Context.cpp revision 22be88e5d0cde4ffbcc076cbfcd57aa629ebb9cc
1// Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2// 3// Licensed under the Apache License, Version 2.0 (the "License"); 4// you may not use this file except in compliance with the License. 5// You may obtain a copy of the License at 6// 7// http://www.apache.org/licenses/LICENSE-2.0 8// 9// Unless required by applicable law or agreed to in writing, software 10// distributed under the License is distributed on an "AS IS" BASIS, 11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12// See the License for the specific language governing permissions and 13// limitations under the License. 14 15// Context.cpp: Implements the es2::Context class, managing all GL state and performing 16// rendering operations. It is the GLES2 specific implementation of EGLContext. 17 18#include "Context.h" 19 20#include "main.h" 21#include "mathutil.h" 22#include "utilities.h" 23#include "ResourceManager.h" 24#include "Buffer.h" 25#include "Fence.h" 26#include "Framebuffer.h" 27#include "Program.h" 28#include "Query.h" 29#include "Renderbuffer.h" 30#include "Sampler.h" 31#include "Shader.h" 32#include "Texture.h" 33#include "TransformFeedback.h" 34#include "VertexArray.h" 35#include "VertexDataManager.h" 36#include "IndexDataManager.h" 37#include "libEGL/Display.h" 38#include "libEGL/EGLSurface.h" 39#include "Common/Half.hpp" 40 41#include <EGL/eglext.h> 42 43#include <algorithm> 44 45namespace es2 46{ 47Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion) 48 : egl::Context(display), clientVersion(clientVersion) 49{ 50 sw::Context *context = new sw::Context(); 51 device = new es2::Device(context); 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 = 0xFFFFFFFFu; 78 mState.stencilWritemask = 0xFFFFFFFFu; 79 mState.stencilBackFunc = GL_ALWAYS; 80 mState.stencilBackRef = 0; 81 mState.stencilBackMask = 0xFFFFFFFFu; 82 mState.stencilBackWritemask = 0xFFFFFFFFu; 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) 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.currentProgram = 0; 158 159 mState.packAlignment = 4; 160 mState.unpackInfo.alignment = 4; 161 mState.packRowLength = 0; 162 mState.packImageHeight = 0; 163 mState.packSkipPixels = 0; 164 mState.packSkipRows = 0; 165 mState.packSkipImages = 0; 166 mState.unpackInfo.rowLength = 0; 167 mState.unpackInfo.imageHeight = 0; 168 mState.unpackInfo.skipPixels = 0; 169 mState.unpackInfo.skipRows = 0; 170 mState.unpackInfo.skipImages = 0; 171 172 mVertexDataManager = nullptr; 173 mIndexDataManager = nullptr; 174 175 mInvalidEnum = false; 176 mInvalidValue = false; 177 mInvalidOperation = false; 178 mOutOfMemory = false; 179 mInvalidFramebufferOperation = false; 180 181 mHasBeenCurrent = false; 182 183 markAllStateDirty(); 184} 185 186Context::~Context() 187{ 188 if(mState.currentProgram != 0) 189 { 190 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 191 if(programObject) 192 { 193 programObject->release(); 194 } 195 mState.currentProgram = 0; 196 } 197 198 while(!mFramebufferNameSpace.empty()) 199 { 200 deleteFramebuffer(mFramebufferNameSpace.firstName()); 201 } 202 203 while(!mFenceNameSpace.empty()) 204 { 205 deleteFence(mFenceNameSpace.firstName()); 206 } 207 208 while(!mQueryNameSpace.empty()) 209 { 210 deleteQuery(mQueryNameSpace.firstName()); 211 } 212 213 while(!mVertexArrayNameSpace.empty()) 214 { 215 deleteVertexArray(mVertexArrayNameSpace.lastName()); 216 } 217 218 while(!mTransformFeedbackNameSpace.empty()) 219 { 220 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName()); 221 } 222 223 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 224 { 225 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 226 { 227 mState.samplerTexture[type][sampler] = nullptr; 228 } 229 } 230 231 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 232 { 233 mState.vertexAttribute[i].mBoundBuffer = nullptr; 234 } 235 236 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 237 { 238 mState.activeQuery[i] = nullptr; 239 } 240 241 mState.arrayBuffer = nullptr; 242 mState.copyReadBuffer = nullptr; 243 mState.copyWriteBuffer = nullptr; 244 mState.pixelPackBuffer = nullptr; 245 mState.pixelUnpackBuffer = nullptr; 246 mState.genericUniformBuffer = nullptr; 247 mState.renderbuffer = nullptr; 248 249 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 250 { 251 mState.sampler[i] = nullptr; 252 } 253 254 mTexture2DZero = nullptr; 255 mTexture3DZero = nullptr; 256 mTexture2DArrayZero = nullptr; 257 mTextureCubeMapZero = nullptr; 258 mTextureExternalZero = nullptr; 259 260 delete mVertexDataManager; 261 delete mIndexDataManager; 262 263 mResourceManager->release(); 264 delete device; 265} 266 267void Context::makeCurrent(egl::Surface *surface) 268{ 269 if(!mHasBeenCurrent) 270 { 271 mVertexDataManager = new VertexDataManager(this); 272 mIndexDataManager = new IndexDataManager(); 273 274 mState.viewportX = 0; 275 mState.viewportY = 0; 276 mState.viewportWidth = surface->getWidth(); 277 mState.viewportHeight = surface->getHeight(); 278 279 mState.scissorX = 0; 280 mState.scissorY = 0; 281 mState.scissorWidth = surface->getWidth(); 282 mState.scissorHeight = surface->getHeight(); 283 284 mHasBeenCurrent = true; 285 } 286 287 // Wrap the existing resources into GL objects and assign them to the '0' names 288 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 289 egl::Image *depthStencil = surface->getDepthStencil(); 290 291 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 292 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 293 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 294 295 setFramebufferZero(framebufferZero); 296 297 if(defaultRenderTarget) 298 { 299 defaultRenderTarget->release(); 300 } 301 302 if(depthStencil) 303 { 304 depthStencil->release(); 305 } 306 307 markAllStateDirty(); 308} 309 310EGLint Context::getClientVersion() const 311{ 312 return clientVersion; 313} 314 315// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 316void Context::markAllStateDirty() 317{ 318 mAppliedProgramSerial = 0; 319 320 mDepthStateDirty = true; 321 mMaskStateDirty = true; 322 mBlendStateDirty = true; 323 mStencilStateDirty = true; 324 mPolygonOffsetStateDirty = true; 325 mSampleStateDirty = true; 326 mDitherStateDirty = true; 327 mFrontFaceDirty = true; 328} 329 330void Context::setClearColor(float red, float green, float blue, float alpha) 331{ 332 mState.colorClearValue.red = red; 333 mState.colorClearValue.green = green; 334 mState.colorClearValue.blue = blue; 335 mState.colorClearValue.alpha = alpha; 336} 337 338void Context::setClearDepth(float depth) 339{ 340 mState.depthClearValue = depth; 341} 342 343void Context::setClearStencil(int stencil) 344{ 345 mState.stencilClearValue = stencil; 346} 347 348void Context::setCullFaceEnabled(bool enabled) 349{ 350 mState.cullFaceEnabled = enabled; 351} 352 353bool Context::isCullFaceEnabled() const 354{ 355 return mState.cullFaceEnabled; 356} 357 358void Context::setCullMode(GLenum mode) 359{ 360 mState.cullMode = mode; 361} 362 363void Context::setFrontFace(GLenum front) 364{ 365 if(mState.frontFace != front) 366 { 367 mState.frontFace = front; 368 mFrontFaceDirty = true; 369 } 370} 371 372void Context::setDepthTestEnabled(bool enabled) 373{ 374 if(mState.depthTestEnabled != enabled) 375 { 376 mState.depthTestEnabled = enabled; 377 mDepthStateDirty = true; 378 } 379} 380 381bool Context::isDepthTestEnabled() const 382{ 383 return mState.depthTestEnabled; 384} 385 386void Context::setDepthFunc(GLenum depthFunc) 387{ 388 if(mState.depthFunc != depthFunc) 389 { 390 mState.depthFunc = depthFunc; 391 mDepthStateDirty = true; 392 } 393} 394 395void Context::setDepthRange(float zNear, float zFar) 396{ 397 mState.zNear = zNear; 398 mState.zFar = zFar; 399} 400 401void Context::setBlendEnabled(bool enabled) 402{ 403 if(mState.blendEnabled != enabled) 404 { 405 mState.blendEnabled = enabled; 406 mBlendStateDirty = true; 407 } 408} 409 410bool Context::isBlendEnabled() const 411{ 412 return mState.blendEnabled; 413} 414 415void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 416{ 417 if(mState.sourceBlendRGB != sourceRGB || 418 mState.sourceBlendAlpha != sourceAlpha || 419 mState.destBlendRGB != destRGB || 420 mState.destBlendAlpha != destAlpha) 421 { 422 mState.sourceBlendRGB = sourceRGB; 423 mState.destBlendRGB = destRGB; 424 mState.sourceBlendAlpha = sourceAlpha; 425 mState.destBlendAlpha = destAlpha; 426 mBlendStateDirty = true; 427 } 428} 429 430void Context::setBlendColor(float red, float green, float blue, float alpha) 431{ 432 if(mState.blendColor.red != red || 433 mState.blendColor.green != green || 434 mState.blendColor.blue != blue || 435 mState.blendColor.alpha != alpha) 436 { 437 mState.blendColor.red = red; 438 mState.blendColor.green = green; 439 mState.blendColor.blue = blue; 440 mState.blendColor.alpha = alpha; 441 mBlendStateDirty = true; 442 } 443} 444 445void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 446{ 447 if(mState.blendEquationRGB != rgbEquation || 448 mState.blendEquationAlpha != alphaEquation) 449 { 450 mState.blendEquationRGB = rgbEquation; 451 mState.blendEquationAlpha = alphaEquation; 452 mBlendStateDirty = true; 453 } 454} 455 456void Context::setStencilTestEnabled(bool enabled) 457{ 458 if(mState.stencilTestEnabled != enabled) 459 { 460 mState.stencilTestEnabled = enabled; 461 mStencilStateDirty = true; 462 } 463} 464 465bool Context::isStencilTestEnabled() const 466{ 467 return mState.stencilTestEnabled; 468} 469 470void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 471{ 472 if(mState.stencilFunc != stencilFunc || 473 mState.stencilRef != stencilRef || 474 mState.stencilMask != stencilMask) 475 { 476 mState.stencilFunc = stencilFunc; 477 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 478 mState.stencilMask = stencilMask; 479 mStencilStateDirty = true; 480 } 481} 482 483void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 484{ 485 if(mState.stencilBackFunc != stencilBackFunc || 486 mState.stencilBackRef != stencilBackRef || 487 mState.stencilBackMask != stencilBackMask) 488 { 489 mState.stencilBackFunc = stencilBackFunc; 490 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 491 mState.stencilBackMask = stencilBackMask; 492 mStencilStateDirty = true; 493 } 494} 495 496void Context::setStencilWritemask(GLuint stencilWritemask) 497{ 498 if(mState.stencilWritemask != stencilWritemask) 499 { 500 mState.stencilWritemask = stencilWritemask; 501 mStencilStateDirty = true; 502 } 503} 504 505void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 506{ 507 if(mState.stencilBackWritemask != stencilBackWritemask) 508 { 509 mState.stencilBackWritemask = stencilBackWritemask; 510 mStencilStateDirty = true; 511 } 512} 513 514void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 515{ 516 if(mState.stencilFail != stencilFail || 517 mState.stencilPassDepthFail != stencilPassDepthFail || 518 mState.stencilPassDepthPass != stencilPassDepthPass) 519 { 520 mState.stencilFail = stencilFail; 521 mState.stencilPassDepthFail = stencilPassDepthFail; 522 mState.stencilPassDepthPass = stencilPassDepthPass; 523 mStencilStateDirty = true; 524 } 525} 526 527void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 528{ 529 if(mState.stencilBackFail != stencilBackFail || 530 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 531 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 532 { 533 mState.stencilBackFail = stencilBackFail; 534 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 535 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 536 mStencilStateDirty = true; 537 } 538} 539 540void Context::setPolygonOffsetFillEnabled(bool enabled) 541{ 542 if(mState.polygonOffsetFillEnabled != enabled) 543 { 544 mState.polygonOffsetFillEnabled = enabled; 545 mPolygonOffsetStateDirty = true; 546 } 547} 548 549bool Context::isPolygonOffsetFillEnabled() const 550{ 551 return mState.polygonOffsetFillEnabled; 552} 553 554void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 555{ 556 if(mState.polygonOffsetFactor != factor || 557 mState.polygonOffsetUnits != units) 558 { 559 mState.polygonOffsetFactor = factor; 560 mState.polygonOffsetUnits = units; 561 mPolygonOffsetStateDirty = true; 562 } 563} 564 565void Context::setSampleAlphaToCoverageEnabled(bool enabled) 566{ 567 if(mState.sampleAlphaToCoverageEnabled != enabled) 568 { 569 mState.sampleAlphaToCoverageEnabled = enabled; 570 mSampleStateDirty = true; 571 } 572} 573 574bool Context::isSampleAlphaToCoverageEnabled() const 575{ 576 return mState.sampleAlphaToCoverageEnabled; 577} 578 579void Context::setSampleCoverageEnabled(bool enabled) 580{ 581 if(mState.sampleCoverageEnabled != enabled) 582 { 583 mState.sampleCoverageEnabled = enabled; 584 mSampleStateDirty = true; 585 } 586} 587 588bool Context::isSampleCoverageEnabled() const 589{ 590 return mState.sampleCoverageEnabled; 591} 592 593void Context::setSampleCoverageParams(GLclampf value, bool invert) 594{ 595 if(mState.sampleCoverageValue != value || 596 mState.sampleCoverageInvert != invert) 597 { 598 mState.sampleCoverageValue = value; 599 mState.sampleCoverageInvert = invert; 600 mSampleStateDirty = true; 601 } 602} 603 604void Context::setScissorTestEnabled(bool enabled) 605{ 606 mState.scissorTestEnabled = enabled; 607} 608 609bool Context::isScissorTestEnabled() const 610{ 611 return mState.scissorTestEnabled; 612} 613 614void Context::setDitherEnabled(bool enabled) 615{ 616 if(mState.ditherEnabled != enabled) 617 { 618 mState.ditherEnabled = enabled; 619 mDitherStateDirty = true; 620 } 621} 622 623bool Context::isDitherEnabled() const 624{ 625 return mState.ditherEnabled; 626} 627 628void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 629{ 630 mState.primitiveRestartFixedIndexEnabled = enabled; 631} 632 633bool Context::isPrimitiveRestartFixedIndexEnabled() const 634{ 635 return mState.primitiveRestartFixedIndexEnabled; 636} 637 638void Context::setRasterizerDiscardEnabled(bool enabled) 639{ 640 mState.rasterizerDiscardEnabled = enabled; 641} 642 643bool Context::isRasterizerDiscardEnabled() const 644{ 645 return mState.rasterizerDiscardEnabled; 646} 647 648void Context::setLineWidth(GLfloat width) 649{ 650 mState.lineWidth = width; 651 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 652} 653 654void Context::setGenerateMipmapHint(GLenum hint) 655{ 656 mState.generateMipmapHint = hint; 657} 658 659void Context::setFragmentShaderDerivativeHint(GLenum hint) 660{ 661 mState.fragmentShaderDerivativeHint = hint; 662 // TODO: Propagate the hint to shader translator so we can write 663 // ddx, ddx_coarse, or ddx_fine depending on the hint. 664 // Ignore for now. It is valid for implementations to ignore hint. 665} 666 667void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 668{ 669 mState.viewportX = x; 670 mState.viewportY = y; 671 mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[0] 672 mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[1] 673} 674 675void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 676{ 677 mState.scissorX = x; 678 mState.scissorY = y; 679 mState.scissorWidth = width; 680 mState.scissorHeight = height; 681} 682 683void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 684{ 685 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 686 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 687 { 688 mState.colorMaskRed = red; 689 mState.colorMaskGreen = green; 690 mState.colorMaskBlue = blue; 691 mState.colorMaskAlpha = alpha; 692 mMaskStateDirty = true; 693 } 694} 695 696unsigned int Context::getColorMask() const 697{ 698 return (mState.colorMaskRed ? 