Context.cpp revision 1edcd8b626129ac8297cda0a297034d8dfeb5061
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 40#undef near 41#undef far 42 43namespace es2 44{ 45Context::Context(const egl::Config *config, const Context *shareContext, EGLint clientVersion) 46 : mConfig(config), clientVersion(clientVersion) 47{ 48 sw::Context *context = new sw::Context(); 49 device = new es2::Device(context); 50 51 mFenceNameSpace.setBaseHandle(0); 52 53 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 54 55 mState.depthClearValue = 1.0f; 56 mState.stencilClearValue = 0; 57 58 mState.cullFaceEnabled = false; 59 mState.cullMode = GL_BACK; 60 mState.frontFace = GL_CCW; 61 mState.depthTestEnabled = false; 62 mState.depthFunc = GL_LESS; 63 mState.blendEnabled = false; 64 mState.sourceBlendRGB = GL_ONE; 65 mState.sourceBlendAlpha = GL_ONE; 66 mState.destBlendRGB = GL_ZERO; 67 mState.destBlendAlpha = GL_ZERO; 68 mState.blendEquationRGB = GL_FUNC_ADD; 69 mState.blendEquationAlpha = GL_FUNC_ADD; 70 mState.blendColor.red = 0; 71 mState.blendColor.green = 0; 72 mState.blendColor.blue = 0; 73 mState.blendColor.alpha = 0; 74 mState.stencilTestEnabled = false; 75 mState.stencilFunc = GL_ALWAYS; 76 mState.stencilRef = 0; 77 mState.stencilMask = -1; 78 mState.stencilWritemask = -1; 79 mState.stencilBackFunc = GL_ALWAYS; 80 mState.stencilBackRef = 0; 81 mState.stencilBackMask = - 1; 82 mState.stencilBackWritemask = -1; 83 mState.stencilFail = GL_KEEP; 84 mState.stencilPassDepthFail = GL_KEEP; 85 mState.stencilPassDepthPass = GL_KEEP; 86 mState.stencilBackFail = GL_KEEP; 87 mState.stencilBackPassDepthFail = GL_KEEP; 88 mState.stencilBackPassDepthPass = GL_KEEP; 89 mState.polygonOffsetFillEnabled = false; 90 mState.polygonOffsetFactor = 0.0f; 91 mState.polygonOffsetUnits = 0.0f; 92 mState.sampleAlphaToCoverageEnabled = false; 93 mState.sampleCoverageEnabled = false; 94 mState.sampleCoverageValue = 1.0f; 95 mState.sampleCoverageInvert = false; 96 mState.scissorTestEnabled = false; 97 mState.ditherEnabled = true; 98 mState.primitiveRestartFixedIndexEnabled = false; 99 mState.rasterizerDiscardEnabled = false; 100 mState.generateMipmapHint = GL_DONT_CARE; 101 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 102 103 mState.lineWidth = 1.0f; 104 105 mState.viewportX = 0; 106 mState.viewportY = 0; 107 mState.viewportWidth = 0; 108 mState.viewportHeight = 0; 109 mState.zNear = 0.0f; 110 mState.zFar = 1.0f; 111 112 mState.scissorX = 0; 113 mState.scissorY = 0; 114 mState.scissorWidth = 0; 115 mState.scissorHeight = 0; 116 117 mState.colorMaskRed = true; 118 mState.colorMaskGreen = true; 119 mState.colorMaskBlue = true; 120 mState.colorMaskAlpha = true; 121 mState.depthMask = true; 122 123 if(shareContext != NULL) 124 { 125 mResourceManager = shareContext->mResourceManager; 126 mResourceManager->addRef(); 127 } 128 else 129 { 130 mResourceManager = new ResourceManager(); 131 } 132 133 // [OpenGL ES 2.0.24] section 3.7 page 83: 134 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 135 // and cube map texture state vectors respectively associated with them. 136 // In order that access to these initial textures not be lost, they are treated as texture 137 // objects all of whose names are 0. 138 139 mTexture2DZero = new Texture2D(0); 140 mTexture3DZero = new Texture3D(0); 141 mTexture2DArrayZero = new Texture2DArray(0); 142 mTextureCubeMapZero = new TextureCubeMap(0); 143 mTextureExternalZero = new TextureExternal(0); 144 145 mState.activeSampler = 0; 146 bindVertexArray(0); 147 bindArrayBuffer(0); 148 bindElementArrayBuffer(0); 149 bindTextureCubeMap(0); 150 bindTexture2D(0); 151 bindReadFramebuffer(0); 152 bindDrawFramebuffer(0); 153 bindRenderbuffer(0); 154 bindGenericUniformBuffer(0); 155 bindTransformFeedback(0); 156 157 mState.readFramebufferColorIndex = 0; 158 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; ++i) 159 { 160 mState.drawFramebufferColorIndices[i] = GL_NONE; 161 } 162 163 mState.currentProgram = 0; 164 165 mState.packAlignment = 4; 166 mState.unpackInfo.alignment = 4; 167 mState.packRowLength = 0; 168 mState.packSkipPixels = 0; 169 mState.packSkipRows = 0; 170 mState.unpackInfo.rowLength = 0; 171 mState.unpackInfo.imageHeight = 0; 172 mState.unpackInfo.skipPixels = 0; 173 mState.unpackInfo.skipRows = 0; 174 mState.unpackInfo.skipImages = 0; 175 176 mVertexDataManager = NULL; 177 mIndexDataManager = NULL; 178 179 mInvalidEnum = false; 180 mInvalidValue = false; 181 mInvalidOperation = false; 182 mOutOfMemory = false; 183 mInvalidFramebufferOperation = false; 184 185 mHasBeenCurrent = false; 186 187 markAllStateDirty(); 188} 189 190Context::~Context() 191{ 192 if(mState.currentProgram != 0) 193 { 194 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 195 if(programObject) 196 { 197 programObject->release(); 198 } 199 mState.currentProgram = 0; 200 } 201 202 while(!mFramebufferMap.empty()) 203 { 204 deleteFramebuffer(mFramebufferMap.begin()->first); 205 } 206 207 while(!mFenceMap.empty()) 208 { 209 deleteFence(mFenceMap.begin()->first); 210 } 211 212 while(!mQueryMap.empty()) 213 { 214 deleteQuery(mQueryMap.begin()->first); 215 } 216 217 while(!mVertexArrayMap.empty()) 218 { 219 deleteVertexArray(mVertexArrayMap.begin()->first); 220 } 221 222 while(!mTransformFeedbackMap.empty()) 223 { 224 deleteTransformFeedback(mTransformFeedbackMap.begin()->first); 225 } 226 227 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 228 { 229 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 230 { 231 mState.samplerTexture[type][sampler] = NULL; 232 } 233 } 234 235 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 236 { 237 mState.vertexAttribute[i].mBoundBuffer = NULL; 238 } 239 240 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 241 { 242 mState.activeQuery[i] = NULL; 243 } 244 245 mState.arrayBuffer = NULL; 246 mState.copyReadBuffer = NULL; 247 mState.copyWriteBuffer = NULL; 248 mState.pixelPackBuffer = NULL; 249 mState.pixelUnpackBuffer = NULL; 250 mState.genericUniformBuffer = NULL; 251 mState.renderbuffer = NULL; 252 253 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 254 { 255 mState.sampler[i] = NULL; 256 } 257 258 mTexture2DZero = NULL; 259 mTexture3DZero = NULL; 260 mTexture2DArrayZero = NULL; 261 mTextureCubeMapZero = NULL; 262 mTextureExternalZero = NULL; 263 264 delete mVertexDataManager; 265 delete mIndexDataManager; 266 267 mResourceManager->release(); 268 delete device; 269} 270 271void Context::makeCurrent(egl::Surface *surface) 272{ 273 if(!mHasBeenCurrent) 274 { 275 mVertexDataManager = new VertexDataManager(this); 276 mIndexDataManager = new IndexDataManager(); 277 278 mState.viewportX = 0; 279 mState.viewportY = 0; 280 mState.viewportWidth = surface->getWidth(); 281 mState.viewportHeight = surface->getHeight(); 282 283 mState.scissorX = 0; 284 mState.scissorY = 0; 285 mState.scissorWidth = surface->getWidth(); 286 mState.scissorHeight = surface->getHeight(); 287 288 mHasBeenCurrent = true; 289 } 290 291 // Wrap the existing resources into GL objects and assign them to the '0' names 292 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 293 egl::Image *depthStencil = surface->getDepthStencil(); 294 295 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 296 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 297 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 298 299 setFramebufferZero(framebufferZero); 300 301 if(defaultRenderTarget) 302 { 303 defaultRenderTarget->release(); 304 } 305 306 if(depthStencil) 307 { 308 depthStencil->release(); 309 } 310 311 markAllStateDirty(); 312} 313 314EGLint Context::getClientVersion() const 315{ 316 return clientVersion; 317} 318 319// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 320void Context::markAllStateDirty() 321{ 322 mAppliedProgramSerial = 0; 323 324 mDepthStateDirty = true; 325 mMaskStateDirty = true; 326 mBlendStateDirty = true; 327 mStencilStateDirty = true; 328 mPolygonOffsetStateDirty = true; 329 mSampleStateDirty = true; 330 mDitherStateDirty = true; 331 mFrontFaceDirty = true; 332} 333 334void Context::setClearColor(float red, float green, float blue, float alpha) 335{ 336 mState.colorClearValue.red = red; 337 mState.colorClearValue.green = green; 338 mState.colorClearValue.blue = blue; 339 mState.colorClearValue.alpha = alpha; 340} 341 342void Context::setClearDepth(float depth) 343{ 344 mState.depthClearValue = depth; 345} 346 347void Context::setClearStencil(int stencil) 348{ 349 mState.stencilClearValue = stencil; 350} 351 352void Context::setCullFaceEnabled(bool enabled) 353{ 354 mState.cullFaceEnabled = enabled; 355} 356 357bool Context::isCullFaceEnabled() const 358{ 359 return mState.cullFaceEnabled; 360} 361 362void Context::setCullMode(GLenum mode) 363{ 364 mState.cullMode = mode; 365} 366 367void Context::setFrontFace(GLenum front) 368{ 369 if(mState.frontFace != front) 370 { 371 mState.frontFace = front; 372 mFrontFaceDirty = true; 373 } 374} 375 376void Context::setDepthTestEnabled(bool enabled) 377{ 378 if(mState.depthTestEnabled != enabled) 379 { 380 mState.depthTestEnabled = enabled; 381 mDepthStateDirty = true; 382 } 383} 384 385bool Context::isDepthTestEnabled() const 386{ 387 return mState.depthTestEnabled; 388} 389 390void Context::setDepthFunc(GLenum depthFunc) 391{ 392 if(mState.depthFunc != depthFunc) 393 { 394 mState.depthFunc = depthFunc; 395 mDepthStateDirty = true; 396 } 397} 398 399void Context::setDepthRange(float zNear, float zFar) 400{ 401 mState.zNear = zNear; 402 mState.zFar = zFar; 403} 404 405void Context::setBlendEnabled(bool enabled) 406{ 407 if(mState.blendEnabled != enabled) 408 { 409 mState.blendEnabled = enabled; 410 mBlendStateDirty = true; 411 } 412} 413 414bool Context::isBlendEnabled() const 415{ 416 return mState.blendEnabled; 417} 418 419void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 420{ 421 if(mState.sourceBlendRGB != sourceRGB || 422 mState.sourceBlendAlpha != sourceAlpha || 423 mState.destBlendRGB != destRGB || 424 mState.destBlendAlpha != destAlpha) 425 { 426 mState.sourceBlendRGB = sourceRGB; 427 mState.destBlendRGB = destRGB; 428 mState.sourceBlendAlpha = sourceAlpha; 429 mState.destBlendAlpha = destAlpha; 430 mBlendStateDirty = true; 431 } 432} 433 434void Context::setBlendColor(float red, float green, float blue, float alpha) 435{ 436 if(mState.blendColor.red != red || 437 mState.blendColor.green != green || 438 mState.blendColor.blue != blue || 439 mState.blendColor.alpha != alpha) 440 { 441 mState.blendColor.red = red; 442 mState.blendColor.green = green; 443 mState.blendColor.blue = blue; 444 mState.blendColor.alpha = alpha; 445 mBlendStateDirty = true; 446 } 447} 448 449void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 450{ 451 if(mState.blendEquationRGB != rgbEquation || 452 mState.blendEquationAlpha != alphaEquation) 453 { 454 mState.blendEquationRGB = rgbEquation; 455 mState.blendEquationAlpha = alphaEquation; 456 mBlendStateDirty = true; 457 } 458} 459 460void Context::setStencilTestEnabled(bool enabled) 461{ 462 if(mState.stencilTestEnabled != enabled) 463 { 464 mState.stencilTestEnabled = enabled; 465 mStencilStateDirty = true; 466 } 467} 468 469bool Context::isStencilTestEnabled() const 470{ 471 return mState.stencilTestEnabled; 472} 473 474void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 475{ 476 if(mState.stencilFunc != stencilFunc || 477 mState.stencilRef != stencilRef || 478 mState.stencilMask != stencilMask) 479 { 480 mState.stencilFunc = stencilFunc; 481 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 482 mState.stencilMask = stencilMask; 483 mStencilStateDirty = true; 484 } 485} 486 487void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 488{ 489 if(mState.stencilBackFunc != stencilBackFunc || 490 mState.stencilBackRef != stencilBackRef || 491 mState.stencilBackMask != stencilBackMask) 492 { 493 mState.stencilBackFunc = stencilBackFunc; 494 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 495 mState.stencilBackMask = stencilBackMask; 496 mStencilStateDirty = true; 497 } 498} 499 500void Context::setStencilWritemask(GLuint stencilWritemask) 501{ 502 if(mState.stencilWritemask != stencilWritemask) 503 { 504 mState.stencilWritemask = stencilWritemask; 505 mStencilStateDirty = true; 506 } 507} 508 509void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 510{ 511 if(mState.stencilBackWritemask != stencilBackWritemask) 512 { 513 mState.stencilBackWritemask = stencilBackWritemask; 514 mStencilStateDirty = true; 515 } 516} 517 518void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 519{ 520 if(mState.stencilFail != stencilFail || 521 mState.stencilPassDepthFail != stencilPassDepthFail || 522 mState.stencilPassDepthPass != stencilPassDepthPass) 523 { 524 mState.stencilFail = stencilFail; 525 mState.stencilPassDepthFail = stencilPassDepthFail; 526 mState.stencilPassDepthPass = stencilPassDepthPass; 527 mStencilStateDirty = true; 528 } 529} 530 531void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 532{ 533 if(mState.stencilBackFail != stencilBackFail || 534 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 535 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 536 { 537 mState.stencilBackFail = stencilBackFail; 538 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 539 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 540 mStencilStateDirty = true; 541 } 542} 543 544void Context::setPolygonOffsetFillEnabled(bool enabled) 545{ 546 if(mState.polygonOffsetFillEnabled != enabled) 547 { 548 mState.polygonOffsetFillEnabled = enabled; 549 mPolygonOffsetStateDirty = true; 550 } 551} 552 553bool Context::isPolygonOffsetFillEnabled() const 554{ 555 return mState.polygonOffsetFillEnabled; 556} 557 558void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 559{ 560 if(mState.polygonOffsetFactor != factor || 561 mState.polygonOffsetUnits != units) 562 { 563 mState.polygonOffsetFactor = factor; 564 mState.polygonOffsetUnits = units; 565 mPolygonOffsetStateDirty = true; 566 } 567} 568 569void Context::setSampleAlphaToCoverageEnabled(bool enabled) 570{ 571 if(mState.sampleAlphaToCoverageEnabled != enabled) 572 { 573 mState.sampleAlphaToCoverageEnabled = enabled; 574 mSampleStateDirty = true; 575 } 576} 577 578bool Context::isSampleAlphaToCoverageEnabled() const 579{ 580 return mState.sampleAlphaToCoverageEnabled; 581} 582 583void Context::setSampleCoverageEnabled(bool enabled) 584{ 585 if(mState.sampleCoverageEnabled != enabled) 586 { 587 mState.sampleCoverageEnabled = enabled; 588 mSampleStateDirty = true; 589 } 590} 591 592bool Context::isSampleCoverageEnabled() const 593{ 594 return mState.sampleCoverageEnabled; 595} 596 597void Context::setSampleCoverageParams(GLclampf value, bool invert) 598{ 599 if(mState.sampleCoverageValue != value || 600 mState.sampleCoverageInvert != invert) 601 { 602 mState.sampleCoverageValue = value; 603 mState.sampleCoverageInvert = invert; 604 mSampleStateDirty = true; 605 } 606} 607 608void Context::setScissorTestEnabled(bool enabled) 609{ 610 mState.scissorTestEnabled = enabled; 611} 612 613bool Context::isScissorTestEnabled() const 614{ 615 return mState.scissorTestEnabled; 616} 617 618void Context::setDitherEnabled(bool enabled) 619{ 620 if(mState.ditherEnabled != enabled) 621 { 622 mState.ditherEnabled = enabled; 623 mDitherStateDirty = true; 624 } 625} 626 627bool Context::isDitherEnabled() const 628{ 629 return mState.ditherEnabled; 630} 631 632void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 633{ 634 UNIMPLEMENTED(); 635 mState.primitiveRestartFixedIndexEnabled = enabled; 636} 637 638bool Context::isPrimitiveRestartFixedIndexEnabled() const 639{ 640 return mState.primitiveRestartFixedIndexEnabled; 641} 642 643void Context::setRasterizerDiscardEnabled(bool enabled) 644{ 645 UNIMPLEMENTED(); 646 mState.rasterizerDiscardEnabled = enabled; 647} 648 649bool Context::isRasterizerDiscardEnabled() const 650{ 651 return mState.rasterizerDiscardEnabled; 652} 653 654void Context::setLineWidth(GLfloat width) 655{ 656 mState.lineWidth = width; 657 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 658} 659 660void Context::setGenerateMipmapHint(GLenum hint) 661{ 662 mState.generateMipmapHint = hint; 663} 664 665void Context::setFragmentShaderDerivativeHint(GLenum hint) 666{ 667 mState.fragmentShaderDerivativeHint = hint; 668 // TODO: Propagate the hint to shader translator so we can write 669 // ddx, ddx_coarse, or ddx_fine depending on the hint. 670 // Ignore for now. It is valid for implementations to ignore hint. 671} 672 673void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 674{ 675 mState.viewportX = x; 676 mState.viewportY = y; 677 mState.viewportWidth = width; 678 mState.viewportHeight = height; 679} 680 681void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 682{ 683 mState.scissorX = x; 684 mState.scissorY = y; 685 mState.scissorWidth = width; 686 mState.scissorHeight = height; 687} 688 689void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 690{ 691 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 692 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 693 { 694 mState.colorMaskRed = red; 695 mState.colorMaskGreen = green; 696 mState.colorMaskBlue = blue; 697 mState.colorMaskAlpha = alpha; 698 mMaskStateDirty = true; 699 } 700} 701 702unsigned int Context::getColorMask() const 703{ 704 return (mState.colorMaskRed ? 