Context.cpp revision 2fc9051e16279dd7706e66ee2beb9079c4a436e1
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 "common/Surface.hpp" 39#include "Common/Half.hpp" 40 41#include <EGL/eglext.h> 42 43#include <algorithm> 44#include <string> 45 46namespace es2 47{ 48Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config) 49 : egl::Context(display), clientVersion(clientVersion), config(config) 50{ 51 sw::Context *context = new sw::Context(); 52 device = new es2::Device(context); 53 54 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 55 56 mState.depthClearValue = 1.0f; 57 mState.stencilClearValue = 0; 58 59 mState.cullFaceEnabled = false; 60 mState.cullMode = GL_BACK; 61 mState.frontFace = GL_CCW; 62 mState.depthTestEnabled = false; 63 mState.depthFunc = GL_LESS; 64 mState.blendEnabled = false; 65 mState.sourceBlendRGB = GL_ONE; 66 mState.sourceBlendAlpha = GL_ONE; 67 mState.destBlendRGB = GL_ZERO; 68 mState.destBlendAlpha = GL_ZERO; 69 mState.blendEquationRGB = GL_FUNC_ADD; 70 mState.blendEquationAlpha = GL_FUNC_ADD; 71 mState.blendColor.red = 0; 72 mState.blendColor.green = 0; 73 mState.blendColor.blue = 0; 74 mState.blendColor.alpha = 0; 75 mState.stencilTestEnabled = false; 76 mState.stencilFunc = GL_ALWAYS; 77 mState.stencilRef = 0; 78 mState.stencilMask = 0xFFFFFFFFu; 79 mState.stencilWritemask = 0xFFFFFFFFu; 80 mState.stencilBackFunc = GL_ALWAYS; 81 mState.stencilBackRef = 0; 82 mState.stencilBackMask = 0xFFFFFFFFu; 83 mState.stencilBackWritemask = 0xFFFFFFFFu; 84 mState.stencilFail = GL_KEEP; 85 mState.stencilPassDepthFail = GL_KEEP; 86 mState.stencilPassDepthPass = GL_KEEP; 87 mState.stencilBackFail = GL_KEEP; 88 mState.stencilBackPassDepthFail = GL_KEEP; 89 mState.stencilBackPassDepthPass = GL_KEEP; 90 mState.polygonOffsetFillEnabled = false; 91 mState.polygonOffsetFactor = 0.0f; 92 mState.polygonOffsetUnits = 0.0f; 93 mState.sampleAlphaToCoverageEnabled = false; 94 mState.sampleCoverageEnabled = false; 95 mState.sampleCoverageValue = 1.0f; 96 mState.sampleCoverageInvert = false; 97 mState.scissorTestEnabled = false; 98 mState.ditherEnabled = true; 99 mState.primitiveRestartFixedIndexEnabled = false; 100 mState.rasterizerDiscardEnabled = false; 101 mState.generateMipmapHint = GL_DONT_CARE; 102 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 103 mState.textureFilteringHint = GL_DONT_CARE; 104 105 mState.lineWidth = 1.0f; 106 107 mState.viewportX = 0; 108 mState.viewportY = 0; 109 mState.viewportWidth = 0; 110 mState.viewportHeight = 0; 111 mState.zNear = 0.0f; 112 mState.zFar = 1.0f; 113 114 mState.scissorX = 0; 115 mState.scissorY = 0; 116 mState.scissorWidth = 0; 117 mState.scissorHeight = 0; 118 119 mState.colorMaskRed = true; 120 mState.colorMaskGreen = true; 121 mState.colorMaskBlue = true; 122 mState.colorMaskAlpha = true; 123 mState.depthMask = true; 124 125 if(shareContext) 126 { 127 mResourceManager = shareContext->mResourceManager; 128 mResourceManager->addRef(); 129 } 130 else 131 { 132 mResourceManager = new ResourceManager(); 133 } 134 135 // [OpenGL ES 2.0.24] section 3.7 page 83: 136 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 137 // and cube map texture state vectors respectively associated with them. 138 // In order that access to these initial textures not be lost, they are treated as texture 139 // objects all of whose names are 0. 140 141 mTexture2DZero = new Texture2D(0); 142 mTexture3DZero = new Texture3D(0); 143 mTexture2DArrayZero = new Texture2DArray(0); 144 mTextureCubeMapZero = new TextureCubeMap(0); 145 mTexture2DRectZero = new Texture2DRect(0); 146 mTextureExternalZero = new TextureExternal(0); 147 148 mState.activeSampler = 0; 149 bindVertexArray(0); 150 bindArrayBuffer(0); 151 bindElementArrayBuffer(0); 152 bindTextureCubeMap(0); 153 bindTexture2D(0); 154 bindReadFramebuffer(0); 155 bindDrawFramebuffer(0); 156 bindRenderbuffer(0); 157 bindGenericUniformBuffer(0); 158 bindTransformFeedback(0); 159 160 mState.currentProgram = 0; 161 162 mState.packAlignment = 4; 163 mState.unpackInfo.alignment = 4; 164 mState.packRowLength = 0; 165 mState.packImageHeight = 0; 166 mState.packSkipPixels = 0; 167 mState.packSkipRows = 0; 168 mState.packSkipImages = 0; 169 mState.unpackInfo.rowLength = 0; 170 mState.unpackInfo.imageHeight = 0; 171 mState.unpackInfo.skipPixels = 0; 172 mState.unpackInfo.skipRows = 0; 173 mState.unpackInfo.skipImages = 0; 174 175 mVertexDataManager = nullptr; 176 mIndexDataManager = nullptr; 177 178 mInvalidEnum = false; 179 mInvalidValue = false; 180 mInvalidOperation = false; 181 mOutOfMemory = false; 182 mInvalidFramebufferOperation = false; 183 184 mHasBeenCurrent = false; 185 186 markAllStateDirty(); 187} 188 189Context::~Context() 190{ 191 if(mState.currentProgram != 0) 192 { 193 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 194 if(programObject) 195 { 196 programObject->release(); 197 } 198 mState.currentProgram = 0; 199 } 200 201 while(!mFramebufferNameSpace.empty()) 202 { 203 