer() const 1595{ 1596 return mState.copyWriteBuffer; 1597} 1598 1599Buffer *Context::getPixelPackBuffer() const 1600{ 1601 return mState.pixelPackBuffer; 1602} 1603 1604Buffer *Context::getPixelUnpackBuffer() const 1605{ 1606 return mState.pixelUnpackBuffer; 1607} 1608 1609Buffer *Context::getGenericUniformBuffer() const 1610{ 1611 return mState.genericUniformBuffer; 1612} 1613 1614bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1615{ 1616 switch(target) 1617 { 1618 case GL_ARRAY_BUFFER: 1619 *buffer = getArrayBuffer(); 1620 break; 1621 case GL_ELEMENT_ARRAY_BUFFER: 1622 *buffer = getElementArrayBuffer(); 1623 break; 1624 case GL_COPY_READ_BUFFER: 1625 if(clientVersion >= 3) 1626 { 1627 *buffer = getCopyReadBuffer(); 1628 break; 1629 } 1630 else return false; 1631 case GL_COPY_WRITE_BUFFER: 1632 if(clientVersion >= 3) 1633 { 1634 *buffer = getCopyWriteBuffer(); 1635 break; 1636 } 1637 else return false; 1638 case GL_PIXEL_PACK_BUFFER: 1639 if(clientVersion >= 3) 1640 { 1641 *buffer = getPixelPackBuffer(); 1642 break; 1643 } 1644 else return false; 1645 case GL_PIXEL_UNPACK_BUFFER: 1646 if(clientVersion >= 3) 1647 { 1648 *buffer = getPixelUnpackBuffer(); 1649 break; 1650 } 1651 else return false; 1652 case GL_TRANSFORM_FEEDBACK_BUFFER: 1653 if(clientVersion >= 3) 1654 { 1655 TransformFeedback* transformFeedback = getTransformFeedback(); 1656 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1657 break; 1658 } 1659 else return false; 1660 case GL_UNIFORM_BUFFER: 1661 if(clientVersion >= 3) 1662 { 1663 *buffer = getGenericUniformBuffer(); 1664 break; 1665 } 1666 else return false; 1667 default: 1668 return false; 1669 } 1670 return true; 1671} 1672 1673TransformFeedback *Context::getTransformFeedback() const 1674{ 1675 return getTransformFeedback(mState.transformFeedback); 1676} 1677 1678Program *Context::getCurrentProgram() const 1679{ 1680 return mResourceManager->getProgram(mState.currentProgram); 1681} 1682 1683Texture2D *Context::getTexture2D() const 1684{ 1685 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1686} 1687 1688Texture3D *Context::getTexture3D() const 1689{ 1690 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1691} 1692 1693Texture2DArray *Context::getTexture2DArray() const 1694{ 1695 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1696} 1697 1698TextureCubeMap *Context::getTextureCubeMap() const 1699{ 1700 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1701} 1702 1703TextureExternal *Context::getTextureExternal() const 1704{ 1705 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1706} 1707 1708Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1709{ 1710 GLuint texid = mState.samplerTexture[type][sampler].name(); 1711 1712 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1713 { 1714 switch (type) 1715 { 1716 case TEXTURE_2D: return mTexture2DZero; 1717 case TEXTURE_3D: return mTexture3DZero; 1718 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1719 case TEXTURE_CUBE: return mTextureCubeMapZero; 1720 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1721 default: UNREACHABLE(type); 1722 } 1723 } 1724 1725 return mState.samplerTexture[type][sampler]; 1726} 1727 1728void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1729{ 1730 mResourceManager->checkSamplerAllocation(sampler); 1731 1732 Sampler *samplerObject = getSampler(sampler); 1733 ASSERT(samplerObject); 1734 1735 switch(pname) 1736 { 1737 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1738 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1739 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1740 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1741 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1742 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1743 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1744 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; 1745 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; 1746 default: UNREACHABLE(pname); break; 1747 } 1748} 1749 1750void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1751{ 1752 mResourceManager->checkSamplerAllocation(sampler); 1753 1754 Sampler *samplerObject = getSampler(sampler); 1755 ASSERT(samplerObject); 1756 1757 switch(pname) 1758 { 1759 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1760 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1761 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1762 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1763 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1764 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1765 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1766 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break; 1767 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break; 1768 default: UNREACHABLE(pname); break; 1769 } 1770} 1771 1772GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1773{ 1774 mResourceManager->checkSamplerAllocation(sampler); 1775 1776 Sampler *samplerObject = getSampler(sampler); 1777 ASSERT(samplerObject); 1778 1779 switch(pname) 1780 { 1781 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1782 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1783 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1784 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1785 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1786 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1787 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1788 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); 1789 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); 1790 default: UNREACHABLE(pname); return 0; 1791 } 1792} 1793 1794GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1795{ 1796 mResourceManager->checkSamplerAllocation(sampler); 1797 1798 Sampler *samplerObject = getSampler(sampler); 1799 ASSERT(samplerObject); 1800 1801 switch(pname) 1802 { 1803 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1804 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1805 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1806 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1807 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1808 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1809 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1810 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); 1811 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); 1812 default: UNREACHABLE(pname); return 0; 1813 } 1814} 1815 1816bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1817{ 1818 switch(pname) 1819 { 1820 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1821 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1822 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1823 case GL_COLOR_WRITEMASK: 1824 params[0] = mState.colorMaskRed; 1825 params[1] = mState.colorMaskGreen; 1826 params[2] = mState.colorMaskBlue; 1827 params[3] = mState.colorMaskAlpha; 1828 break; 1829 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1830 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1831 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1832 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1833 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1834 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1835 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1836 case GL_BLEND: *params = mState.blendEnabled; break; 1837 case GL_DITHER: *params = mState.ditherEnabled; break; 1838 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1839 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1840 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1841 { 1842 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1843 if(transformFeedback) 1844 { 1845 *params = transformFeedback->isActive(); 1846 break; 1847 } 1848 else return false; 1849 } 1850 case GL_TRANSFORM_FEEDBACK_PAUSED: 1851 { 1852 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1853 if(transformFeedback) 1854 { 1855 *params = transformFeedback->isPaused(); 1856 break; 1857 } 1858 else return false; 1859 } 1860 default: 1861 return false; 1862 } 1863 1864 return true; 1865} 1866 1867bool Context::getFloatv(GLenum pname, GLfloat *params) const 1868{ 1869 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1870 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1871 // GetIntegerv as its native query function. As it would require conversion in any 1872 // case, this should make no difference to the calling application. 1873 switch(pname) 1874 { 1875 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1876 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1877 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1878 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1879 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1880 case GL_ALIASED_LINE_WIDTH_RANGE: 1881 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1882 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1883 break; 1884 case GL_ALIASED_POINT_SIZE_RANGE: 1885 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1886 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1887 break; 1888 case GL_DEPTH_RANGE: 1889 params[0] = mState.zNear; 1890 params[1] = mState.zFar; 1891 break; 1892 case GL_COLOR_CLEAR_VALUE: 1893 params[0] = mState.colorClearValue.red; 1894 params[1] = mState.colorClearValue.green; 1895 params[2] = mState.colorClearValue.blue; 1896 params[3] = mState.colorClearValue.alpha; 1897 break; 1898 case GL_BLEND_COLOR: 1899 params[0] = mState.blendColor.red; 1900 params[1] = mState.blendColor.green; 1901 params[2] = mState.blendColor.blue; 1902 params[3] = mState.blendColor.alpha; 1903 break; 1904 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1905 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1906 break; 1907 default: 1908 return false; 1909 } 1910 1911 return true; 1912} 1913 1914template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1915template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1916 1917template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1918{ 1919 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1920 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1921 // GetIntegerv as its native query function. As it would require conversion in any 1922 // case, this should make no difference to the calling application. You may find it in 1923 // Context::getFloatv. 