0x1 : 0) | 705 (mState.colorMaskGreen ? 0x2 : 0) | 706 (mState.colorMaskBlue ? 0x4 : 0) | 707 (mState.colorMaskAlpha ? 0x8 : 0); 708} 709 710void Context::setDepthMask(bool mask) 711{ 712 if(mState.depthMask != mask) 713 { 714 mState.depthMask = mask; 715 mMaskStateDirty = true; 716 } 717} 718 719void Context::setActiveSampler(unsigned int active) 720{ 721 mState.activeSampler = active; 722} 723 724GLuint Context::getReadFramebufferName() const 725{ 726 return mState.readFramebuffer; 727} 728 729GLuint Context::getDrawFramebufferName() const 730{ 731 return mState.drawFramebuffer; 732} 733 734GLuint Context::getRenderbufferName() const 735{ 736 return mState.renderbuffer.name(); 737} 738 739void Context::setReadFramebufferColorIndex(GLuint index) 740{ 741 mState.readFramebufferColorIndex = index; 742} 743 744void Context::setDrawFramebufferColorIndices(GLsizei n, const GLenum *bufs) 745{ 746 for(int i = 0; i < n; ++i) 747 { 748 mState.drawFramebufferColorIndices[i] = ((bufs[i] == GL_BACK) || (bufs[i] == GL_NONE)) ? bufs[i] : i; 749 } 750} 751 752GLuint Context::getReadFramebufferColorIndex() const 753{ 754 return mState.readFramebufferColorIndex; 755} 756 757GLuint Context::getArrayBufferName() const 758{ 759 return mState.arrayBuffer.name(); 760} 761 762GLuint Context::getElementArrayBufferName() const 763{ 764 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 765 return elementArrayBuffer ? elementArrayBuffer->name : 0; 766} 767 768GLuint Context::getActiveQuery(GLenum target) const 769{ 770 Query *queryObject = NULL; 771 772 switch(target) 773 { 774 case GL_ANY_SAMPLES_PASSED_EXT: 775 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 776 break; 777 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 778 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 779 break; 780 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 781 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 782 break; 783 default: 784 ASSERT(false); 785 } 786 787 if(queryObject) 788 { 789 return queryObject->name; 790 } 791 792 return 0; 793} 794 795void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 796{ 797 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 798} 799 800void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 801{ 802 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 803} 804 805const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 806{ 807 return getCurrentVertexArray()->getVertexAttribute(attribNum); 808} 809 810void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 811 GLsizei stride, const void *pointer) 812{ 813 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 814} 815 816const void *Context::getVertexAttribPointer(unsigned int attribNum) const 817{ 818 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 819} 820 821const VertexAttributeArray &Context::getVertexArrayAttributes() 822{ 823 return getCurrentVertexArray()->getVertexAttributes(); 824} 825 826const VertexAttributeArray &Context::getCurrentVertexAttributes() 827{ 828 return mState.vertexAttribute; 829} 830 831void Context::setPackAlignment(GLint alignment) 832{ 833 mState.packAlignment = alignment; 834} 835 836void Context::setUnpackAlignment(GLint alignment) 837{ 838 mState.unpackInfo.alignment = alignment; 839} 840 841const egl::Image::UnpackInfo& Context::getUnpackInfo() const 842{ 843 return mState.unpackInfo; 844} 845 846void Context::setPackRowLength(GLint rowLength) 847{ 848 mState.packRowLength = rowLength; 849} 850 851void Context::setPackSkipPixels(GLint skipPixels) 852{ 853 mState.packSkipPixels = skipPixels; 854} 855 856void Context::setPackSkipRows(GLint skipRows) 857{ 858 mState.packSkipRows = skipRows; 859} 860 861void Context::setUnpackRowLength(GLint rowLength) 862{ 863 mState.unpackInfo.rowLength = rowLength; 864} 865 866void Context::setUnpackImageHeight(GLint imageHeight) 867{ 868 mState.unpackInfo.imageHeight = imageHeight; 869} 870 871void Context::setUnpackSkipPixels(GLint skipPixels) 872{ 873 mState.unpackInfo.skipPixels = skipPixels; 874} 875 876void Context::setUnpackSkipRows(GLint skipRows) 877{ 878 mState.unpackInfo.skipRows = skipRows; 879} 880 881void Context::setUnpackSkipImages(GLint skipImages) 882{ 883 mState.unpackInfo.skipImages = skipImages; 884} 885 886GLuint Context::createBuffer() 887{ 888 return mResourceManager->createBuffer(); 889} 890 891GLuint Context::createProgram() 892{ 893 return mResourceManager->createProgram(); 894} 895 896GLuint Context::createShader(GLenum type) 897{ 898 return mResourceManager->createShader(type); 899} 900 901GLuint Context::createTexture() 902{ 903 return mResourceManager->createTexture(); 904} 905 906GLuint Context::createRenderbuffer() 907{ 908 return mResourceManager->createRenderbuffer(); 909} 910 911// Returns an unused framebuffer name 912GLuint Context::createFramebuffer() 913{ 914 GLuint handle = mFramebufferNameSpace.allocate(); 915 916 mFramebufferMap[handle] = NULL; 917 918 return handle; 919} 920 921GLuint Context::createFence() 922{ 923 GLuint handle = mFenceNameSpace.allocate(); 924 925 mFenceMap[handle] = new Fence; 926 927 return handle; 928} 929 930// Returns an unused query name 931GLuint Context::createQuery() 932{ 933 GLuint handle = mQueryNameSpace.allocate(); 934 935 mQueryMap[handle] = NULL; 936 937 return handle; 938} 939 940// Returns an unused vertex array name 941GLuint Context::createVertexArray() 942{ 943 GLuint handle = mVertexArrayNameSpace.allocate(); 944 945 mVertexArrayMap[handle] = NULL; 946 947 return handle; 948} 949 950GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 951{ 952 GLuint handle = mResourceManager->createFenceSync(condition, flags); 953 954 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 955} 956 957// Returns an unused transform feedback name 958GLuint Context::createTransformFeedback() 959{ 960 GLuint handle = mTransformFeedbackNameSpace.allocate(); 961 962 mTransformFeedbackMap[handle] = NULL; 963 964 return handle; 965} 966 967// Returns an unused sampler name 968GLuint Context::createSampler() 969{ 970 return mResourceManager->createSampler(); 971} 972 973void Context::deleteBuffer(GLuint buffer) 974{ 975 if(mResourceManager->getBuffer(buffer)) 976 { 977 detachBuffer(buffer); 978 } 979 980 mResourceManager->deleteBuffer(buffer); 981} 982 983void Context::deleteShader(GLuint shader) 984{ 985 mResourceManager->deleteShader(shader); 986} 987 988void Context::deleteProgram(GLuint program) 989{ 990 mResourceManager->deleteProgram(program); 991} 992 993void Context::deleteTexture(GLuint texture) 994{ 995 if(mResourceManager->getTexture(texture)) 996 { 997 detachTexture(texture); 998 } 999 1000 mResourceManager->deleteTexture(texture); 1001} 1002 1003void Context::deleteRenderbuffer(GLuint renderbuffer) 1004{ 1005 if(mResourceManager->getRenderbuffer(renderbuffer)) 1006 { 1007 detachRenderbuffer(renderbuffer); 1008 } 1009 1010 mResourceManager->deleteRenderbuffer(renderbuffer); 1011} 1012 1013void Context::deleteFramebuffer(GLuint framebuffer) 1014{ 1015 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); 1016 1017 if(framebufferObject != mFramebufferMap.end()) 1018 { 1019 detachFramebuffer(framebuffer); 1020 1021 mFramebufferNameSpace.release(framebufferObject->first); 1022 delete framebufferObject->second; 1023 mFramebufferMap.erase(framebufferObject); 1024 } 1025} 1026 1027void Context::deleteFence(GLuint fence) 1028{ 1029 FenceMap::iterator fenceObject = mFenceMap.find(fence); 1030 1031 if(fenceObject != mFenceMap.end()) 1032 { 1033 mFenceNameSpace.release(fenceObject->first); 1034 delete fenceObject->second; 1035 mFenceMap.erase(fenceObject); 1036 } 1037} 1038 1039void Context::deleteQuery(GLuint query) 1040{ 1041 QueryMap::iterator queryObject = mQueryMap.find(query); 1042 1043 if(queryObject != mQueryMap.end()) 1044 { 1045 mQueryNameSpace.release(queryObject->first); 1046 1047 if(queryObject->second) 1048 { 1049 queryObject->second->release(); 1050 } 1051 1052 mQueryMap.erase(queryObject); 1053 } 1054} 1055 1056void Context::deleteVertexArray(GLuint vertexArray) 1057{ 1058 VertexArrayMap::iterator vertexArrayObject = mVertexArrayMap.find(vertexArray); 1059 1060 if(vertexArrayObject != mVertexArrayMap.end()) 1061 { 1062 // Vertex array detachment is handled by Context, because 0 is a valid 1063 // VAO, and a pointer to it must be passed from Context to State at 1064 // binding time. 1065 1066 // [OpenGL ES 3.0.2] section 2.10 page 43: 1067 // If a vertex array object that is currently bound is deleted, the binding 1068 // for that object reverts to zero and the default vertex array becomes current. 1069 if(getCurrentVertexArray()->name == vertexArray) 1070 { 1071 bindVertexArray(0); 1072 } 1073 1074 mVertexArrayNameSpace.release(vertexArrayObject->first); 1075 delete vertexArrayObject->second; 1076 mVertexArrayMap.erase(vertexArrayObject); 1077 } 1078} 1079 1080void Context::deleteFenceSync(GLsync fenceSync) 1081{ 1082 // The spec specifies the underlying Fence object is not deleted until all current 1083 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1084 // and since our API is currently designed for being called from a single thread, we can delete 1085 // the fence immediately. 1086 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1087} 1088 1089void Context::deleteTransformFeedback(GLuint transformFeedback) 1090{ 1091 TransformFeedbackMap::iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1092 1093 if(transformFeedbackObject != mTransformFeedbackMap.end()) 1094 { 1095 mTransformFeedbackNameSpace.release(transformFeedbackObject->first); 1096 delete transformFeedbackObject->second; 1097 mTransformFeedbackMap.erase(transformFeedbackObject); 1098 } 1099} 1100 1101void Context::deleteSampler(GLuint sampler) 1102{ 1103 if(mResourceManager->getSampler(sampler)) 1104 { 1105 detachSampler(sampler); 1106 } 1107 1108 mResourceManager->deleteSampler(sampler); 1109} 1110 1111Buffer *Context::getBuffer(GLuint handle) const 1112{ 1113 return mResourceManager->getBuffer(handle); 1114} 1115 1116Shader *Context::getShader(GLuint handle) const 1117{ 1118 return mResourceManager->getShader(handle); 1119} 1120 1121Program *Context::getProgram(GLuint handle) const 1122{ 1123 return mResourceManager->getProgram(handle); 1124} 1125 1126Texture *Context::getTexture(GLuint handle) const 1127{ 1128 return mResourceManager->getTexture(handle); 1129} 1130 1131Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1132{ 1133 return mResourceManager->getRenderbuffer(handle); 1134} 1135 1136Framebuffer *Context::getReadFramebuffer() const 1137{ 1138 return getFramebuffer(mState.readFramebuffer); 1139} 1140 1141Framebuffer *Context::getDrawFramebuffer() const 1142{ 1143 return getFramebuffer(mState.drawFramebuffer); 1144} 1145 1146void Context::bindArrayBuffer(unsigned int buffer) 1147{ 1148 mResourceManager->checkBufferAllocation(buffer); 1149 1150 mState.arrayBuffer = getBuffer(buffer); 1151} 1152 1153void Context::bindElementArrayBuffer(unsigned int buffer) 1154{ 1155 mResourceManager->checkBufferAllocation(buffer); 1156 1157 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1158} 1159 1160void Context::bindCopyReadBuffer(GLuint buffer) 1161{ 1162 mResourceManager->checkBufferAllocation(buffer); 1163 1164 mState.copyReadBuffer = getBuffer(buffer); 1165} 1166 1167void Context::bindCopyWriteBuffer(GLuint buffer) 1168{ 1169 mResourceManager->checkBufferAllocation(buffer); 1170 1171 mState.copyWriteBuffer = getBuffer(buffer); 1172} 1173 1174void Context::bindPixelPackBuffer(GLuint buffer) 1175{ 1176 mResourceManager->checkBufferAllocation(buffer); 1177 1178 mState.pixelPackBuffer = getBuffer(buffer); 1179} 1180 1181void Context::bindPixelUnpackBuffer(GLuint buffer) 1182{ 1183 mResourceManager->checkBufferAllocation(buffer); 1184 1185 mState.pixelUnpackBuffer = getBuffer(buffer); 1186} 1187 1188void Context::bindTransformFeedbackBuffer(GLuint buffer) 1189{ 1190 mResourceManager->checkBufferAllocation(buffer); 1191 1192 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1193 1194 if(transformFeedback) 1195 { 1196 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1197 } 1198} 1199 1200void Context::bindTexture2D(GLuint texture) 1201{ 1202 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1203 1204 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1205} 1206 1207void Context::bindTextureCubeMap(GLuint texture) 1208{ 1209 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1210 1211 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1212} 1213 1214void Context::bindTextureExternal(GLuint texture) 1215{ 1216 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1217 1218 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1219} 1220 1221void Context::bindTexture3D(GLuint texture) 1222{ 1223 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1224 1225 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1226} 1227 1228void Context::bindTexture2DArray(GLuint texture) 1229{ 1230 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1231 1232 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1233} 1234 1235void Context::bindReadFramebuffer(GLuint framebuffer) 1236{ 1237 if(!getFramebuffer(framebuffer)) 1238 { 1239 mFramebufferMap[framebuffer] = new Framebuffer(); 1240 } 1241 1242 mState.readFramebuffer = framebuffer; 1243} 1244 1245void Context::bindDrawFramebuffer(GLuint framebuffer) 1246{ 1247 if(!getFramebuffer(framebuffer)) 1248 { 1249 mFramebufferMap[framebuffer] = new Framebuffer(); 1250 } 1251 1252 mState.drawFramebuffer = framebuffer; 1253} 1254 1255void Context::bindRenderbuffer(GLuint renderbuffer) 1256{ 1257 mState.renderbuffer = getRenderbuffer(renderbuffer); 1258} 1259 1260bool Context::bindVertexArray(GLuint array) 1261{ 1262 VertexArray* vertexArray = getVertexArray(array); 1263 1264 if(!vertexArray) 1265 { 1266 vertexArray = new VertexArray(array); 1267 mVertexArrayMap[array] = vertexArray; 1268 } 1269 1270 mState.vertexArray = array; 1271 1272 return !!vertexArray; 1273} 