deleteFramebuffer(mFramebufferNameSpace.firstName()); 204 } 205 206 while(!mFenceNameSpace.empty()) 207 { 208 deleteFence(mFenceNameSpace.firstName()); 209 } 210 211 while(!mQueryNameSpace.empty()) 212 { 213 deleteQuery(mQueryNameSpace.firstName()); 214 } 215 216 while(!mVertexArrayNameSpace.empty()) 217 { 218 deleteVertexArray(mVertexArrayNameSpace.lastName()); 219 } 220 221 while(!mTransformFeedbackNameSpace.empty()) 222 { 223 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName()); 224 } 225 226 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 227 { 228 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 229 { 230 mState.samplerTexture[type][sampler] = nullptr; 231 } 232 } 233 234 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 235 { 236 mState.vertexAttribute[i].mBoundBuffer = nullptr; 237 } 238 239 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 240 { 241 mState.activeQuery[i] = nullptr; 242 } 243 244 mState.arrayBuffer = nullptr; 245 mState.copyReadBuffer = nullptr; 246 mState.copyWriteBuffer = nullptr; 247 mState.pixelPackBuffer = nullptr; 248 mState.pixelUnpackBuffer = nullptr; 249 mState.genericUniformBuffer = nullptr; 250 251 for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) { 252 mState.uniformBuffers[i].set(nullptr, 0, 0); 253 } 254 255 mState.renderbuffer = nullptr; 256 257 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 258 { 259 mState.sampler[i] = nullptr; 260 } 261 262 mTexture2DZero = nullptr; 263 mTexture3DZero = nullptr; 264 mTexture2DArrayZero = nullptr; 265 mTextureCubeMapZero = nullptr; 266 mTexture2DRectZero = nullptr; 267 mTextureExternalZero = nullptr; 268 269 delete mVertexDataManager; 270 delete mIndexDataManager; 271 272 mResourceManager->release(); 273 delete device; 274} 275 276void Context::makeCurrent(gl::Surface *surface) 277{ 278 if(!mHasBeenCurrent) 279 { 280 mVertexDataManager = new VertexDataManager(this); 281 mIndexDataManager = new IndexDataManager(); 282 283 mState.viewportX = 0; 284 mState.viewportY = 0; 285 mState.viewportWidth = surface ? surface->getWidth() : 0; 286 mState.viewportHeight = surface ? surface->getHeight() : 0; 287 288 mState.scissorX = 0; 289 mState.scissorY = 0; 290 mState.scissorWidth = surface ? surface->getWidth() : 0; 291 mState.scissorHeight = surface ? surface->getHeight() : 0; 292 293 mHasBeenCurrent = true; 294 } 295 296 if(surface) 297 { 298 // Wrap the existing resources into GL objects and assign them to the '0' names 299 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 300 egl::Image *depthStencil = surface->getDepthStencil(); 301 302 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 303 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 304 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 305 306 setFramebufferZero(framebufferZero); 307 308 if(defaultRenderTarget) 309 { 310 defaultRenderTarget->release(); 311 } 312 313 if(depthStencil) 314 { 315 depthStencil->release(); 316 } 317 } 318 else 319 { 320 setFramebufferZero(nullptr); 321 } 322 323 markAllStateDirty(); 324} 325 326EGLint Context::getClientVersion() const 327{ 328 return clientVersion; 329} 330 331EGLint Context::getConfigID() const 332{ 333 return config->mConfigID; 334} 335 336// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 337void Context::markAllStateDirty() 338{ 339 mAppliedProgramSerial = 0; 340 341 mDepthStateDirty = true; 342 mMaskStateDirty = true; 343 mBlendStateDirty = true; 344 mStencilStateDirty = true; 345 mPolygonOffsetStateDirty = true; 346 mSampleStateDirty = true; 347 mDitherStateDirty = true; 348 mFrontFaceDirty = true; 349} 350 351void Context::setClearColor(float red, float green, float blue, float alpha) 352{ 353 mState.colorClearValue.red = red; 354 mState.colorClearValue.green = green; 355 mState.colorClearValue.blue = blue; 356 mState.colorClearValue.alpha = alpha; 357} 358 359void Context::setClearDepth(float depth) 360{ 361 mState.depthClearValue = depth; 362} 363 364void Context::setClearStencil(int stencil) 365{ 366 mState.stencilClearValue = stencil; 367} 368 369void Context::setCullFaceEnabled(bool enabled) 370{ 371 mState.cullFaceEnabled = enabled; 372} 373 374bool Context::isCullFaceEnabled() const 375{ 376 return mState.cullFaceEnabled; 377} 378 379void Context::setCullMode(GLenum mode) 380{ 381 mState.cullMode = mode; 382} 383 384void Context::setFrontFace(GLenum front) 385{ 386 if(mState.frontFace != front) 387 { 388 mState.frontFace = front; 389 mFrontFaceDirty = true; 390 } 391} 392 393void Context::setDepthTestEnabled(bool enabled) 394{ 395 if(mState.depthTestEnabled != enabled) 396 { 397 mState.depthTestEnabled = enabled; 398 mDepthStateDirty = true; 399 } 400} 401 402bool Context::isDepthTestEnabled() const 403{ 404 return mState.depthTestEnabled; 405} 406 407void Context::setDepthFunc(GLenum depthFunc) 408{ 409 if(mState.depthFunc != depthFunc) 410 { 411 mState.depthFunc = depthFunc; 412 mDepthStateDirty = true; 413 } 414} 415 416void Context::setDepthRange(float