1924 switch(pname) 1925 { 1926 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break; 1927 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break; 1928 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break; 1929 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; 1930 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break; 1931 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break; 1932 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break; 1933 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break; 1934 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; 1935 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; 1936 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); break; 1937 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); break; 1938// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1939 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; 1940 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; 1941 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); break; 1942 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; 1943 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1944 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; break; 1945 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1946 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; 1947 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1948 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1949 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1950 case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break; 1951 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; 1952 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; 1953 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break; 1954 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1955 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1956 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1957 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; 1958 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; 1959 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; 1960 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1961 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; 1962 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; 1963 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; 1964 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; 1965 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; 1966 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; 1967 case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break; 1968 case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break; 1969 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1970 case GL_SUBPIXEL_BITS: *params = 4; break; 1971 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1972 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break; 1973 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1974 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break; 1975 case GL_SAMPLE_BUFFERS: 1976 case GL_SAMPLES: 1977 { 1978 Framebuffer *framebuffer = getDrawFramebuffer(); 1979 int width, height, samples; 1980 1981 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1982 { 1983 switch(pname) 1984 { 1985 case GL_SAMPLE_BUFFERS: 1986 if(samples > 1) 1987 { 1988 *params = 1; 1989 } 1990 else 1991 { 1992 *params = 0; 1993 } 1994 break; 1995 case GL_SAMPLES: 1996 *params = samples; 1997 break; 1998 } 1999 } 2000 else 2001 { 2002 *params = 0; 2003 } 2004 } 2005 break; 2006 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2007 { 2008 Framebuffer *framebuffer = getReadFramebuffer(); 2009 *params = framebuffer->getImplementationColorReadType(); 2010 } 2011 break; 2012 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2013 { 2014 Framebuffer *framebuffer = getReadFramebuffer(); 2015 *params = framebuffer->getImplementationColorReadFormat(); 2016 } 2017 break; 2018 case GL_MAX_VIEWPORT_DIMS: 2019 { 2020 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 2021 params[0] = maxDimension; 2022 params[1] = maxDimension; 2023 } 2024 break; 2025 case GL_COMPRESSED_TEXTURE_FORMATS: 2026 { 2027 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 2028 { 2029 params[i] = compressedTextureFormats[i]; 2030 } 2031 } 2032 break; 2033 case GL_VIEWPORT: 2034 params[0] = mState.viewportX; 2035 params[1] = mState.viewportY; 2036 params[2] = mState.viewportWidth; 2037 params[3] = mState.viewportHeight; 2038 break; 2039 case GL_SCISSOR_BOX: 2040 params[0] = mState.scissorX; 2041 params[1] = mState.scissorY; 2042 params[2] = mState.scissorWidth; 2043 params[3] = mState.scissorHeight; 2044 break; 2045 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 2046 case GL_FRONT_FACE: *params = mState.frontFace; break; 2047 case GL_RED_BITS: 2048 case GL_GREEN_BITS: 2049 case GL_BLUE_BITS: 2050 case GL_ALPHA_BITS: 2051 { 2052 Framebuffer *framebuffer = getDrawFramebuffer(); 2053 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 2054 2055 if(colorbuffer) 2056 { 2057 switch (pname) 2058 { 2059 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 2060 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 2061 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 2062 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 2063 } 2064 } 2065 else 2066 { 2067 *params = 0; 2068 } 2069 } 2070 break; 2071 case GL_DEPTH_BITS: 2072 { 2073 Framebuffer *framebuffer = getDrawFramebuffer(); 2074 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2075 2076 if(depthbuffer) 2077 { 2078 *params = depthbuffer->getDepthSize(); 2079 } 2080 else 2081 { 2082 *params = 0; 2083 } 2084 } 2085 break; 2086 case GL_STENCIL_BITS: 2087 { 2088 Framebuffer *framebuffer = getDrawFramebuffer(); 2089 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2090 2091 if(stencilbuffer) 2092 { 2093 *params = stencilbuffer->getStencilSize(); 2094 } 2095 else 2096 { 2097 *params = 0; 2098 } 2099 } 2100 break; 2101 case GL_TEXTURE_BINDING_2D: 2102 { 2103 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2104 { 2105 error(GL_INVALID_OPERATION); 2106 return false; 2107 } 2108 2109 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2110 } 2111 break; 2112 case GL_TEXTURE_BINDING_CUBE_MAP: 2113 { 2114 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2115 { 2116 error(GL_INVALID_OPERATION); 2117 return false; 2118 } 2119 2120 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2121 } 2122 break; 2123 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2124 { 2125 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2126 { 2127 error(GL_INVALID_OPERATION); 2128 return false; 2129 } 2130 2131 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2132 } 2133 break; 2134 case GL_TEXTURE_BINDING_3D_OES: 2135 case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0 2136 { 2137 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2138 { 2139 error(GL_INVALID_OPERATION); 2140 return false; 2141 } 2142 2143 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2144 } 2145 break; 2146 case GL_COPY_READ_BUFFER_BINDING: // name, initially 0 2147 if(clientVersion >= 3) 2148 { 2149 *params = mState.copyReadBuffer.name(); 2150 } 2151 else 2152 { 2153 return false; 2154 } 2155 break; 2156 case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0 2157 if(clientVersion >= 3) 2158 { 2159 *params = mState.copyWriteBuffer.name(); 2160 } 2161 else 2162 { 2163 return false; 2164 } 2165 break; 2166 case GL_DRAW_BUFFER0: // symbolic constant, initial value is GL_BACK 2167 UNIMPLEMENTED(); 2168 *params = GL_BACK; 2169 break; 2170 case GL_DRAW_BUFFER1: // symbolic constant, initial value is GL_NONE 2171 case GL_DRAW_BUFFER2: 2172 case GL_DRAW_BUFFER3: 2173 case GL_DRAW_BUFFER4: 2174 case GL_DRAW_BUFFER5: 2175 case GL_DRAW_BUFFER6: 2176 case GL_DRAW_BUFFER7: 2177 case GL_DRAW_BUFFER8: 2178 case GL_DRAW_BUFFER9: 2179 case GL_DRAW_BUFFER10: 2180 case GL_DRAW_BUFFER11: 2181 case GL_DRAW_BUFFER12: 2182 case GL_DRAW_BUFFER13: 2183 case GL_DRAW_BUFFER14: 2184 case GL_DRAW_BUFFER15: 2185 UNIMPLEMENTED(); 2186 *params = GL_NONE; 2187 break; 2188 case GL_MAJOR_VERSION: // integer, at least 3 2189 if(clientVersion >= 3) 2190 { 2191 *params = clientVersion; 2192 } 2193 else 2194 { 2195 return false; 2196 } 2197 break; 2198 case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048 2199 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2200 break; 2201 case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048 2202 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2203 break; 2204 case GL_MAX_COLOR_ATTACHMENTS: // integer, at least 8 2205 UNIMPLEMENTED(); 2206 *params = IMPLEMENTATION_MAX_COLOR_ATTACHMENTS; 2207 break; 2208 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048 2209 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2210 break; 2211 case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70 2212 UNIMPLEMENTED(); 2213 *params = 70; 2214 break; 2215 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176 2216 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2217 break; 2218 case GL_MAX_DRAW_BUFFERS: // integer, at least 8 2219 UNIMPLEMENTED(); 2220 *params = IMPLEMENTATION_MAX_DRAW_BUFFERS; 2221 break; 2222 case GL_MAX_ELEMENT_INDEX: 2223 *params = MAX_ELEMENT_INDEX; 2224 break; 2225 case GL_MAX_ELEMENTS_INDICES: 2226 *params = MAX_ELEMENTS_INDICES; 2227 break; 2228 case GL_MAX_ELEMENTS_VERTICES: 2229 *params = MAX_ELEMENTS_VERTICES; 2230 break; 2231 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128 2232 UNIMPLEMENTED(); 2233 *params = 128; 2234 break; 2235 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12 2236 UNIMPLEMENTED(); 2237 *params = 12; 2238 break; 2239 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 1024 2240 UNIMPLEMENTED(); 2241 *params = 1024; 2242 break; 2243 case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7 2244 UNIMPLEMENTED(); 2245 *params = 7; 2246 break; 2247 case GL_MAX_SERVER_WAIT_TIMEOUT: // integer 2248 UNIMPLEMENTED(); 2249 *params = 0; 2250 break; 2251 case GL_MAX_TEXTURE_LOD_BIAS: // integer, at least 2.0 2252 UNIMPLEMENTED(); 2253 *params = 2; 2254 break; 2255 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64 2256 UNIMPLEMENTED(); 2257 *params = 64; 2258 break; 2259 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4 2260 UNIMPLEMENTED(); 2261 *params = IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2262 break; 2263 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4 2264 UNIMPLEMENTED(); 2265 *params = 4; 2266 break; 2267 case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384 2268 UNIMPLEMENTED(); 2269 *params = 16384; 2270 break; 2271 case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 36 2272 *params = IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; 2273 break; 2274 case GL_MAX_VARYING_COMPONENTS: // integer, at least 60 2275 UNIMPLEMENTED(); 2276 *params = 60; 2277 break; 2278 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer, at least 64 2279 UNIMPLEMENTED(); 2280 *params = 64; 2281 break; 2282 case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer, at least 12 2283 UNIMPLEMENTED(); 2284 *params = 12; 2285 break; 2286 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer, at least 1024 2287 UNIMPLEMENTED(); 2288 *params = 1024; 2289 break; 2290 case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8 2291 UNIMPLEMENTED(); 2292 *params = -8; 2293 break; 2294 case GL_MINOR_VERSION: // integer 2295 UNIMPLEMENTED(); 2296 *params = 0; 2297 break; 2298 case GL_NUM_EXTENSIONS: // integer 2299 GLuint numExtensions; 2300 getExtensions(0, &numExtensions); 2301 *params = numExtensions; 2302 break; 2303 case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0 2304 UNIMPLEMENTED(); 2305 *params = 0; 2306 break; 2307 case GL_PACK_ROW_LENGTH: // integer, initially 0 2308 *params = mState.packRowLength; 2309 break; 2310 case GL_PACK_SKIP_PIXELS: // integer, initially 0 2311 *params = mState.packSkipPixels; 2312 break; 2313 case GL_PACK_SKIP_ROWS: // integer, initially 0 2314 *params = mState.packSkipRows; 2315 break; 2316 case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0 2317 if(clientVersion >= 3) 2318 { 2319 *params = mState.pixelPackBuffer.name(); 2320 } 2321 else 2322 { 2323 return false; 2324 } 2325 break; 2326 case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0 2327 if(clientVersion >= 3) 2328 { 2329 *params = mState.pixelUnpackBuffer.name(); 2330 } 2331 else 2332 { 2333 return false; 2334 } 2335 break; 2336 case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS] 2337 UNIMPLEMENTED(); 2338 *params = 0; 2339 break; 2340 case GL_READ_BUFFER: // symbolic constant, initial value is GL_BACK 2341 UNIMPLEMENTED(); 2342 *params = GL_BACK; 2343 break; 2344 case GL_SAMPLER_BINDING: // GLint, default 0 2345 *params = mState.sampler[mState.activeSampler].name(); 2346 break; 2347 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2348 if(clientVersion >= 3) 2349 { 2350 *params = mState.genericUniformBuffer.name(); 2351 } 2352 else 2353 { 2354 return false; 2355 } 2356 break; 2357 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1 2358 *params = IMPLEMENTATION_UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2359 break; 2360 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2361 if(clientVersion >= 3) 2362 { 2363 *params = mState.genericUniformBuffer->size(); 2364 } 2365 else 2366 { 2367 return false; 2368 } 2369 break; 2370 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2371 if(clientVersion >= 3) 2372 { 2373 *params = mState.genericUniformBuffer->offset(); 2374 } 2375 else 2376 { 2377 return false; 2378 } 2379 *params = 0; 2380 break; 2381 case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0 2382 *params = mState.unpackInfo.imageHeight; 2383 break; 2384 case GL_UNPACK_ROW_LENGTH: // integer, initially 0 2385 *params = mState.unpackInfo.rowLength; 2386 break; 2387 case GL_UNPACK_SKIP_IMAGES: // integer, initially 0 2388 *params = mState.unpackInfo.skipImages; 2389 break; 2390 case GL_UNPACK_SKIP_PIXELS: // integer, initially 0 2391 *params = mState.unpackInfo.skipPixels; 2392 break; 2393 case GL_UNPACK_SKIP_ROWS: // integer, initially 0 2394 *params = mState.unpackInfo.skipRows; 2395 break; 2396 case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0 2397 *params = getCurrentVertexArray()->name; 2398 break; 2399 case GL_TRANSFORM_FEEDBACK_BINDING: 2400 { 2401 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2402 if(transformFeedback) 2403 { 2404 *params = transformFeedback->name; 2405 } 2406 else 2407 { 2408 return false; 2409 } 2410 } 2411 break; 2412 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2413 { 2414 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2415 if(transformFeedback) 2416 { 2417 *params = transformFeedback->getGenericBufferName(); 2418 } 2419 else 2420 { 2421 return false; 2422 } 2423 } 2424 break; 2425 default: 2426 return false; 2427 } 2428 2429 return true; 2430} 2431 2432template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2433template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2434 2435template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2436{ 2437 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2438 if(!transformFeedback) 2439 { 2440 return false; 2441 } 2442 2443 switch(pname) 2444 { 2445 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2446 *param = transformFeedback->name; 2447 break; 2448 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2449 *param = transformFeedback->isActive(); 2450 break; 2451 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2452 *param = transformFeedback->getBufferName(index); 2453 break; 2454 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2455 *param = transformFeedback->isPaused(); 2456 break; 2457 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2458 if(transformFeedback->getBuffer(index)) 2459 { 2460 *param = transformFeedback->getSize(index); 2461 break; 2462 } 2463 else return false; 2464 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2465 if(transformFeedback->getBuffer(index)) 2466 { 2467 *param = transformFeedback->getOffset(index); 2468 break; 2469 } 2470 else return false; 2471 default: 2472 return false; 2473 } 2474 2475 return true; 2476} 2477 2478template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2479template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2480 2481template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2482{ 2483 const UniformBufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2484 2485 switch(pname) 2486 { 2487 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2488 *param = uniformBuffer.get().name(); 2489 break; 2490 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2491 *param = uniformBuffer.getSize(); 2492 break; 2493 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2494 *param = uniformBuffer.getOffset(); 2495 break; 2496 default: 2497 return false; 2498 } 2499 2500 return true; 2501} 2502 2503bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2504{ 2505 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2506 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2507 // to the fact that it is stored internally as a float, and so would require conversion 2508 // if returned from Context::getIntegerv. Since this conversion is already implemented 2509 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2510 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2511 // application. 2512 switch(pname) 2513 { 2514 case GL_COMPRESSED_TEXTURE_FORMATS: 2515 { 2516 *type = GL_INT; 2517 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2518 } 2519 break; 2520 case GL_SHADER_BINARY_FORMATS: 2521 { 2522 *type = GL_INT; 2523 *numParams = 0; 2524 } 2525 break; 2526 case GL_MAX_VERTEX_ATTRIBS: 2527 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2528 case GL_MAX_VARYING_VECTORS: 2529 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2530 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2531 case GL_MAX_TEXTURE_IMAGE_UNITS: 2532 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2533 case GL_MAX_RENDERBUFFER_SIZE: 2534 case GL_NUM_SHADER_BINARY_FORMATS: 2535 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2536 case GL_ARRAY_BUFFER_BINDING: 2537 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2538 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2539 case GL_RENDERBUFFER_BINDING: 2540 case GL_CURRENT_PROGRAM: 2541 case GL_PACK_ALIGNMENT: 2542 case GL_UNPACK_ALIGNMENT: 2543 case GL_GENERATE_MIPMAP_HINT: 2544 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2545 case GL_RED_BITS: 2546 case GL_GREEN_BITS: 2547 case GL_BLUE_BITS: 2548 case GL_ALPHA_BITS: 2549 case GL_DEPTH_BITS: 2550 case GL_STENCIL_BITS: 2551 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2552 case GL_CULL_FACE_MODE: 2553 case GL_FRONT_FACE: 2554 case GL_ACTIVE_TEXTURE: 2555 case GL_STENCIL_FUNC: 2556 case GL_STENCIL_VALUE_MASK: 2557 case GL_STENCIL_REF: 