1274 1275void Context::bindGenericUniformBuffer(GLuint buffer) 1276{ 1277 mResourceManager->checkBufferAllocation(buffer); 1278 1279 mState.genericUniformBuffer = getBuffer(buffer); 1280} 1281 1282void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1283{ 1284 mResourceManager->checkBufferAllocation(buffer); 1285 1286 Buffer* bufferObject = getBuffer(buffer); 1287 if(bufferObject) 1288 { 1289 bufferObject->setOffset(offset); 1290 bufferObject->setSize(size); 1291 } 1292 mState.uniformBuffers[index] = bufferObject; 1293} 1294 1295void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1296{ 1297 mResourceManager->checkBufferAllocation(buffer); 1298 1299 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1300} 1301 1302void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1303{ 1304 mResourceManager->checkBufferAllocation(buffer); 1305 1306 Buffer* bufferObject = getBuffer(buffer); 1307 if(bufferObject) 1308 { 1309 bufferObject->setOffset(offset); 1310 bufferObject->setSize(size); 1311 } 1312 getTransformFeedback()->setBuffer(index, bufferObject); 1313} 1314 1315bool Context::bindTransformFeedback(GLuint id) 1316{ 1317 if(!getTransformFeedback(id)) 1318 { 1319 mTransformFeedbackMap[id] = new TransformFeedback(id); 1320 } 1321 1322 mState.transformFeedback = id; 1323 1324 return true; 1325} 1326 1327bool Context::bindSampler(GLuint unit, GLuint sampler) 1328{ 1329 mResourceManager->checkSamplerAllocation(sampler); 1330 1331 Sampler* samplerObject = getSampler(sampler); 1332 1333 if(sampler) 1334 { 1335 mState.sampler[unit] = samplerObject; 1336 } 1337 1338 return !!samplerObject; 1339} 1340 1341void Context::useProgram(GLuint program) 1342{ 1343 GLuint priorProgram = mState.currentProgram; 1344 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1345 1346 if(priorProgram != program) 1347 { 1348 Program *newProgram = mResourceManager->getProgram(program); 1349 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1350 1351 if(newProgram) 1352 { 1353 newProgram->addRef(); 1354 } 1355 1356 if(oldProgram) 1357 { 1358 oldProgram->release(); 1359 } 1360 } 1361} 1362 1363void Context::beginQuery(GLenum target, GLuint query) 1364{ 1365 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1366 // of zero, if the active query object name for <target> is non-zero (for the 1367 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1368 // the active query for either target is non-zero), if <id> is the name of an 1369 // existing query object whose type does not match <target>, or if <id> is the 1370 // active query object name for any query type, the error INVALID_OPERATION is 1371 // generated. 1372 1373 // Ensure no other queries are active 1374 // NOTE: If other queries than occlusion are supported, we will need to check 1375 // separately that: 1376 // a) The query ID passed is not the current active query for any target/type 1377 // b) There are no active queries for the requested target (and in the case 1378 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1379 // no query may be active for either if glBeginQuery targets either. 1380 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1381 { 1382 if(mState.activeQuery[i] != NULL) 1383 { 1384 return error(GL_INVALID_OPERATION); 1385 } 1386 } 1387 1388 QueryType qType; 1389 switch(target) 1390 { 1391 case GL_ANY_SAMPLES_PASSED_EXT: 1392 qType = QUERY_ANY_SAMPLES_PASSED; 1393 break; 1394 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1395 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1396 break; 1397 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1398 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1399 break; 1400 default: 1401 ASSERT(false); 1402 } 1403 1404 Query *queryObject = createQuery(query, target); 1405 1406 // Check that name was obtained with glGenQueries 1407 if(!queryObject) 1408 { 1409 return error(GL_INVALID_OPERATION); 1410 } 1411 1412 // Check for type mismatch 1413 if(queryObject->getType() != target) 1414 { 1415 return error(GL_INVALID_OPERATION); 1416 } 1417 1418 // Set query as active for specified target 1419 mState.activeQuery[qType] = queryObject; 1420 1421 // Begin query 1422 queryObject->begin(); 1423} 1424 1425void Context::endQuery(GLenum target) 1426{ 1427 QueryType qType; 1428 1429 switch(target) 1430 { 1431 case GL_ANY_SAMPLES_PASSED_EXT: 1432 qType = QUERY_ANY_SAMPLES_PASSED; 1433 break; 1434 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1435 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1436 break; 1437 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1438 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1439 break; 1440 default: 1441 ASSERT(false); 1442 } 1443 1444 Query *queryObject = mState.activeQuery[qType]; 1445 1446 if(queryObject == NULL) 1447 { 1448 return error(GL_INVALID_OPERATION); 1449 } 1450 1451 queryObject->end(); 1452 1453 mState.activeQuery[qType] = NULL; 1454} 1455 1456void Context::setFramebufferZero(Framebuffer *buffer) 1457{ 1458 delete mFramebufferMap[0]; 1459 mFramebufferMap[0] = buffer; 1460} 1461 1462void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1463{ 1464 Renderbuffer *renderbufferObject = mState.renderbuffer; 1465 renderbufferObject->setStorage(renderbuffer); 1466} 1467 1468Framebuffer *Context::getFramebuffer(unsigned int handle) const 1469{ 1470 FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle); 1471 1472 if(framebuffer == mFramebufferMap.end()) 1473 { 1474 return NULL; 1475 } 1476 else 1477 { 1478 return framebuffer->second; 1479 } 1480} 1481 1482Fence *Context::getFence(unsigned int handle) const 1483{ 1484 FenceMap::const_iterator fence = mFenceMap.find(handle); 1485 1486 if(fence == mFenceMap.end()) 1487 { 1488 return NULL; 1489 } 1490 else 1491 { 1492 return fence->second; 1493 } 1494} 1495 1496FenceSync *Context::getFenceSync(GLsync handle) const 1497{ 1498 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1499} 1500 1501Query *Context::getQuery(unsigned int handle) const 1502{ 1503 QueryMap::const_iterator query = mQueryMap.find(handle); 1504 1505 if(query == mQueryMap.end()) 1506 { 1507 return NULL; 1508 } 1509 else 1510 { 1511 return query->second; 1512 } 1513} 1514 1515Query *Context::createQuery(unsigned int handle, GLenum type) 1516{ 1517 QueryMap::iterator query = mQueryMap.find(handle); 1518 1519 if(query == mQueryMap.end()) 1520 { 1521 return NULL; 1522 } 1523 else 1524 { 1525 if(!query->second) 1526 { 1527 query->second = new Query(handle, type); 1528 query->second->addRef(); 1529 } 1530 1531 return query->second; 1532 } 1533} 1534 1535VertexArray *Context::getVertexArray(GLuint array) const 1536{ 1537 VertexArrayMap::const_iterator vertexArray = mVertexArrayMap.find(array); 1538 1539 return (vertexArray == mVertexArrayMap.end()) ? NULL : vertexArray->second; 1540} 1541 1542VertexArray *Context::getCurrentVertexArray() const 1543{ 1544 return getVertexArray(mState.vertexArray); 1545} 1546 1547bool Context::hasZeroDivisor() const 1548{ 1549 // Verify there is at least one active attribute with a divisor of zero 1550 es2::Program *programObject = getCurrentProgram(); 1551 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1552 { 1553 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1554 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1555 { 1556 return true; 1557 } 1558 } 1559 1560 return false; 1561} 1562 1563TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1564{ 1565 TransformFeedbackMap::const_iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1566 1567 return (transformFeedbackObject == mTransformFeedbackMap.end()) ? NULL : transformFeedbackObject->second; 1568} 1569 1570Sampler *Context::getSampler(GLuint sampler) const 1571{ 1572 return mResourceManager->getSampler(sampler); 1573} 1574 1575bool Context::isSampler(GLuint sampler) const 1576{ 1577 return mResourceManager->isSampler(sampler); 1578} 1579 1580Buffer *Context::getArrayBuffer() const 1581{ 1582 return mState.arrayBuffer; 1583} 1584 1585Buffer *Context::getElementArrayBuffer() const 1586{ 1587 return getCurrentVertexArray()->getElementArrayBuffer(); 1588} 1589 1590Buffer *Context::getCopyReadBuffer() const 1591{ 1592 return mState.copyReadBuffer; 1593} 1594 1595Buffer *Context::getCopyWriteBuffer() const 1596{ 1597 return mState.copyWriteBuffer; 1598} 1599 1600Buffer *Context::getPixelPackBuffer() const 1601{ 1602 return mState.pixelPackBuffer; 1603} 1604 1605Buffer *Context::getPixelUnpackBuffer() const 1606{ 1607 return mState.pixelUnpackBuffer; 1608} 1609 1610Buffer *Context::getGenericUniformBuffer() const 1611{ 1612 return mState.genericUniformBuffer; 1613} 1614 1615bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1616{ 1617 switch(target) 1618 { 1619 case GL_ARRAY_BUFFER: 1620 *buffer = getArrayBuffer(); 1621 break; 1622 case GL_ELEMENT_ARRAY_BUFFER: 1623 *buffer = getElementArrayBuffer(); 1624 break; 1625 case GL_COPY_READ_BUFFER: 1626 if(clientVersion >= 3) 1627 { 1628 *buffer = getCopyReadBuffer(); 1629 break; 1630 } 1631 else return false; 1632 case GL_COPY_WRITE_BUFFER: 1633 if(clientVersion >= 3) 1634 { 1635 *buffer = getCopyWriteBuffer(); 1636 break; 1637 } 1638 else return false; 1639 case GL_PIXEL_PACK_BUFFER: 1640 if(clientVersion >= 3) 1641 { 1642 *buffer = getPixelPackBuffer(); 1643 break; 1644 } 1645 else return false; 1646 case GL_PIXEL_UNPACK_BUFFER: 1647 if(clientVersion >= 3) 1648 { 1649 *buffer = getPixelUnpackBuffer(); 1650 break; 1651 } 1652 else return false; 1653 case GL_TRANSFORM_FEEDBACK_BUFFER: 1654 if(clientVersion >= 3) 1655 { 1656 TransformFeedback* transformFeedback = getTransformFeedback(); 1657 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1658 break; 1659 } 1660 else return false; 1661 case GL_UNIFORM_BUFFER: 1662 if(clientVersion >= 3) 1663 { 1664 *buffer = getGenericUniformBuffer(); 1665 break; 1666 } 1667 else return false; 1668 default: 1669 return false; 1670 } 1671 return true; 1672} 1673 1674TransformFeedback *Context::getTransformFeedback() const 1675{ 1676 return getTransformFeedback(mState.transformFeedback); 1677} 1678 1679Program *Context::getCurrentProgram() const 1680{ 1681 return mResourceManager->getProgram(mState.currentProgram); 1682} 1683 1684Texture2D *Context::getTexture2D() const 1685{ 1686 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1687} 1688 1689Texture3D *Context::getTexture3D() const 1690{ 1691 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1692} 1693 1694Texture2DArray *Context::getTexture2DArray() const 1695{ 1696 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1697} 1698 1699TextureCubeMap *Context::getTextureCubeMap() const 1700{ 1701 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1702} 1703 1704TextureExternal *Context::getTextureExternal() const 1705{ 1706 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1707} 1708 1709Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1710{ 1711 GLuint texid = mState.samplerTexture[type][sampler].name(); 1712 1713 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1714 { 1715 switch (type) 1716 { 1717 case TEXTURE_2D: return mTexture2DZero; 1718 case TEXTURE_3D: return mTexture3DZero; 1719 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1720 case TEXTURE_CUBE: return mTextureCubeMapZero; 1721 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1722 default: UNREACHABLE(type); 1723 } 1724 } 1725 1726 return mState.samplerTexture[type][sampler]; 1727} 1728 1729void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1730{ 1731 mResourceManager->checkSamplerAllocation(sampler); 1732 1733 Sampler *samplerObject = getSampler(sampler); 1734 ASSERT(samplerObject); 1735 1736 switch(pname) 1737 { 1738 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1739 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1740 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1741 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1742 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1743 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1744 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1745 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; 1746 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; 1747 default: UNREACHABLE(pname); break; 1748 } 1749} 1750 1751void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1752{ 1753 mResourceManager->checkSamplerAllocation(sampler); 1754 1755 Sampler *samplerObject = getSampler(sampler); 1756 ASSERT(samplerObject); 1757 1758 switch(pname) 1759 { 1760 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1761 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1762 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1763 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1764 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1765 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1766 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1767 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break; 1768 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break; 1769 default: UNREACHABLE(pname); break; 1770 } 1771} 1772 1773GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1774{ 1775 mResourceManager->checkSamplerAllocation(sampler); 1776 1777 Sampler *samplerObject = getSampler(sampler); 1778 ASSERT(samplerObject); 1779 1780 switch(pname) 1781 { 1782 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1783 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1784 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1785 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1786 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1787 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1788 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1789 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); 1790 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); 1791 default: UNREACHABLE(pname); return 0; 1792 } 1793} 1794 1795GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1796{ 1797 mResourceManager->checkSamplerAllocation(sampler); 1798 1799 Sampler *samplerObject = getSampler(sampler); 1800 ASSERT(samplerObject); 1801 1802 switch(pname) 1803 { 1804 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1805 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1806 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1807 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1808 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1809 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1810 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1811 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); 1812 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); 1813 default: UNREACHABLE(pname); return 0; 1814 } 1815} 1816 1817bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1818{ 1819 switch(pname) 1820 { 1821 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1822 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1823 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1824 case GL_COLOR_WRITEMASK: 1825 params[0] = mState.colorMaskRed; 1826 params[1] = mState.colorMaskGreen; 1827 params[2] = mState.colorMaskBlue; 1828 params[3] = mState.colorMaskAlpha; 1829 break; 1830 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1831 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1832 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1833 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1834 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1835 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1836 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1837 case GL_BLEND: *params = mState.blendEnabled; break; 1838 case GL_DITHER: *params = mState.ditherEnabled; break; 1839 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1840 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1841 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1842 { 1843 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1844 if(transformFeedback) 1845 { 1846 *params = transformFeedback->isActive(); 1847 break; 1848 } 1849 else return false; 1850 } 1851 case GL_TRANSFORM_FEEDBACK_PAUSED: 1852 { 1853 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1854 if(transformFeedback) 1855 { 1856 *params = transformFeedback->isPaused(); 1857 break; 1858 } 1859 else return false; 1860 } 1861 default: 1862 return false; 1863 } 1864 1865 return true; 1866} 1867 1868bool Context::getFloatv(GLenum pname, GLfloat *params) const 1869{ 1870 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1871 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1872 // GetIntegerv as its native query function. As it would require conversion in any 1873 // case, this should make no difference to the calling application. 