zNear, float zFar) 417{ 418 mState.zNear = zNear; 419 mState.zFar = zFar; 420} 421 422void Context::setBlendEnabled(bool enabled) 423{ 424 if(mState.blendEnabled != enabled) 425 { 426 mState.blendEnabled = enabled; 427 mBlendStateDirty = true; 428 } 429} 430 431bool Context::isBlendEnabled() const 432{ 433 return mState.blendEnabled; 434} 435 436void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 437{ 438 if(mState.sourceBlendRGB != sourceRGB || 439 mState.sourceBlendAlpha != sourceAlpha || 440 mState.destBlendRGB != destRGB || 441 mState.destBlendAlpha != destAlpha) 442 { 443 mState.sourceBlendRGB = sourceRGB; 444 mState.destBlendRGB = destRGB; 445 mState.sourceBlendAlpha = sourceAlpha; 446 mState.destBlendAlpha = destAlpha; 447 mBlendStateDirty = true; 448 } 449} 450 451void Context::setBlendColor(float red, float green, float blue, float alpha) 452{ 453 if(mState.blendColor.red != red || 454 mState.blendColor.green != green || 455 mState.blendColor.blue != blue || 456 mState.blendColor.alpha != alpha) 457 { 458 mState.blendColor.red = red; 459 mState.blendColor.green = green; 460 mState.blendColor.blue = blue; 461 mState.blendColor.alpha = alpha; 462 mBlendStateDirty = true; 463 } 464} 465 466void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 467{ 468 if(mState.blendEquationRGB != rgbEquation || 469 mState.blendEquationAlpha != alphaEquation) 470 { 471 mState.blendEquationRGB = rgbEquation; 472 mState.blendEquationAlpha = alphaEquation; 473 mBlendStateDirty = true; 474 } 475} 476 477void Context::setStencilTestEnabled(bool enabled) 478{ 479 if(mState.stencilTestEnabled != enabled) 480 { 481 mState.stencilTestEnabled = enabled; 482 mStencilStateDirty = true; 483 } 484} 485 486bool Context::isStencilTestEnabled() const 487{ 488 return mState.stencilTestEnabled; 489} 490 491void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 492{ 493 if(mState.stencilFunc != stencilFunc || 494 mState.stencilRef != stencilRef || 495 mState.stencilMask != stencilMask) 496 { 497 mState.stencilFunc = stencilFunc; 498 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 499 mState.stencilMask = stencilMask; 500 mStencilStateDirty = true; 501 } 502} 503 504void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 505{ 506 if(mState.stencilBackFunc != stencilBackFunc || 507 mState.stencilBackRef != stencilBackRef || 508 mState.stencilBackMask != stencilBackMask) 509 { 510 mState.stencilBackFunc = stencilBackFunc; 511 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 512 mState.stencilBackMask = stencilBackMask; 513 mStencilStateDirty = true; 514 } 515} 516 517void Context::setStencilWritemask(GLuint stencilWritemask) 518{ 519 if(mState.stencilWritemask != stencilWritemask) 520 { 521 mState.stencilWritemask = stencilWritemask; 522 mStencilStateDirty = true; 523 } 524} 525 526void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 527{ 528 if(mState.stencilBackWritemask != stencilBackWritemask) 529 { 530 mState.stencilBackWritemask = stencilBackWritemask; 531 mStencilStateDirty = true; 532 } 533} 534 535void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 536{ 537 if(mState.stencilFail != stencilFail || 538 mState.stencilPassDepthFail != stencilPassDepthFail || 539 mState.stencilPassDepthPass != stencilPassDepthPass) 540 { 541 mState.stencilFail = stencilFail; 542 mState.stencilPassDepthFail = stencilPassDepthFail; 543 mState.stencilPassDepthPass = stencilPassDepthPass; 544 mStencilStateDirty = true; 545 } 546} 547 548void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 549{ 550 if(mState.stencilBackFail != stencilBackFail || 551 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 552 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 553 { 554 mState.stencilBackFail = stencilBackFail; 555 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 556 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 557 mStencilStateDirty = true; 558 } 559} 560 561void Context::setPolygonOffsetFillEnabled(bool enabled) 562{ 563 if(mState.polygonOffsetFillEnabled != enabled) 564 { 565 mState.polygonOffsetFillEnabled = enabled; 566 mPolygonOffsetStateDirty = true; 567 } 568} 569 570bool Context::isPolygonOffsetFillEnabled() const 571{ 572 return mState.polygonOffsetFillEnabled; 573} 574 575void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 576{ 577 if(mState.polygonOffsetFactor != factor || 578 mState.polygonOffsetUnits != units) 579 { 580 mState.polygonOffsetFactor = factor; 581 mState.polygonOffsetUnits = units; 582 mPolygonOffsetStateDirty = true; 583 } 584} 585 586void Context::setSampleAlphaToCoverageEnabled(bool enabled) 587{ 588 if(mState.sampleAlphaToCoverageEnabled != enabled) 589 { 590 mState.sampleAlphaToCoverageEnabled = enabled; 591 mSampleStateDirty = true; 592 } 593} 594 595bool Context::isSampleAlphaToCoverageEnabled() const 596{ 597 return mState.sampleAlphaToCoverageEnabled; 598} 599 600void Context::setSampleCoverageEnabled(bool enabled) 601{ 