0x1 : 0) | 699 (mState.colorMaskGreen ? 0x2 : 0) | 700 (mState.colorMaskBlue ? 0x4 : 0) | 701 (mState.colorMaskAlpha ? 0x8 : 0); 702} 703 704void Context::setDepthMask(bool mask) 705{ 706 if(mState.depthMask != mask) 707 { 708 mState.depthMask = mask; 709 mMaskStateDirty = true; 710 } 711} 712 713void Context::setActiveSampler(unsigned int active) 714{ 715 mState.activeSampler = active; 716} 717 718GLuint Context::getReadFramebufferName() const 719{ 720 return mState.readFramebuffer; 721} 722 723GLuint Context::getDrawFramebufferName() const 724{ 725 return mState.drawFramebuffer; 726} 727 728GLuint Context::getRenderbufferName() const 729{ 730 return mState.renderbuffer.name(); 731} 732 733void Context::setFramebufferReadBuffer(GLuint buf) 734{ 735 getReadFramebuffer()->setReadBuffer(buf); 736} 737 738void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs) 739{ 740 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 741 742 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) 743 { 744 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE); 745 } 746} 747 748GLuint Context::getReadFramebufferColorIndex() const 749{ 750 GLenum buf = getReadFramebuffer()->getReadBuffer(); 751 switch(buf) 752 { 753 case GL_BACK: 754 return 0; 755 case GL_NONE: 756 return GL_INVALID_INDEX; 757 default: 758 return buf - GL_COLOR_ATTACHMENT0; 759} 760} 761 762GLuint Context::getArrayBufferName() const 763{ 764 return mState.arrayBuffer.name(); 765} 766 767GLuint Context::getElementArrayBufferName() const 768{ 769 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 770 return elementArrayBuffer ? elementArrayBuffer->name : 0; 771} 772 773GLuint Context::getActiveQuery(GLenum target) const 774{ 775 Query *queryObject = nullptr; 776 777 switch(target) 778 { 779 case GL_ANY_SAMPLES_PASSED_EXT: 780 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 781 break; 782 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 783 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 784 break; 785 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 786 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 787 break; 788 default: 789 ASSERT(false); 790 } 791 792 if(queryObject) 793 { 794 return queryObject->name; 795 } 796 797 return 0; 798} 799 800void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 801{ 802 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 803} 804 805void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 806{ 807 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 808} 809 810const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 811{ 812 return getCurrentVertexArray()->getVertexAttribute(attribNum); 813} 814 815void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 816 GLsizei stride, const void *pointer) 817{ 818 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 819} 820 821const void *Context::getVertexAttribPointer(unsigned int attribNum) const 822{ 823 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 824} 825 826const VertexAttributeArray &Context::getVertexArrayAttributes() 827{ 828 return getCurrentVertexArray()->getVertexAttributes(); 829} 830 831const VertexAttributeArray &Context::getCurrentVertexAttributes() 832{ 833 return mState.vertexAttribute; 834} 835 836void Context::setPackAlignment(GLint alignment) 837{ 838 mState.packAlignment = alignment; 839} 840 841void Context::setUnpackAlignment(GLint alignment) 842{ 843 mState.unpackInfo.alignment = alignment; 844} 845 846const egl::Image::UnpackInfo& Context::getUnpackInfo() const 847{ 848 return mState.unpackInfo; 849} 850 851void Context::setPackRowLength(GLint rowLength) 852{ 853 mState.packRowLength = rowLength; 854} 855 856void Context::setPackImageHeight(GLint imageHeight) 857{ 858 mState.packImageHeight = imageHeight; 859} 860 861void Context::setPackSkipPixels(GLint skipPixels) 862{ 863 mState.packSkipPixels = skipPixels; 864} 865 866void Context::setPackSkipRows(GLint skipRows) 867{ 868 mState.packSkipRows = skipRows; 869} 870 871void Context::setPackSkipImages(GLint skipImages) 872{ 873 mState.packSkipImages = skipImages; 874} 875 876void Context::setUnpackRowLength(GLint rowLength) 877{ 878 mState.unpackInfo.rowLength = rowLength; 879} 880 881void Context::setUnpackImageHeight(GLint imageHeight) 882{ 883 mState.unpackInfo.imageHeight = imageHeight; 884} 885 886void Context::setUnpackSkipPixels(GLint skipPixels) 887{ 888 mState.unpackInfo.skipPixels = skipPixels; 889} 890 891void Context::setUnpackSkipRows(GLint skipRows) 892{ 893 mState.unpackInfo.skipRows = skipRows; 894} 895 896void Context::setUnpackSkipImages(GLint skipImages) 897{ 898 mState.unpackInfo.skipImages = skipImages; 899} 900 901GLuint Context::createBuffer() 902{ 903 return mResourceManager->createBuffer(); 904} 905 906GLuint Context::createProgram() 907{ 908 return mResourceManager->createProgram(); 909} 910 911GLuint Context::createShader(GLenum type) 912{ 913 return mResourceManager->createShader(type); 914} 915 916GLuint Context::createTexture() 917{ 918 return mResourceManager->createTexture(); 919} 920 921GLuint Context::createRenderbuffer() 922{ 923 return mResourceManager->createRenderbuffer(); 924} 925 926// Returns an unused framebuffer name 927GLuint Context::createFramebuffer() 928{ 929 return mFramebufferNameSpace.allocate(); 930} 931 932GLuint Context::createFence() 933{ 934 return mFenceNameSpace.allocate(new Fence()); 935} 936 937// Returns an unused query name 938GLuint Context::createQuery() 939{ 940 return mQueryNameSpace.allocate(); 941} 942 943// Returns an unused vertex array name 944GLuint Context::createVertexArray() 945{ 946 return mVertexArrayNameSpace.allocate(); 947} 948 949GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 950{ 951 GLuint handle = mResourceManager->createFenceSync(condition, flags); 952 953 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 954} 955 956// Returns an unused transform feedback name 957GLuint Context::createTransformFeedback() 958{ 959 return mTransformFeedbackNameSpace.allocate(); 960} 961 962// Returns an unused sampler name 963GLuint Context::createSampler() 964{ 965 return mResourceManager->createSampler(); 966} 967 968void Context::deleteBuffer(GLuint buffer) 969{ 970 detachBuffer(buffer); 971 972 mResourceManager->deleteBuffer(buffer); 973} 974 975void Context::deleteShader(GLuint shader) 976{ 977 mResourceManager->deleteShader(shader); 978} 979 980void Context::deleteProgram(GLuint program) 981{ 982 mResourceManager->deleteProgram(program); 983} 984 985void Context::deleteTexture(GLuint texture) 986{ 987 detachTexture(texture); 988 989 mResourceManager->deleteTexture(texture); 990} 991 992void Context::deleteRenderbuffer(GLuint renderbuffer) 993{ 994 if(mResourceManager->getRenderbuffer(renderbuffer)) 995 { 996 detachRenderbuffer(renderbuffer); 997 } 998 999 mResourceManager->deleteRenderbuffer(renderbuffer); 1000} 1001 1002void Context::deleteFramebuffer(GLuint framebuffer) 1003{ 1004 detachFramebuffer(framebuffer); 1005 1006 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); 1007 1008 if(framebufferObject) 1009 { 1010 delete framebufferObject; 1011 } 1012} 1013 1014void Context::deleteFence(GLuint fence) 1015{ 1016 Fence *fenceObject = mFenceNameSpace.remove(fence); 1017 1018 if(fenceObject) 1019 { 1020 delete fenceObject; 1021 } 1022} 1023 1024void Context::deleteQuery(GLuint query) 1025{ 1026 Query *queryObject = mQueryNameSpace.remove(query); 1027 1028 if(queryObject) 1029 { 1030 queryObject->release(); 1031 } 1032} 1033 1034void Context::deleteVertexArray(GLuint vertexArray) 1035{ 1036 // [OpenGL ES 3.0.2] section 2.10 page 43: 1037 // If a vertex array object that is currently bound is deleted, the binding 1038 // for that object reverts to zero and the default vertex array becomes current. 1039 if(getCurrentVertexArray()->name == vertexArray) 1040 { 1041 bindVertexArray(0); 1042 } 1043 1044 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray); 1045 1046 if(vertexArrayObject) 1047 { 1048 delete vertexArrayObject; 1049 } 1050} 1051 1052void Context::deleteFenceSync(GLsync fenceSync) 1053{ 1054 // The spec specifies the underlying Fence object is not deleted until all current 1055 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1056 // and since our API is currently designed for being called from a single thread, we can delete 1057 // the fence immediately. 1058 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1059} 1060 1061void Context::deleteTransformFeedback(GLuint transformFeedback) 1062{ 1063 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback); 1064 1065 if(transformFeedbackObject) 1066 { 1067 delete transformFeedbackObject; 1068 } 1069} 1070 1071void Context::deleteSampler(GLuint sampler) 1072{ 1073 detachSampler(sampler); 1074 1075 mResourceManager->deleteSampler(sampler); 1076} 1077 1078Buffer *Context::getBuffer(GLuint handle) const 1079{ 1080 return mResourceManager->getBuffer(handle); 1081} 1082 1083Shader *Context::getShader(GLuint handle) const 1084{ 1085 return mResourceManager->getShader(handle); 1086} 1087 1088Program *Context::getProgram(GLuint handle) const 1089{ 1090 return mResourceManager->getProgram(handle); 1091} 1092 1093Texture *Context::getTexture(GLuint handle) const 1094{ 1095 return mResourceManager->getTexture(handle); 1096} 1097 1098Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1099{ 1100 return mResourceManager->getRenderbuffer(handle); 1101} 1102 1103Framebuffer *Context::getReadFramebuffer() const 1104{ 1105 return getFramebuffer(mState.readFramebuffer); 1106} 1107 1108Framebuffer *Context::getDrawFramebuffer() const 1109{ 1110 return getFramebuffer(mState.drawFramebuffer); 1111} 1112 1113void Context::bindArrayBuffer(unsigned int buffer) 1114{ 1115 mResourceManager->checkBufferAllocation(buffer); 1116 1117 mState.arrayBuffer = getBuffer(buffer); 1118} 1119 1120void Context::bindElementArrayBuffer(unsigned int buffer) 1121{ 1122 mResourceManager->checkBufferAllocation(buffer); 1123 1124 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1125} 1126 1127void Context::bindCopyReadBuffer(GLuint buffer) 1128{ 1129 mResourceManager->checkBufferAllocation(buffer); 1130 1131 mState.copyReadBuffer = getBuffer(buffer); 1132} 1133 1134void Context::bindCopyWriteBuffer(GLuint buffer) 1135{ 1136 mResourceManager->checkBufferAllocation(buffer); 1137 1138 mState.copyWriteBuffer = getBuffer(buffer); 1139} 1140 1141void Context::bindPixelPackBuffer(GLuint buffer) 1142{ 1143 mResourceManager->checkBufferAllocation(buffer); 1144 1145 mState.pixelPackBuffer = getBuffer(buffer); 1146} 1147 1148void Context::bindPixelUnpackBuffer(GLuint buffer) 1149{ 1150 mResourceManager->checkBufferAllocation(buffer); 1151 1152 mState.pixelUnpackBuffer = getBuffer(buffer); 1153} 1154 1155void Context::bindTransformFeedbackBuffer(GLuint buffer) 1156{ 1157 mResourceManager->checkBufferAllocation(buffer); 1158 1159 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1160 1161 if(transformFeedback) 1162 { 1163 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1164 } 1165} 1166 1167void Context::bindTexture2D(GLuint texture) 1168{ 1169 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1170 1171 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1172} 1173 1174void Context::bindTextureCubeMap(GLuint texture) 1175{ 1176 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1177 1178 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1179} 1180 1181void Context::bindTextureExternal(GLuint texture) 1182{ 1183 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1184 1185 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1186} 1187 1188void Context::bindTexture3D(GLuint texture) 1189{ 1190 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1191 1192 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1193} 1194 1195void Context::bindTexture2DArray(GLuint texture) 1196{ 1197 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1198 1199 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1200} 1201 1202void Context::bindReadFramebuffer(GLuint framebuffer) 1203{ 1204 if(!getFramebuffer(framebuffer)) 1205 { 1206 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1207 } 1208 1209 mState.readFramebuffer = framebuffer; 1210} 1211 1212void Context::bindDrawFramebuffer(GLuint framebuffer) 1213{ 1214 if(!getFramebuffer(framebuffer)) 1215 { 1216 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1217 } 1218 1219 mState.drawFramebuffer = framebuffer; 1220} 1221 1222void Context::bindRenderbuffer(GLuint renderbuffer) 1223{ 1224 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1225 1226 mState.renderbuffer = getRenderbuffer(renderbuffer); 1227} 1228 1229void Context::bindVertexArray(GLuint array) 1230{ 1231 VertexArray *vertexArray = getVertexArray(array); 1232 1233 if(!vertexArray) 1234 { 1235 vertexArray = new VertexArray(array); 1236 mVertexArrayNameSpace.insert(array, vertexArray); 1237 } 1238 1239 mState.vertexArray = array; 1240} 1241 1242void Context::bindGenericUniformBuffer(GLuint buffer) 1243{ 1244 mResourceManager->checkBufferAllocation(buffer); 1245 1246 mState.genericUniformBuffer = getBuffer(buffer); 1247} 1248 1249void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1250{ 1251 mResourceManager->checkBufferAllocation(buffer); 1252 1253 Buffer* bufferObject = getBuffer(buffer); 1254 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size)); 1255} 1256 1257void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1258{ 1259 mResourceManager->checkBufferAllocation(buffer); 1260 1261 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1262} 1263 1264void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1265{ 1266 mResourceManager->checkBufferAllocation(buffer); 1267 1268 Buffer* bufferObject = getBuffer(buffer); 1269 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1270} 1271 1272void Context::bindTransformFeedback(GLuint id) 1273{ 1274 if(!getTransformFeedback(id)) 1275 { 1276 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id)); 1277 } 1278 1279 mState.transformFeedback = id; 1280} 1281 1282bool Context::bindSampler(GLuint unit, GLuint sampler) 1283{ 1284 mResourceManager->checkSamplerAllocation(sampler); 1285 1286 Sampler* samplerObject = getSampler(sampler); 1287 1288 mState.sampler[unit] = samplerObject; 1289 1290 return !!samplerObject; 1291} 1292 1293void Context::useProgram(GLuint program) 1294{ 1295 GLuint priorProgram = mState.currentProgram; 1296 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1297 1298 if(priorProgram != program) 1299 { 1300 Program *newProgram = mResourceManager->getProgram(program); 1301 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1302 1303 if(newProgram) 1304 { 1305 newProgram->addRef(); 1306 } 1307 1308 if(oldProgram) 1309 { 1310 oldProgram->release(); 1311 } 1312 } 1313} 1314 1315void Context::beginQuery(GLenum target, GLuint query) 1316{ 1317 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1318 // of zero, if the active query object name for <target> is non-zero (for the 1319 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1320 // the active query for either target is non-zero), if <id> is the name of an 1321 // existing query object whose type does not match <target>, or if <id> is the 1322 // active query object name for any query type, the error INVALID_OPERATION is 1323 // generated. 