2558 case GL_STENCIL_FAIL: 2559 case GL_STENCIL_PASS_DEPTH_FAIL: 2560 case GL_STENCIL_PASS_DEPTH_PASS: 2561 case GL_STENCIL_BACK_FUNC: 2562 case GL_STENCIL_BACK_VALUE_MASK: 2563 case GL_STENCIL_BACK_REF: 2564 case GL_STENCIL_BACK_FAIL: 2565 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2566 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2567 case GL_DEPTH_FUNC: 2568 case GL_BLEND_SRC_RGB: 2569 case GL_BLEND_SRC_ALPHA: 2570 case GL_BLEND_DST_RGB: 2571 case GL_BLEND_DST_ALPHA: 2572 case GL_BLEND_EQUATION_RGB: 2573 case GL_BLEND_EQUATION_ALPHA: 2574 case GL_STENCIL_WRITEMASK: 2575 case GL_STENCIL_BACK_WRITEMASK: 2576 case GL_STENCIL_CLEAR_VALUE: 2577 case GL_SUBPIXEL_BITS: 2578 case GL_MAX_TEXTURE_SIZE: 2579 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2580 case GL_SAMPLE_BUFFERS: 2581 case GL_SAMPLES: 2582 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2583 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2584 case GL_TEXTURE_BINDING_2D: 2585 case GL_TEXTURE_BINDING_CUBE_MAP: 2586 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2587 case GL_TEXTURE_BINDING_3D_OES: 2588 case GL_COPY_READ_BUFFER_BINDING: 2589 case GL_COPY_WRITE_BUFFER_BINDING: 2590 case GL_DRAW_BUFFER0: 2591 case GL_DRAW_BUFFER1: 2592 case GL_DRAW_BUFFER2: 2593 case GL_DRAW_BUFFER3: 2594 case GL_DRAW_BUFFER4: 2595 case GL_DRAW_BUFFER5: 2596 case GL_DRAW_BUFFER6: 2597 case GL_DRAW_BUFFER7: 2598 case GL_DRAW_BUFFER8: 2599 case GL_DRAW_BUFFER9: 2600 case GL_DRAW_BUFFER10: 2601 case GL_DRAW_BUFFER11: 2602 case GL_DRAW_BUFFER12: 2603 case GL_DRAW_BUFFER13: 2604 case GL_DRAW_BUFFER14: 2605 case GL_DRAW_BUFFER15: 2606 case GL_MAJOR_VERSION: 2607 case GL_MAX_3D_TEXTURE_SIZE: 2608 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2609 case GL_MAX_COLOR_ATTACHMENTS: 2610 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2611 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2612 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2613 case GL_MAX_DRAW_BUFFERS: 2614 case GL_MAX_ELEMENT_INDEX: 2615 case GL_MAX_ELEMENTS_INDICES: 2616 case GL_MAX_ELEMENTS_VERTICES: 2617 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2618 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2619 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2620 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2621 case GL_MAX_SERVER_WAIT_TIMEOUT: 2622 case GL_MAX_TEXTURE_LOD_BIAS: 2623 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2624 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2625 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2626 case GL_MAX_UNIFORM_BLOCK_SIZE: 2627 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2628 case GL_MAX_VARYING_COMPONENTS: 2629 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2630 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2631 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2632 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2633 case GL_MINOR_VERSION: 2634 case GL_NUM_EXTENSIONS: 2635 case GL_NUM_PROGRAM_BINARY_FORMATS: 2636 case GL_PACK_ROW_LENGTH: 2637 case GL_PACK_SKIP_PIXELS: 2638 case GL_PACK_SKIP_ROWS: 2639 case GL_PIXEL_PACK_BUFFER_BINDING: 2640 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2641 case GL_PROGRAM_BINARY_FORMATS: 2642 case GL_READ_BUFFER: 2643 case GL_SAMPLER_BINDING: 2644 case GL_TEXTURE_BINDING_2D_ARRAY: 2645 case GL_UNIFORM_BUFFER_BINDING: 2646 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2647 case GL_UNIFORM_BUFFER_SIZE: 2648 case GL_UNIFORM_BUFFER_START: 2649 case GL_UNPACK_IMAGE_HEIGHT: 2650 case GL_UNPACK_ROW_LENGTH: 2651 case GL_UNPACK_SKIP_IMAGES: 2652 case GL_UNPACK_SKIP_PIXELS: 2653 case GL_UNPACK_SKIP_ROWS: 2654 case GL_VERTEX_ARRAY_BINDING: 2655 case GL_TRANSFORM_FEEDBACK_BINDING: 2656 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2657 { 2658 *type = GL_INT; 2659 *numParams = 1; 2660 } 2661 break; 2662 case GL_MAX_SAMPLES_ANGLE: 2663 { 2664 *type = GL_INT; 2665 *numParams = 1; 2666 } 2667 break; 2668 case GL_MAX_VIEWPORT_DIMS: 2669 { 2670 *type = GL_INT; 2671 *numParams = 2; 2672 } 2673 break; 2674 case GL_VIEWPORT: 2675 case GL_SCISSOR_BOX: 2676 { 2677 *type = GL_INT; 2678 *numParams = 4; 2679 } 2680 break; 2681 case GL_SHADER_COMPILER: 2682 case GL_SAMPLE_COVERAGE_INVERT: 2683 case GL_DEPTH_WRITEMASK: 2684 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2685 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2686 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2687 case GL_SAMPLE_COVERAGE: 2688 case GL_SCISSOR_TEST: 2689 case GL_STENCIL_TEST: 2690 case GL_DEPTH_TEST: 2691 case GL_BLEND: 2692 case GL_DITHER: 2693 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2694 case GL_RASTERIZER_DISCARD: 2695 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2696 case GL_TRANSFORM_FEEDBACK_PAUSED: 2697 { 2698 *type = GL_BOOL; 2699 *numParams = 1; 2700 } 2701 break; 2702 case GL_COLOR_WRITEMASK: 2703 { 2704 *type = GL_BOOL; 2705 *numParams = 4; 2706 } 2707 break; 2708 case GL_POLYGON_OFFSET_FACTOR: 2709 case GL_POLYGON_OFFSET_UNITS: 2710 case GL_SAMPLE_COVERAGE_VALUE: 2711 case GL_DEPTH_CLEAR_VALUE: 2712 case GL_LINE_WIDTH: 2713 { 2714 *type = GL_FLOAT; 2715 *numParams = 1; 2716 } 2717 break; 2718 case GL_ALIASED_LINE_WIDTH_RANGE: 2719 case GL_ALIASED_POINT_SIZE_RANGE: 2720 case GL_DEPTH_RANGE: 2721 { 2722 *type = GL_FLOAT; 2723 *numParams = 2; 2724 } 2725 break; 2726 case GL_COLOR_CLEAR_VALUE: 2727 case GL_BLEND_COLOR: 2728 { 2729 *type = GL_FLOAT; 2730 *numParams = 4; 2731 } 2732 break; 2733 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2734 *type = GL_FLOAT; 2735 *numParams = 1; 2736 break; 2737 default: 2738 return false; 2739 } 2740 2741 return true; 2742} 2743 2744void Context::applyScissor(int width, int height) 2745{ 2746 if(mState.scissorTestEnabled) 2747 { 2748 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2749 scissor.clip(0, 0, width, height); 2750 2751 device->setScissorRect(scissor); 2752 device->setScissorEnable(true); 2753 } 2754 else 2755 { 2756 device->setScissorEnable(false); 2757 } 2758} 2759 2760egl::Image *Context::getScissoredImage(GLint drawbuffer, int &x0, int &y0, int &width, int &height, bool depthStencil) 2761{ 2762 Framebuffer* framebuffer = getDrawFramebuffer(); 2763 egl::Image* image = depthStencil ? framebuffer->getDepthStencil() : framebuffer->getRenderTarget(drawbuffer); 2764 2765 applyScissor(image->getWidth(), image->getHeight()); 2766 2767 device->getScissoredRegion(image, x0, y0, width, height); 2768 2769 return image; 2770} 2771 2772// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2773bool Context::applyRenderTarget() 2774{ 2775 Framebuffer *framebuffer = getDrawFramebuffer(); 2776 int width, height, samples; 2777 2778 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2779 { 2780 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2781 } 2782 2783 for(int i = 0; i < MAX_DRAW_BUFFERS; ++i) 2784 { 2785 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2786 device->setRenderTarget(i, renderTarget); 2787 if(renderTarget) renderTarget->release(); 2788 } 2789 2790 egl::Image *depthStencil = framebuffer->getDepthStencil(); 2791 device->setDepthStencilSurface(depthStencil); 2792 if(depthStencil) depthStencil->release(); 2793 2794 Viewport viewport; 2795 float zNear = clamp01(mState.zNear); 2796 float zFar = clamp01(mState.zFar); 2797 2798 viewport.x0 = mState.viewportX; 2799 viewport.y0 = mState.viewportY; 2800 viewport.width = mState.viewportWidth; 2801 viewport.height = mState.viewportHeight; 2802 viewport.minZ = zNear; 2803 viewport.maxZ = zFar; 2804 2805 device->setViewport(viewport); 2806 2807 applyScissor(width, height); 2808 2809 Program *program = getCurrentProgram(); 2810 2811 if(program) 2812 { 2813 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2814 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2815 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2816 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2817 } 2818 2819 return true; 2820} 2821 2822// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2823void Context::applyState(GLenum drawMode) 2824{ 2825 Framebuffer *framebuffer = getDrawFramebuffer(); 2826 2827 if(mState.cullFaceEnabled) 2828 { 2829 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2830 } 2831 else 2832 { 2833 device->setCullMode(sw::CULL_NONE); 2834 } 2835 2836 if(mDepthStateDirty) 2837 { 2838 if(mState.depthTestEnabled) 2839 { 2840 device->setDepthBufferEnable(true); 2841 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2842 } 2843 else 2844 { 2845 device->setDepthBufferEnable(false); 2846 } 2847 2848 mDepthStateDirty = false; 2849 } 2850 2851 if(mBlendStateDirty) 2852 { 2853 if(mState.blendEnabled) 2854 { 2855 device->setAlphaBlendEnable(true); 2856 device->setSeparateAlphaBlendEnable(true); 2857 2858 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2859 2860 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2861 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2862 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2863 2864 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2865 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2866 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2867 } 2868 else 2869 { 2870 device->setAlphaBlendEnable(false); 2871 } 2872 2873 mBlendStateDirty = false; 2874 } 2875 2876 if(mStencilStateDirty || mFrontFaceDirty) 2877 { 2878 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2879 { 2880 device->setStencilEnable(true); 2881 device->setTwoSidedStencil(true); 2882 2883 // get the maximum size of the stencil ref 2884 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2885 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2886 2887 if(mState.frontFace == GL_CCW) 2888 { 2889 device->setStencilWriteMask(mState.stencilWritemask); 