602 if(mState.sampleCoverageEnabled != enabled) 603 { 604 mState.sampleCoverageEnabled = enabled; 605 mSampleStateDirty = true; 606 } 607} 608 609bool Context::isSampleCoverageEnabled() const 610{ 611 return mState.sampleCoverageEnabled; 612} 613 614void Context::setSampleCoverageParams(GLclampf value, bool invert) 615{ 616 if(mState.sampleCoverageValue != value || 617 mState.sampleCoverageInvert != invert) 618 { 619 mState.sampleCoverageValue = value; 620 mState.sampleCoverageInvert = invert; 621 mSampleStateDirty = true; 622 } 623} 624 625void Context::setScissorTestEnabled(bool enabled) 626{ 627 mState.scissorTestEnabled = enabled; 628} 629 630bool Context::isScissorTestEnabled() const 631{ 632 return mState.scissorTestEnabled; 633} 634 635void Context::setDitherEnabled(bool enabled) 636{ 637 if(mState.ditherEnabled != enabled) 638 { 639 mState.ditherEnabled = enabled; 640 mDitherStateDirty = true; 641 } 642} 643 644bool Context::isDitherEnabled() const 645{ 646 return mState.ditherEnabled; 647} 648 649void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 650{ 651 mState.primitiveRestartFixedIndexEnabled = enabled; 652} 653 654bool Context::isPrimitiveRestartFixedIndexEnabled() const 655{ 656 return mState.primitiveRestartFixedIndexEnabled; 657} 658 659void Context::setRasterizerDiscardEnabled(bool enabled) 660{ 661 mState.rasterizerDiscardEnabled = enabled; 662} 663 664bool Context::isRasterizerDiscardEnabled() const 665{ 666 return mState.rasterizerDiscardEnabled; 667} 668 669void Context::setLineWidth(GLfloat width) 670{ 671 mState.lineWidth = width; 672 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 673} 674 675void Context::setGenerateMipmapHint(GLenum hint) 676{ 677 mState.generateMipmapHint = hint; 678} 679 680void Context::setFragmentShaderDerivativeHint(GLenum hint) 681{ 682 mState.fragmentShaderDerivativeHint = hint; 683 // TODO: Propagate the hint to shader translator so we can write 684 // ddx, ddx_coarse, or ddx_fine depending on the hint. 685 // Ignore for now. It is valid for implementations to ignore hint. 686} 687 688void Context::setTextureFilteringHint(GLenum hint) 689{ 690 mState.textureFilteringHint = hint; 691} 692 693void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 694{ 695 mState.viewportX = x; 696 mState.viewportY = y; 697 mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[0] 698 mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[1] 699} 700 701void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 702{ 703 mState.scissorX = x; 704 mState.scissorY = y; 705 mState.scissorWidth = width; 706 mState.scissorHeight = height; 707} 708 709void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 710{ 711 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 712 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 713 { 714 mState.colorMaskRed = red; 715 mState.colorMaskGreen = green; 716 mState.colorMaskBlue = blue; 717 mState.colorMaskAlpha = alpha; 718 mMaskStateDirty = true; 719 } 720} 721 722unsigned int Context::getColorMask() const 723{ 724 return (mState.colorMaskRed ? 0x1 : 0) | 725 (mState.colorMaskGreen ? 0x2 : 0) | 726 (mState.colorMaskBlue ? 0x4 : 0) | 727 (mState.colorMaskAlpha ? 0x8 : 0); 728} 729 730void Context::setDepthMask(bool mask) 731{ 732 if(mState.depthMask != mask) 733 { 734 mState.depthMask = mask; 735 mMaskStateDirty = true; 736 } 737} 738 739void Context::setActiveSampler(unsigned int active) 740{ 741 mState.activeSampler = active; 742} 743 744GLuint Context::getReadFramebufferName() const 745{ 746 return mState.readFramebuffer; 747} 748 749GLuint Context::getDrawFramebufferName() const 750{ 751 return mState.drawFramebuffer; 752} 753 754GLuint Context::getRenderbufferName() const 755{ 756 return mState.renderbuffer.name(); 757} 758 759void Context::setFramebufferReadBuffer(GLuint buf) 760{ 761 getReadFramebuffer()->setReadBuffer(buf); 762} 763 764void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs) 765{ 766 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 767 768 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) 769 { 770 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE); 771 } 772} 773 774GLuint Context::getArrayBufferName() const 775{ 776 return mState.arrayBuffer.name(); 777} 778 779GLuint Context::getElementArrayBufferName() const 780{ 781 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 782 return elementArrayBuffer ? elementArrayBuffer->name : 0; 783} 784 785GLuint Context::getActiveQuery(GLenum target) const 786{ 787 Query *queryObject = nullptr; 788 789 switch(target) 790 { 791 case GL_ANY_SAMPLES_PASSED_EXT: 792 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 793 break; 794 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 795 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 796 break; 797 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 798 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 799 break; 800 default: 801 ASSERT(false); 802 } 803 804 if(queryObject) 805 { 806 return queryObject->name; 807 } 808 809 return 0; 810} 811 812void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 813{ 814 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 815} 816 817void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 818{ 819 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 820} 821 822const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 823{ 824 return getCurrentVertexArray()->getVertexAttribute(attribNum); 825} 826 827void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, 828 bool normalized, bool pureInteger, GLsizei stride, const void *pointer) 829{ 830 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer); 831} 832 833const void *Context::getVertexAttribPointer(unsigned int attribNum) const 834{ 835 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 836} 837 838const VertexAttributeArray &Context::getVertexArrayAttributes() 839{ 840 return getCurrentVertexArray()->getVertexAttributes(); 841} 842 843const VertexAttributeArray &Context::getCurrentVertexAttributes() 844{ 845 return mState.vertexAttribute; 846} 847 848void Context::setPackAlignment(GLint alignment) 849{ 850 mState.packAlignment = alignment; 851} 852 853void Context::setUnpackAlignment(GLint alignment) 854{ 855 mState.unpackInfo.alignment = alignment; 856} 857 858const egl::Image::UnpackInfo& Context::getUnpackInfo() const 859{ 860 return mState.unpackInfo; 861} 862 863void Context::setPackRowLength(GLint rowLength) 864{ 865 mState.packRowLength = rowLength; 866} 867 868void Context::setPackImageHeight(GLint imageHeight) 869{ 870 mState.packImageHeight = imageHeight; 871} 872 873void Context::setPackSkipPixels(GLint skipPixels) 874{ 875 mState.packSkipPixels = skipPixels; 876} 877 878void Context::setPackSkipRows(GLint skipRows) 879{ 880 mState.packSkipRows = skipRows; 881} 882 883void Context::setPackSkipImages(GLint skipImages) 884{ 885 mState.packSkipImages = skipImages; 886} 887 888void Context::setUnpackRowLength(GLint rowLength) 889{ 890 mState.unpackInfo.rowLength = rowLength; 891} 892 893void Context::setUnpackImageHeight(GLint imageHeight) 894{ 895 mState.unpackInfo.imageHeight = imageHeight; 896} 897 898void Context::setUnpackSkipPixels(GLint skipPixels) 899{ 900 mState.unpackInfo.skipPixels = skipPixels; 901} 902 903void Context::setUnpackSkipRows(GLint skipRows) 904{ 905 mState.unpackInfo.skipRows = skipRows; 906} 907 908void Context::setUnpackSkipImages(GLint skipImages) 909{ 910 mState.unpackInfo.skipImages = skipImages; 911} 912 913GLuint Context::createBuffer() 914{ 915 return mResourceManager->createBuffer(); 916} 917 918GLuint Context::createProgram() 919{ 920 return mResourceManager->createProgram(); 921} 922 923GLuint Context::createShader(GLenum type) 924{ 925 return mResourceManager->createShader(type); 926} 927 928GLuint Context::createTexture() 929{ 930 return mResourceManager->createTexture(); 931} 932 933GLuint Context::createRenderbuffer() 934{ 935 return mResourceManager->createRenderbuffer(); 936} 937 938// Returns an unused framebuffer name 939GLuint Context::createFramebuffer() 940{ 941 return mFramebufferNameSpace.allocate(); 942} 943 944GLuint Context::createFence() 945{ 946 return mFenceNameSpace.allocate(new Fence()); 947} 948 949// Returns an unused query name 950GLuint Context::createQuery() 951{ 952 return mQueryNameSpace.allocate(); 953} 954 955// Returns an unused vertex array name 956GLuint Context::createVertexArray() 957{ 958 return mVertexArrayNameSpace.allocate(); 959} 960 961GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 962{ 963 GLuint handle = mResourceManager->createFenceSync(condition, flags); 964 965 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 966} 967 968// Returns an unused transform feedback name 969GLuint Context::createTransformFeedback() 970{ 971 return mTransformFeedbackNameSpace.allocate(); 972} 973 974// Returns an unused sampler name 975GLuint Context::createSampler() 976{ 977 return mResourceManager->createSampler(); 978} 979 980void Context::deleteBuffer(GLuint buffer) 981{ 982 detachBuffer(buffer); 983 984 mResourceManager->deleteBuffer(buffer); 985} 986 987void Context::deleteShader(GLuint shader) 988{ 989 mResourceManager->deleteShader(shader); 990} 991 992void Context::deleteProgram(GLuint program) 993{ 994 mResourceManager->deleteProgram(program); 995} 996 997void Context::deleteTexture(GLuint texture) 998{ 999 detachTexture(texture); 1000 1001 mResourceManager->deleteTexture(texture); 1002} 1003 1004void Context::deleteRenderbuffer(GLuint renderbuffer) 1005{ 1006 if(mResourceManager->getRenderbuffer(renderbuffer)) 1007 { 1008 detachRenderbuffer(renderbuffer); 1009 } 1010 1011 mResourceManager->deleteRenderbuffer(renderbuffer); 1012} 1013 1014void Context::deleteFramebuffer(GLuint framebuffer) 1015{ 1016 detachFramebuffer(framebuffer); 1017 1018 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); 1019 1020 if(framebufferObject) 1021 { 1022 delete framebufferObject; 1023 } 1024} 1025 1026void Context::deleteFence(GLuint fence) 1027{ 1028 Fence *fenceObject = mFenceNameSpace.remove(fence); 1029 1030 if(fenceObject) 1031 { 1032 delete fenceObject; 1033 } 1034} 1035 1036void Context::deleteQuery(GLuint query) 1037{ 1038 Query *queryObject = mQueryNameSpace.remove(query); 1039 1040 if(queryObject) 1041 { 1042 queryObject->release(); 1043 } 1044} 1045 1046void Context::deleteVertexArray(GLuint vertexArray) 1047{ 1048 // [OpenGL ES 3.0.2] section 2.10 page 43: 1049 // If a vertex array object that is currently bound is deleted, the binding 1050 // for that object reverts to zero and the default vertex array becomes current. 