1874 switch(pname) 1875 { 1876 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1877 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1878 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1879 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1880 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1881 case GL_ALIASED_LINE_WIDTH_RANGE: 1882 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1883 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1884 break; 1885 case GL_ALIASED_POINT_SIZE_RANGE: 1886 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1887 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1888 break; 1889 case GL_DEPTH_RANGE: 1890 params[0] = mState.zNear; 1891 params[1] = mState.zFar; 1892 break; 1893 case GL_COLOR_CLEAR_VALUE: 1894 params[0] = mState.colorClearValue.red; 1895 params[1] = mState.colorClearValue.green; 1896 params[2] = mState.colorClearValue.blue; 1897 params[3] = mState.colorClearValue.alpha; 1898 break; 1899 case GL_BLEND_COLOR: 1900 params[0] = mState.blendColor.red; 1901 params[1] = mState.blendColor.green; 1902 params[2] = mState.blendColor.blue; 1903 params[3] = mState.blendColor.alpha; 1904 break; 1905 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1906 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1907 break; 1908 default: 1909 return false; 1910 } 1911 1912 return true; 1913} 1914 1915template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1916template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1917 1918template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1919{ 1920 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1921 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1922 // GetIntegerv as its native query function. As it would require conversion in any 1923 // case, this should make no difference to the calling application. You may find it in 1924 // Context::getFloatv. 1925 switch(pname) 1926 { 1927 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break; 1928 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break; 1929 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break; 1930 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; 1931 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break; 1932 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break; 1933 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break; 1934 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break; 1935 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; 1936 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; 1937 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); break; 1938 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); break; 1939// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1940 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; 1941 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; 1942 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); break; 1943 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; 1944 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1945 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; break; 1946 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1947 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; 1948 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1949 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1950 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1951 case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break; 1952 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; 1953 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; 1954 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break; 1955 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1956 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1957 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1958 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; 1959 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; 1960 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; 1961 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1962 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; 1963 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; 1964 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; 1965 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; 1966 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; 1967 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; 1968 case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break; 1969 case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break; 1970 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1971 case GL_SUBPIXEL_BITS: *params = 4; break; 1972 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1973 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break; 1974 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1975 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break; 1976 case GL_SAMPLE_BUFFERS: 1977 case GL_SAMPLES: 1978 { 1979 Framebuffer *framebuffer = getDrawFramebuffer(); 1980 int width, height, samples; 1981 1982 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1983 { 1984 switch(pname) 1985 { 1986 case GL_SAMPLE_BUFFERS: 1987 if(samples > 1) 1988 { 1989 *params = 1; 1990 } 1991 else 1992 { 1993 *params = 0; 1994 } 1995 break; 1996 case GL_SAMPLES: 1997 *params = samples; 1998 break; 1999 } 2000 } 2001 else 2002 { 2003 *params = 0; 2004 } 2005 } 2006 break; 2007 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2008 { 2009 Framebuffer *framebuffer = getReadFramebuffer(); 2010 *params = framebuffer->getImplementationColorReadType(); 2011 } 2012 break; 2013 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2014 { 2015 Framebuffer *framebuffer = getReadFramebuffer(); 2016 *params = framebuffer->getImplementationColorReadFormat(); 2017 } 2018 break; 2019 case GL_MAX_VIEWPORT_DIMS: 2020 { 2021 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 2022 params[0] = maxDimension; 2023 params[1] = maxDimension; 2024 } 2025 break; 2026 case GL_COMPRESSED_TEXTURE_FORMATS: 2027 { 2028 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 2029 { 2030 params[i] = compressedTextureFormats[i]; 2031 } 2032 } 2033 break; 2034 case GL_VIEWPORT: 2035 params[0] = mState.viewportX; 2036 params[1] = mState.viewportY; 2037 params[2] = mState.viewportWidth; 2038 params[3] = mState.viewportHeight; 2039 break; 2040 case GL_SCISSOR_BOX: 2041 params[0] = mState.scissorX; 2042 params[1] = mState.scissorY; 2043 params[2] = mState.scissorWidth; 2044 params[3] = mState.scissorHeight; 2045 break; 2046 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 2047 case GL_FRONT_FACE: *params = mState.frontFace; break; 2048 case GL_RED_BITS: 2049 case GL_GREEN_BITS: 2050 case GL_BLUE_BITS: 2051 case GL_ALPHA_BITS: 2052 { 2053 Framebuffer *framebuffer = getDrawFramebuffer(); 2054 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 2055 2056 if(colorbuffer) 2057 { 2058 switch (pname) 2059 { 2060 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 2061 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 2062 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 2063 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 2064 } 2065 } 2066 else 2067 { 2068 *params = 0; 2069 } 2070 } 2071 break; 2072 case GL_DEPTH_BITS: 2073 { 2074 Framebuffer *framebuffer = getDrawFramebuffer(); 2075 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2076 2077 if(depthbuffer) 2078 { 2079 *params = depthbuffer->getDepthSize(); 2080 } 2081 else 2082 { 2083 *params = 0; 2084 } 2085 } 2086 break; 2087 case GL_STENCIL_BITS: 2088 { 2089 Framebuffer *framebuffer = getDrawFramebuffer(); 2090 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2091 2092 if(stencilbuffer) 2093 { 2094 *params = stencilbuffer->getStencilSize(); 2095 } 2096 else 2097 { 2098 *params = 0; 2099 } 2100 } 2101 break; 2102 case GL_TEXTURE_BINDING_2D: 2103 { 2104 if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2105 { 2106 error(GL_INVALID_OPERATION); 2107 return false; 2108 } 2109 2110 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2111 } 2112 break; 2113 case GL_TEXTURE_BINDING_CUBE_MAP: 2114 { 2115 if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2116 { 2117 error(GL_INVALID_OPERATION); 2118 return false; 2119 } 2120 2121 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2122 } 2123 break; 2124 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2125 { 2126 if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2127 { 2128 error(GL_INVALID_OPERATION); 2129 return false; 2130 } 2131 2132 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2133 } 2134 break; 2135 case GL_TEXTURE_BINDING_3D_OES: 2136 case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0 2137 { 2138 if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2139 { 2140 error(GL_INVALID_OPERATION); 2141 return false; 2142 } 2143 2144 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2145 } 2146 break; 2147 case GL_COPY_READ_BUFFER_BINDING: // name, initially 0 2148 if(clientVersion >= 3) 2149 { 2150 *params = mState.copyReadBuffer.name(); 2151 } 2152 else 2153 { 2154 return false; 2155 } 2156 break; 2157 case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0 2158 if(clientVersion >= 3) 2159 { 2160 *params = mState.copyWriteBuffer.name(); 2161 } 2162 else 2163 { 2164 return false; 2165 } 2166 break; 2167 case GL_DRAW_BUFFER0: // symbolic constant, initial value is GL_BACK 2168 UNIMPLEMENTED(); 2169 *params = GL_BACK; 2170 break; 2171 case GL_DRAW_BUFFER1: // symbolic constant, initial value is GL_NONE 2172 case GL_DRAW_BUFFER2: 2173 case GL_DRAW_BUFFER3: 2174 case GL_DRAW_BUFFER4: 2175 case GL_DRAW_BUFFER5: 2176 case GL_DRAW_BUFFER6: 2177 case GL_DRAW_BUFFER7: 2178 case GL_DRAW_BUFFER8: 2179 case GL_DRAW_BUFFER9: 2180 case GL_DRAW_BUFFER10: 2181 case GL_DRAW_BUFFER11: 2182 case GL_DRAW_BUFFER12: 2183 case GL_DRAW_BUFFER13: 2184 case GL_DRAW_BUFFER14: 2185 case GL_DRAW_BUFFER15: 2186 UNIMPLEMENTED(); 2187 *params = GL_NONE; 2188 break; 2189 case GL_MAJOR_VERSION: // integer, at least 3 2190 UNIMPLEMENTED(); 2191 *params = 3; 2192 break; 2193 case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048 2194 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2195 break; 2196 case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048 2197 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2198 break; 2199 case GL_MAX_COLOR_ATTACHMENTS: // integer, at least 8 2200 UNIMPLEMENTED(); 2201 *params = IMPLEMENTATION_MAX_COLOR_ATTACHMENTS; 2202 break; 2203 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048 2204 UNIMPLEMENTED(); 2205 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2206 break; 2207 case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70 2208 UNIMPLEMENTED(); 2209 *params = 70; 2210 break; 2211 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176 2212 UNIMPLEMENTED(); 2213 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2214 break; 2215 case GL_MAX_DRAW_BUFFERS: // integer, at least 8 2216 UNIMPLEMENTED(); 2217 *params = IMPLEMENTATION_MAX_DRAW_BUFFERS; 2218 break; 2219 case GL_MAX_ELEMENT_INDEX: 2220 *params = MAX_ELEMENT_INDEX; 2221 break; 2222 case GL_MAX_ELEMENTS_INDICES: 2223 *params = MAX_ELEMENTS_INDICES; 2224 break; 2225 case GL_MAX_ELEMENTS_VERTICES: 2226 *params = MAX_ELEMENTS_VERTICES; 2227 break; 2228 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128 2229 UNIMPLEMENTED(); 2230 *params = 128; 2231 break; 2232 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12 2233 UNIMPLEMENTED(); 2234 *params = 12; 2235 break; 2236 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 1024 2237 UNIMPLEMENTED(); 2238 *params = 1024; 2239 break; 2240 case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7 2241 UNIMPLEMENTED(); 2242 *params = 7; 2243 break; 2244 case GL_MAX_SERVER_WAIT_TIMEOUT: // integer 2245 UNIMPLEMENTED(); 2246 *params = 0; 2247 break; 2248 case GL_MAX_TEXTURE_LOD_BIAS: // integer, at least 2.0 2249 UNIMPLEMENTED(); 2250 *params = 2; 2251 break; 2252 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64 2253 UNIMPLEMENTED(); 2254 *params = 64; 2255 break; 2256 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4 2257 UNIMPLEMENTED(); 2258 *params = IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2259 break; 2260 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4 2261 UNIMPLEMENTED(); 2262 *params = 4; 2263 break; 2264 case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384 2265 UNIMPLEMENTED(); 2266 *params = 16384; 2267 break; 2268 case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 36 2269 *params = IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; 2270 break; 2271 case GL_MAX_VARYING_COMPONENTS: // integer, at least 60 2272 UNIMPLEMENTED(); 2273 *params = 60; 2274 break; 2275 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer, at least 64 2276 UNIMPLEMENTED(); 2277 *params = 64; 2278 break; 2279 case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer, at least 12 2280 UNIMPLEMENTED(); 2281 *params = 12; 2282 break; 2283 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer, at least 1024 2284 UNIMPLEMENTED(); 2285 *params = 1024; 2286 break; 2287 case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8 2288 UNIMPLEMENTED(); 2289 *params = -8; 2290 break; 2291 case GL_MINOR_VERSION: // integer 2292 UNIMPLEMENTED(); 2293 *params = 0; 2294 break; 2295 case GL_NUM_EXTENSIONS: // integer 2296 GLuint numExtensions; 2297 getExtensions(0, &numExtensions); 2298 *params = numExtensions; 2299 break; 2300 case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0 2301 UNIMPLEMENTED(); 2302 *params = 0; 2303 break; 2304 case GL_PACK_ROW_LENGTH: // integer, initially 0 2305 *params = mState.packRowLength; 2306 break; 2307 case GL_PACK_SKIP_PIXELS: // integer, initially 0 2308 *params = mState.packSkipPixels; 2309 break; 2310 case GL_PACK_SKIP_ROWS: // integer, initially 0 2311 *params = mState.packSkipRows; 2312 break; 2313 case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0 2314 if(clientVersion >= 3) 2315 { 2316 *params = mState.pixelPackBuffer.name(); 2317 } 2318 else 2319 { 2320 return false; 2321 } 2322 break; 2323 case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0 2324 if(clientVersion >= 3) 2325 { 2326 *params = mState.pixelUnpackBuffer.name(); 2327 } 2328 else 2329 { 2330 return false; 2331 } 2332 break; 2333 case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS] 2334 UNIMPLEMENTED(); 2335 *params = 0; 2336 break; 2337 case GL_READ_BUFFER: // symbolic constant, initial value is GL_BACK 2338 