1324 1325 // Ensure no other queries are active 1326 // NOTE: If other queries than occlusion are supported, we will need to check 1327 // separately that: 1328 // a) The query ID passed is not the current active query for any target/type 1329 // b) There are no active queries for the requested target (and in the case 1330 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1331 // no query may be active for either if glBeginQuery targets either. 1332 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1333 { 1334 if(mState.activeQuery[i]) 1335 { 1336 return error(GL_INVALID_OPERATION); 1337 } 1338 } 1339 1340 QueryType qType; 1341 switch(target) 1342 { 1343 case GL_ANY_SAMPLES_PASSED_EXT: 1344 qType = QUERY_ANY_SAMPLES_PASSED; 1345 break; 1346 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1347 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1348 break; 1349 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1350 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1351 break; 1352 default: 1353 UNREACHABLE(target); 1354 return error(GL_INVALID_ENUM); 1355 } 1356 1357 Query *queryObject = createQuery(query, target); 1358 1359 // Check that name was obtained with glGenQueries 1360 if(!queryObject) 1361 { 1362 return error(GL_INVALID_OPERATION); 1363 } 1364 1365 // Check for type mismatch 1366 if(queryObject->getType() != target) 1367 { 1368 return error(GL_INVALID_OPERATION); 1369 } 1370 1371 // Set query as active for specified target 1372 mState.activeQuery[qType] = queryObject; 1373 1374 // Begin query 1375 queryObject->begin(); 1376} 1377 1378void Context::endQuery(GLenum target) 1379{ 1380 QueryType qType; 1381 1382 switch(target) 1383 { 1384 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1385 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1386 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1387 default: UNREACHABLE(target); return; 1388 } 1389 1390 Query *queryObject = mState.activeQuery[qType]; 1391 1392 if(!queryObject) 1393 { 1394 return error(GL_INVALID_OPERATION); 1395 } 1396 1397 queryObject->end(); 1398 1399 mState.activeQuery[qType] = nullptr; 1400} 1401 1402void Context::setFramebufferZero(Framebuffer *buffer) 1403{ 1404 delete mFramebufferNameSpace.remove(0); 1405 mFramebufferNameSpace.insert(0, buffer); 1406} 1407 1408void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1409{ 1410 Renderbuffer *renderbufferObject = mState.renderbuffer; 1411 renderbufferObject->setStorage(renderbuffer); 1412} 1413 1414Framebuffer *Context::getFramebuffer(unsigned int handle) const 1415{ 1416 return mFramebufferNameSpace.find(handle); 1417} 1418 1419Fence *Context::getFence(unsigned int handle) const 1420{ 1421 return mFenceNameSpace.find(handle); 1422} 1423 1424FenceSync *Context::getFenceSync(GLsync handle) const 1425{ 1426 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1427} 1428 1429Query *Context::getQuery(unsigned int handle) const 1430{ 1431 return mQueryNameSpace.find(handle); 1432} 1433 1434Query *Context::createQuery(unsigned int handle, GLenum type) 1435{ 1436 if(!mQueryNameSpace.isReserved(handle)) 1437 { 1438 return nullptr; 1439 } 1440 else 1441 { 1442 Query *query = mQueryNameSpace.find(handle); 1443 if(!query) 1444 { 1445 query = new Query(handle, type); 1446 query->addRef(); 1447 mQueryNameSpace.insert(handle, query); 1448 } 1449 1450 return query; 1451 } 1452} 1453 1454VertexArray *Context::getVertexArray(GLuint array) const 1455{ 1456 return mVertexArrayNameSpace.find(array); 1457} 1458 1459VertexArray *Context::getCurrentVertexArray() const 1460{ 1461 return getVertexArray(mState.vertexArray); 1462} 1463 1464bool Context::isVertexArray(GLuint array) const 1465{ 1466 return mVertexArrayNameSpace.isReserved(array); 1467} 1468 1469bool Context::hasZeroDivisor() const 1470{ 1471 // Verify there is at least one active attribute with a divisor of zero 1472 es2::Program *programObject = getCurrentProgram(); 1473 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1474 { 1475 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1476 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1477 { 1478 return true; 1479 } 1480 } 1481 1482 return false; 1483} 1484 1485TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1486{ 1487 return mTransformFeedbackNameSpace.find(transformFeedback); 1488} 1489 1490Sampler *Context::getSampler(GLuint sampler) const 1491{ 1492 return mResourceManager->getSampler(sampler); 1493} 1494 1495bool Context::isSampler(GLuint sampler) const 1496{ 1497 return mResourceManager->isSampler(sampler); 1498} 1499 1500Buffer *Context::getArrayBuffer() const 1501{ 1502 return mState.arrayBuffer; 1503} 1504 1505Buffer *Context::getElementArrayBuffer() const 1506{ 1507 return getCurrentVertexArray()->getElementArrayBuffer(); 1508} 1509 1510Buffer *Context::getCopyReadBuffer() const 1511{ 1512 return mState.copyReadBuffer; 1513} 1514 1515Buffer *Context::getCopyWriteBuffer() const 1516{ 1517 return mState.copyWriteBuffer; 1518} 1519 1520Buffer *Context::getPixelPackBuffer() const 1521{ 1522 return mState.pixelPackBuffer; 1523} 1524 1525Buffer *Context::getPixelUnpackBuffer() const 1526{ 1527 return mState.pixelUnpackBuffer; 1528} 1529 1530Buffer *Context::getGenericUniformBuffer() const 1531{ 1532 return mState.genericUniformBuffer; 1533} 1534 1535const GLvoid* Context::getPixels(const GLvoid* data) const 1536{ 1537 es2::Buffer* unpackBuffer = getPixelUnpackBuffer(); 1538 const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr; 1539 return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data; 1540} 1541 1542bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1543{ 1544 switch(target) 1545 { 1546 case GL_ARRAY_BUFFER: 1547 *buffer = getArrayBuffer(); 1548 break; 1549 case GL_ELEMENT_ARRAY_BUFFER: 1550 *buffer = getElementArrayBuffer(); 1551 break; 1552 case GL_COPY_READ_BUFFER: 1553 if(clientVersion >= 3) 1554 { 1555 *buffer = getCopyReadBuffer(); 1556 break; 1557 } 1558 else return false; 1559 case GL_COPY_WRITE_BUFFER: 1560 if(clientVersion >= 3) 1561 { 1562 *buffer = getCopyWriteBuffer(); 1563 break; 1564 } 1565 else return false; 1566 case GL_PIXEL_PACK_BUFFER: 1567 if(clientVersion >= 3) 1568 { 1569 *buffer = getPixelPackBuffer(); 1570 break; 1571 } 1572 else return false; 1573 case GL_PIXEL_UNPACK_BUFFER: 1574 if(clientVersion >= 3) 1575 { 1576 *buffer = getPixelUnpackBuffer(); 1577 break; 1578 } 1579 else return false; 1580 case GL_TRANSFORM_FEEDBACK_BUFFER: 1581 if(clientVersion >= 3) 1582 { 1583 TransformFeedback* transformFeedback = getTransformFeedback(); 1584 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1585 break; 1586 } 1587 else return false; 1588 case GL_UNIFORM_BUFFER: 1589 if(clientVersion >= 3) 1590 { 1591 *buffer = getGenericUniformBuffer(); 1592 break; 1593 } 1594 else return false; 1595 default: 1596 return false; 1597 } 1598 return true; 1599} 1600 1601TransformFeedback *Context::getTransformFeedback() const 1602{ 1603 return getTransformFeedback(mState.transformFeedback); 1604} 1605 1606Program *Context::getCurrentProgram() const 1607{ 1608 return mResourceManager->getProgram(mState.currentProgram); 1609} 1610 1611Texture2D *Context::getTexture2D() const 1612{ 1613 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1614} 1615 1616Texture3D *Context::getTexture3D() const 1617{ 1618 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1619} 1620 1621Texture2DArray *Context::getTexture2DArray() const 1622{ 1623 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1624} 1625 1626TextureCubeMap *Context::getTextureCubeMap() const 1627{ 1628 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1629} 1630 1631TextureExternal *Context::getTextureExternal() const 1632{ 1633 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1634} 1635 1636Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1637{ 1638 GLuint texid = mState.samplerTexture[type][sampler].name(); 1639 1640 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1641 { 1642 switch(type) 1643 { 1644 case TEXTURE_2D: return mTexture2DZero; 1645 case TEXTURE_3D: return mTexture3DZero; 1646 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1647 case TEXTURE_CUBE: return mTextureCubeMapZero; 1648 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1649 default: UNREACHABLE(type); 1650 } 1651 } 1652 1653 return mState.samplerTexture[type][sampler]; 1654} 1655 1656void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1657{ 1658 mResourceManager->checkSamplerAllocation(sampler); 1659 1660 Sampler *samplerObject = getSampler(sampler); 1661 ASSERT(samplerObject); 1662 1663 switch(pname) 1664 { 1665 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1666 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1667 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1668 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1669 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1670 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1671 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1672 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; 1673 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; 1674 default: UNREACHABLE(pname); break; 1675 } 1676} 1677 1678void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1679{ 1680 mResourceManager->checkSamplerAllocation(sampler); 1681 1682 Sampler *samplerObject = getSampler(sampler); 1683 ASSERT(samplerObject); 1684 1685 switch(pname) 1686 { 1687 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1688 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1689 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1690 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1691 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1692 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1693 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1694 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break; 1695 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break; 1696 default: UNREACHABLE(pname); break; 1697 } 1698} 1699 1700GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1701{ 1702 mResourceManager->checkSamplerAllocation(sampler); 1703 1704 Sampler *samplerObject = getSampler(sampler); 1705 ASSERT(samplerObject); 1706 1707 switch(pname) 1708 { 1709 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1710 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1711 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1712 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1713 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1714 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1715 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1716 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); 1717 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); 1718 default: UNREACHABLE(pname); return 0; 1719 } 1720} 1721 1722GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1723{ 1724 mResourceManager->checkSamplerAllocation(sampler); 1725 1726 Sampler *samplerObject = getSampler(sampler); 1727 ASSERT(samplerObject); 1728 1729 switch(pname) 1730 { 1731 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1732 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1733 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1734 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1735 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1736 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1737 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1738 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); 1739 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); 1740 default: UNREACHABLE(pname); return 0; 1741 } 1742} 1743 1744bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1745{ 1746 switch(pname) 1747 { 1748 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1749 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1750 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1751 case GL_COLOR_WRITEMASK: 1752 params[0] = mState.colorMaskRed; 1753 params[1] = mState.colorMaskGreen; 1754 params[2] = mState.colorMaskBlue; 1755 params[3] = mState.colorMaskAlpha; 1756 break; 1757 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1758 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1759 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1760 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1761 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1762 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1763 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1764 case GL_BLEND: *params = mState.blendEnabled; break; 1765 case GL_DITHER: *params = mState.ditherEnabled; break; 1766 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1767 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1768 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1769 { 1770 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1771 if(transformFeedback) 1772 { 1773 *params = transformFeedback->isActive(); 1774 break; 1775 } 1776 else return false; 1777 } 1778 case GL_TRANSFORM_FEEDBACK_PAUSED: 1779 { 1780 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1781 if(transformFeedback) 1782 { 1783 *params = transformFeedback->isPaused(); 1784 break; 1785 } 1786 else return false; 1787 } 1788 default: 1789 return false; 1790 } 1791 1792 return true; 1793} 1794 1795bool Context::getFloatv(GLenum pname, GLfloat *params) const 1796{ 1797 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1798 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1799 // GetIntegerv as its native query function. As it would require conversion in any 1800 // case, this should make no difference to the calling application. 