1051 if(getCurrentVertexArray()->name == vertexArray) 1052 { 1053 bindVertexArray(0); 1054 } 1055 1056 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray); 1057 1058 if(vertexArrayObject) 1059 { 1060 delete vertexArrayObject; 1061 } 1062} 1063 1064void Context::deleteFenceSync(GLsync fenceSync) 1065{ 1066 // The spec specifies the underlying Fence object is not deleted until all current 1067 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1068 // and since our API is currently designed for being called from a single thread, we can delete 1069 // the fence immediately. 1070 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1071} 1072 1073void Context::deleteTransformFeedback(GLuint transformFeedback) 1074{ 1075 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback); 1076 1077 if(transformFeedbackObject) 1078 { 1079 delete transformFeedbackObject; 1080 } 1081} 1082 1083void Context::deleteSampler(GLuint sampler) 1084{ 1085 detachSampler(sampler); 1086 1087 mResourceManager->deleteSampler(sampler); 1088} 1089 1090Buffer *Context::getBuffer(GLuint handle) const 1091{ 1092 return mResourceManager->getBuffer(handle); 1093} 1094 1095Shader *Context::getShader(GLuint handle) const 1096{ 1097 return mResourceManager->getShader(handle); 1098} 1099 1100Program *Context::getProgram(GLuint handle) const 1101{ 1102 return mResourceManager->getProgram(handle); 1103} 1104 1105Texture *Context::getTexture(GLuint handle) const 1106{ 1107 return mResourceManager->getTexture(handle); 1108} 1109 1110Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1111{ 1112 return mResourceManager->getRenderbuffer(handle); 1113} 1114 1115Framebuffer *Context::getReadFramebuffer() const 1116{ 1117 return getFramebuffer(mState.readFramebuffer); 1118} 1119 1120Framebuffer *Context::getDrawFramebuffer() const 1121{ 1122 return getFramebuffer(mState.drawFramebuffer); 1123} 1124 1125void Context::bindArrayBuffer(unsigned int buffer) 1126{ 1127 mResourceManager->checkBufferAllocation(buffer); 1128 1129 mState.arrayBuffer = getBuffer(buffer); 1130} 1131 1132void Context::bindElementArrayBuffer(unsigned int buffer) 1133{ 1134 mResourceManager->checkBufferAllocation(buffer); 1135 1136 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1137} 1138 1139void Context::bindCopyReadBuffer(GLuint buffer) 1140{ 1141 mResourceManager->checkBufferAllocation(buffer); 1142 1143 mState.copyReadBuffer = getBuffer(buffer); 1144} 1145 1146void Context::bindCopyWriteBuffer(GLuint buffer) 1147{ 1148 mResourceManager->checkBufferAllocation(buffer); 1149 1150 mState.copyWriteBuffer = getBuffer(buffer); 1151} 1152 1153void Context::bindPixelPackBuffer(GLuint buffer) 1154{ 1155 mResourceManager->checkBufferAllocation(buffer); 1156 1157 mState.pixelPackBuffer = getBuffer(buffer); 1158} 1159 1160void Context::bindPixelUnpackBuffer(GLuint buffer) 1161{ 1162 mResourceManager->checkBufferAllocation(buffer); 1163 1164 mState.pixelUnpackBuffer = getBuffer(buffer); 1165} 1166 1167void Context::bindTransformFeedbackBuffer(GLuint buffer) 1168{ 1169 mResourceManager->checkBufferAllocation(buffer); 1170 1171 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1172 1173 if(transformFeedback) 1174 { 1175 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1176 } 1177} 1178 1179void Context::bindTexture2D(GLuint texture) 1180{ 1181 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1182 1183 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1184} 1185 1186void Context::bindTextureCubeMap(GLuint texture) 1187{ 1188 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1189 1190 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1191} 1192 1193void Context::bindTextureExternal(GLuint texture) 1194{ 1195 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1196 1197 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1198} 1199 1200void Context::bindTexture3D(GLuint texture) 1201{ 1202 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1203 1204 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1205} 1206 1207void Context::bindTexture2DArray(GLuint texture) 1208{ 1209 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1210 1211 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1212} 1213 1214void Context::bindTexture2DRect(GLuint