2890 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2891 2892 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2893 device->setStencilMask(mState.stencilMask); 2894 2895 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2896 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2897 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2898 2899 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2900 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2901 2902 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2903 device->setStencilMaskCCW(mState.stencilBackMask); 2904 2905 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2906 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2907 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2908 } 2909 else 2910 { 2911 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2912 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2913 2914 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2915 device->setStencilMaskCCW(mState.stencilMask); 2916 2917 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2918 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2919 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2920 2921 device->setStencilWriteMask(mState.stencilBackWritemask); 2922 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2923 2924 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2925 device->setStencilMask(mState.stencilBackMask); 2926 2927 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2928 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2929 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2930 } 2931 } 2932 else 2933 { 2934 device->setStencilEnable(false); 2935 } 2936 2937 mStencilStateDirty = false; 2938 mFrontFaceDirty = false; 2939 } 2940 2941 if(mMaskStateDirty) 2942 { 2943 device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2944 device->setDepthWriteEnable(mState.depthMask); 2945 2946 mMaskStateDirty = false; 2947 } 2948 2949 if(mPolygonOffsetStateDirty) 2950 { 2951 if(mState.polygonOffsetFillEnabled) 2952 { 2953 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2954 if(depthbuffer) 2955 { 2956 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2957 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 2958 device->setDepthBias(depthBias); 2959 } 2960 } 2961 else 2962 { 2963 device->setSlopeDepthBias(0); 2964 device->setDepthBias(0); 2965 } 2966 2967 mPolygonOffsetStateDirty = false; 2968 } 2969 2970 if(mSampleStateDirty) 2971 { 2972 if(mState.sampleAlphaToCoverageEnabled) 2973 { 2974 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2975 } 2976 else 2977 { 2978 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2979 } 2980 2981 if(mState.sampleCoverageEnabled) 2982 { 2983 unsigned int mask = 0; 2984 if(mState.sampleCoverageValue != 0) 2985 { 2986 int width, height, samples; 2987 framebuffer->completeness(width, height, samples); 2988 2989 float threshold = 0.5f; 2990 2991 for(int i = 0; i < samples; i++) 2992 { 2993 mask <<= 1; 2994 2995 if((i + 1) * mState.sampleCoverageValue >= threshold) 2996 { 2997 threshold += 1.0f; 2998 mask |= 1; 2999 } 3000 } 3001 } 3002 3003 if(mState.sampleCoverageInvert) 3004 { 3005 mask = ~mask; 3006 } 3007 3008 device->setMultiSampleMask(mask); 3009 } 3010 else 3011 { 3012 device->setMultiSampleMask(0xFFFFFFFF); 3013 } 3014 3015 mSampleStateDirty = false; 3016 } 3017 3018 if(mDitherStateDirty) 3019 { 3020 // UNIMPLEMENTED(); // FIXME 3021 3022 mDitherStateDirty = false; 3023 } 3024} 3025 3026GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 3027{ 3028 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 3029 3030 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 3031 if(err != GL_NO_ERROR) 3032 { 3033 return err; 3034 } 3035 3036 Program *program = getCurrentProgram(); 3037 3038 device->resetInputStreams(false); 3039 3040 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 3041 { 3042 if(program->getAttributeStream(i) == -1) 3043 { 3044 continue; 3045 } 3046 3047 sw::Resource *resource = attributes[i].vertexBuffer; 3048 const void *buffer = (char*)resource->data() + attributes[i].offset; 3049 3050 int stride = attributes[i].stride; 3051 3052 buffer = (char*)buffer + stride * base; 3053 3054 sw::Stream attribute(resource, buffer, stride); 3055 3056 attribute.type = attributes[i].type; 3057 attribute.count = attributes[i].count; 3058 attribute.normalized = attributes[i].normalized; 3059 3060 int stream = program->getAttributeStream(i); 3061 device->setInputStream(stream, attribute); 3062 } 3063 3064 return GL_NO_ERROR; 3065} 3066 3067// Applies the indices and element array bindings 3068GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 3069{ 3070 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo); 3071 3072 if(err == GL_NO_ERROR) 3073 { 3074 device->setIndexBuffer(indexInfo->indexBuffer); 3075 } 3076 3077 return err; 3078} 3079 3080// Applies the shaders and shader constants 3081void Context::applyShaders() 3082{ 3083 Program *programObject = getCurrentProgram(); 3084 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3085 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3086 3087 device->setVertexShader(vertexShader); 3088 device->setPixelShader(pixelShader); 3089 3090 if(programObject->getSerial() != mAppliedProgramSerial) 3091 { 3092 programObject->dirtyAllUniforms(); 3093 mAppliedProgramSerial = programObject->getSerial(); 3094 } 3095 3096 programObject->applyUniformBuffers(mState.uniformBuffers); 3097 programObject->applyUniforms(); 3098} 3099 3100void Context::applyTextures() 3101{ 3102 applyTextures(sw::SAMPLER_PIXEL); 3103 applyTextures(sw::SAMPLER_VERTEX); 3104} 3105 3106void Context::applyTextures(sw::SamplerType samplerType) 3107{ 3108 Program *programObject = getCurrentProgram(); 3109 3110 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3111 3112 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3113 { 3114 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3115 3116 if(textureUnit != -1) 3117 { 3118 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3119 3120 Texture *texture = getSamplerTexture(textureUnit, textureType); 3121 3122 if(texture->isSamplerComplete()) 3123 { 3124 GLenum wrapS, wrapT, wrapR, minFilter, magFilter; 3125 3126 Sampler *samplerObject = mState.sampler[textureUnit]; 3127 if(samplerObject) 3128 { 3129 wrapS = samplerObject->getWrapS(); 3130 wrapT = samplerObject->getWrapT(); 3131 wrapR = samplerObject->getWrapR(); 3132 minFilter = samplerObject->getMinFilter(); 3133 magFilter = samplerObject->getMagFilter(); 3134 } 3135 else 3136 { 3137 wrapS = texture->getWrapS(); 3138 wrapT = texture->getWrapT(); 3139 wrapR = texture->getWrapR(); 3140 minFilter = texture->getMinFilter(); 3141 magFilter = texture->getMagFilter(); 3142 } 3143 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3144 3145 GLenum swizzleR = texture->getSwizzleR(); 3146 GLenum swizzleG = texture->getSwizzleG(); 3147 GLenum swizzleB = texture->getSwizzleB(); 3148 GLenum swizzleA = texture->getSwizzleA(); 3149 3150 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3151 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3152 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3153 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3154 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3155 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3156 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3157 3158 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3159 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3160 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3161 3162 applyTexture(samplerType, samplerIndex, texture); 3163 } 3164 else 3165 { 3166 applyTexture(samplerType, samplerIndex, nullptr); 3167 } 3168 } 3169 else 3170 { 3171 applyTexture(samplerType, samplerIndex, nullptr); 3172 } 3173 } 3174} 3175 3176void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3177{ 3178 Program *program = getCurrentProgram(); 3179 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3180 bool textureUsed = false; 3181 3182 if(type == sw::SAMPLER_PIXEL) 3183 { 3184 textureUsed = program->getPixelShader()->usesSampler(index); 3185 } 3186 else if(type == sw::SAMPLER_VERTEX) 3187 { 3188 textureUsed = program->getVertexShader()->usesSampler(index); 3189 } 3190 else UNREACHABLE(type); 3191 3192 sw::Resource *resource = 0; 3193 3194 if(baseTexture && textureUsed) 3195 { 3196 resource = baseTexture->getResource(); 3197 } 3198 3199 device->setTextureResource(sampler, resource); 3200 3201 if(baseTexture && textureUsed) 3202 { 3203 int levelCount = baseTexture->getLevelCount(); 3204 3205 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3206 { 3207 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3208 3209 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3210 { 3211 int surfaceLevel = mipmapLevel; 3212 3213 if(surfaceLevel < 0) 3214 { 3215 surfaceLevel = 0; 3216 } 3217 else if(surfaceLevel >= levelCount) 3218 { 3219 surfaceLevel = levelCount - 1; 3220 } 3221 3222 egl::Image *surface = texture->getImage(surfaceLevel); 3223 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3224 } 3225 } 3226 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3227 { 3228 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3229 3230 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3231 { 3232 int surfaceLevel = mipmapLevel; 3233 3234 if(surfaceLevel < 0) 3235 { 3236 surfaceLevel = 0; 3237 } 3238 else if(surfaceLevel >= levelCount) 3239 { 3240 surfaceLevel = levelCount - 1; 3241 } 3242 3243 egl::Image *surface = texture->getImage(surfaceLevel); 3244 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3245 } 3246 } 3247 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3248 { 3249 