1801 switch(pname) 1802 { 1803 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1804 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1805 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1806 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1807 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1808 case GL_ALIASED_LINE_WIDTH_RANGE: 1809 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1810 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1811 break; 1812 case GL_ALIASED_POINT_SIZE_RANGE: 1813 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1814 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1815 break; 1816 case GL_DEPTH_RANGE: 1817 params[0] = mState.zNear; 1818 params[1] = mState.zFar; 1819 break; 1820 case GL_COLOR_CLEAR_VALUE: 1821 params[0] = mState.colorClearValue.red; 1822 params[1] = mState.colorClearValue.green; 1823 params[2] = mState.colorClearValue.blue; 1824 params[3] = mState.colorClearValue.alpha; 1825 break; 1826 case GL_BLEND_COLOR: 1827 params[0] = mState.blendColor.red; 1828 params[1] = mState.blendColor.green; 1829 params[2] = mState.blendColor.blue; 1830 params[3] = mState.blendColor.alpha; 1831 break; 1832 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1833 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1834 break; 1835 default: 1836 return false; 1837 } 1838 1839 return true; 1840} 1841 1842template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1843template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1844 1845template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1846{ 1847 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1848 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1849 // GetIntegerv as its native query function. As it would require conversion in any 1850 // case, this should make no difference to the calling application. You may find it in 1851 // Context::getFloatv. 1852 switch(pname) 1853 { 1854 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true; 1855 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true; 1856 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true; 1857 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true; 1858 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true; 1859 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true; 1860 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true; 1861 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true; 1862 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true; 1863 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true; 1864 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true; 1865 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true; 1866// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1867 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; return true; 1868 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; return true; 1869 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true; 1870 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true; 1871 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; return true; 1872 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; return true; 1873 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true; 1874 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true; 1875 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true; 1876 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true; 1877 case GL_STENCIL_REF: *params = mState.stencilRef; return true; 1878 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true; 1879 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true; 1880 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true; 1881 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true; 1882 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true; 1883 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true; 1884 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true; 1885 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true; 1886 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true; 1887 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true; 1888 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true; 1889 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true; 1890 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true; 1891 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true; 1892 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true; 1893 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true; 1894 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true; 1895 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true; 1896 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true; 1897 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true; 1898 case GL_SUBPIXEL_BITS: *params = 4; return true; 1899 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true; 1900 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true; 1901 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true; 1902 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; return true; 1903 case GL_SAMPLE_BUFFERS: 1904 case GL_SAMPLES: 1905 { 1906 Framebuffer *framebuffer = getDrawFramebuffer(); 1907 int width, height, samples; 1908 1909 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1910 { 1911 switch(pname) 1912 { 1913 case GL_SAMPLE_BUFFERS: 1914 if(samples > 1) 1915 { 1916 *params = 1; 1917 } 1918 else 1919 { 1920 *params = 0; 1921 } 1922 break; 1923 case GL_SAMPLES: 1924 *params = samples; 1925 break; 1926 } 1927 } 1928 else 1929 { 1930 *params = 0; 1931 } 1932 } 1933 return true; 1934 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 1935 { 1936 Framebuffer *framebuffer = getReadFramebuffer(); 1937 *params = framebuffer->getImplementationColorReadType(); 1938 } 1939 return true; 1940 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 1941 { 1942 Framebuffer *framebuffer = getReadFramebuffer(); 1943 *params = framebuffer->getImplementationColorReadFormat(); 1944 } 1945 return true; 1946 case GL_MAX_VIEWPORT_DIMS: 1947 { 1948 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 1949 params[0] = maxDimension; 1950 params[1] = maxDimension; 1951 } 1952 return true; 1953 case GL_COMPRESSED_TEXTURE_FORMATS: 1954 { 1955 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 1956 { 1957 params[i] = compressedTextureFormats[i]; 1958 } 1959 } 1960 return true; 1961 case GL_VIEWPORT: 1962 params[0] = mState.viewportX; 1963 params[1] = mState.viewportY; 1964 params[2] = mState.viewportWidth; 1965 params[3] = mState.viewportHeight; 1966 return true; 1967 case GL_SCISSOR_BOX: 1968 params[0] = mState.scissorX; 1969 params[1] = mState.scissorY; 1970 params[2] = mState.scissorWidth; 1971 params[3] = mState.scissorHeight; 1972 return true; 1973 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true; 1974 case GL_FRONT_FACE: *params = mState.frontFace; return true; 1975 case GL_RED_BITS: 1976 case GL_GREEN_BITS: 1977 case GL_BLUE_BITS: 1978 case GL_ALPHA_BITS: 1979 { 1980 Framebuffer *framebuffer = getDrawFramebuffer(); 1981 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 1982 1983 if(colorbuffer) 1984 { 1985 switch(pname) 1986 { 1987 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true; 1988 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true; 1989 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true; 1990 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true; 1991 } 1992 } 1993 else 1994 { 1995 *params = 0; 1996 } 1997 } 1998 return true; 1999 case GL_DEPTH_BITS: 2000 { 2001 Framebuffer *framebuffer = getDrawFramebuffer(); 2002 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2003 2004 if(depthbuffer) 2005 { 2006 *params = depthbuffer->getDepthSize(); 2007 } 2008 else 2009 { 2010 *params = 0; 2011 } 2012 } 2013 return true; 2014 case GL_STENCIL_BITS: 2015 { 2016 Framebuffer *framebuffer = getDrawFramebuffer(); 2017 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2018 2019 if(stencilbuffer) 2020 { 2021 *params = stencilbuffer->getStencilSize(); 2022 } 2023 else 2024 { 2025 *params = 0; 2026 } 2027 } 2028 return true; 2029 case GL_TEXTURE_BINDING_2D: 2030 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2031 { 2032 error(GL_INVALID_OPERATION); 2033 return false; 2034 } 2035 2036 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2037 return true; 2038 case GL_TEXTURE_BINDING_CUBE_MAP: 2039 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2040 { 2041 error(GL_INVALID_OPERATION); 2042 return false; 2043 } 2044 2045 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2046 return true; 2047 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2048 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2049 { 2050 error(GL_INVALID_OPERATION); 2051 return false; 2052 } 2053 2054 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2055 return true; 2056 case GL_TEXTURE_BINDING_3D_OES: 2057 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2058 { 2059 error(GL_INVALID_OPERATION); 2060 return false; 2061 } 2062 2063 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2064 return true; 2065 case GL_DRAW_BUFFER0: 2066 case GL_DRAW_BUFFER1: 2067 case GL_DRAW_BUFFER2: 2068 case GL_DRAW_BUFFER3: 2069 case GL_DRAW_BUFFER4: 2070 case GL_DRAW_BUFFER5: 2071 case GL_DRAW_BUFFER6: 2072 case GL_DRAW_BUFFER7: 2073 case GL_DRAW_BUFFER8: 2074 case GL_DRAW_BUFFER9: 2075 case GL_DRAW_BUFFER10: 2076 case GL_DRAW_BUFFER11: 2077 case GL_DRAW_BUFFER12: 2078 case GL_DRAW_BUFFER13: 2079 case GL_DRAW_BUFFER14: 2080 case GL_DRAW_BUFFER15: 2081 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS) 2082 { 2083 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0); 2084 } 2085 else 2086 { 2087 return false; 2088 } 2089 return true; 2090 case GL_MAX_DRAW_BUFFERS: 2091 *params = MAX_DRAW_BUFFERS; 2092 return true; 2093 default: 2094 break; 2095 } 2096 2097 if(clientVersion >= 3) 2098 { 2099 switch(pname) 2100 { 2101 case GL_TEXTURE_BINDING_2D_ARRAY: 2102 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2103 { 2104 error(GL_INVALID_OPERATION); 2105 return false; 2106 } 2107 2108 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name(); 2109 return true; 2110 case GL_COPY_READ_BUFFER_BINDING: 2111 *params = mState.copyReadBuffer.name(); 2112 return true; 2113 case GL_COPY_WRITE_BUFFER_BINDING: 2114 *params = mState.copyWriteBuffer.name(); 2115 return true; 2116 case GL_MAJOR_VERSION: 2117 *params = clientVersion; 2118 return true; 2119 case GL_MAX_3D_TEXTURE_SIZE: 2120 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2121 return true; 2122 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2123 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2124 return true; 2125 case GL_MAX_COLOR_ATTACHMENTS: // Note: not supported in OES_framebuffer_object 2126 *params = MAX_COLOR_ATTACHMENTS; 2127 return true; 2128 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2129 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2130 return true; 2131 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2132 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS; 2133 return true; 2134 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2135 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2136 return true; 2137 case GL_MAX_ELEMENT_INDEX: 2138 *params = MAX_ELEMENT_INDEX; 2139 return true; 2140 case GL_MAX_ELEMENTS_INDICES: 2141 *params = MAX_ELEMENTS_INDICES; 2142 return true; 2143 case GL_MAX_ELEMENTS_VERTICES: 2144 *params = MAX_ELEMENTS_VERTICES; 2145 return true; 2146 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2147 *params = MAX_FRAGMENT_INPUT_VECTORS * 4; 2148 return true; 2149 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2150 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2151 return true; 2152 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2153 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2154 return true; 2155 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2156 UNIMPLEMENTED(); 2157 *params = MAX_PROGRAM_TEXEL_OFFSET; 2158 return true; 2159 case GL_MAX_SERVER_WAIT_TIMEOUT: 2160 *params = 0; 2161 return true; 2162 case GL_MAX_TEXTURE_LOD_BIAS: 2163 UNIMPLEMENTED(); 2164 *params = 2; 2165 return true; 2166 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2167 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; 2168 return true; 2169 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2170 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2171 return true; 2172 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2173 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS; 2174 return true; 2175 case GL_MAX_UNIFORM_BLOCK_SIZE: 2176 *params = MAX_UNIFORM_BLOCK_SIZE; 2177 return true; 2178 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2179 *params = MAX_UNIFORM_BUFFER_BINDINGS; 2180 return true; 2181 case GL_MAX_VARYING_COMPONENTS: 2182 *params = MAX_VARYING_VECTORS * 4; 2183 return true; 2184 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2185 *params = MAX_VERTEX_OUTPUT_VECTORS * 4; 2186 return true; 2187 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2188 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2189 return true; 2190 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2191 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2192 return true; 2193 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2194 UNIMPLEMENTED(); 2195 *params = MIN_PROGRAM_TEXEL_OFFSET; 2196 return true; 2197 case GL_MINOR_VERSION: 2198 *params = 0; 2199 return true; 2200 case GL_NUM_EXTENSIONS: 2201 GLuint numExtensions; 2202 getExtensions(0, &numExtensions); 2203 *params = numExtensions; 2204 return true; 2205 case GL_NUM_PROGRAM_BINARY_FORMATS: 2206 *params = NUM_PROGRAM_BINARY_FORMATS; 2207 return true; 2208 case GL_PACK_ROW_LENGTH: 