UNIMPLEMENTED(); 2339 *params = GL_BACK; 2340 break; 2341 case GL_SAMPLER_BINDING: // GLint, default 0 2342 UNIMPLEMENTED(); 2343 *params = 0; 2344 break; 2345 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2346 if(clientVersion >= 3) 2347 { 2348 *params = mState.genericUniformBuffer.name(); 2349 } 2350 else 2351 { 2352 return false; 2353 } 2354 break; 2355 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1 2356 *params = IMPLEMENTATION_UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2357 break; 2358 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2359 if(clientVersion >= 3) 2360 { 2361 *params = mState.genericUniformBuffer->size(); 2362 } 2363 else 2364 { 2365 return false; 2366 } 2367 break; 2368 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2369 if(clientVersion >= 3) 2370 { 2371 *params = mState.genericUniformBuffer->offset(); 2372 } 2373 else 2374 { 2375 return false; 2376 } 2377 *params = 0; 2378 break; 2379 case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0 2380 *params = mState.unpackInfo.imageHeight; 2381 break; 2382 case GL_UNPACK_ROW_LENGTH: // integer, initially 0 2383 *params = mState.unpackInfo.rowLength; 2384 break; 2385 case GL_UNPACK_SKIP_IMAGES: // integer, initially 0 2386 *params = mState.unpackInfo.skipImages; 2387 break; 2388 case GL_UNPACK_SKIP_PIXELS: // integer, initially 0 2389 *params = mState.unpackInfo.skipPixels; 2390 break; 2391 case GL_UNPACK_SKIP_ROWS: // integer, initially 0 2392 *params = mState.unpackInfo.skipRows; 2393 break; 2394 case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0 2395 *params = getCurrentVertexArray()->name; 2396 break; 2397 default: 2398 return false; 2399 } 2400 2401 return true; 2402} 2403 2404template bool Context::getTransformFeedbackiv<GLint>(GLuint xfb, GLenum pname, GLint *param) const; 2405template bool Context::getTransformFeedbackiv<GLint64>(GLuint xfb, GLenum pname, GLint64 *param) const; 2406 2407template<typename T> bool Context::getTransformFeedbackiv(GLuint xfb, GLenum pname, T *param) const 2408{ 2409 UNIMPLEMENTED(); 2410 2411 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2412 if(!transformFeedback) 2413 { 2414 return false; 2415 } 2416 2417 switch(pname) 2418 { 2419 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2420 *param = 0; 2421 break; 2422 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2423 *param = transformFeedback->isActive(); 2424 break; 2425 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2426 *param = transformFeedback->name; 2427 break; 2428 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2429 *param = transformFeedback->isPaused(); 2430 break; 2431 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2432 if(transformFeedback->getGenericBuffer()) 2433 { 2434 *param = transformFeedback->getGenericBuffer()->size(); 2435 break; 2436 } 2437 else return false; 2438 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2439 *param = 0; 2440 break; 2441 default: 2442 return false; 2443 } 2444 2445 return true; 2446} 2447 2448bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2449{ 2450 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2451 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2452 // to the fact that it is stored internally as a float, and so would require conversion 2453 // if returned from Context::getIntegerv. Since this conversion is already implemented 2454 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2455 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2456 // application. 2457 switch(pname) 2458 { 2459 case GL_COMPRESSED_TEXTURE_FORMATS: 2460 { 2461 *type = GL_INT; 2462 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2463 } 2464 break; 2465 case GL_SHADER_BINARY_FORMATS: 2466 { 2467 *type = GL_INT; 2468 *numParams = 0; 2469 } 2470 break; 2471 case GL_MAX_VERTEX_ATTRIBS: 2472 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2473 case GL_MAX_VARYING_VECTORS: 2474 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2475 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2476 case GL_MAX_TEXTURE_IMAGE_UNITS: 2477 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2478 case GL_MAX_RENDERBUFFER_SIZE: 2479 case GL_NUM_SHADER_BINARY_FORMATS: 2480 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2481 case GL_ARRAY_BUFFER_BINDING: 2482 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2483 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2484 case GL_RENDERBUFFER_BINDING: 2485 case GL_CURRENT_PROGRAM: 2486 case GL_PACK_ALIGNMENT: 2487 case GL_UNPACK_ALIGNMENT: 2488 case GL_GENERATE_MIPMAP_HINT: 2489 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2490 case GL_RED_BITS: 2491 case GL_GREEN_BITS: 2492 case GL_BLUE_BITS: 2493 case GL_ALPHA_BITS: 2494 case GL_DEPTH_BITS: 2495 case GL_STENCIL_BITS: 2496 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2497 case GL_CULL_FACE_MODE: 2498 case GL_FRONT_FACE: 2499 case GL_ACTIVE_TEXTURE: 2500 case GL_STENCIL_FUNC: 2501 case GL_STENCIL_VALUE_MASK: 2502 case GL_STENCIL_REF: 2503 case GL_STENCIL_FAIL: 2504 case GL_STENCIL_PASS_DEPTH_FAIL: 2505 case GL_STENCIL_PASS_DEPTH_PASS: 2506 case GL_STENCIL_BACK_FUNC: 2507 case GL_STENCIL_BACK_VALUE_MASK: 2508 case GL_STENCIL_BACK_REF: 2509 case GL_STENCIL_BACK_FAIL: 2510 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2511 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2512 case GL_DEPTH_FUNC: 2513 case GL_BLEND_SRC_RGB: 2514 case GL_BLEND_SRC_ALPHA: 2515 case GL_BLEND_DST_RGB: 2516 case GL_BLEND_DST_ALPHA: 2517 case GL_BLEND_EQUATION_RGB: 2518 case GL_BLEND_EQUATION_ALPHA: 2519 case GL_STENCIL_WRITEMASK: 2520 case GL_STENCIL_BACK_WRITEMASK: 2521 case GL_STENCIL_CLEAR_VALUE: 2522 case GL_SUBPIXEL_BITS: 2523 case GL_MAX_TEXTURE_SIZE: 2524 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2525 case GL_SAMPLE_BUFFERS: 2526 case GL_SAMPLES: 2527 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2528 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2529 case GL_TEXTURE_BINDING_2D: 2530 case GL_TEXTURE_BINDING_CUBE_MAP: 2531 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2532 case GL_TEXTURE_BINDING_3D_OES: 2533 case GL_COPY_READ_BUFFER_BINDING: 2534 case GL_COPY_WRITE_BUFFER_BINDING: 2535 case GL_DRAW_BUFFER0: 2536 case GL_DRAW_BUFFER1: 2537 case GL_DRAW_BUFFER2: 2538 case GL_DRAW_BUFFER3: 2539 case GL_DRAW_BUFFER4: 2540 case GL_DRAW_BUFFER5: 2541 case GL_DRAW_BUFFER6: 2542 case GL_DRAW_BUFFER7: 2543 case GL_DRAW_BUFFER8: 2544 case GL_DRAW_BUFFER9: 2545 case GL_DRAW_BUFFER10: 2546 case GL_DRAW_BUFFER11: 2547 case GL_DRAW_BUFFER12: 2548 case GL_DRAW_BUFFER13: 2549 case GL_DRAW_BUFFER14: 2550 case GL_DRAW_BUFFER15: 2551 case GL_MAJOR_VERSION: 2552 case GL_MAX_3D_TEXTURE_SIZE: 2553 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2554 case GL_MAX_COLOR_ATTACHMENTS: 2555 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2556 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2557 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2558 case GL_MAX_DRAW_BUFFERS: 2559 case GL_MAX_ELEMENT_INDEX: 2560 case GL_MAX_ELEMENTS_INDICES: 2561 case GL_MAX_ELEMENTS_VERTICES: 2562 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2563 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2564 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2565 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2566 case GL_MAX_SERVER_WAIT_TIMEOUT: 2567 case GL_MAX_TEXTURE_LOD_BIAS: 2568 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2569 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2570 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2571 case GL_MAX_UNIFORM_BLOCK_SIZE: 2572 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2573 case GL_MAX_VARYING_COMPONENTS: 2574 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2575 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2576 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2577 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2578 case GL_MINOR_VERSION: 2579 case GL_NUM_EXTENSIONS: 2580 case GL_NUM_PROGRAM_BINARY_FORMATS: 2581 case GL_PACK_ROW_LENGTH: 2582 case GL_PACK_SKIP_PIXELS: 2583 case GL_PACK_SKIP_ROWS: 2584 case GL_PIXEL_PACK_BUFFER_BINDING: 2585 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2586 case GL_PROGRAM_BINARY_FORMATS: 2587 case GL_READ_BUFFER: 2588 case GL_SAMPLER_BINDING: 2589 case GL_TEXTURE_BINDING_2D_ARRAY: 2590 case GL_UNIFORM_BUFFER_BINDING: 2591 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2592 case GL_UNIFORM_BUFFER_SIZE: 2593 case GL_UNIFORM_BUFFER_START: 2594 case GL_UNPACK_IMAGE_HEIGHT: 2595 case GL_UNPACK_ROW_LENGTH: 2596 case GL_UNPACK_SKIP_IMAGES: 2597 case GL_UNPACK_SKIP_PIXELS: 2598 case GL_UNPACK_SKIP_ROWS: 2599 case GL_VERTEX_ARRAY_BINDING: 2600 { 2601 *type = GL_INT; 2602 *numParams = 1; 2603 } 2604 break; 2605 case GL_MAX_SAMPLES_ANGLE: 2606 { 2607 *type = GL_INT; 2608 *numParams = 1; 2609 } 2610 break; 2611 case GL_MAX_VIEWPORT_DIMS: 2612 { 2613 *type = GL_INT; 2614 *numParams = 2; 2615 } 2616 break; 2617 case GL_VIEWPORT: 2618 case GL_SCISSOR_BOX: 2619 { 2620 *type = GL_INT; 2621 *numParams = 4; 2622 } 2623 break; 2624 case GL_SHADER_COMPILER: 2625 case GL_SAMPLE_COVERAGE_INVERT: 2626 case GL_DEPTH_WRITEMASK: 2627 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2628 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2629 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2630 case GL_SAMPLE_COVERAGE: 2631 case GL_SCISSOR_TEST: 2632 case GL_STENCIL_TEST: 2633 case GL_DEPTH_TEST: 2634 case GL_BLEND: 2635 case GL_DITHER: 2636 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2637 case GL_RASTERIZER_DISCARD: 2638 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2639 case GL_TRANSFORM_FEEDBACK_PAUSED: 2640 { 2641 *type = GL_BOOL; 2642 *numParams = 1; 2643 } 2644 break; 2645 case GL_COLOR_WRITEMASK: 2646 { 2647 *type = GL_BOOL; 2648 *numParams = 4; 2649 } 2650 break; 2651 case GL_POLYGON_OFFSET_FACTOR: 2652 case GL_POLYGON_OFFSET_UNITS: 2653 case GL_SAMPLE_COVERAGE_VALUE: 2654 case GL_DEPTH_CLEAR_VALUE: 2655 case GL_LINE_WIDTH: 2656 { 2657 *type = GL_FLOAT; 2658 *numParams = 1; 2659 } 2660 break; 2661 case GL_ALIASED_LINE_WIDTH_RANGE: 2662 case GL_ALIASED_POINT_SIZE_RANGE: 2663 case GL_DEPTH_RANGE: 2664 { 2665 *type = GL_FLOAT; 2666 *numParams = 2; 2667 } 2668 break; 2669 case GL_COLOR_CLEAR_VALUE: 2670 case GL_BLEND_COLOR: 2671 { 2672 *type = GL_FLOAT; 2673 *numParams = 4; 2674 } 2675 break; 2676 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2677 *type = GL_FLOAT; 2678 *numParams = 1; 2679 break; 2680 default: 2681 return false; 2682 } 2683 2684 return true; 2685} 2686 2687void Context::applyScissor(int width, int height) 2688{ 2689 if(mState.scissorTestEnabled) 2690 { 2691 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2692 scissor.clip(0, 0, width, height); 2693 2694 device->setScissorRect(scissor); 2695 device->setScissorEnable(true); 2696 } 2697 else 2698 { 2699 device->setScissorEnable(false); 2700 } 2701} 2702 2703egl::Image *Context::getScissoredImage(GLint drawbuffer, int &x0, int &y0, int &width, int &height, bool depthStencil) 2704{ 2705 Framebuffer* framebuffer = getDrawFramebuffer(); 2706 egl::Image* image = depthStencil ? framebuffer->getDepthStencil() : framebuffer->getRenderTarget(drawbuffer); 2707 2708 applyScissor(image->getWidth(), image->getHeight()); 2709 2710 device->getScissoredRegion(image, x0, y0, width, height); 2711 2712 return image; 2713} 2714 2715// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2716bool Context::applyRenderTarget() 2717{ 2718 Framebuffer *framebuffer = getDrawFramebuffer(); 2719 int width, height, samples; 2720 2721 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2722 { 2723 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2724 } 2725 2726 for(int i = 0; i < MAX_DRAW_BUFFERS; ++i) 2727 { 2728 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2729 device->setRenderTarget(i, renderTarget); 2730 if(renderTarget) renderTarget->release(); 2731 } 2732 2733 egl::Image *depthStencil = framebuffer->getDepthStencil(); 2734 device->setDepthStencilSurface(depthStencil); 2735 if(depthStencil) depthStencil->release(); 2736 2737 Viewport viewport; 2738 float zNear = clamp01(mState.zNear); 2739 float zFar = clamp01(mState.zFar); 2740 2741 viewport.x0 = mState.viewportX; 2742 viewport.y0 = mState.viewportY; 2743 viewport.width = mState.viewportWidth; 2744 viewport.height = mState.viewportHeight; 2745 viewport.minZ = zNear; 2746 viewport.maxZ = zFar; 2747 2748 device->setViewport(viewport); 2749 2750 applyScissor(width, height); 2751 2752 Program *program = getCurrentProgram(); 2753 2754 if(program) 2755 { 2756 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2757 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2758 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2759 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2760 } 2761 2762 return true; 2763} 2764 2765// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2766void Context::applyState(GLenum drawMode) 2767{ 2768 Framebuffer *framebuffer = getDrawFramebuffer(); 2769 2770 if(mState.cullFaceEnabled) 2771 { 2772 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2773 } 2774 else 2775 { 2776 device->setCullMode(sw::CULL_NONE); 2777 } 2778 2779 if(mDepthStateDirty) 2780 { 2781 if(mState.depthTestEnabled) 2782 { 2783 device->setDepthBufferEnable(true); 2784 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2785 } 2786 else 2787 { 2788 device->setDepthBufferEnable(false); 2789 } 2790 2791 mDepthStateDirty = false; 2792 } 2793 2794 if(mBlendStateDirty) 2795 { 2796 if(mState.blendEnabled) 2797 { 2798 device->setAlphaBlendEnable(true); 2799 device->setSeparateAlphaBlendEnable(true); 2800 2801 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2802 2803 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2804 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2805 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2806 2807 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2808 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2809 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2810 } 2811 else 2812 { 2813 device->setAlphaBlendEnable(false); 2814 } 2815 2816 mBlendStateDirty = false; 2817 } 2818 2819 if(mStencilStateDirty || mFrontFaceDirty) 2820 { 2821 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2822 { 2823 device->setStencilEnable(true); 2824 device->setTwoSidedStencil(true); 2825 2826 // get the maximum size of the stencil ref 2827 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2828 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2829 2830 if(mState.frontFace == GL_CCW) 2831 { 2832 device->setStencilWriteMask(mState.stencilWritemask); 2833 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2834 2835 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2836 device->setStencilMask(mState.stencilMask); 2837 2838 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2839 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2840 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2841 2842 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2843 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2844 2845 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2846 device->setStencilMaskCCW(mState.stencilBackMask); 2847 2848 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2849 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2850 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2851 } 2852 else 2853 { 2854 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2855 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2856 2857 