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3250 3251 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3252 { 3253 int surfaceLevel = mipmapLevel; 3254 3255 if(surfaceLevel < 0) 3256 { 3257 surfaceLevel = 0; 3258 } 3259 else if(surfaceLevel >= levelCount) 3260 { 3261 surfaceLevel = levelCount - 1; 3262 } 3263 3264 egl::Image *surface = texture->getImage(surfaceLevel); 3265 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3266 } 3267 } 3268 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3269 { 3270 for(int face = 0; face < 6; face++) 3271 { 3272 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3273 3274 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3275 { 3276 int surfaceLevel = mipmapLevel; 3277 3278 if(surfaceLevel < 0) 3279 { 3280 surfaceLevel = 0; 3281 } 3282 else if(surfaceLevel >= levelCount) 3283 { 3284 surfaceLevel = levelCount - 1; 3285 } 3286 3287 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3288 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3289 } 3290 } 3291 } 3292 else UNIMPLEMENTED(); 3293 } 3294 else 3295 { 3296 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3297 } 3298} 3299 3300void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, 3301 GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3302{ 3303 Framebuffer *framebuffer = getReadFramebuffer(); 3304 int framebufferWidth, framebufferHeight, framebufferSamples; 3305 3306 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3307 { 3308 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3309 } 3310 3311 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3312 { 3313 return error(GL_INVALID_OPERATION); 3314 } 3315 3316 GLenum readFormat = framebuffer->getImplementationColorReadFormat(); 3317 GLenum readType = framebuffer->getImplementationColorReadType(); 3318 3319 if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion)) 3320 { 3321 return error(GL_INVALID_OPERATION); 3322 } 3323 3324 GLsizei outputPitch = egl::ComputePitch((mState.packRowLength > 0) ? mState.packRowLength : width, format, type, mState.packAlignment); 3325 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3326 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3327 pixels = ((char*)pixels) + (mState.packSkipImages * outputHeight + mState.packSkipRows) * outputPitch + mState.packSkipPixels; 3328 3329 // Sized query sanity check 3330 if(bufSize) 3331 { 3332 int requiredSize = outputPitch * height; 3333 if(requiredSize > *bufSize) 3334 { 3335 return error(GL_INVALID_OPERATION); 3336 } 3337 } 3338 3339 egl::Image *renderTarget = framebuffer->getReadRenderTarget(); 3340 3341 if(!renderTarget) 3342 { 3343 return error(GL_OUT_OF_MEMORY); 3344 } 3345 3346 x += mState.packSkipPixels; 3347 y += mState.packSkipRows; 3348 sw::Rect rect = {x, y, x + width, y + height}; 3349 sw::Rect dstRect = { 0, 0, width, height }; 3350 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3351 3352 sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3353 sw::SliceRect sliceRect(rect); 3354 sw::SliceRect dstSliceRect(dstRect); 3355 device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false); 3356 3357 renderTarget->release(); 3358} 3359 3360void Context::clear(GLbitfield mask) 3361{ 3362 Framebuffer *framebuffer = getDrawFramebuffer(); 3363 3364 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3365 { 3366 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3367 } 3368 3369 if(!applyRenderTarget()) 3370 { 3371 return; 3372 } 3373 3374 if(mask & GL_COLOR_BUFFER_BIT) 3375 { 3376 unsigned int rgbaMask = getColorMask(); 3377 3378 if(rgbaMask != 0) 3379 { 3380 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3381 } 3382 } 3383 3384 if(mask & GL_DEPTH_BUFFER_BIT) 3385 { 3386 if(mState.depthMask != 0) 3387 { 3388 float depth = clamp01(mState.depthClearValue); 3389 device->clearDepth(depth); 3390 } 3391 } 3392 3393 if(mask & GL_STENCIL_BUFFER_BIT) 3394 { 3395 if(mState.stencilWritemask != 0) 3396 { 3397 int stencil = mState.stencilClearValue & 0x000000FF; 3398 device->clearStencil(stencil, mState.stencilWritemask); 3399 } 3400 } 3401} 3402 3403void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3404{ 3405 unsigned int rgbaMask = getColorMask(); 3406 if(device && rgbaMask) 3407 { 3408 int x0(0), y0(0), width(0), height(0); 3409 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, false); 3410 3411 sw::SliceRect sliceRect; 3412 if(image->getClearRect(x0, y0, width, height, sliceRect)) 3413 { 3414 device->clear(value, format, image, sliceRect, rgbaMask); 3415 } 3416 3417 image->release(); 3418 } 3419} 3420 3421void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3422{ 3423 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3424} 3425 3426void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3427{ 3428 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3429} 3430 3431void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3432{ 3433 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3434} 3435 3436void Context::clearDepthBuffer(GLint drawbuffer, const GLfloat *value) 3437{ 3438 if(device && mState.depthMask) 3439 { 3440 int x0(0), y0(0), width(0), height(0); 3441 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3442 3443 float depth = clamp01(value[0]); 3444 image->clearDepthBuffer(depth, x0, y0, width, height); 3445 3446 image->release(); 3447 } 3448} 3449 3450void Context::clearStencilBuffer(GLint drawbuffer, const GLint *value) 3451{ 3452 if(device && mState.stencilWritemask) 3453 { 3454 int x0(0), y0(0), width(0), height(0); 3455 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3456 3457 unsigned char stencil = value[0] < 0 ? 0 : static_cast<unsigned char>(value[0] & 0x000000FF); 3458 image->clearStencilBuffer(stencil, static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3459 3460 image->release(); 3461 } 3462} 3463 3464void Context::clearDepthStencilBuffer(GLint drawbuffer, GLfloat depth, GLint stencil) 3465{ 3466 if(device && (mState.depthMask || mState.stencilWritemask)) 3467 { 3468 int x0(0), y0(0), width(0), height(0); 3469 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3470 3471 if(mState.stencilWritemask) 3472 { 3473 image->clearStencilBuffer(static_cast<unsigned char>(stencil & 0x000000FF), static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3474 } 3475 3476 if(mState.depthMask) 3477 { 3478 image->clearDepthBuffer(clamp01(depth), x0, y0, width, height); 3479 } 3480 3481 image->release(); 3482 } 3483} 3484 3485void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3486{ 3487 if(!mState.currentProgram) 3488 { 3489 return error(GL_INVALID_OPERATION); 3490 } 3491 3492 sw::DrawType primitiveType; 3493 int primitiveCount; 3494 3495 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount)) 3496 return error(GL_INVALID_ENUM); 3497 3498 if(primitiveCount <= 0) 3499 { 3500 return; 3501 } 3502 3503 if(!applyRenderTarget()) 3504 { 3505 return; 3506 } 3507 3508 applyState(mode); 3509 3510 for(int i = 0; i < instanceCount; ++i) 3511 { 3512 device->setInstanceID(i); 3513 3514 GLenum err = applyVertexBuffer(0, first, count, i); 3515 if(err != GL_NO_ERROR) 3516 { 3517 return error(err); 3518 } 3519 3520 applyShaders(); 3521 applyTextures(); 3522 3523 if(!getCurrentProgram()->validateSamplers(false)) 3524 { 3525 return error(GL_INVALID_OPERATION); 3526 } 3527 3528 if(!cullSkipsDraw(mode)) 3529 { 3530 device->drawPrimitive(primitiveType, primitiveCount); 3531 } 3532 } 3533} 3534 3535void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3536{ 3537 if(!mState.currentProgram) 3538 { 3539 return error(GL_INVALID_OPERATION); 3540 } 3541 3542 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3543 { 3544 return error(GL_INVALID_OPERATION); 3545 } 3546 3547 sw::DrawType primitiveType; 3548 int primitiveCount; 3549 3550 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount)) 3551 return error(GL_INVALID_ENUM); 3552 3553 if(primitiveCount <= 0) 3554 { 3555 return; 3556 } 3557 3558 if(!applyRenderTarget()) 3559 { 3560 return; 3561 } 3562 3563 applyState(mode); 3564 3565 for(int i = 0; i < instanceCount; ++i) 3566 { 3567 device->setInstanceID(i); 3568 3569 TranslatedIndexData indexInfo; 3570 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3571 if(err != GL_NO_ERROR) 3572 { 3573 return error(err); 3574 } 3575 3576 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3577 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3578 if(err != GL_NO_ERROR) 3579 { 3580 return error(err); 3581 } 3582 3583 applyShaders(); 3584 applyTextures(); 3585 3586 if(!getCurrentProgram()->validateSamplers(false)) 3587 { 3588 return error(GL_INVALID_OPERATION); 3589 } 3590 3591 if(!cullSkipsDraw(mode)) 3592 { 3593 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount); 3594 } 3595 } 3596} 3597 3598void Context::finish() 3599{ 3600 device->finish(); 3601} 3602 3603void Context::flush() 3604{ 3605 // We don't queue anything without processing it as fast as possible 3606} 3607 3608void Context::recordInvalidEnum() 3609{ 3610 mInvalidEnum = true; 3611} 3612 3613void Context::recordInvalidValue() 3614{ 3615 mInvalidValue = true; 3616} 3617 3618void Context::recordInvalidOperation() 3619{ 3620 mInvalidOperation = true; 3621} 3622 3623void Context::recordOutOfMemory() 3624{ 3625 mOutOfMemory = true; 3626} 3627 3628void Context::recordInvalidFramebufferOperation() 3629{ 3630 mInvalidFramebufferOperation = true; 3631} 3632 3633// Get one of the recorded errors and clear its flag, if any. 3634// [OpenGL ES 2.0.24] section 2.5 page 13. 