2209 *params = mState.packRowLength; 2210 return true; 2211 case GL_PACK_SKIP_PIXELS: 2212 *params = mState.packSkipPixels; 2213 return true; 2214 case GL_PACK_SKIP_ROWS: 2215 *params = mState.packSkipRows; 2216 return true; 2217 case GL_PIXEL_PACK_BUFFER_BINDING: 2218 *params = mState.pixelPackBuffer.name(); 2219 return true; 2220 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2221 *params = mState.pixelUnpackBuffer.name(); 2222 return true; 2223 case GL_PROGRAM_BINARY_FORMATS: 2224 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input 2225 // should be a 0 sized array, so don't write to params 2226 return true; 2227 case GL_READ_BUFFER: 2228 *params = getReadFramebuffer()->getReadBuffer(); 2229 return true; 2230 case GL_SAMPLER_BINDING: 2231 *params = mState.sampler[mState.activeSampler].name(); 2232 return true; 2233 case GL_UNIFORM_BUFFER_BINDING: 2234 *params = mState.genericUniformBuffer.name(); 2235 return true; 2236 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2237 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2238 return true; 2239 case GL_UNIFORM_BUFFER_SIZE: 2240 *params = static_cast<T>(mState.genericUniformBuffer->size()); 2241 return true; 2242 case GL_UNIFORM_BUFFER_START: 2243 *params = static_cast<T>(mState.genericUniformBuffer->offset()); 2244 return true; 2245 case GL_UNPACK_IMAGE_HEIGHT: 2246 *params = mState.unpackInfo.imageHeight; 2247 return true; 2248 case GL_UNPACK_ROW_LENGTH: 2249 *params = mState.unpackInfo.rowLength; 2250 return true; 2251 case GL_UNPACK_SKIP_IMAGES: 2252 *params = mState.unpackInfo.skipImages; 2253 return true; 2254 case GL_UNPACK_SKIP_PIXELS: 2255 *params = mState.unpackInfo.skipPixels; 2256 return true; 2257 case GL_UNPACK_SKIP_ROWS: 2258 *params = mState.unpackInfo.skipRows; 2259 return true; 2260 case GL_VERTEX_ARRAY_BINDING: 2261 *params = getCurrentVertexArray()->name; 2262 return true; 2263 case GL_TRANSFORM_FEEDBACK_BINDING: 2264 { 2265 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2266 if(transformFeedback) 2267 { 2268 *params = transformFeedback->name; 2269 } 2270 else 2271 { 2272 return false; 2273 } 2274 } 2275 return true; 2276 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2277 { 2278 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2279 if(transformFeedback) 2280 { 2281 *params = transformFeedback->getGenericBufferName(); 2282 } 2283 else 2284 { 2285 return false; 2286 } 2287 } 2288 return true; 2289 default: 2290 break; 2291 } 2292 } 2293 2294 return false; 2295} 2296 2297template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2298template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2299 2300template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2301{ 2302 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2303 if(!transformFeedback) 2304 { 2305 return false; 2306 } 2307 2308 switch(pname) 2309 { 2310 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2311 *param = transformFeedback->name; 2312 break; 2313 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2314 *param = transformFeedback->isActive(); 2315 break; 2316 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2317 *param = transformFeedback->getBufferName(index); 2318 break; 2319 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2320 *param = transformFeedback->isPaused(); 2321 break; 2322 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2323 if(transformFeedback->getBuffer(index)) 2324 { 2325 *param = transformFeedback->getSize(index); 2326 break; 2327 } 2328 else return false; 2329 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2330 if(transformFeedback->getBuffer(index)) 2331 { 2332 *param = transformFeedback->getOffset(index); 2333 break; 2334 } 2335 else return false; 2336 default: 2337 return false; 2338 } 2339 2340 return true; 2341} 2342 2343template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2344template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2345 2346template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2347{ 2348 const BufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2349 2350 switch(pname) 2351 { 2352 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2353 *param = uniformBuffer.get().name(); 2354 break; 2355 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2356 *param = uniformBuffer.getSize(); 2357 break; 2358 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2359 *param = uniformBuffer.getOffset(); 2360 break; 2361 default: 2362 return false; 2363 } 2364 2365 return true; 2366} 2367 2368bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2369{ 2370 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2371 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2372 // to the fact that it is stored internally as a float, and so would require conversion 2373 // if returned from Context::getIntegerv. Since this conversion is already implemented 2374 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2375 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2376 // application. 2377 switch(pname) 2378 { 2379 case GL_COMPRESSED_TEXTURE_FORMATS: 2380 { 2381 *type = GL_INT; 2382 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2383 } 2384 break; 2385 case GL_SHADER_BINARY_FORMATS: 2386 { 2387 *type = GL_INT; 2388 *numParams = 0; 2389 } 2390 break; 2391 case GL_MAX_VERTEX_ATTRIBS: 2392 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2393 case GL_MAX_VARYING_VECTORS: 2394 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2395 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2396 case GL_MAX_TEXTURE_IMAGE_UNITS: 2397 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2398 case GL_MAX_RENDERBUFFER_SIZE: 2399 case GL_NUM_SHADER_BINARY_FORMATS: 2400 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2401 case GL_ARRAY_BUFFER_BINDING: 2402 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2403 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2404 case GL_RENDERBUFFER_BINDING: 2405 case GL_CURRENT_PROGRAM: 2406 case GL_PACK_ALIGNMENT: 2407 case GL_UNPACK_ALIGNMENT: 2408 case GL_GENERATE_MIPMAP_HINT: 2409 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2410 case GL_RED_BITS: 2411 case GL_GREEN_BITS: 2412 case GL_BLUE_BITS: 2413 case GL_ALPHA_BITS: 2414 case GL_DEPTH_BITS: 2415 case GL_STENCIL_BITS: 2416 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2417 case GL_CULL_FACE_MODE: 2418 case GL_FRONT_FACE: 2419 case GL_ACTIVE_TEXTURE: 2420 case GL_STENCIL_FUNC: 2421 case GL_STENCIL_VALUE_MASK: 2422 case GL_STENCIL_REF: 2423 case GL_STENCIL_FAIL: 2424 case GL_STENCIL_PASS_DEPTH_FAIL: 2425 case GL_STENCIL_PASS_DEPTH_PASS: 2426 case GL_STENCIL_BACK_FUNC: 2427 case GL_STENCIL_BACK_VALUE_MASK: 2428 case GL_STENCIL_BACK_REF: 2429 case GL_STENCIL_BACK_FAIL: 2430 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2431 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2432 case GL_DEPTH_FUNC: 2433 case GL_BLEND_SRC_RGB: 2434 case GL_BLEND_SRC_ALPHA: 2435 case GL_BLEND_DST_RGB: 2436 case GL_BLEND_DST_ALPHA: 2437 case GL_BLEND_EQUATION_RGB: 2438 case GL_BLEND_EQUATION_ALPHA: 2439 case GL_STENCIL_WRITEMASK: 2440 case GL_STENCIL_BACK_WRITEMASK: 2441 case GL_STENCIL_CLEAR_VALUE: 2442 case GL_SUBPIXEL_BITS: 2443 case GL_MAX_TEXTURE_SIZE: 2444 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2445 case GL_SAMPLE_BUFFERS: 2446 case GL_SAMPLES: 2447 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2448 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2449 case GL_TEXTURE_BINDING_2D: 2450 case GL_TEXTURE_BINDING_CUBE_MAP: 2451 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2452 case GL_TEXTURE_BINDING_3D_OES: 2453 case GL_COPY_READ_BUFFER_BINDING: 2454 case GL_COPY_WRITE_BUFFER_BINDING: 2455 case GL_DRAW_BUFFER0: 2456 case GL_DRAW_BUFFER1: 2457 case GL_DRAW_BUFFER2: 2458 case GL_DRAW_BUFFER3: 2459 case GL_DRAW_BUFFER4: 2460 case GL_DRAW_BUFFER5: 2461 case GL_DRAW_BUFFER6: 2462 case GL_DRAW_BUFFER7: 2463 case GL_DRAW_BUFFER8: 2464 case GL_DRAW_BUFFER9: 2465 case GL_DRAW_BUFFER10: 2466 case GL_DRAW_BUFFER11: 2467 case GL_DRAW_BUFFER12: 2468 case GL_DRAW_BUFFER13: 2469 case GL_DRAW_BUFFER14: 2470 case GL_DRAW_BUFFER15: 2471 case GL_MAJOR_VERSION: 2472 case GL_MAX_3D_TEXTURE_SIZE: 2473 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2474 case GL_MAX_COLOR_ATTACHMENTS: 2475 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2476 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2477 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2478 case GL_MAX_DRAW_BUFFERS: 2479 case GL_MAX_ELEMENT_INDEX: 2480 case GL_MAX_ELEMENTS_INDICES: 2481 case GL_MAX_ELEMENTS_VERTICES: 2482 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2483 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2484 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2485 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2486 case GL_MAX_SERVER_WAIT_TIMEOUT: 2487 case GL_MAX_TEXTURE_LOD_BIAS: 2488 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2489 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2490 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2491 case GL_MAX_UNIFORM_BLOCK_SIZE: 2492 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2493 case GL_MAX_VARYING_COMPONENTS: 2494 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2495 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2496 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2497 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2498 case GL_MINOR_VERSION: 2499 case GL_NUM_EXTENSIONS: 2500 case GL_NUM_PROGRAM_BINARY_FORMATS: 2501 case GL_PACK_ROW_LENGTH: 2502 case GL_PACK_SKIP_PIXELS: 2503 case GL_PACK_SKIP_ROWS: 2504 case GL_PIXEL_PACK_BUFFER_BINDING: 2505 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2506 case GL_PROGRAM_BINARY_FORMATS: 2507 case GL_READ_BUFFER: 2508 case GL_SAMPLER_BINDING: 2509 case GL_TEXTURE_BINDING_2D_ARRAY: 2510 case GL_UNIFORM_BUFFER_BINDING: 2511 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2512 case GL_UNIFORM_BUFFER_SIZE: 2513 case GL_UNIFORM_BUFFER_START: 2514 case GL_UNPACK_IMAGE_HEIGHT: 2515 case GL_UNPACK_ROW_LENGTH: 2516 case GL_UNPACK_SKIP_IMAGES: 2517 case GL_UNPACK_SKIP_PIXELS: 2518 case GL_UNPACK_SKIP_ROWS: 2519 case GL_VERTEX_ARRAY_BINDING: 2520 case GL_TRANSFORM_FEEDBACK_BINDING: 2521 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2522 { 2523 *type = GL_INT; 2524 *numParams = 1; 2525 } 2526 break; 2527 case GL_MAX_SAMPLES_ANGLE: 2528 { 2529 *type = GL_INT; 2530 *numParams = 1; 2531 } 2532 break; 2533 case GL_MAX_VIEWPORT_DIMS: 2534 { 2535 *type = GL_INT; 2536 *numParams = 2; 2537 } 2538 break; 2539 case GL_VIEWPORT: 2540 case GL_SCISSOR_BOX: 2541 { 2542 *type = GL_INT; 2543 *numParams = 4; 2544 } 2545 break; 2546 case GL_SHADER_COMPILER: 2547 case GL_SAMPLE_COVERAGE_INVERT: 2548 case GL_DEPTH_WRITEMASK: 2549 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2550 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2551 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2552 case GL_SAMPLE_COVERAGE: 2553 case GL_SCISSOR_TEST: 2554 case GL_STENCIL_TEST: 2555 case GL_DEPTH_TEST: 2556 case GL_BLEND: 2557 case GL_DITHER: 2558 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2559 case GL_RASTERIZER_DISCARD: 2560 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2561 case GL_TRANSFORM_FEEDBACK_PAUSED: 2562 { 2563 *type = GL_BOOL; 2564 *numParams = 1; 2565 } 2566 break; 2567 case GL_COLOR_WRITEMASK: 2568 { 2569 *type = GL_BOOL; 2570 *numParams = 4; 2571 } 2572 break; 2573 case GL_POLYGON_OFFSET_FACTOR: 2574 case GL_POLYGON_OFFSET_UNITS: 2575 case GL_SAMPLE_COVERAGE_VALUE: 2576 case GL_DEPTH_CLEAR_VALUE: 2577 case GL_LINE_WIDTH: 2578 { 2579 *type = GL_FLOAT; 2580 *numParams = 1; 2581 } 2582 break; 2583 case GL_ALIASED_LINE_WIDTH_RANGE: 2584 case GL_ALIASED_POINT_SIZE_RANGE: 2585 case GL_DEPTH_RANGE: 2586 { 2587 *type = GL_FLOAT; 2588 *numParams = 2; 2589 } 2590 break; 2591 case GL_COLOR_CLEAR_VALUE: 2592 case GL_BLEND_COLOR: 2593 { 2594 *type = GL_FLOAT; 2595 *numParams = 4; 2596 } 2597 break; 2598 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2599 *type = GL_FLOAT; 2600 *numParams = 1; 2601 break; 2602 default: 2603 return false; 2604 } 2605 2606 return true; 2607} 2608 2609void Context::applyScissor(int width, int height) 2610{ 2611 if(mState.scissorTestEnabled) 2612 { 2613 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2614 scissor.clip(0, 0, width, height); 2615 2616 device->setScissorRect(scissor); 2617 device->setScissorEnable(true); 2618 } 2619 else 2620 { 2621 device->setScissorEnable(false); 2622 } 2623} 2624 2625// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2626bool Context::applyRenderTarget() 2627{ 2628 Framebuffer *framebuffer = getDrawFramebuffer(); 2629 int width, height, samples; 2630 2631 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2632 { 2633 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2634 } 2635 2636 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2637 { 2638 if(framebuffer->getDrawBuffer(i) != GL_NONE) 2639 { 2640 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2641 device->setRenderTarget(i, renderTarget); 2642 if(renderTarget) renderTarget->release(); 2643 } 2644 else 2645 { 2646 device->setRenderTarget(i, nullptr); 2647 } 2648 } 2649 2650 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 2651 device->setDepthBuffer(depthBuffer); 2652 if(depthBuffer) depthBuffer->release(); 2653 2654 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 2655 device->setStencilBuffer(stencilBuffer); 2656 if(stencilBuffer) stencilBuffer->release(); 2657 2658 Viewport viewport; 2659 float zNear = clamp01(mState.zNear); 2660 float zFar = clamp01(mState.zFar); 2661 2662 viewport.x0 = mState.viewportX; 2663 viewport.y0 = mState.viewportY; 2664 viewport.width = mState.viewportWidth; 2665 viewport.height = mState.viewportHeight; 2666 viewport.minZ = zNear; 2667 viewport.maxZ = zFar; 2668 2669 device->setViewport(viewport); 2670 2671 applyScissor(width, height); 2672 2673 Program *program = getCurrentProgram(); 2674 2675 if(program) 2676 { 2677 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2678 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2679 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2680 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2681 } 2682 2683 return true; 2684} 2685 2686// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2687void Context::applyState(GLenum drawMode) 2688{ 2689 Framebuffer *framebuffer = getDrawFramebuffer(); 2690 2691 if(mState.cullFaceEnabled) 2692 { 2693 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2694 } 