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2858 device->setStencilMaskCCW(mState.stencilMask); 2859 2860 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2861 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2862 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2863 2864 device->setStencilWriteMask(mState.stencilBackWritemask); 2865 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2866 2867 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2868 device->setStencilMask(mState.stencilBackMask); 2869 2870 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2871 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2872 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2873 } 2874 } 2875 else 2876 { 2877 device->setStencilEnable(false); 2878 } 2879 2880 mStencilStateDirty = false; 2881 mFrontFaceDirty = false; 2882 } 2883 2884 if(mMaskStateDirty) 2885 { 2886 device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2887 device->setDepthWriteEnable(mState.depthMask); 2888 2889 mMaskStateDirty = false; 2890 } 2891 2892 if(mPolygonOffsetStateDirty) 2893 { 2894 if(mState.polygonOffsetFillEnabled) 2895 { 2896 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2897 if(depthbuffer) 2898 { 2899 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2900 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 2901 device->setDepthBias(depthBias); 2902 } 2903 } 2904 else 2905 { 2906 device->setSlopeDepthBias(0); 2907 device->setDepthBias(0); 2908 } 2909 2910 mPolygonOffsetStateDirty = false; 2911 } 2912 2913 if(mSampleStateDirty) 2914 { 2915 if(mState.sampleAlphaToCoverageEnabled) 2916 { 2917 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2918 } 2919 else 2920 { 2921 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2922 } 2923 2924 if(mState.sampleCoverageEnabled) 2925 { 2926 unsigned int mask = 0; 2927 if(mState.sampleCoverageValue != 0) 2928 { 2929 int width, height, samples; 2930 framebuffer->completeness(width, height, samples); 2931 2932 float threshold = 0.5f; 2933 2934 for(int i = 0; i < samples; i++) 2935 { 2936 mask <<= 1; 2937 2938 if((i + 1) * mState.sampleCoverageValue >= threshold) 2939 { 2940 threshold += 1.0f; 2941 mask |= 1; 2942 } 2943 } 2944 } 2945 2946 if(mState.sampleCoverageInvert) 2947 { 2948 mask = ~mask; 2949 } 2950 2951 device->setMultiSampleMask(mask); 2952 } 2953 else 2954 { 2955 device->setMultiSampleMask(0xFFFFFFFF); 2956 } 2957 2958 mSampleStateDirty = false; 2959 } 2960 2961 if(mDitherStateDirty) 2962 { 2963 // UNIMPLEMENTED(); // FIXME 2964 2965 mDitherStateDirty = false; 2966 } 2967} 2968 2969GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2970{ 2971 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2972 2973 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2974 if(err != GL_NO_ERROR) 2975 { 2976 return err; 2977 } 2978 2979 Program *program = getCurrentProgram(); 2980 2981 device->resetInputStreams(false); 2982 2983 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2984 { 2985 if(program->getAttributeStream(i) == -1) 2986 { 2987 continue; 2988 } 2989 2990 sw::Resource *resource = attributes[i].vertexBuffer; 2991 const void *buffer = (char*)resource->data() + attributes[i].offset; 2992 2993 int stride = attributes[i].stride; 2994 2995 buffer = (char*)buffer + stride * base; 2996 2997 sw::Stream attribute(resource, buffer, stride); 2998 2999 attribute.type = attributes[i].type; 3000 attribute.count = attributes[i].count; 3001 attribute.normalized = attributes[i].normalized; 3002 3003 int stream = program->getAttributeStream(i); 3004 device->setInputStream(stream, attribute); 3005 } 3006 3007 return GL_NO_ERROR; 3008} 3009 3010// Applies the indices and element array bindings 3011GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 3012{ 3013 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo); 3014 3015 if(err == GL_NO_ERROR) 3016 { 3017 device->setIndexBuffer(indexInfo->indexBuffer); 3018 } 3019 3020 return err; 3021} 3022 3023// Applies the shaders and shader constants 3024void Context::applyShaders() 3025{ 3026 Program *programObject = getCurrentProgram(); 3027 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3028 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3029 3030 device->setVertexShader(vertexShader); 3031 device->setPixelShader(pixelShader); 3032 3033 if(programObject->getSerial() != mAppliedProgramSerial) 3034 { 3035 programObject->dirtyAllUniforms(); 3036 mAppliedProgramSerial = programObject->getSerial(); 3037 } 3038 3039 programObject->applyUniforms(); 3040 programObject->applyUniformBuffers(); 3041} 3042 3043void Context::applyTextures() 3044{ 3045 applyTextures(sw::SAMPLER_PIXEL); 3046 applyTextures(sw::SAMPLER_VERTEX); 3047} 3048 3049void Context::applyTextures(sw::SamplerType samplerType) 3050{ 3051 Program *programObject = getCurrentProgram(); 3052 3053 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3054 3055 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3056 { 3057 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3058 3059 if(textureUnit != -1) 3060 { 3061 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3062 3063 Texture *texture = getSamplerTexture(textureUnit, textureType); 3064 3065 if(texture->isSamplerComplete()) 3066 { 3067 GLenum wrapS, wrapT, wrapR, texFilter, magFilter; 3068 3069 Sampler *samplerObject = mState.sampler[textureUnit]; 3070 if(samplerObject) 3071 { 3072 wrapS = samplerObject->getWrapS(); 3073 wrapT = samplerObject->getWrapT(); 3074 wrapR = samplerObject->getWrapR(); 3075 texFilter = samplerObject->getMinFilter(); 3076 magFilter = samplerObject->getMagFilter(); 3077 } 3078 else 3079 { 3080 wrapS = texture->getWrapS(); 3081 wrapT = texture->getWrapT(); 3082 wrapR = texture->getWrapR(); 3083 texFilter = texture->getMinFilter(); 3084 magFilter = texture->getMagFilter(); 3085 } 3086 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3087 3088 GLenum swizzleR = texture->getSwizzleR(); 3089 GLenum swizzleG = texture->getSwizzleG(); 3090 GLenum swizzleB = texture->getSwizzleB(); 3091 GLenum swizzleA = texture->getSwizzleA(); 3092 3093 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3094 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3095 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3096 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3097 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3098 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3099 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3100 3101 sw::FilterType minFilter; 3102 sw::MipmapType mipFilter; 3103 es2sw::ConvertMinFilter(texFilter, &minFilter, &mipFilter, maxAnisotropy); 3104 // ASSERT(minFilter == es2sw::ConvertMagFilter(magFilter)); 3105 3106 device->setTextureFilter(samplerType, samplerIndex, minFilter); 3107 // device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertMagFilter(magFilter)); 3108 device->setMipmapFilter(samplerType, samplerIndex, mipFilter); 3109 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3110 3111 applyTexture(samplerType, samplerIndex, texture); 3112 } 3113 else 3114 { 3115 applyTexture(samplerType, samplerIndex, nullptr); 3116 } 3117 } 3118 else 3119 { 3120 applyTexture(samplerType, samplerIndex, nullptr); 3121 } 3122 } 3123} 3124 3125void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3126{ 3127 Program *program = getCurrentProgram(); 3128 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3129 bool textureUsed = false; 3130 3131 if(type == sw::SAMPLER_PIXEL) 3132 { 3133 textureUsed = program->getPixelShader()->usesSampler(index); 3134 } 3135 else if(type == sw::SAMPLER_VERTEX) 3136 { 3137 textureUsed = program->getVertexShader()->usesSampler(index); 3138 } 3139 else UNREACHABLE(type); 3140 3141 sw::Resource *resource = 0; 3142 3143 if(baseTexture && textureUsed) 3144 { 3145 resource = baseTexture->getResource(); 3146 } 3147 3148 device->setTextureResource(sampler, resource); 3149 3150 if(baseTexture && textureUsed) 3151 { 3152 int levelCount = baseTexture->getLevelCount(); 3153 3154 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3155 { 3156 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3157 3158 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3159 { 3160 int surfaceLevel = mipmapLevel; 3161 3162 if(surfaceLevel < 0) 3163 { 3164 surfaceLevel = 0; 3165 } 3166 else if(surfaceLevel >= levelCount) 3167 { 3168 surfaceLevel = levelCount - 1; 3169 } 3170 3171 egl::Image *surface = texture->getImage(surfaceLevel); 3172 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3173 } 3174 } 3175 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3176 { 3177 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3178 3179 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3180 { 3181 int surfaceLevel = mipmapLevel; 3182 3183 if(surfaceLevel < 0) 3184 { 3185 surfaceLevel = 0; 3186 } 3187 else if(surfaceLevel >= levelCount) 3188 { 3189 surfaceLevel = levelCount - 1; 3190 } 3191 3192 egl::Image *surface = texture->getImage(surfaceLevel); 3193 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3194 } 3195 } 3196 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3197 { 3198 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3199 3200 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3201 { 3202 int surfaceLevel = mipmapLevel; 3203 3204 if(surfaceLevel < 0) 3205 { 3206 surfaceLevel = 0; 3207 } 3208 else if(surfaceLevel >= levelCount) 3209 { 3210 surfaceLevel = levelCount - 1; 3211 } 3212 3213 egl::Image *surface = texture->getImage(surfaceLevel); 3214 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3215 } 3216 } 3217 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3218 { 3219 for(int face = 0; face < 6; face++) 3220 { 3221 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3222 3223 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3224 { 3225 int surfaceLevel = mipmapLevel; 3226 3227 if(surfaceLevel < 0) 3228 { 3229 surfaceLevel = 0; 3230 } 3231 else if(surfaceLevel >= levelCount) 3232 { 3233 surfaceLevel = levelCount - 1; 3234 } 3235 3236 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3237 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3238 } 3239 } 3240 } 3241 else UNIMPLEMENTED(); 3242 } 3243 else 3244 { 3245 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3246 } 3247} 3248 3249void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, 3250 GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3251{ 3252 Framebuffer *framebuffer = getReadFramebuffer(); 3253 int framebufferWidth, framebufferHeight, framebufferSamples; 3254 3255 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3256 { 3257 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3258 } 3259 3260 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3261 { 3262 return error(GL_INVALID_OPERATION); 3263 } 3264 3265 if(format != GL_RGBA || type != GL_UNSIGNED_BYTE) 3266 { 3267 if(format != framebuffer->getImplementationColorReadFormat() || type != framebuffer->getImplementationColorReadType()) 3268 { 3269 return error(GL_INVALID_OPERATION); 3270 } 3271 } 3272 3273 GLsizei outputPitch = (mState.packRowLength > 0) ? mState.packRowLength : egl::ComputePitch(width, format, type, mState.packAlignment); 3274 3275 // Sized query sanity check 3276 if(bufSize) 3277 { 3278 int requiredSize = outputPitch * height; 3279 if(requiredSize > *bufSize) 3280 { 3281 return error(GL_INVALID_OPERATION); 3282 } 3283 } 3284 3285 egl::Image *renderTarget = framebuffer->getReadRenderTarget(); 3286 3287 if(!renderTarget) 3288 { 3289 return error(GL_OUT_OF_MEMORY); 3290 } 3291 3292 x += mState.packSkipPixels; 3293 y += mState.packSkipRows; 3294 sw::Rect rect = {x, y, x + width, y + height}; 3295 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3296 3297 unsigned char *source = (unsigned char*)renderTarget->lock(rect.x0, rect.y0, sw::LOCK_READONLY); 3298 unsigned char *dest = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3299 int inputPitch = (int)renderTarget->getPitch(); 3300 3301 for(int j = 0; j < rect.y1 - rect.y0; j++) 3302 { 3303 unsigned short *dest16 = (unsigned short*)dest; 3304 unsigned int *dest32 = (unsigned int*)dest; 3305 3306 if(renderTarget->getInternalFormat() == sw::FORMAT_A8B8G8R8 && 3307 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 3308 { 3309 memcpy(dest, source, (rect.x1 - rect.x0) * 4); 3310 } 3311 else if(renderTarget->getInternalFormat() == sw::FORMAT_A8R8G8B8 && 3312 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 3313 { 3314 for(int i = 0; i < rect.x1 - rect.x0; i++) 3315 { 3316 unsigned int argb = *(unsigned int*)(source + 4 * i); 3317 3318 dest32[i] = (argb & 0xFF00FF00) | ((argb & 0x000000FF) << 16) | ((argb & 0x00FF0000) >> 16); 3319 } 3320 } 3321 else if(renderTarget->getInternalFormat() == sw::FORMAT_X8R8G8B8 && 3322 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 3323 { 3324 for(int i = 0; i < rect.x1 - rect.x0; i++) 3325 { 3326 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 3327 3328 dest32[i] = (xrgb & 0xFF00FF00) | ((xrgb & 0x000000FF) << 16) | ((xrgb & 0x00FF0000) >> 16) | 0xFF000000; 3329 } 3330 } 3331 else if(renderTarget->getInternalFormat() == sw::FORMAT_X8R8G8B8 && 3332 format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) 3333 { 3334 for(int i = 0; i < rect.x1 - rect.x0; i++) 3335 { 3336 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 3337 3338 dest32[i] = xrgb | 0xFF000000; 3339 } 3340 } 3341 else if(renderTarget->getInternalFormat() == sw::FORMAT_A8R8G8B8 && 3342 format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) 3343 { 3344 memcpy(dest, source, (rect.x1 - rect.x0) * 4); 3345 } 3346 else if(renderTarget->getInternalFormat() == sw::FORMAT_A16B16G16R16F && 3347 format == GL_RGBA && (type == GL_HALF_FLOAT || type == GL_HALF_FLOAT_OES)) 3348 { 3349 memcpy(dest, source, (rect.x1 - rect.x0) * 8); 3350 } 3351 else if(renderTarget->getInternalFormat() == sw::FORMAT_A32B32G32R32F && 3352 format == GL_RGBA && type == GL_FLOAT) 3353 { 3354 memcpy(dest, source, (rect.x1 - rect.x0) * 16); 3355 } 3356 else if(renderTarget->getInternalFormat() == sw::FORMAT_A1R5G5B5 && 3357 format == GL_BGRA_EXT && type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT) 3358 { 3359 memcpy(dest, source, (rect.x1 - rect.x0) * 2); 3360 } 3361 else if(renderTarget->getInternalFormat() == sw::FORMAT_R5G6B5 && 3362 format == 0x80E0 && type == GL_UNSIGNED_SHORT_5_6_5) // GL_BGR_EXT 3363 { 3364 memcpy(dest, source, (rect.x1 - rect.x0) * 2); 3365 } 3366 else 3367 { 3368 for(int i = 0; i < rect.x1 - rect.x0; i++) 3369 { 3370 float r; 3371 float g; 3372 float b; 3373 float a; 3374 3375 switch(renderTarget->getInternalFormat()) 3376 { 3377 case sw::FORMAT_R5G6B5: 3378 { 3379 unsigned short rgb = *(unsigned short*)(source + 2 * i); 3380 3381 a = 1.0f; 3382 b = (rgb & 0x001F) * (1.0f / 0x001F); 3383 g = (rgb & 0x07E0) * (1.0f / 0x07E0); 3384 r = (rgb & 0xF800) * (1.0f / 0xF800); 3385 } 3386 break; 3387 case sw::FORMAT_A1R5G5B5: 3388 { 3389 unsigned short argb = *(unsigned short*)(source + 2 * i); 3390 3391 a = (argb & 0x8000) ? 