3635GLenum Context::getError() 3636{ 3637 if(mInvalidEnum) 3638 { 3639 mInvalidEnum = false; 3640 3641 return GL_INVALID_ENUM; 3642 } 3643 3644 if(mInvalidValue) 3645 { 3646 mInvalidValue = false; 3647 3648 return GL_INVALID_VALUE; 3649 } 3650 3651 if(mInvalidOperation) 3652 { 3653 mInvalidOperation = false; 3654 3655 return GL_INVALID_OPERATION; 3656 } 3657 3658 if(mOutOfMemory) 3659 { 3660 mOutOfMemory = false; 3661 3662 return GL_OUT_OF_MEMORY; 3663 } 3664 3665 if(mInvalidFramebufferOperation) 3666 { 3667 mInvalidFramebufferOperation = false; 3668 3669 return GL_INVALID_FRAMEBUFFER_OPERATION; 3670 } 3671 3672 return GL_NO_ERROR; 3673} 3674 3675int Context::getSupportedMultisampleCount(int requested) 3676{ 3677 int supported = 0; 3678 3679 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3680 { 3681 if(supported >= requested) 3682 { 3683 return supported; 3684 } 3685 3686 supported = multisampleCount[i]; 3687 } 3688 3689 return supported; 3690} 3691 3692void Context::detachBuffer(GLuint buffer) 3693{ 3694 // [OpenGL ES 2.0.24] section 2.9 page 22: 3695 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3696 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3697 3698 if(getArrayBufferName() == buffer) 3699 { 3700 mState.arrayBuffer = NULL; 3701 } 3702 3703 for(auto tfIt = mTransformFeedbackMap.begin(); tfIt != mTransformFeedbackMap.end(); tfIt++) 3704 { 3705 tfIt->second->detachBuffer(buffer); 3706 } 3707 3708 for(auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++) 3709 { 3710 VertexArray* vertexArray = vaoIt->second; 3711 if(vertexArray) 3712 { 3713 vertexArray->detachBuffer(buffer); 3714 } 3715 } 3716 3717 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3718 { 3719 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3720 { 3721 mState.vertexAttribute[attribute].mBoundBuffer = NULL; 3722 } 3723 } 3724} 3725 3726void Context::detachTexture(GLuint texture) 3727{ 3728 // [OpenGL ES 2.0.24] section 3.8 page 84: 3729 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3730 // rebound to texture object zero 3731 3732 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3733 { 3734 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3735 { 3736 if(mState.samplerTexture[type][sampler].name() == texture) 3737 { 3738 mState.samplerTexture[type][sampler] = NULL; 3739 } 3740 } 3741 } 3742 3743 // [OpenGL ES 2.0.24] section 4.4 page 112: 3744 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3745 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3746 // image was attached in the currently bound framebuffer. 3747 3748 Framebuffer *readFramebuffer = getReadFramebuffer(); 3749 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3750 3751 if(readFramebuffer) 3752 { 3753 readFramebuffer->detachTexture(texture); 3754 } 3755 3756 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3757 { 3758 drawFramebuffer->detachTexture(texture); 3759 } 3760} 3761 3762void Context::detachFramebuffer(GLuint framebuffer) 3763{ 3764 // [OpenGL ES 2.0.24] section 4.4 page 107: 3765 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3766 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3767 3768 if(mState.readFramebuffer == framebuffer) 3769 { 3770 bindReadFramebuffer(0); 3771 } 3772 3773 if(mState.drawFramebuffer == framebuffer) 3774 { 3775 bindDrawFramebuffer(0); 3776 } 3777} 3778 3779void Context::detachRenderbuffer(GLuint renderbuffer) 3780{ 3781 // [OpenGL ES 2.0.24] section 4.4 page 109: 3782 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3783 // had been executed with the target RENDERBUFFER and name of zero. 3784 3785 if(mState.renderbuffer.name() == renderbuffer) 3786 { 3787 bindRenderbuffer(0); 3788 } 3789 3790 // [OpenGL ES 2.0.24] section 4.4 page 111: 3791 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3792 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3793 // point to which this image was attached in the currently bound framebuffer. 3794 3795 Framebuffer *readFramebuffer = getReadFramebuffer(); 3796 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3797 3798 if(readFramebuffer) 3799 { 3800 readFramebuffer->detachRenderbuffer(renderbuffer); 3801 } 3802 3803 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3804 { 3805 drawFramebuffer->detachRenderbuffer(renderbuffer); 3806 } 3807} 3808 3809void Context::detachSampler(GLuint sampler) 3810{ 3811 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3812 // If a sampler object that is currently bound to one or more texture units is 3813 // deleted, it is as though BindSampler is called once for each texture unit to 3814 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3815 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3816 { 3817 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3818 if(samplerBinding.name() == sampler) 3819 { 3820 samplerBinding = NULL; 3821 } 3822 } 3823} 3824 3825bool Context::cullSkipsDraw(GLenum drawMode) 3826{ 3827 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3828} 3829 3830bool Context::isTriangleMode(GLenum drawMode) 3831{ 3832 switch (drawMode) 3833 { 3834 case GL_TRIANGLES: 3835 case GL_TRIANGLE_FAN: 3836 case GL_TRIANGLE_STRIP: 3837 return true; 3838 case GL_POINTS: 3839 case GL_LINES: 3840 case GL_LINE_LOOP: 3841 case GL_LINE_STRIP: 3842 return false; 3843 default: UNREACHABLE(drawMode); 3844 } 3845 3846 return false; 3847} 3848 3849void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3850{ 3851 ASSERT(index < MAX_VERTEX_ATTRIBS); 3852 3853 mState.vertexAttribute[index].setCurrentValue(values); 3854 3855 mVertexDataManager->dirtyCurrentValue(index); 3856} 3857 3858void Context::setVertexAttrib(GLuint index, const GLint *values) 3859{ 3860 ASSERT(index < MAX_VERTEX_ATTRIBS); 3861 3862 mState.vertexAttribute[index].setCurrentValue(values); 3863 3864 mVertexDataManager->dirtyCurrentValue(index); 3865} 3866 3867void Context::setVertexAttrib(GLuint index, const GLuint *values) 3868{ 3869 ASSERT(index < MAX_VERTEX_ATTRIBS); 3870 3871 mState.vertexAttribute[index].setCurrentValue(values); 3872 3873 mVertexDataManager->dirtyCurrentValue(index); 3874} 3875 3876void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3877 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3878 GLbitfield mask) 3879{ 3880 Framebuffer *readFramebuffer = getReadFramebuffer(); 3881 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3882 3883 int readBufferWidth, readBufferHeight, readBufferSamples; 3884 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3885 3886 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3887 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3888 { 3889 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3890 } 3891 3892 if(drawBufferSamples > 1) 3893 { 3894 return error(GL_INVALID_OPERATION); 3895 } 3896 3897 sw::SliceRect sourceRect; 3898 sw::SliceRect destRect; 3899 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3900 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3901 3902 if(srcX0 < srcX1) 3903 { 3904 sourceRect.x0 = srcX0; 3905 sourceRect.x1 = srcX1; 3906 } 3907 else 3908 { 3909 sourceRect.x0 = srcX1; 3910 sourceRect.x1 = srcX0; 3911 } 3912 3913 if(dstX0 < dstX1) 3914 { 3915 destRect.x0 = dstX0; 3916 destRect.x1 = dstX1; 3917 } 3918 else 3919 { 3920 destRect.x0 = dstX1; 3921 destRect.x1 = dstX0; 3922 } 3923 3924 if(srcY0 < srcY1) 3925 { 3926 sourceRect.y0 = srcY0; 3927 sourceRect.y1 = srcY1; 3928 } 3929 else 3930 { 3931 sourceRect.y0 = srcY1; 3932 sourceRect.y1 = srcY0; 3933 } 3934 3935 if(dstY0 < dstY1) 3936 { 3937 destRect.y0 = dstY0; 3938 destRect.y1 = dstY1; 3939 } 3940 else 3941 { 3942 destRect.y0 = dstY1; 3943 destRect.y1 = dstY0; 3944 } 3945 3946 sw::Rect sourceScissoredRect = sourceRect; 3947 sw::Rect destScissoredRect = destRect; 3948 3949 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3950 { 3951 if(destRect.x0 < mState.scissorX) 3952 { 3953 int xDiff = mState.scissorX - destRect.x0; 3954 destScissoredRect.x0 = mState.scissorX; 3955 sourceScissoredRect.x0 += xDiff; 3956 } 3957 3958 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3959 { 3960 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3961 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3962 sourceScissoredRect.x1 -= xDiff; 3963 } 3964 3965 if(destRect.y0 < mState.scissorY) 3966 { 3967 int yDiff = mState.scissorY - destRect.y0; 3968 destScissoredRect.y0 = mState.scissorY; 3969 sourceScissoredRect.y0 += yDiff; 3970 } 3971 3972 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3973 { 3974 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3975 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3976 sourceScissoredRect.y1 -= yDiff; 3977 } 3978 } 3979 3980 sw::Rect sourceTrimmedRect = sourceScissoredRect; 3981 sw::Rect destTrimmedRect = destScissoredRect; 3982 3983 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 3984 // the actual draw and read surfaces. 