texture) 1215{ 1216 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_RECT); 1217 1218 mState.samplerTexture[TEXTURE_2D_RECT][mState.activeSampler] = getTexture(texture); 1219} 1220 1221void Context::bindReadFramebuffer(GLuint framebuffer) 1222{ 1223 if(!getFramebuffer(framebuffer)) 1224 { 1225 if(framebuffer == 0) 1226 { 1227 mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer()); 1228 } 1229 else 1230 { 1231 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1232 } 1233 } 1234 1235 mState.readFramebuffer = framebuffer; 1236} 1237 1238void Context::bindDrawFramebuffer(GLuint framebuffer) 1239{ 1240 if(!getFramebuffer(framebuffer)) 1241 { 1242 if(framebuffer == 0) 1243 { 1244 mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer()); 1245 } 1246 else 1247 { 1248 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1249 } 1250 } 1251 1252 mState.drawFramebuffer = framebuffer; 1253} 1254 1255void Context::bindRenderbuffer(GLuint renderbuffer) 1256{ 1257 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1258 1259 mState.renderbuffer = getRenderbuffer(renderbuffer); 1260} 1261 1262void Context::bindVertexArray(GLuint array) 1263{ 1264 VertexArray *vertexArray = getVertexArray(array); 1265 1266 if(!vertexArray) 1267 { 1268 vertexArray = new VertexArray(array); 1269 mVertexArrayNameSpace.insert(array, vertexArray); 1270 } 1271 1272 mState.vertexArray = array; 1273} 1274 1275void Context::bindGenericUniformBuffer(GLuint buffer) 1276{ 1277 mResourceManager->checkBufferAllocation(buffer); 1278 1279 mState.genericUniformBuffer = getBuffer(buffer); 1280} 1281 1282void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1283{ 1284 mResourceManager->checkBufferAllocation(buffer); 1285 1286 Buffer* bufferObject = getBuffer(buffer); 1287 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size)); 1288} 1289 1290void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1291{ 1292 mResourceManager->checkBufferAllocation(buffer); 1293 1294 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1295} 1296 1297void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1298{ 1299 mResourceManager->checkBufferAllocation(buffer); 1300 1301 Buffer* bufferObject = getBuffer(buffer); 1302 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1303} 1304 1305void Context::bindTransformFeedback(GLuint id) 1306{ 1307 if(!getTransformFeedback(id)) 1308 { 1309 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id)); 1310 } 1311 1312 mState.transformFeedback = id; 1313} 1314 1315bool Context::bindSampler(GLuint unit, GLuint sampler) 1316{ 1317 mResourceManager->checkSamplerAllocation(sampler); 1318 1319 Sampler* samplerObject = getSampler(sampler); 1320 1321 mState.sampler[unit] = samplerObject; 1322 1323 return !!samplerObject; 1324} 1325 1326void Context::useProgram(GLuint program) 1327{ 1328 GLuint priorProgram = mState.currentProgram; 1329 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1330 1331 if(priorProgram != program) 1332 { 1333 Program *newProgram = mResourceManager->getProgram(program); 1334 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1335 1336 if(newProgram) 1337 { 1338 newProgram->addRef(); 1339 } 1340 1341 if(oldProgram) 1342 { 1343 oldProgram->release(); 1344 } 1345 } 1346} 1347 1348void Context::beginQuery(GLenum target, GLuint query) 1349{ 1350 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1351 // of zero, if the active query object name for <target> is non-zero (for the 1352 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1353 // the active query for either target is non-zero), if <id> is the name of an 1354 // existing query object whose type does not match <target>, or if <id> is the 1355 // active query object name for any query type, the error INVALID_OPERATION is 1356 // generated. 1357 1358 // Ensure no other queries are active 1359 // NOTE: If other queries than occlusion are supported, we will need to check 1360 // separately that: 1361 // a) The query ID passed is not the current active query for any target/type 1362 // b) There are no active queries for the requested target (and in the case 1363 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1364 // no query may be active for either if glBeginQuery targets either. 