2695 else 2696 { 2697 device->setCullMode(sw::CULL_NONE); 2698 } 2699 2700 if(mDepthStateDirty) 2701 { 2702 if(mState.depthTestEnabled) 2703 { 2704 device->setDepthBufferEnable(true); 2705 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2706 } 2707 else 2708 { 2709 device->setDepthBufferEnable(false); 2710 } 2711 2712 mDepthStateDirty = false; 2713 } 2714 2715 if(mBlendStateDirty) 2716 { 2717 if(mState.blendEnabled) 2718 { 2719 device->setAlphaBlendEnable(true); 2720 device->setSeparateAlphaBlendEnable(true); 2721 2722 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2723 2724 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2725 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2726 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2727 2728 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2729 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2730 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2731 } 2732 else 2733 { 2734 device->setAlphaBlendEnable(false); 2735 } 2736 2737 mBlendStateDirty = false; 2738 } 2739 2740 if(mStencilStateDirty || mFrontFaceDirty) 2741 { 2742 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2743 { 2744 device->setStencilEnable(true); 2745 device->setTwoSidedStencil(true); 2746 2747 // get the maximum size of the stencil ref 2748 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2749 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2750 2751 if(mState.frontFace == GL_CCW) 2752 { 2753 device->setStencilWriteMask(mState.stencilWritemask); 2754 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2755 2756 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2757 device->setStencilMask(mState.stencilMask); 2758 2759 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2760 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2761 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2762 2763 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2764 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2765 2766 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2767 device->setStencilMaskCCW(mState.stencilBackMask); 2768 2769 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2770 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2771 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2772 } 2773 else 2774 { 2775 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2776 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2777 2778 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2779 device->setStencilMaskCCW(mState.stencilMask); 2780 2781 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2782 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2783 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2784 2785 device->setStencilWriteMask(mState.stencilBackWritemask); 2786 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2787 2788 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2789 device->setStencilMask(mState.stencilBackMask); 2790 2791 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2792 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2793 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2794 } 2795 } 2796 else 2797 { 2798 device->setStencilEnable(false); 2799 } 2800 2801 mStencilStateDirty = false; 2802 mFrontFaceDirty = false; 2803 } 2804 2805 if(mMaskStateDirty) 2806 { 2807 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2808 { 2809 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2810 } 2811 2812 device->setDepthWriteEnable(mState.depthMask); 2813 2814 mMaskStateDirty = false; 2815 } 2816 2817 if(mPolygonOffsetStateDirty) 2818 { 2819 if(mState.polygonOffsetFillEnabled) 2820 { 2821 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2822 if(depthbuffer) 2823 { 2824 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2825 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 2826 device->setDepthBias(depthBias); 2827 } 2828 } 2829 else 2830 { 2831 device->setSlopeDepthBias(0); 2832 device->setDepthBias(0); 2833 } 2834 2835 mPolygonOffsetStateDirty = false; 2836 } 2837 2838 if(mSampleStateDirty) 2839 { 2840 if(mState.sampleAlphaToCoverageEnabled) 2841 { 2842 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2843 } 2844 else 2845 { 2846 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2847 } 2848 2849 if(mState.sampleCoverageEnabled) 2850 { 2851 unsigned int mask = 0; 2852 if(mState.sampleCoverageValue != 0) 2853 { 2854 int width, height, samples; 2855 framebuffer->completeness(width, height, samples); 2856 2857 float threshold = 0.5f; 2858 2859 for(int i = 0; i < samples; i++) 2860 { 2861 mask <<= 1; 2862 2863 if((i + 1) * mState.sampleCoverageValue >= threshold) 2864 { 2865 threshold += 1.0f; 2866 mask |= 1; 2867 } 2868 } 2869 } 2870 2871 if(mState.sampleCoverageInvert) 2872 { 2873 mask = ~mask; 2874 } 2875 2876 device->setMultiSampleMask(mask); 2877 } 2878 else 2879 { 2880 device->setMultiSampleMask(0xFFFFFFFF); 2881 } 2882 2883 mSampleStateDirty = false; 2884 } 2885 2886 if(mDitherStateDirty) 2887 { 2888 // UNIMPLEMENTED(); // FIXME 2889 2890 mDitherStateDirty = false; 2891 } 2892 2893 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled); 2894} 2895 2896GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2897{ 2898 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2899 2900 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2901 if(err != GL_NO_ERROR) 2902 { 2903 return err; 2904 } 2905 2906 Program *program = getCurrentProgram(); 2907 2908 device->resetInputStreams(false); 2909 2910 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2911 { 2912 if(program->getAttributeStream(i) == -1) 2913 { 2914 continue; 2915 } 2916 2917 sw::Resource *resource = attributes[i].vertexBuffer; 2918 const void *buffer = (char*)resource->data() + attributes[i].offset; 2919 2920 int stride = attributes[i].stride; 2921 2922 buffer = (char*)buffer + stride * base; 2923 2924 sw::Stream attribute(resource, buffer, stride); 2925 2926 attribute.type = attributes[i].type; 2927 attribute.count = attributes[i].count; 2928 attribute.normalized = attributes[i].normalized; 2929 2930 int stream = program->getAttributeStream(i); 2931 device->setInputStream(stream, attribute); 2932 } 2933 2934 return GL_NO_ERROR; 2935} 2936 2937// Applies the indices and element array bindings 2938GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 2939{ 2940 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo); 2941 2942 if(err == GL_NO_ERROR) 2943 { 2944 device->setIndexBuffer(indexInfo->indexBuffer); 2945 } 2946 2947 return err; 2948} 2949 2950// Applies the shaders and shader constants 2951void Context::applyShaders() 2952{ 2953 Program *programObject = getCurrentProgram(); 2954 sw::VertexShader *vertexShader = programObject->getVertexShader(); 2955 sw::PixelShader *pixelShader = programObject->getPixelShader(); 2956 2957 device->setVertexShader(vertexShader); 2958 device->setPixelShader(pixelShader); 2959 2960 if(programObject->getSerial() != mAppliedProgramSerial) 2961 { 2962 programObject->dirtyAllUniforms(); 2963 mAppliedProgramSerial = programObject->getSerial(); 2964 } 2965 2966 programObject->applyTransformFeedback(getTransformFeedback()); 2967 programObject->applyUniformBuffers(mState.uniformBuffers); 2968 programObject->applyUniforms(); 2969} 2970 2971void Context::applyTextures() 2972{ 2973 applyTextures(sw::SAMPLER_PIXEL); 2974 applyTextures(sw::SAMPLER_VERTEX); 2975} 2976 2977void Context::applyTextures(sw::SamplerType samplerType) 2978{ 2979 Program *programObject = getCurrentProgram(); 2980 2981 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 2982 2983 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 2984 { 2985 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 2986 2987 if(textureUnit != -1) 2988 { 2989 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 2990 2991 Texture *texture = getSamplerTexture(textureUnit, textureType); 2992 2993 if(texture->isSamplerComplete()) 2994 { 2995 GLenum wrapS, wrapT, wrapR, minFilter, magFilter; 2996 GLfloat minLOD, maxLOD; 2997 2998 Sampler *samplerObject = mState.sampler[textureUnit]; 2999 if(samplerObject) 3000 { 3001 wrapS = samplerObject->getWrapS(); 3002 wrapT = samplerObject->getWrapT(); 3003 wrapR = samplerObject->getWrapR(); 3004 minFilter = samplerObject->getMinFilter(); 3005 magFilter = samplerObject->getMagFilter(); 3006 minLOD = samplerObject->getMinLod(); 3007 maxLOD = samplerObject->getMaxLod(); 3008 } 3009 else 3010 { 3011 wrapS = texture->getWrapS(); 3012 wrapT = texture->getWrapT(); 3013 wrapR = texture->getWrapR(); 3014 minFilter = texture->getMinFilter(); 3015 magFilter = texture->getMagFilter(); 3016 minLOD = texture->getMinLOD(); 3017 maxLOD = texture->getMaxLOD(); 3018 } 3019 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3020 3021 GLint baseLevel = texture->getBaseLevel(); 3022 GLint maxLevel = texture->getMaxLevel(); 3023 GLenum swizzleR = texture->getSwizzleR(); 3024 GLenum swizzleG = texture->getSwizzleG(); 3025 GLenum swizzleB = texture->getSwizzleB(); 3026 GLenum swizzleA = texture->getSwizzleA(); 3027 3028 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3029 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3030 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3031 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3032 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3033 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3034 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3035 device->setMinLod(samplerType, samplerIndex, minLOD); 3036 device->setMaxLod(samplerType, samplerIndex, maxLOD); 3037 device->setBaseLevel(samplerType, samplerIndex, baseLevel); 3038 device->setMaxLevel(samplerType, samplerIndex, maxLevel); 3039 3040 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3041 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3042 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3043 3044 applyTexture(samplerType, samplerIndex, texture); 3045 } 3046 else 3047 { 3048 applyTexture(samplerType, samplerIndex, nullptr); 3049 } 3050 } 3051 else 3052 { 3053 applyTexture(samplerType, samplerIndex, nullptr); 3054 } 3055 } 3056} 3057 3058void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3059{ 3060 Program *program = getCurrentProgram(); 3061 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3062 bool textureUsed = false; 3063 3064 if(type == sw::SAMPLER_PIXEL) 3065 { 3066 textureUsed = program->getPixelShader()->usesSampler(index); 3067 } 3068 else if(type == sw::SAMPLER_VERTEX) 3069 { 3070 textureUsed = program->getVertexShader()->usesSampler(index); 3071 } 3072 else UNREACHABLE(type); 3073 3074 sw::Resource *resource = 0; 3075 3076 if(baseTexture && textureUsed) 3077 { 3078 resource = baseTexture->getResource(); 3079 } 3080 3081 device->setTextureResource(sampler, resource); 3082 3083 if(baseTexture && textureUsed) 3084 { 3085 int levelCount = baseTexture->getLevelCount(); 3086 3087 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3088 { 3089 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3090 3091 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3092 { 3093 int surfaceLevel = mipmapLevel; 3094 3095 if(surfaceLevel < 0) 3096 { 3097 surfaceLevel = 0; 3098 } 3099 else if(surfaceLevel >= levelCount) 3100 { 3101 surfaceLevel = levelCount - 1; 3102 } 3103 3104 egl::Image *surface = texture->getImage(surfaceLevel); 3105 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3106 } 3107 } 3108 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3109 { 3110 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3111 3112 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3113 { 3114 int surfaceLevel = mipmapLevel; 3115 3116 if(surfaceLevel < 0) 3117 { 3118 surfaceLevel = 0; 3119 } 3120 else if(surfaceLevel >= levelCount) 3121 { 3122 surfaceLevel = levelCount - 1; 3123 } 3124 3125 egl::Image *surface = texture->getImage(surfaceLevel); 3126 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3127 } 3128 } 3129 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3130 { 3131 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3132 3133 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3134 { 3135 int surfaceLevel = mipmapLevel; 3136 3137 if(surfaceLevel < 0) 3138 { 3139 surfaceLevel = 0; 3140 } 3141 else if(surfaceLevel >= levelCount) 3142 { 3143 surfaceLevel = levelCount - 1; 3144 } 3145 3146 egl::Image *surface = texture->getImage(surfaceLevel); 3147 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3148 } 3149 } 3150 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3151 { 3152 for(int face = 0; face < 6; face++) 3153 { 3154 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3155 3156 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3157 { 3158 int surfaceLevel = mipmapLevel; 3159 3160 if(surfaceLevel < 0) 3161 { 3162 surfaceLevel = 0; 3163 } 3164 else if(surfaceLevel >= levelCount) 3165 { 3166 surfaceLevel = levelCount - 1; 3167 } 3168 3169 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3170 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3171 } 3172 } 3173 } 3174 else UNIMPLEMENTED(); 3175 } 3176 else 3177 { 3178 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3179 } 3180} 3181 3182void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3183{ 3184 Framebuffer *framebuffer = getReadFramebuffer(); 3185 int framebufferWidth, framebufferHeight, framebufferSamples; 3186 3187 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3188 { 3189 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3190 } 3191 3192 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3193 { 3194 return error(GL_INVALID_OPERATION); 3195 } 3196 3197 if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion)) 3198 { 3199 return error(GL_INVALID_OPERATION); 3200 } 3201 3202 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width; 3203 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment); 3204 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3205 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3206 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels); 3207 3208 // Sized query sanity check 3209 if(bufSize) 3210 { 3211 int requiredSize = outputPitch * height; 3212 if(requiredSize > *bufSize) 3213 { 3214 return error(GL_INVALID_OPERATION); 3215 } 3216 } 3217 3218 egl::Image *renderTarget = nullptr; 3219 switch(format) 3220 { 3221 case GL_DEPTH_COMPONENT: 3222 renderTarget = framebuffer->getDepthBuffer(); 3223 break; 3224 default: 3225 renderTarget = framebuffer->getReadRenderTarget(); 3226 break; 3227 } 3228 3229 if(!renderTarget) 3230 { 3231 return error(GL_INVALID_OPERATION); 