1.0f : 0.0f; 3392 b = (argb & 0x001F) * (1.0f / 0x001F); 3393 g = (argb & 0x03E0) * (1.0f / 0x03E0); 3394 r = (argb & 0x7C00) * (1.0f / 0x7C00); 3395 } 3396 break; 3397 case sw::FORMAT_A8R8G8B8: 3398 { 3399 unsigned int argb = *(unsigned int*)(source + 4 * i); 3400 3401 a = (argb & 0xFF000000) * (1.0f / 0xFF000000); 3402 b = (argb & 0x000000FF) * (1.0f / 0x000000FF); 3403 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00); 3404 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000); 3405 } 3406 break; 3407 case sw::FORMAT_A8B8G8R8: 3408 { 3409 unsigned int abgr = *(unsigned int*)(source + 4 * i); 3410 3411 a = (abgr & 0xFF000000) * (1.0f / 0xFF000000); 3412 b = (abgr & 0x00FF0000) * (1.0f / 0x00FF0000); 3413 g = (abgr & 0x0000FF00) * (1.0f / 0x0000FF00); 3414 r = (abgr & 0x000000FF) * (1.0f / 0x000000FF); 3415 } 3416 break; 3417 case sw::FORMAT_X8R8G8B8: 3418 { 3419 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 3420 3421 a = 1.0f; 3422 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF); 3423 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00); 3424 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000); 3425 } 3426 break; 3427 case sw::FORMAT_X8B8G8R8: 3428 { 3429 unsigned int xbgr = *(unsigned int*)(source + 4 * i); 3430 3431 a = 1.0f; 3432 b = (xbgr & 0x00FF0000) * (1.0f / 0x00FF0000); 3433 g = (xbgr & 0x0000FF00) * (1.0f / 0x0000FF00); 3434 r = (xbgr & 0x000000FF) * (1.0f / 0x000000FF); 3435 } 3436 break; 3437 case sw::FORMAT_A2R10G10B10: 3438 { 3439 unsigned int argb = *(unsigned int*)(source + 4 * i); 3440 3441 a = (argb & 0xC0000000) * (1.0f / 0xC0000000); 3442 b = (argb & 0x000003FF) * (1.0f / 0x000003FF); 3443 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00); 3444 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000); 3445 } 3446 break; 3447 case sw::FORMAT_A32B32G32R32F: 3448 { 3449 r = *((float*)(source + 16 * i) + 0); 3450 g = *((float*)(source + 16 * i) + 1); 3451 b = *((float*)(source + 16 * i) + 2); 3452 a = *((float*)(source + 16 * i) + 3); 3453 } 3454 break; 3455 case sw::FORMAT_A16B16G16R16F: 3456 { 3457 r = (float)*((sw::half*)(source + 8 * i) + 0); 3458 g = (float)*((sw::half*)(source + 8 * i) + 1); 3459 b = (float)*((sw::half*)(source + 8 * i) + 2); 3460 a = (float)*((sw::half*)(source + 8 * i) + 3); 3461 } 3462 break; 3463 default: 3464 UNIMPLEMENTED(); // FIXME 3465 UNREACHABLE(renderTarget->getInternalFormat()); 3466 } 3467 3468 switch(format) 3469 { 3470 case GL_RGBA: 3471 switch(type) 3472 { 3473 case GL_UNSIGNED_BYTE: 3474 dest[4 * i + 0] = (unsigned char)(255 * r + 0.5f); 3475 dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); 3476 dest[4 * i + 2] = (unsigned char)(255 * b + 0.5f); 3477 dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f); 3478 break; 3479 default: UNREACHABLE(type); 3480 } 3481 break; 3482 case GL_BGRA_EXT: 3483 switch(type) 3484 { 3485 case GL_UNSIGNED_BYTE: 3486 dest[4 * i + 0] = (unsigned char)(255 * b + 0.5f); 3487 dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); 3488 dest[4 * i + 2] = (unsigned char)(255 * r + 0.5f); 3489 dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f); 3490 break; 3491 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: 3492 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section 3493 // this type is packed as follows: 3494 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 3495 // -------------------------------------------------------------------------------- 3496 // | 4th | 3rd | 2nd | 1st component | 3497 // -------------------------------------------------------------------------------- 3498 // in the case of BGRA_EXT, B is the first component, G the second, and so forth. 3499 dest16[i] = 3500 ((unsigned short)(15 * a + 0.5f) << 12)| 3501 ((unsigned short)(15 * r + 0.5f) << 8) | 3502 ((unsigned short)(15 * g + 0.5f) << 4) | 3503 ((unsigned short)(15 * b + 0.5f) << 0); 3504 break; 3505 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: 3506 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section 3507 // this type is packed as follows: 3508 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 3509 // -------------------------------------------------------------------------------- 3510 // | 4th | 3rd | 2nd | 1st component | 3511 // -------------------------------------------------------------------------------- 3512 // in the case of BGRA_EXT, B is the first component, G the second, and so forth. 3513 dest16[i] = 3514 ((unsigned short)( a + 0.5f) << 15) | 3515 ((unsigned short)(31 * r + 0.5f) << 10) | 3516 ((unsigned short)(31 * g + 0.5f) << 5) | 3517 ((unsigned short)(31 * b + 0.5f) << 0); 3518 break; 3519 default: UNREACHABLE(type); 3520 } 3521 break; 3522 case GL_RGB: 3523 switch(type) 3524 { 3525 case GL_UNSIGNED_SHORT_5_6_5: 3526 dest16[i] = 3527 ((unsigned short)(31 * b + 0.5f) << 0) | 3528 ((unsigned short)(63 * g + 0.5f) << 5) | 3529 ((unsigned short)(31 * r + 0.5f) << 11); 3530 break; 3531 default: UNREACHABLE(type); 3532 } 3533 break; 3534 default: UNREACHABLE(format); 3535 } 3536 } 3537 } 3538 3539 source += inputPitch; 3540 dest += outputPitch; 3541 } 3542 3543 renderTarget->unlock(); 3544 renderTarget->release(); 3545} 3546 3547void Context::clear(GLbitfield mask) 3548{ 3549 Framebuffer *framebuffer = getDrawFramebuffer(); 3550 3551 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3552 { 3553 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3554 } 3555 3556 if(!applyRenderTarget()) 3557 { 3558 return; 3559 } 3560 3561 if(mask & GL_COLOR_BUFFER_BIT) 3562 { 3563 unsigned int rgbaMask = getColorMask(); 3564 3565 if(rgbaMask != 0) 3566 { 3567 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3568 } 3569 } 3570 3571 if(mask & GL_DEPTH_BUFFER_BIT) 3572 { 3573 if(mState.depthMask != 0) 3574 { 3575 float depth = clamp01(mState.depthClearValue); 3576 device->clearDepth(depth); 3577 } 3578 } 3579 3580 if(mask & GL_STENCIL_BUFFER_BIT) 3581 { 3582 if(mState.stencilWritemask != 0) 3583 { 3584 int stencil = mState.stencilClearValue & 0x000000FF; 3585 device->clearStencil(stencil, mState.stencilWritemask); 3586 } 3587 } 3588} 3589 3590void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3591{ 3592 unsigned int rgbaMask = getColorMask(); 3593 if(device && rgbaMask) 3594 { 3595 int x0(0), y0(0), width(0), height(0); 3596 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, false); 3597 3598 float red = clamp01((float)value[0] / 0x7FFFFFFF); 3599 float green = clamp01((float)value[1] / 0x7FFFFFFF); 3600 float blue = clamp01((float)value[2] / 0x7FFFFFFF); 3601 float alpha = clamp01((float)value[3] / 0x7FFFFFFF); 3602 3603 image->clearColorBuffer(red, green, blue, alpha, rgbaMask, x0, y0, width, height); 3604 } 3605} 3606 3607void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3608{ 3609 unsigned int rgbaMask = getColorMask(); 3610 if(device && rgbaMask) 3611 { 3612 int x0(0), y0(0), width(0), height(0); 3613 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, false); 3614 3615 float red = (float)value[0] / 0xFFFFFFFF; 3616 float green = (float)value[1] / 0xFFFFFFFF; 3617 float blue = (float)value[2] / 0xFFFFFFFF; 3618 float alpha = (float)value[3] / 0xFFFFFFFF; 3619 3620 image->clearColorBuffer(red, green, blue, alpha, rgbaMask, x0, y0, width, height); 3621 } 3622} 3623 3624void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3625{ 3626 unsigned int rgbaMask = getColorMask(); 3627 if(device && rgbaMask) 3628 { 3629 int x0(0), y0(0), width(0), height(0); 3630 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, false); 3631 3632 float red = clamp01(value[0]); 3633 float green = clamp01(value[1]); 3634 float blue = clamp01(value[2]); 3635 float alpha = clamp01(value[3]); 3636 3637 image->clearColorBuffer(red, green, blue, alpha, rgbaMask, x0, y0, width, height); 3638 } 3639} 3640 3641void Context::clearDepthBuffer(GLint drawbuffer, const GLfloat *value) 3642{ 3643 if(device && mState.depthMask) 3644 { 3645 int x0(0), y0(0), width(0), height(0); 3646 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3647 3648 float depth = clamp01(value[0]); 3649 image->clearDepthBuffer(depth, x0, y0, width, height); 3650 } 3651} 3652 3653void Context::clearStencilBuffer(GLint drawbuffer, const GLint *value) 3654{ 3655 if(device && mState.stencilWritemask) 3656 { 3657 int x0(0), y0(0), width(0), height(0); 3658 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3659 3660 unsigned char stencil = value[0] < 0 ? 0 : static_cast<unsigned char>(value[0] & 0x000000FF); 3661 image->clearStencilBuffer(stencil, static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3662 } 3663} 3664 3665void Context::clearDepthStencilBuffer(GLint drawbuffer, GLfloat depth, GLint stencil) 3666{ 3667 if(device && (mState.depthMask || mState.stencilWritemask)) 3668 { 3669 int x0(0), y0(0), width(0), height(0); 3670 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3671 3672 if(mState.stencilWritemask) 3673 { 3674 image->clearStencilBuffer(static_cast<unsigned char>(stencil & 0x000000FF), static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3675 } 3676 3677 if(mState.depthMask) 3678 { 3679 image->clearDepthBuffer(clamp01(depth), x0, y0, width, height); 3680 } 3681 } 3682} 3683 3684void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3685{ 3686 if(!mState.currentProgram) 3687 { 3688 return error(GL_INVALID_OPERATION); 3689 } 3690 3691 PrimitiveType primitiveType; 3692 int primitiveCount; 3693 3694 if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) 3695 return error(GL_INVALID_ENUM); 3696 3697 if(primitiveCount <= 0) 3698 { 3699 return; 3700 } 3701 3702 if(!applyRenderTarget()) 3703 { 3704 return; 3705 } 3706 3707 applyState(mode); 3708 3709 for(int i = 0; i < instanceCount; ++i) 3710 { 3711 device->setInstanceID(i); 3712 3713 GLenum err = applyVertexBuffer(0, first, count, i); 3714 if(err != GL_NO_ERROR) 3715 { 3716 return error(err); 3717 } 3718 3719 applyShaders(); 3720 applyTextures(); 3721 3722 if(!getCurrentProgram()->validateSamplers(false)) 3723 { 3724 return error(GL_INVALID_OPERATION); 3725 } 3726 3727 if(!cullSkipsDraw(mode)) 3728 { 3729 device->drawPrimitive(primitiveType, primitiveCount); 3730 } 3731 } 3732} 3733 3734void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3735{ 3736 if(!mState.currentProgram) 3737 { 3738 return error(GL_INVALID_OPERATION); 3739 } 3740 3741 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3742 { 3743 return error(GL_INVALID_OPERATION); 3744 } 3745 3746 PrimitiveType primitiveType; 3747 int primitiveCount; 3748 3749 if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) 3750 return error(GL_INVALID_ENUM); 3751 3752 if(primitiveCount <= 0) 3753 { 3754 return; 3755 } 3756 3757 if(!applyRenderTarget()) 3758 { 3759 return; 3760 } 3761 3762 applyState(mode); 3763 3764 for(int i = 0; i < instanceCount; ++i) 3765 { 3766 device->setInstanceID(i); 3767 3768 TranslatedIndexData indexInfo; 3769 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3770 if(err != GL_NO_ERROR) 3771 { 3772 return error(err); 3773 } 3774 3775 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3776 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3777 if(err != GL_NO_ERROR) 3778 { 3779 return error(err); 3780 } 3781 3782 applyShaders(); 3783 applyTextures(); 3784 3785 if(!getCurrentProgram()->validateSamplers(false)) 3786 { 3787 return error(GL_INVALID_OPERATION); 3788 } 3789 3790 if(!cullSkipsDraw(mode)) 3791 { 3792 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount, IndexDataManager::typeSize(type)); 3793 } 3794 } 3795} 3796 3797void Context::finish() 3798{ 3799 device->finish(); 3800} 3801 3802void Context::flush() 3803{ 3804 // We don't queue anything without processing it as fast as possible 3805} 3806 3807void Context::recordInvalidEnum() 3808{ 3809 mInvalidEnum = true; 3810} 3811 3812void Context::recordInvalidValue() 3813{ 3814 mInvalidValue = true; 3815} 3816 3817void Context::recordInvalidOperation() 3818{ 3819 mInvalidOperation = true; 3820} 3821 3822void Context::recordOutOfMemory() 3823{ 3824 mOutOfMemory = true; 3825} 3826 3827void Context::recordInvalidFramebufferOperation() 3828{ 3829 mInvalidFramebufferOperation = true; 3830} 3831 3832// Get one of the recorded errors and clear its flag, if any. 3833// [OpenGL ES 2.0.24] section 2.5 page 13. 3834GLenum Context::getError() 3835{ 3836 if(mInvalidEnum) 3837 { 3838 mInvalidEnum = false; 3839 3840 return GL_INVALID_ENUM; 3841 } 3842 3843 if(mInvalidValue) 3844 { 3845 mInvalidValue = false; 3846 3847 return GL_INVALID_VALUE; 3848 } 3849 3850 if(mInvalidOperation) 3851 { 3852 mInvalidOperation = false; 3853 3854 return GL_INVALID_OPERATION; 3855 } 3856 3857 if(mOutOfMemory) 3858 { 3859 mOutOfMemory = false; 3860 3861 return GL_OUT_OF_MEMORY; 3862 } 3863 3864 if(mInvalidFramebufferOperation) 3865 { 3866 mInvalidFramebufferOperation = false; 3867 3868 return GL_INVALID_FRAMEBUFFER_OPERATION; 3869 } 3870 3871 return GL_NO_ERROR; 3872} 3873 3874int Context::getSupportedMultisampleCount(int requested) 3875{ 3876 int supported = 0; 3877 3878 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3879 { 3880 if(supported >= requested) 3881 { 3882 return supported; 3883 } 3884 3885 supported = multisampleCount[i]; 3886 } 3887 3888 return supported; 3889} 3890 3891void Context::detachBuffer(GLuint buffer) 3892{ 3893 // [OpenGL ES 2.0.24] section 2.9 page 22: 3894 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3895 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3896 3897 if(getArrayBufferName() == buffer) 3898 { 3899 mState.arrayBuffer = NULL; 3900 } 3901 3902 for(auto tfIt = mTransformFeedbackMap.begin(); tfIt != mTransformFeedbackMap.end(); tfIt++) 3903 { 3904 tfIt->second->detachBuffer(buffer); 3905 } 3906 3907 for(auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++) 3908 { 3909 vaoIt->second->detachBuffer(buffer); 3910 } 3911 3912 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3913 { 3914 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3915 { 3916 mState.vertexAttribute[attribute].mBoundBuffer = NULL; 3917 } 3918 } 3919} 3920 3921void Context::detachTexture(GLuint texture) 3922{ 3923 // [OpenGL ES 2.0.24] section 3.8 page 84: 3924 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3925 // rebound to texture object zero 3926 3927 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3928 { 3929 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3930 { 3931 if(mState.samplerTexture[type][sampler].name() == texture) 3932 { 3933 mState.samplerTexture[type][sampler] = NULL; 3934 } 3935 } 3936 } 3937 3938 // [OpenGL ES 2.0.24] section 4.4 page 112: 3939 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3940 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3941 // image was attached in the currently bound framebuffer. 3942 3943 Framebuffer *readFramebuffer = getReadFramebuffer(); 3944 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3945 3946 if(readFramebuffer) 3947 { 3948 readFramebuffer->detachTexture(texture); 3949 } 3950 3951 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3952 { 3953 drawFramebuffer->detachTexture(texture); 3954 } 3955} 3956 3957void Context::detachFramebuffer(GLuint framebuffer) 3958{ 3959 // [OpenGL ES 2.0.24] section 4.4 page 107: 3960 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3961 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3962 3963 if(mState.readFramebuffer == framebuffer) 3964 { 3965 bindReadFramebuffer(0); 3966 } 3967 3968 if(mState.drawFramebuffer == framebuffer) 3969 { 3970 bindDrawFramebuffer(0); 3971 } 3972} 3973 3974void Context::detachRenderbuffer(GLuint renderbuffer) 3975{ 3976 // [OpenGL ES 2.0.24] section 4.4 page 109: 3977 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3978 // had been executed with the target RENDERBUFFER and name of zero. 3979 3980 if(mState.renderbuffer.name() == renderbuffer) 3981 { 3982 bindRenderbuffer(0); 3983 } 3984 3985 // [OpenGL ES 2.0.24] section 4.4 page 111: 3986 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3987 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3988 // point to which this image was attached in the currently bound framebuffer. 