3985 if(sourceTrimmedRect.x0 < 0) 3986 { 3987 int xDiff = 0 - sourceTrimmedRect.x0; 3988 sourceTrimmedRect.x0 = 0; 3989 destTrimmedRect.x0 += xDiff; 3990 } 3991 3992 if(sourceTrimmedRect.x1 > readBufferWidth) 3993 { 3994 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 3995 sourceTrimmedRect.x1 = readBufferWidth; 3996 destTrimmedRect.x1 -= xDiff; 3997 } 3998 3999 if(sourceTrimmedRect.y0 < 0) 4000 { 4001 int yDiff = 0 - sourceTrimmedRect.y0; 4002 sourceTrimmedRect.y0 = 0; 4003 destTrimmedRect.y0 += yDiff; 4004 } 4005 4006 if(sourceTrimmedRect.y1 > readBufferHeight) 4007 { 4008 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 4009 sourceTrimmedRect.y1 = readBufferHeight; 4010 destTrimmedRect.y1 -= yDiff; 4011 } 4012 4013 if(destTrimmedRect.x0 < 0) 4014 { 4015 int xDiff = 0 - destTrimmedRect.x0; 4016 destTrimmedRect.x0 = 0; 4017 sourceTrimmedRect.x0 += xDiff; 4018 } 4019 4020 if(destTrimmedRect.x1 > drawBufferWidth) 4021 { 4022 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 4023 destTrimmedRect.x1 = drawBufferWidth; 4024 sourceTrimmedRect.x1 -= xDiff; 4025 } 4026 4027 if(destTrimmedRect.y0 < 0) 4028 { 4029 int yDiff = 0 - destTrimmedRect.y0; 4030 destTrimmedRect.y0 = 0; 4031 sourceTrimmedRect.y0 += yDiff; 4032 } 4033 4034 if(destTrimmedRect.y1 > drawBufferHeight) 4035 { 4036 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 4037 destTrimmedRect.y1 = drawBufferHeight; 4038 sourceTrimmedRect.y1 -= yDiff; 4039 } 4040 4041 bool partialBufferCopy = false; 4042 4043 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4044 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4045 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4046 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4047 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4048 { 4049 partialBufferCopy = true; 4050 } 4051 4052 bool blitRenderTarget = false; 4053 bool blitDepthStencil = false; 4054 4055 if(mask & GL_COLOR_BUFFER_BIT) 4056 { 4057 const bool validReadType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()) == GL_TEXTURE_2D || 4058 readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()) == GL_RENDERBUFFER; 4059 const bool validDrawType = drawFramebuffer->getColorbufferType(0) == GL_TEXTURE_2D || 4060 drawFramebuffer->getColorbufferType(0) == GL_RENDERBUFFER; 4061 if(!validReadType || !validDrawType) 4062 { 4063 return error(GL_INVALID_OPERATION); 4064 } 4065 4066 if(partialBufferCopy && readBufferSamples > 1) 4067 { 4068 return error(GL_INVALID_OPERATION); 4069 } 4070 4071 blitRenderTarget = true; 4072 } 4073 4074 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4075 { 4076 Renderbuffer *readDSBuffer = NULL; 4077 Renderbuffer *drawDSBuffer = NULL; 4078 4079 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have 4080 // both a depth and stencil buffer, it will be the same buffer. 4081 4082 if(mask & GL_DEPTH_BUFFER_BIT) 4083 { 4084 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4085 { 4086 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType()) 4087 { 4088 return error(GL_INVALID_OPERATION); 4089 } 4090 4091 blitDepthStencil = true; 4092 readDSBuffer = readFramebuffer->getDepthbuffer(); 4093 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4094 } 4095 } 4096 4097 if(mask & GL_STENCIL_BUFFER_BIT) 4098 { 4099 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4100 { 4101 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType()) 4102 { 4103 return error(GL_INVALID_OPERATION); 4104 } 4105 4106 blitDepthStencil = true; 4107 readDSBuffer = readFramebuffer->getStencilbuffer(); 4108 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4109 } 4110 } 4111 4112 if(partialBufferCopy) 4113 { 4114 ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); 4115 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4116 } 4117 4118 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4119 (readDSBuffer && readDSBuffer->getSamples() > 1)) 4120 { 4121 return error(GL_INVALID_OPERATION); 4122 } 4123 } 4124 4125 if(blitRenderTarget || blitDepthStencil) 4126 { 4127 if(blitRenderTarget) 4128 { 4129 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4130 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4131 4132 if(flipX) 4133 { 4134 swap(destRect.x0, destRect.x1); 4135 } 4136 if(flipy) 4137 { 4138 swap(destRect.y0, destRect.y1); 4139 } 4140 4141 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false); 4142 4143 readRenderTarget->release(); 4144 drawRenderTarget->release(); 4145 4146 if(!success) 4147 { 4148 ERR("BlitFramebuffer failed."); 4149 return; 4150 } 4151 } 4152 4153 if(blitDepthStencil) 4154 { 4155 bool success = device->stretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, false); 4156 4157 if(!success) 4158 { 4159 ERR("BlitFramebuffer failed."); 4160 return; 4161 } 4162 } 4163 } 4164} 4165 4166void Context::bindTexImage(egl::Surface *surface) 4167{ 4168 es2::Texture2D *textureObject = getTexture2D(); 4169 4170 if(textureObject) 4171 { 4172 textureObject->bindTexImage(surface); 4173 } 4174} 4175 4176EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4177{ 4178 GLenum textureTarget = GL_NONE; 4179 4180 switch(target) 4181 { 4182 case EGL_GL_TEXTURE_2D_KHR: 4183 textureTarget = GL_TEXTURE_2D; 4184 break; 4185 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4186 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4187 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4188 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4189 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4190 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4191 textureTarget = GL_TEXTURE_CUBE_MAP; 4192 break; 4193 case EGL_GL_RENDERBUFFER_KHR: 4194 break; 4195 default: 4196 return EGL_BAD_PARAMETER; 4197 } 4198 4199 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4200 { 4201 return EGL_BAD_MATCH; 4202 } 4203 4204 if(textureTarget != GL_NONE) 4205 { 4206 es2::Texture *texture = getTexture(name); 4207 4208 if(!texture || texture->getTarget() != textureTarget) 4209 { 4210 return EGL_BAD_PARAMETER; 4211 } 4212 4213 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4214 { 4215 return EGL_BAD_ACCESS; 4216 } 4217 4218 if(textureLevel != 0 && !texture->isSamplerComplete()) 4219 { 4220 return EGL_BAD_PARAMETER; 4221 } 4222 4223 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4224 { 4225 return EGL_BAD_PARAMETER; 4226 } 4227 } 4228 else if(target == EGL_GL_RENDERBUFFER_KHR) 4229 { 4230 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4231 4232 if(!renderbuffer) 4233 { 4234 return EGL_BAD_PARAMETER; 4235 } 4236 4237 if(renderbuffer->isShared()) // Already an EGLImage sibling 4238 { 4239 return EGL_BAD_ACCESS; 4240 } 4241 } 4242 else UNREACHABLE(target); 4243 4244 return EGL_SUCCESS; 4245} 4246 4247egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4248{ 4249 GLenum textureTarget = GL_NONE; 4250 4251 switch(target) 4252 { 4253 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4254 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4255 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4256 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4257 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4258 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4259 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4260 } 4261 4262 if(textureTarget != GL_NONE) 4263 { 4264 es2::Texture *texture = getTexture(name); 4265 4266 return texture->createSharedImage(textureTarget, textureLevel); 4267 } 4268 else if(target == EGL_GL_RENDERBUFFER_KHR) 4269 { 4270 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4271 4272 return renderbuffer->createSharedImage(); 4273 } 4274 else UNREACHABLE(target); 4275 4276 return 0; 4277} 4278 4279Device *Context::getDevice() 4280{ 4281 return device; 4282} 4283 4284const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const 4285{ 4286 // Keep list sorted in following order: 4287 // OES extensions 4288 // EXT extensions 4289 // Vendor extensions 4290 static const GLubyte* extensions[] = { 4291 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture", 4292 (const GLubyte*)"GL_OES_depth24", 4293 (const GLubyte*)"GL_OES_depth32", 4294 (const GLubyte*)"GL_OES_depth_texture", 4295 (const GLubyte*)"GL_OES_depth_texture_cube_map", 4296 (const GLubyte*)"GL_OES_EGL_image", 4297 (const GLubyte*)"GL_OES_EGL_image_external", 4298 (const GLubyte*)"GL_OES_EGL_sync", 4299 (const GLubyte*)"GL_OES_element_index_uint", 4300 (const GLubyte*)"GL_OES_framebuffer_object", 4301 (const GLubyte*)"GL_OES_packed_depth_stencil", 4302 (const GLubyte*)"GL_OES_rgb8_rgba8", 4303 (const GLubyte*)"GL_OES_standard_derivatives", 4304 (const GLubyte*)"GL_OES_texture_float", 4305 (const GLubyte*)"GL_OES_texture_float_linear", 4306 (const GLubyte*)"GL_OES_texture_half_float", 4307 (const GLubyte*)"GL_OES_texture_half_float_linear", 4308 (const GLubyte*)"GL_OES_texture_npot", 4309 (const GLubyte*)"GL_OES_texture_3D", 4310 (const GLubyte*)"GL_EXT_blend_minmax", 4311 (const GLubyte*)"GL_EXT_color_buffer_half_float", 4312 (const GLubyte*)"GL_EXT_occlusion_query_boolean", 4313 (const GLubyte*)"GL_EXT_read_format_bgra", 4314#if (S3TC_SUPPORT) 4315 (const GLubyte*)"GL_EXT_texture_compression_dxt1", 4316#endif 4317 (const GLubyte*)"GL_EXT_texture_filter_anisotropic", 4318 (const GLubyte*)"GL_EXT_texture_format_BGRA8888", 4319 (const GLubyte*)"GL_ANGLE_framebuffer_blit", 4320 (const GLubyte*)"GL_NV_framebuffer_blit", 4321 (const GLubyte*)"GL_ANGLE_framebuffer_multisample", 4322#if (S3TC_SUPPORT) 4323 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3", 4324 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5", 4325#endif 4326 (const GLubyte*)"GL_NV_fence", 4327 (const GLubyte*)"GL_EXT_instanced_arrays", 4328 (const GLubyte*)"GL_ANGLE_instanced_arrays", 4329 }; 4330 static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions); 4331 4332 if(numExt) 4333 { 4334 *numExt = numExtensions; 4335 return nullptr; 4336 } 4337 4338 if(index == GL_INVALID_INDEX) 4339 { 4340 static GLubyte* extensionsCat = nullptr; 4341 if((extensionsCat == nullptr) && (numExtensions > 0)) 4342 { 4343 int totalLength = numExtensions; // 1 space between each extension name + terminating null 4344 for(unsigned int i = 0; i < numExtensions; i++) 4345 { 4346 totalLength += strlen(reinterpret_cast<const char*>(extensions[i])); 4347 } 4348 extensionsCat = new GLubyte[totalLength]; 4349 extensionsCat[0] = '\0'; 4350 for(unsigned int i = 0; i < numExtensions; i++) 4351 { 4352 if(i != 0) 4353 { 4354 strcat(reinterpret_cast<char*>(extensionsCat), " "); 4355 } 4356 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i])); 4357 } 4358 } 4359 return extensionsCat; 4360 } 4361 4362 if(index >= numExtensions) 4363 { 4364 return nullptr; 4365 } 4366 4367 return extensions[index]; 4368} 4369 4370} 4371 4372egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion) 4373{ 4374 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4375 return new es2::Context(config, static_cast<const es2::Context*>(shareContext), clientVersion); 4376} 4377