3232 } 3233 3234 sw::Rect rect = {x, y, x + width, y + height}; 3235 sw::Rect dstRect = { 0, 0, width, height }; 3236 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3237 3238 sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3239 sw::SliceRect sliceRect(rect); 3240 sw::SliceRect dstSliceRect(dstRect); 3241 device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false); 3242 3243 renderTarget->release(); 3244} 3245 3246void Context::clear(GLbitfield mask) 3247{ 3248 if(mState.rasterizerDiscardEnabled) 3249 { 3250 return; 3251 } 3252 3253 Framebuffer *framebuffer = getDrawFramebuffer(); 3254 3255 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3256 { 3257 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3258 } 3259 3260 if(!applyRenderTarget()) 3261 { 3262 return; 3263 } 3264 3265 if(mask & GL_COLOR_BUFFER_BIT) 3266 { 3267 unsigned int rgbaMask = getColorMask(); 3268 3269 if(rgbaMask != 0) 3270 { 3271 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3272 } 3273 } 3274 3275 if(mask & GL_DEPTH_BUFFER_BIT) 3276 { 3277 if(mState.depthMask != 0) 3278 { 3279 float depth = clamp01(mState.depthClearValue); 3280 device->clearDepth(depth); 3281 } 3282 } 3283 3284 if(mask & GL_STENCIL_BUFFER_BIT) 3285 { 3286 if(mState.stencilWritemask != 0) 3287 { 3288 int stencil = mState.stencilClearValue & 0x000000FF; 3289 device->clearStencil(stencil, mState.stencilWritemask); 3290 } 3291 } 3292} 3293 3294void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3295{ 3296 unsigned int rgbaMask = getColorMask(); 3297 if(rgbaMask && !mState.rasterizerDiscardEnabled) 3298 { 3299 Framebuffer *framebuffer = getDrawFramebuffer(); 3300 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer); 3301 3302 if(colorbuffer) 3303 { 3304 sw::SliceRect clearRect = colorbuffer->getRect(); 3305 3306 if(mState.scissorTestEnabled) 3307 { 3308 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3309 } 3310 3311 device->clear(value, format, colorbuffer, clearRect, rgbaMask); 3312 3313 colorbuffer->release(); 3314 } 3315 } 3316} 3317 3318void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3319{ 3320 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3321} 3322 3323void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3324{ 3325 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3326} 3327 3328void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3329{ 3330 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3331} 3332 3333void Context::clearDepthBuffer(const GLfloat value) 3334{ 3335 if(mState.depthMask && !mState.rasterizerDiscardEnabled) 3336 { 3337 Framebuffer *framebuffer = getDrawFramebuffer(); 3338 egl::Image *depthbuffer = framebuffer->getDepthBuffer(); 3339 3340 if(depthbuffer) 3341 { 3342 float depth = clamp01(value); 3343 sw::SliceRect clearRect = depthbuffer->getRect(); 3344 3345 if(mState.scissorTestEnabled) 3346 { 3347 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3348 } 3349 3350 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3351 3352 depthbuffer->release(); 3353 } 3354 } 3355} 3356 3357void Context::clearStencilBuffer(const GLint value) 3358{ 3359 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled) 3360 { 3361 Framebuffer *framebuffer = getDrawFramebuffer(); 3362 egl::Image *stencilbuffer = framebuffer->getStencilBuffer(); 3363 3364 if(stencilbuffer) 3365 { 3366 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF); 3367 sw::SliceRect clearRect = stencilbuffer->getRect(); 3368 3369 if(mState.scissorTestEnabled) 3370 { 3371 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3372 } 3373 3374 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3375 3376 stencilbuffer->release(); 3377 } 3378 } 3379} 3380 3381void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3382{ 3383 if(!mState.currentProgram) 3384 { 3385 return error(GL_INVALID_OPERATION); 3386 } 3387 3388 sw::DrawType primitiveType; 3389 int primitiveCount; 3390 int verticesPerPrimitive; 3391 3392 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive)) 3393 return error(GL_INVALID_ENUM); 3394 3395 if(primitiveCount <= 0) 3396 { 3397 return; 3398 } 3399 3400 if(!applyRenderTarget()) 3401 { 3402 return; 3403 } 3404 3405 applyState(mode); 3406 3407 for(int i = 0; i < instanceCount; ++i) 3408 { 3409 device->setInstanceID(i); 3410 3411 GLenum err = applyVertexBuffer(0, first, count, i); 3412 if(err != GL_NO_ERROR) 3413 { 3414 return error(err); 3415 } 3416 3417 applyShaders(); 3418 applyTextures(); 3419 3420 if(!getCurrentProgram()->validateSamplers(false)) 3421 { 3422 return error(GL_INVALID_OPERATION); 3423 } 3424 3425 TransformFeedback* transformFeedback = getTransformFeedback(); 3426 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3427 { 3428 device->drawPrimitive(primitiveType, primitiveCount); 3429 } 3430 if(transformFeedback) 3431 { 3432 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3433 } 3434 } 3435} 3436 3437void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3438{ 3439 if(!mState.currentProgram) 3440 { 3441 return error(GL_INVALID_OPERATION); 3442 } 3443 3444 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3445 { 3446 return error(GL_INVALID_OPERATION); 3447 } 3448 3449 sw::DrawType primitiveType; 3450 int primitiveCount; 3451 int verticesPerPrimitive; 3452 3453 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive)) 3454 return error(GL_INVALID_ENUM); 3455 3456 if(primitiveCount <= 0) 3457 { 3458 return; 3459 } 3460 3461 if(!applyRenderTarget()) 3462 { 3463 return; 3464 } 3465 3466 applyState(mode); 3467 3468 for(int i = 0; i < instanceCount; ++i) 3469 { 3470 device->setInstanceID(i); 3471 3472 TranslatedIndexData indexInfo; 3473 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3474 if(err != GL_NO_ERROR) 3475 { 3476 return error(err); 3477 } 3478 3479 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3480 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3481 if(err != GL_NO_ERROR) 3482 { 3483 return error(err); 3484 } 3485 3486 applyShaders(); 3487 applyTextures(); 3488 3489 if(!getCurrentProgram()->validateSamplers(false)) 3490 { 3491 return error(GL_INVALID_OPERATION); 3492 } 3493 3494 TransformFeedback* transformFeedback = getTransformFeedback(); 3495 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3496 { 3497 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount); 3498 } 3499 if(transformFeedback) 3500 { 3501 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3502 } 3503 } 3504} 3505 3506void Context::finish() 3507{ 3508 device->finish(); 3509} 3510 3511void Context::flush() 3512{ 3513 // We don't queue anything without processing it as fast as possible 3514} 3515 3516void Context::recordInvalidEnum() 3517{ 3518 mInvalidEnum = true; 3519} 3520 3521void Context::recordInvalidValue() 3522{ 3523 mInvalidValue = true; 3524} 3525 3526void Context::recordInvalidOperation() 3527{ 3528 mInvalidOperation = true; 3529} 3530 3531void Context::recordOutOfMemory() 3532{ 3533 mOutOfMemory = true; 3534} 3535 3536void Context::recordInvalidFramebufferOperation() 3537{ 3538 mInvalidFramebufferOperation = true; 3539} 3540 3541// Get one of the recorded errors and clear its flag, if any. 3542// [OpenGL ES 2.0.24] section 2.5 page 13. 3543GLenum Context::getError() 3544{ 3545 if(mInvalidEnum) 3546 { 3547 mInvalidEnum = false; 3548 3549 return GL_INVALID_ENUM; 3550 } 3551 3552 if(mInvalidValue) 3553 { 3554 mInvalidValue = false; 3555 3556 return GL_INVALID_VALUE; 3557 } 3558 3559 if(mInvalidOperation) 3560 { 3561 mInvalidOperation = false; 3562 3563 return GL_INVALID_OPERATION; 3564 } 3565 3566 if(mOutOfMemory) 3567 { 3568 mOutOfMemory = false; 3569 3570 return GL_OUT_OF_MEMORY; 3571 } 3572 3573 if(mInvalidFramebufferOperation) 3574 { 3575 mInvalidFramebufferOperation = false; 3576 3577 return GL_INVALID_FRAMEBUFFER_OPERATION; 3578 } 3579 3580 return GL_NO_ERROR; 3581} 3582 3583int Context::getSupportedMultisampleCount(int requested) 3584{ 3585 int supported = 0; 3586 3587 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3588 { 3589 if(supported >= requested) 3590 { 3591 return supported; 3592 } 3593 3594 supported = multisampleCount[i]; 3595 } 3596 3597 return supported; 3598} 3599 3600void Context::detachBuffer(GLuint buffer) 3601{ 3602 // [OpenGL ES 2.0.24] section 2.9 page 22: 3603 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3604 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3605 3606 if(mState.copyReadBuffer.name() == buffer) 3607 { 3608 mState.copyReadBuffer = nullptr; 3609 } 3610 3611 if(mState.copyWriteBuffer.name() == buffer) 3612 { 3613 mState.copyWriteBuffer = nullptr; 3614 } 3615 3616 if(mState.pixelPackBuffer.name() == buffer) 3617 { 3618 mState.pixelPackBuffer = nullptr; 3619 } 3620 3621 if(mState.pixelUnpackBuffer.name() == buffer) 3622 { 3623 mState.pixelUnpackBuffer = nullptr; 3624 } 3625 3626 if(mState.genericUniformBuffer.name() == buffer) 3627 { 3628 mState.genericUniformBuffer = nullptr; 3629 } 3630 3631 if(getArrayBufferName() == buffer) 3632 { 3633 mState.arrayBuffer = nullptr; 3634 } 3635 3636 // Only detach from the current transform feedback 3637 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3638 if(currentTransformFeedback) 3639 { 3640 currentTransformFeedback->detachBuffer(buffer); 3641 } 3642 3643 // Only detach from the current vertex array 3644 VertexArray* currentVertexArray = getCurrentVertexArray(); 3645 if(currentVertexArray) 3646 { 3647 currentVertexArray->detachBuffer(buffer); 3648 } 3649 3650 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3651 { 3652 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3653 { 3654 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 3655 } 3656 } 3657} 3658 3659void Context::detachTexture(GLuint texture) 3660{ 3661 // [OpenGL ES 2.0.24] section 3.8 page 84: 3662 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3663 // rebound to texture object zero 3664 3665 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3666 { 3667 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3668 { 3669 if(mState.samplerTexture[type][sampler].name() == texture) 3670 { 3671 mState.samplerTexture[type][sampler] = nullptr; 3672 } 3673 } 3674 } 3675 3676 // [OpenGL ES 2.0.24] section 4.4 page 112: 3677 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3678 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3679 // image was attached in the currently bound framebuffer. 3680 3681 Framebuffer *readFramebuffer = getReadFramebuffer(); 3682 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3683 3684 if(readFramebuffer) 3685 { 3686 readFramebuffer->detachTexture(texture); 3687 } 3688 3689 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3690 { 3691 drawFramebuffer->detachTexture(texture); 3692 } 3693} 3694 3695void Context::detachFramebuffer(GLuint framebuffer) 3696{ 3697 // [OpenGL ES 2.0.24] section 4.4 page 107: 3698 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3699 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3700 3701 if(mState.readFramebuffer == framebuffer) 3702 { 3703 bindReadFramebuffer(0); 3704 } 3705 3706 if(mState.drawFramebuffer == framebuffer) 3707 { 3708 bindDrawFramebuffer(0); 3709 } 3710} 3711 3712void Context::detachRenderbuffer(GLuint renderbuffer) 3713{ 3714 // [OpenGL ES 2.0.24] section 4.4 page 109: 3715 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3716 // had been executed with the target RENDERBUFFER and name of zero. 3717 3718 if(mState.renderbuffer.name() == renderbuffer) 3719 { 3720 bindRenderbuffer(0); 3721 } 3722 3723 // [OpenGL ES 2.0.24] section 4.4 page 111: 3724 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3725 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3726 // point to which this image was attached in the currently bound framebuffer. 3727 3728 Framebuffer *readFramebuffer = getReadFramebuffer(); 3729 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3730 3731 if(readFramebuffer) 3732 { 3733 readFramebuffer->detachRenderbuffer(renderbuffer); 3734 } 3735 3736 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3737 { 3738 drawFramebuffer->detachRenderbuffer(renderbuffer); 3739 } 3740} 3741 3742void Context::detachSampler(GLuint sampler) 3743{ 3744 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3745 // If a sampler object that is currently bound to one or more texture units is 3746 // deleted, it is as though BindSampler is called once for each texture unit to 3747 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3748 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3749 { 3750 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3751 if(samplerBinding.name() == sampler) 3752 { 3753 samplerBinding = nullptr; 3754 } 3755 } 3756} 3757 3758bool Context::cullSkipsDraw(GLenum drawMode) 3759{ 3760 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3761} 3762 3763bool Context::isTriangleMode(GLenum drawMode) 3764{ 3765 switch(drawMode) 3766 { 3767 case GL_TRIANGLES: 3768 case GL_TRIANGLE_FAN: 3769 case GL_TRIANGLE_STRIP: 3770 return true; 3771 case GL_POINTS: 3772 case GL_LINES: 3773 case GL_LINE_LOOP: 3774 case GL_LINE_STRIP: 3775 return false; 3776 default: UNREACHABLE(drawMode); 3777 } 3778 3779 return false; 3780} 3781 3782void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3783{ 3784 ASSERT(index < MAX_VERTEX_ATTRIBS); 3785 3786 mState.vertexAttribute[index].setCurrentValue(values); 3787 3788 mVertexDataManager->dirtyCurrentValue(index); 3789} 3790 3791void Context::setVertexAttrib(GLuint index, const GLint *values) 3792{ 3793 ASSERT(index < MAX_VERTEX_ATTRIBS); 3794 3795 mState.vertexAttribute[index].setCurrentValue(values); 3796 3797 mVertexDataManager->dirtyCurrentValue(index); 3798} 3799 3800void Context::setVertexAttrib(GLuint index, const GLuint *values) 3801{ 3802 ASSERT(index < MAX_VERTEX_ATTRIBS); 3803 3804 mState.vertexAttribute[index].setCurrentValue(values); 3805 3806 mVertexDataManager->dirtyCurrentValue(index); 3807} 3808 3809void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3810 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3811 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit) 3812{ 3813 Framebuffer *readFramebuffer = getReadFramebuffer(); 3814 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3815 3816 int readBufferWidth, readBufferHeight, readBufferSamples; 3817 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3818 3819 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3820 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3821 { 3822 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3823 } 3824 3825 if(drawBufferSamples > 1) 3826 { 3827 return error(GL_INVALID_OPERATION); 3828 } 3829 3830 sw::SliceRect sourceRect; 3831 sw::SliceRect destRect; 3832 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3833 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3834 3835 if(srcX0 < srcX1) 3836 { 3837 sourceRect.x0 = srcX0; 3838 sourceRect.x1 = srcX1; 3839 } 3840 else 3841 { 3842 sourceRect.x0 = srcX1; 3843 sourceRect.x1 = srcX0; 3844 } 3845 3846 if(dstX0 < dstX1) 3847 { 3848 destRect.x0 = dstX0; 3849 destRect.x1 = dstX1; 3850 } 3851 else 3852 { 3853 destRect.x0 = dstX1; 3854 destRect.x1 = dstX0; 3855 } 3856 3857 if(srcY0 < srcY1) 3858 { 3859 sourceRect.y0 = srcY0; 3860 sourceRect.y1 = srcY1; 3861 } 3862 else 3863 { 3864 sourceRect.y0 = srcY1; 3865 sourceRect.y1 = srcY0; 3866 } 3867 3868 if(dstY0 < dstY1) 3869 { 3870 destRect.y0 = dstY0; 3871 destRect.y1 = dstY1; 3872 } 3873 else 3874 { 3875 destRect.y0 = dstY1; 3876 destRect.y1 = dstY0; 3877 } 3878 3879 sw::Rect sourceScissoredRect = sourceRect; 3880 sw::Rect destScissoredRect = destRect; 3881 3882 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3883 { 3884 if(destRect.x0 < mState.scissorX) 3885 { 3886 int xDiff = mState.scissorX - destRect.x0; 3887 destScissoredRect.x0 = mState.scissorX; 3888 sourceScissoredRect.x0 += xDiff; 3889 } 3890 3891 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3892 { 3893 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3894 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3895 sourceScissoredRect.x1 -= xDiff; 3896 } 3897 3898 if(destRect.y0 < mState.scissorY) 3899 { 3900 int yDiff = mState.scissorY - destRect.y0; 3901 destScissoredRect.y0 = mState.scissorY; 3902 sourceScissoredRect.y0 += yDiff; 3903 } 3904 3905 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3906 { 3907 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3908 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3909 sourceScissoredRect.y1 -= yDiff; 3910 } 3911 } 3912 3913 sw::Rect sourceTrimmedRect = sourceScissoredRect; 3914 sw::Rect destTrimmedRect = destScissoredRect; 3915 3916 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 3917 // the actual draw and read surfaces. 