3989 3990 Framebuffer *readFramebuffer = getReadFramebuffer(); 3991 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3992 3993 if(readFramebuffer) 3994 { 3995 readFramebuffer->detachRenderbuffer(renderbuffer); 3996 } 3997 3998 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3999 { 4000 drawFramebuffer->detachRenderbuffer(renderbuffer); 4001 } 4002} 4003 4004void Context::detachSampler(GLuint sampler) 4005{ 4006 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 4007 // If a sampler object that is currently bound to one or more texture units is 4008 // deleted, it is as though BindSampler is called once for each texture unit to 4009 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 4010 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 4011 { 4012 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 4013 if(samplerBinding.name() == sampler) 4014 { 4015 samplerBinding = NULL; 4016 } 4017 } 4018} 4019 4020bool Context::cullSkipsDraw(GLenum drawMode) 4021{ 4022 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 4023} 4024 4025bool Context::isTriangleMode(GLenum drawMode) 4026{ 4027 switch (drawMode) 4028 { 4029 case GL_TRIANGLES: 4030 case GL_TRIANGLE_FAN: 4031 case GL_TRIANGLE_STRIP: 4032 return true; 4033 case GL_POINTS: 4034 case GL_LINES: 4035 case GL_LINE_LOOP: 4036 case GL_LINE_STRIP: 4037 return false; 4038 default: UNREACHABLE(drawMode); 4039 } 4040 4041 return false; 4042} 4043 4044void Context::setVertexAttrib(GLuint index, const GLfloat *values) 4045{ 4046 ASSERT(index < MAX_VERTEX_ATTRIBS); 4047 4048 mState.vertexAttribute[index].setCurrentValue(values); 4049 4050 mVertexDataManager->dirtyCurrentValue(index); 4051} 4052 4053void Context::setVertexAttrib(GLuint index, const GLint *values) 4054{ 4055 ASSERT(index < MAX_VERTEX_ATTRIBS); 4056 4057 mState.vertexAttribute[index].setCurrentValue(values); 4058 4059 mVertexDataManager->dirtyCurrentValue(index); 4060} 4061 4062void Context::setVertexAttrib(GLuint index, const GLuint *values) 4063{ 4064 ASSERT(index < MAX_VERTEX_ATTRIBS); 4065 4066 mState.vertexAttribute[index].setCurrentValue(values); 4067 4068 mVertexDataManager->dirtyCurrentValue(index); 4069} 4070 4071void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 4072 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 4073 GLbitfield mask) 4074{ 4075 Framebuffer *readFramebuffer = getReadFramebuffer(); 4076 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 4077 4078 int readBufferWidth, readBufferHeight, readBufferSamples; 4079 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 4080 4081 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 4082 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 4083 { 4084 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 4085 } 4086 4087 if(drawBufferSamples > 1) 4088 { 4089 return error(GL_INVALID_OPERATION); 4090 } 4091 4092 sw::SliceRect sourceRect; 4093 sw::SliceRect destRect; 4094 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 4095 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 4096 4097 if(srcX0 < srcX1) 4098 { 4099 sourceRect.x0 = srcX0; 4100 sourceRect.x1 = srcX1; 4101 } 4102 else 4103 { 4104 sourceRect.x0 = srcX1; 4105 sourceRect.x1 = srcX0; 4106 } 4107 4108 if(dstX0 < dstX1) 4109 { 4110 destRect.x0 = dstX0; 4111 destRect.x1 = dstX1; 4112 } 4113 else 4114 { 4115 destRect.x0 = dstX1; 4116 destRect.x1 = dstX0; 4117 } 4118 4119 if(srcY0 < srcY1) 4120 { 4121 sourceRect.y0 = srcY0; 4122 sourceRect.y1 = srcY1; 4123 } 4124 else 4125 { 4126 sourceRect.y0 = srcY1; 4127 sourceRect.y1 = srcY0; 4128 } 4129 4130 if(dstY0 < dstY1) 4131 { 4132 destRect.y0 = dstY0; 4133 destRect.y1 = dstY1; 4134 } 4135 else 4136 { 4137 destRect.y0 = dstY1; 4138 destRect.y1 = dstY0; 4139 } 4140 4141 sw::Rect sourceScissoredRect = sourceRect; 4142 sw::Rect destScissoredRect = destRect; 4143 4144 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 4145 { 4146 if(destRect.x0 < mState.scissorX) 4147 { 4148 int xDiff = mState.scissorX - destRect.x0; 4149 destScissoredRect.x0 = mState.scissorX; 4150 sourceScissoredRect.x0 += xDiff; 4151 } 4152 4153 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 4154 { 4155 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 4156 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 4157 sourceScissoredRect.x1 -= xDiff; 4158 } 4159 4160 if(destRect.y0 < mState.scissorY) 4161 { 4162 int yDiff = mState.scissorY - destRect.y0; 4163 destScissoredRect.y0 = mState.scissorY; 4164 sourceScissoredRect.y0 += yDiff; 4165 } 4166 4167 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 4168 { 4169 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 4170 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 4171 sourceScissoredRect.y1 -= yDiff; 4172 } 4173 } 4174 4175 sw::Rect sourceTrimmedRect = sourceScissoredRect; 4176 sw::Rect destTrimmedRect = destScissoredRect; 4177 4178 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 4179 // the actual draw and read surfaces. 4180 if(sourceTrimmedRect.x0 < 0) 4181 { 4182 int xDiff = 0 - sourceTrimmedRect.x0; 4183 sourceTrimmedRect.x0 = 0; 4184 destTrimmedRect.x0 += xDiff; 4185 } 4186 4187 if(sourceTrimmedRect.x1 > readBufferWidth) 4188 { 4189 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 4190 sourceTrimmedRect.x1 = readBufferWidth; 4191 destTrimmedRect.x1 -= xDiff; 4192 } 4193 4194 if(sourceTrimmedRect.y0 < 0) 4195 { 4196 int yDiff = 0 - sourceTrimmedRect.y0; 4197 sourceTrimmedRect.y0 = 0; 4198 destTrimmedRect.y0 += yDiff; 4199 } 4200 4201 if(sourceTrimmedRect.y1 > readBufferHeight) 4202 { 4203 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 4204 sourceTrimmedRect.y1 = readBufferHeight; 4205 destTrimmedRect.y1 -= yDiff; 4206 } 4207 4208 if(destTrimmedRect.x0 < 0) 4209 { 4210 int xDiff = 0 - destTrimmedRect.x0; 4211 destTrimmedRect.x0 = 0; 4212 sourceTrimmedRect.x0 += xDiff; 4213 } 4214 4215 if(destTrimmedRect.x1 > drawBufferWidth) 4216 { 4217 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 4218 destTrimmedRect.x1 = drawBufferWidth; 4219 sourceTrimmedRect.x1 -= xDiff; 4220 } 4221 4222 if(destTrimmedRect.y0 < 0) 4223 { 4224 int yDiff = 0 - destTrimmedRect.y0; 4225 destTrimmedRect.y0 = 0; 4226 sourceTrimmedRect.y0 += yDiff; 4227 } 4228 4229 if(destTrimmedRect.y1 > drawBufferHeight) 4230 { 4231 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 4232 destTrimmedRect.y1 = drawBufferHeight; 4233 sourceTrimmedRect.y1 -= yDiff; 4234 } 4235 4236 bool partialBufferCopy = false; 4237 4238 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4239 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4240 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4241 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4242 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4243 { 4244 partialBufferCopy = true; 4245 } 4246 4247 bool blitRenderTarget = false; 4248 bool blitDepthStencil = false; 4249 4250 if(mask & GL_COLOR_BUFFER_BIT) 4251 { 4252 const bool validReadType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()) == GL_TEXTURE_2D || 4253 readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()) == GL_RENDERBUFFER; 4254 const bool validDrawType = drawFramebuffer->getColorbufferType(0) == GL_TEXTURE_2D || 4255 drawFramebuffer->getColorbufferType(0) == GL_RENDERBUFFER; 4256 if(!validReadType || !validDrawType) 4257 { 4258 return error(GL_INVALID_OPERATION); 4259 } 4260 4261 if(partialBufferCopy && readBufferSamples > 1) 4262 { 4263 return error(GL_INVALID_OPERATION); 4264 } 4265 4266 blitRenderTarget = true; 4267 } 4268 4269 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4270 { 4271 Renderbuffer *readDSBuffer = NULL; 4272 Renderbuffer *drawDSBuffer = NULL; 4273 4274 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have 4275 // both a depth and stencil buffer, it will be the same buffer. 4276 4277 if(mask & GL_DEPTH_BUFFER_BIT) 4278 { 4279 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4280 { 4281 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType()) 4282 { 4283 return error(GL_INVALID_OPERATION); 4284 } 4285 4286 blitDepthStencil = true; 4287 readDSBuffer = readFramebuffer->getDepthbuffer(); 4288 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4289 } 4290 } 4291 4292 if(mask & GL_STENCIL_BUFFER_BIT) 4293 { 4294 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4295 { 4296 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType()) 4297 { 4298 return error(GL_INVALID_OPERATION); 4299 } 4300 4301 blitDepthStencil = true; 4302 readDSBuffer = readFramebuffer->getStencilbuffer(); 4303 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4304 } 4305 } 4306 4307 if(partialBufferCopy) 4308 { 4309 ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); 4310 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4311 } 4312 4313 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4314 (readDSBuffer && readDSBuffer->getSamples() > 1)) 4315 { 4316 return error(GL_INVALID_OPERATION); 4317 } 4318 } 4319 4320 if(blitRenderTarget || blitDepthStencil) 4321 { 4322 if(blitRenderTarget) 4323 { 4324 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4325 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4326 4327 if(flipX) 4328 { 4329 swap(destRect.x0, destRect.x1); 4330 } 4331 if(flipy) 4332 { 4333 swap(destRect.y0, destRect.y1); 4334 } 4335 4336 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false); 4337 4338 readRenderTarget->release(); 4339 drawRenderTarget->release(); 4340 4341 if(!success) 4342 { 4343 ERR("BlitFramebuffer failed."); 4344 return; 4345 } 4346 } 4347 4348 if(blitDepthStencil) 4349 { 4350 bool success = device->stretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, false); 4351 4352 if(!success) 4353 { 4354 ERR("BlitFramebuffer failed."); 4355 return; 4356 } 4357 } 4358 } 4359} 4360 4361void Context::bindTexImage(egl::Surface *surface) 4362{ 4363 es2::Texture2D *textureObject = getTexture2D(); 4364 4365 if(textureObject) 4366 { 4367 textureObject->bindTexImage(surface); 4368 } 4369} 4370 4371EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4372{ 4373 GLenum textureTarget = GL_NONE; 4374 4375 switch(target) 4376 { 4377 case EGL_GL_TEXTURE_2D_KHR: 4378 textureTarget = GL_TEXTURE_2D; 4379 break; 4380 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4381 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4382 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4383 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4384 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4385 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4386 textureTarget = GL_TEXTURE_CUBE_MAP; 4387 break; 4388 case EGL_GL_RENDERBUFFER_KHR: 4389 break; 4390 default: 4391 return EGL_BAD_PARAMETER; 4392 } 4393 4394 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4395 { 4396 return EGL_BAD_MATCH; 4397 } 4398 4399 if(textureTarget != GL_NONE) 4400 { 4401 es2::Texture *texture = getTexture(name); 4402 4403 if(!texture || texture->getTarget() != textureTarget) 4404 { 4405 return EGL_BAD_PARAMETER; 4406 } 4407 4408 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4409 { 4410 return EGL_BAD_ACCESS; 4411 } 4412 4413 if(textureLevel != 0 && !texture->isSamplerComplete()) 4414 { 4415 return EGL_BAD_PARAMETER; 4416 } 4417 4418 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4419 { 4420 return EGL_BAD_PARAMETER; 4421 } 4422 } 4423 else if(target == EGL_GL_RENDERBUFFER_KHR) 4424 { 4425 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4426 4427 if(!renderbuffer) 4428 { 4429 return EGL_BAD_PARAMETER; 4430 } 4431 4432 if(renderbuffer->isShared()) // Already an EGLImage sibling 4433 { 4434 return EGL_BAD_ACCESS; 4435 } 4436 } 4437 else UNREACHABLE(target); 4438 4439 return EGL_SUCCESS; 4440} 4441 4442egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4443{ 4444 GLenum textureTarget = GL_NONE; 4445 4446 switch(target) 4447 { 4448 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4449 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4450 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4451 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4452 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4453 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4454 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4455 } 4456 4457 if(textureTarget != GL_NONE) 4458 { 4459 es2::Texture *texture = getTexture(name); 4460 4461 return texture->createSharedImage(textureTarget, textureLevel); 4462 } 4463 else if(target == EGL_GL_RENDERBUFFER_KHR) 4464 { 4465 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4466 4467 return renderbuffer->createSharedImage(); 4468 } 4469 else UNREACHABLE(target); 4470 4471 return 0; 4472} 4473 4474Device *Context::getDevice() 4475{ 4476 return device; 4477} 4478 4479const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const 4480{ 4481 // Keep list sorted in following order: 4482 // OES extensions 4483 // EXT extensions 4484 // Vendor extensions 4485 static const GLubyte* extensions[] = { 4486 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture", 4487 (const GLubyte*)"GL_OES_depth_texture", 4488 (const GLubyte*)"GL_OES_depth_texture_cube_map", 4489 (const GLubyte*)"GL_OES_EGL_image", 4490 (const GLubyte*)"GL_OES_EGL_image_external", 4491 (const GLubyte*)"GL_OES_EGL_sync", 4492 (const GLubyte*)"GL_OES_element_index_uint", 4493 (const GLubyte*)"GL_OES_packed_depth_stencil", 4494 (const GLubyte*)"GL_OES_rgb8_rgba8", 4495 (const GLubyte*)"GL_OES_standard_derivatives", 4496 (const GLubyte*)"GL_OES_texture_float", 4497 (const GLubyte*)"GL_OES_texture_float_linear", 4498 (const GLubyte*)"GL_OES_texture_half_float", 4499 (const GLubyte*)"GL_OES_texture_half_float_linear", 4500 (const GLubyte*)"GL_OES_texture_npot", 4501 (const GLubyte*)"GL_OES_texture_3D", 4502 (const GLubyte*)"GL_EXT_blend_minmax", 4503 (const GLubyte*)"GL_EXT_occlusion_query_boolean", 4504 (const GLubyte*)"GL_EXT_read_format_bgra", 4505#if (S3TC_SUPPORT) 4506 (const GLubyte*)"GL_EXT_texture_compression_dxt1", 4507#endif 4508 (const GLubyte*)"GL_EXT_texture_filter_anisotropic", 4509 (const GLubyte*)"GL_EXT_texture_format_BGRA8888", 4510 (const GLubyte*)"GL_ANGLE_framebuffer_blit", 4511 (const GLubyte*)"GL_NV_framebuffer_blit", 4512 (const GLubyte*)"GL_ANGLE_framebuffer_multisample", 4513#if (S3TC_SUPPORT) 4514 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3", 4515 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5", 4516#endif 4517 (const GLubyte*)"GL_NV_fence", 4518 (const GLubyte*)"GL_EXT_instanced_arrays", 4519 (const GLubyte*)"GL_ANGLE_instanced_arrays", 4520 }; 4521 static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions); 4522 4523 if(numExt) 4524 { 4525 *numExt = numExtensions; 4526 return nullptr; 4527 } 4528 4529 if(index == GL_INVALID_INDEX) 4530 { 4531 static GLubyte* extensionsCat = nullptr; 4532 if((extensionsCat == nullptr) && (numExtensions > 0)) 4533 { 4534 int totalLength = numExtensions; // 1 space between each extension name + terminating null 4535 for(int i = 0; i < numExtensions; ++i) 4536 { 4537 totalLength += strlen(reinterpret_cast<const char*>(extensions[i])); 4538 } 4539 extensionsCat = new GLubyte[totalLength]; 4540 extensionsCat[0] = '\0'; 4541 for(int i = 0; i < numExtensions; ++i) 4542 { 4543 if(i != 0) 4544 { 4545 strcat(reinterpret_cast<char*>(extensionsCat), " "); 4546 } 4547 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i])); 4548 } 4549 } 4550 return extensionsCat; 4551 } 4552 4553 if(index >= numExtensions) 4554 { 4555 return nullptr; 4556 } 4557 4558 return extensions[index]; 4559} 4560 4561} 4562 4563egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion) 4564{ 4565 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4566 return new es2::Context(config, static_cast<const es2::Context*>(shareContext), clientVersion); 4567} 4568