3918 if(sourceTrimmedRect.x0 < 0) 3919 { 3920 int xDiff = 0 - sourceTrimmedRect.x0; 3921 sourceTrimmedRect.x0 = 0; 3922 destTrimmedRect.x0 += xDiff; 3923 } 3924 3925 if(sourceTrimmedRect.x1 > readBufferWidth) 3926 { 3927 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 3928 sourceTrimmedRect.x1 = readBufferWidth; 3929 destTrimmedRect.x1 -= xDiff; 3930 } 3931 3932 if(sourceTrimmedRect.y0 < 0) 3933 { 3934 int yDiff = 0 - sourceTrimmedRect.y0; 3935 sourceTrimmedRect.y0 = 0; 3936 destTrimmedRect.y0 += yDiff; 3937 } 3938 3939 if(sourceTrimmedRect.y1 > readBufferHeight) 3940 { 3941 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 3942 sourceTrimmedRect.y1 = readBufferHeight; 3943 destTrimmedRect.y1 -= yDiff; 3944 } 3945 3946 if(destTrimmedRect.x0 < 0) 3947 { 3948 int xDiff = 0 - destTrimmedRect.x0; 3949 destTrimmedRect.x0 = 0; 3950 sourceTrimmedRect.x0 += xDiff; 3951 } 3952 3953 if(destTrimmedRect.x1 > drawBufferWidth) 3954 { 3955 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 3956 destTrimmedRect.x1 = drawBufferWidth; 3957 sourceTrimmedRect.x1 -= xDiff; 3958 } 3959 3960 if(destTrimmedRect.y0 < 0) 3961 { 3962 int yDiff = 0 - destTrimmedRect.y0; 3963 destTrimmedRect.y0 = 0; 3964 sourceTrimmedRect.y0 += yDiff; 3965 } 3966 3967 if(destTrimmedRect.y1 > drawBufferHeight) 3968 { 3969 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 3970 destTrimmedRect.y1 = drawBufferHeight; 3971 sourceTrimmedRect.y1 -= yDiff; 3972 } 3973 3974 bool partialBufferCopy = false; 3975 3976 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 3977 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 3978 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 3979 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 3980 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 3981 { 3982 partialBufferCopy = true; 3983 } 3984 3985 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1); 3986 bool blitRenderTarget = false; 3987 bool blitDepth = false; 3988 bool blitStencil = false; 3989 3990 if(mask & GL_COLOR_BUFFER_BIT) 3991 { 3992 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()); 3993 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0); 3994 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType); 3995 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType); 3996 if(!validReadType || !validDrawType) 3997 { 3998 return error(GL_INVALID_OPERATION); 3999 } 4000 4001 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds) 4002 { 4003 return error(GL_INVALID_OPERATION); 4004 } 4005 4006 blitRenderTarget = true; 4007 } 4008 4009 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4010 { 4011 Renderbuffer *readDSBuffer = nullptr; 4012 Renderbuffer *drawDSBuffer = nullptr; 4013 4014 if(mask & GL_DEPTH_BUFFER_BIT) 4015 { 4016 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4017 { 4018 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType(); 4019 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType(); 4020 if((readDepthBufferType != drawDepthBufferType) && 4021 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType))) 4022 { 4023 return error(GL_INVALID_OPERATION); 4024 } 4025 4026 blitDepth = true; 4027 readDSBuffer = readFramebuffer->getDepthbuffer(); 4028 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4029 } 4030 } 4031 4032 if(mask & GL_STENCIL_BUFFER_BIT) 4033 { 4034 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4035 { 4036 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType(); 4037 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType(); 4038 if((readStencilBufferType != drawStencilBufferType) && 4039 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType))) 4040 { 4041 return error(GL_INVALID_OPERATION); 4042 } 4043 4044 blitStencil = true; 4045 readDSBuffer = readFramebuffer->getStencilbuffer(); 4046 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4047 } 4048 } 4049 4050 if(partialBufferCopy && !allowPartialDepthStencilBlit) 4051 { 4052 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit."); 4053 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4054 } 4055 4056 // OpenGL ES 3.0.4 spec, p.199: 4057 // ...an INVALID_OPERATION error is generated if the formats of the read 4058 // and draw framebuffers are not identical or if the source and destination 4059 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds. 4060 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an 4061 // INVALID_OPERATION error is generated. 4062 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4063 ((readDSBuffer && readDSBuffer->getSamples() > 1) && 4064 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat())))) 4065 { 4066 return error(GL_INVALID_OPERATION); 4067 } 4068 } 4069 4070 if(blitRenderTarget || blitDepth || blitStencil) 4071 { 4072 if(blitRenderTarget) 4073 { 4074 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4075 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4076 4077 if(flipX) 4078 { 4079 swap(destRect.x0, destRect.x1); 4080 } 4081 if(flipy) 4082 { 4083 swap(destRect.y0, destRect.y1); 4084 } 4085 4086 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER); 4087 4088 readRenderTarget->release(); 4089 drawRenderTarget->release(); 4090 4091 if(!success) 4092 { 4093 ERR("BlitFramebuffer failed."); 4094 return; 4095 } 4096 } 4097 4098 if(blitDepth) 4099 { 4100 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer(); 4101 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer(); 4102 4103 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER); 4104 4105 readRenderTarget->release(); 4106 drawRenderTarget->release(); 4107 4108 if(!success) 4109 { 4110 ERR("BlitFramebuffer failed."); 4111 return; 4112 } 4113 } 4114 4115 if(blitStencil) 4116 { 4117 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer(); 4118 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer(); 4119 4120 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER); 4121 4122 readRenderTarget->release(); 4123 drawRenderTarget->release(); 4124 4125 if(!success) 4126 { 4127 ERR("BlitFramebuffer failed."); 4128 return; 4129 } 4130 } 4131 } 4132} 4133 4134void Context::bindTexImage(egl::Surface *surface) 4135{ 4136 es2::Texture2D *textureObject = getTexture2D(); 4137 4138 if(textureObject) 4139 { 4140 textureObject->bindTexImage(surface); 4141 } 4142} 4143 4144EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4145{ 4146 GLenum textureTarget = GL_NONE; 4147 4148 switch(target) 4149 { 4150 case EGL_GL_TEXTURE_2D_KHR: 4151 textureTarget = GL_TEXTURE_2D; 4152 break; 4153 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4154 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4155 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4156 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4157 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4158 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4159 textureTarget = GL_TEXTURE_CUBE_MAP; 4160 break; 4161 case EGL_GL_RENDERBUFFER_KHR: 4162 break; 4163 default: 4164 return EGL_BAD_PARAMETER; 4165 } 4166 4167 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4168 { 4169 return EGL_BAD_MATCH; 4170 } 4171 4172 if(textureTarget != GL_NONE) 4173 { 4174 es2::Texture *texture = getTexture(name); 4175 4176 if(!texture || texture->getTarget() != textureTarget) 4177 { 4178 return EGL_BAD_PARAMETER; 4179 } 4180 4181 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4182 { 4183 return EGL_BAD_ACCESS; 4184 } 4185 4186 if(textureLevel != 0 && !texture->isSamplerComplete()) 4187 { 4188 return EGL_BAD_PARAMETER; 4189 } 4190 4191 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4192 { 4193 return EGL_BAD_PARAMETER; 4194 } 4195 } 4196 else if(target == EGL_GL_RENDERBUFFER_KHR) 4197 { 4198 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4199 4200 if(!renderbuffer) 4201 { 4202 return EGL_BAD_PARAMETER; 4203 } 4204 4205 if(renderbuffer->isShared()) // Already an EGLImage sibling 4206 { 4207 return EGL_BAD_ACCESS; 4208 } 4209 } 4210 else UNREACHABLE(target); 4211 4212 return EGL_SUCCESS; 4213} 4214 4215egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4216{ 4217 GLenum textureTarget = GL_NONE; 4218 4219 switch(target) 4220 { 4221 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4222 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4223 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4224 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4225 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4226 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4227 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4228 } 4229 4230 if(textureTarget != GL_NONE) 4231 { 4232 es2::Texture *texture = getTexture(name); 4233 4234 return texture->createSharedImage(textureTarget, textureLevel); 4235 } 4236 else if(target == EGL_GL_RENDERBUFFER_KHR) 4237 { 4238 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4239 4240 return renderbuffer->createSharedImage(); 4241 } 4242 else UNREACHABLE(target); 4243 4244 return nullptr; 4245} 4246 4247egl::Image *Context::getSharedImage(GLeglImageOES image) 4248{ 4249 return display->getSharedImage(image); 4250} 4251 4252Device *Context::getDevice() 4253{ 4254 return device; 4255} 4256 4257const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const 4258{ 4259 // Keep list sorted in following order: 4260 // OES extensions 4261 // EXT extensions 4262 // Vendor extensions 4263 static const GLubyte* extensions[] = { 4264 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture", 4265 (const GLubyte*)"GL_OES_depth24", 4266 (const GLubyte*)"GL_OES_depth32", 4267 (const GLubyte*)"GL_OES_depth_texture", 4268 (const GLubyte*)"GL_OES_depth_texture_cube_map", 4269 (const GLubyte*)"GL_OES_EGL_image", 4270 (const GLubyte*)"GL_OES_EGL_image_external", 4271 (const GLubyte*)"GL_OES_EGL_sync", 4272 (const GLubyte*)"GL_OES_element_index_uint", 4273 (const GLubyte*)"GL_OES_framebuffer_object", 4274 (const GLubyte*)"GL_OES_packed_depth_stencil", 4275 (const GLubyte*)"GL_OES_rgb8_rgba8", 4276 (const GLubyte*)"GL_OES_standard_derivatives", 4277 (const GLubyte*)"GL_OES_texture_float", 4278 (const GLubyte*)"GL_OES_texture_float_linear", 4279 (const GLubyte*)"GL_OES_texture_half_float", 4280 (const GLubyte*)"GL_OES_texture_half_float_linear", 4281 (const GLubyte*)"GL_OES_texture_npot", 4282 (const GLubyte*)"GL_OES_texture_3D", 4283 (const GLubyte*)"GL_EXT_blend_minmax", 4284 (const GLubyte*)"GL_EXT_color_buffer_half_float", 4285 (const GLubyte*)"GL_EXT_draw_buffers", 4286 (const GLubyte*)"GL_EXT_occlusion_query_boolean", 4287 (const GLubyte*)"GL_EXT_read_format_bgra", 4288#if (S3TC_SUPPORT) 4289 (const GLubyte*)"GL_EXT_texture_compression_dxt1", 4290#endif 4291 (const GLubyte*)"GL_EXT_texture_filter_anisotropic", 4292 (const GLubyte*)"GL_EXT_texture_format_BGRA8888", 4293 (const GLubyte*)"GL_ANGLE_framebuffer_blit", 4294 (const GLubyte*)"GL_NV_framebuffer_blit", 4295 (const GLubyte*)"GL_ANGLE_framebuffer_multisample", 4296#if (S3TC_SUPPORT) 4297 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3", 4298 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5", 4299#endif 4300 (const GLubyte*)"GL_NV_fence", 4301 (const GLubyte*)"GL_NV_read_depth", 4302 (const GLubyte*)"GL_EXT_instanced_arrays", 4303 (const GLubyte*)"GL_ANGLE_instanced_arrays", 4304 }; 4305 static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions); 4306 4307 if(numExt) 4308 { 4309 *numExt = numExtensions; 4310 return nullptr; 4311 } 4312 4313 if(index == GL_INVALID_INDEX) 4314 { 4315 static GLubyte* extensionsCat = nullptr; 4316 if(!extensionsCat && (numExtensions > 0)) 4317 { 4318 size_t totalLength = numExtensions; // 1 space between each extension name + terminating null 4319 for(unsigned int i = 0; i < numExtensions; i++) 4320 { 4321 totalLength += strlen(reinterpret_cast<const char*>(extensions[i])); 4322 } 4323 extensionsCat = new GLubyte[totalLength]; 4324 extensionsCat[0] = '\0'; 4325 for(unsigned int i = 0; i < numExtensions; i++) 4326 { 4327 if(i != 0) 4328 { 4329 strcat(reinterpret_cast<char*>(extensionsCat), " "); 4330 } 4331 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i])); 4332 } 4333 } 4334 return extensionsCat; 4335 } 4336 4337 if(index >= numExtensions) 4338 { 4339 return nullptr; 4340 } 4341 4342 return extensions[index]; 4343} 4344 4345} 4346 4347egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion) 4348{ 4349 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4350 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion); 4351} 4352