1365 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1366 { 1367 if(mState.activeQuery[i]) 1368 { 1369 switch(mState.activeQuery[i]->getType()) 1370 { 1371 case GL_ANY_SAMPLES_PASSED_EXT: 1372 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1373 if((target == GL_ANY_SAMPLES_PASSED_EXT) || 1374 (target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT)) 1375 { 1376 return error(GL_INVALID_OPERATION); 1377 } 1378 break; 1379 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1380 if(target == GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN) 1381 { 1382 return error(GL_INVALID_OPERATION); 1383 } 1384 break; 1385 default: 1386 break; 1387 } 1388 } 1389 } 1390 1391 QueryType qType; 1392 switch(target) 1393 { 1394 case GL_ANY_SAMPLES_PASSED_EXT: 1395 qType = QUERY_ANY_SAMPLES_PASSED; 1396 break; 1397 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1398 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1399 break; 1400 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1401 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1402 break; 1403 default: 1404 UNREACHABLE(target); 1405 return error(GL_INVALID_ENUM); 1406 } 1407 1408 Query *queryObject = createQuery(query, target); 1409 1410 // Check that name was obtained with glGenQueries 1411 if(!queryObject) 1412 { 1413 return error(GL_INVALID_OPERATION); 1414 } 1415 1416 // Check for type mismatch 1417 if(queryObject->getType() != target) 1418 { 1419 return error(GL_INVALID_OPERATION); 1420 } 1421 1422 // Set query as active for specified target 1423 mState.activeQuery[qType] = queryObject; 1424 1425 // Begin query 1426 queryObject->begin(); 1427} 1428 1429void Context::endQuery(GLenum target) 1430{ 1431 QueryType qType; 1432 1433 switch(target) 1434 { 1435 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1436 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1437 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1438 default: UNREACHABLE(target); return; 1439 } 1440 1441 Query *queryObject = mState.activeQuery[qType]; 1442 1443 if(!queryObject) 1444 { 1445 return error(GL_INVALID_OPERATION); 1446 } 1447 1448 queryObject->end(); 1449 1450 mState.activeQuery[qType] = nullptr; 1451} 1452 1453void Context::setFramebufferZero(Framebuffer *buffer) 1454{ 1455 delete mFramebufferNameSpace.remove(0); 1456 mFramebufferNameSpace.insert(0, buffer); 1457} 1458 1459void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1460{ 1461 Renderbuffer *renderbufferObject = mState.renderbuffer; 1462 renderbufferObject->setStorage(renderbuffer); 1463} 1464 1465Framebuffer *Context::getFramebuffer(unsigned int handle) const 1466{ 1467 return mFramebufferNameSpace.find(handle); 1468} 1469 1470Fence *Context::getFence(unsigned int handle) const 1471{ 1472 return mFenceNameSpace.find(handle); 1473} 1474 1475FenceSync *Context::getFenceSync(GLsync handle) const 1476{ 1477 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1478} 1479 1480Query *Context::getQuery(unsigned int handle) const 1481{ 1482 return mQueryNameSpace.find(handle); 1483} 1484 1485Query *Context::createQuery(unsigned int handle, GLenum type) 1486{ 1487 if(!mQueryNameSpace.isReserved(handle)) 1488 { 1489 return nullptr; 1490 } 1491 else 1492 { 1493 Query *query = mQueryNameSpace.find(handle); 1494 if(!query) 1495 { 1496 query = new Query(handle, type); 1497 query->addRef(); 1498 mQueryNameSpace.insert(handle, query); 1499 } 1500 1501 return query; 1502 } 1503} 1504 1505VertexArray *Context::getVertexArray(GLuint array) const 1506{ 1507 return mVertexArrayNameSpace.find(array); 1508} 1509 1510VertexArray *Context::getCurrentVertexArray() const 1511{ 1512 return getVertexArray(mState.vertexArray); 1513} 1514 1515bool Context::isVertexArray(GLuint array) const 1516{ 1517 return mVertexArrayNameSpace.isReserved(array); 1518} 1519 1520bool Context::hasZeroDivisor() const 1521{ 1522 // Verify there is at least one active attribute with a divisor of zero 1523 es2::Program *programObject = getCurrentProgram(); 1524 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1525 { 1526 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1527 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1528 { 1529 return true; 1530 } 1531 } 1532 1533 return false; 1534} 1535 1536TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1537{ 1538 return mTransformFeedbackNameSpace.find(transformFeedback); 1539} 1540 1541bool Context::isTransformFeedback(GLuint array) const 1542{ 1543 return mTransformFeedbackNameSpace.isReserved(array); 1544} 1545 1546Sampler *Context::getSampler(GLuint sampler) const 1547{ 1548 return mResourceManager->getSampler(sampler); 1549} 1550 1551bool Context::isSampler(GLuint sampler) const 1552{ 1553 return mResourceManager->isSampler(sampler); 1554} 1555 1556Buffer *Context::getArrayBuffer() const 1557{ 1558 return mState.arrayBuffer; 1559} 1560 1561Buffer *Context::getElementArrayBuffer() const 1562{ 1563 return getCurrentVertexArray()->getElementArrayBuffer(); 1564} 1565 1566Buffer *Context::getCopyReadBuffer() const 1567{ 1568 return mState.copyReadBuffer; 1569} 1570 1571Buffer *Context::getCopyWriteBuffer() const 1572{ 1573 return mState.copyWriteBuffer; 1574} 1575 1576Buffer *Context::getPixelPackBuffer() const 1577{ 1578 return mState.pixelPackBuffer; 1579} 1580 1581Buffer *Context::getPixelUnpackBuffer() const 1582{ 1583 return mState.pixelUnpackBuffer; 1584} 1585 1586Buffer *Context::getGenericUniformBuffer() const 1587{ 1588 return mState.genericUniformBuffer; 1589} 1590 1591GLsizei Context::getRequiredBufferSize(GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type) const 1592{ 1593 GLsizei inputWidth = (mState.unpackInfo.rowLength == 0) ? width : mState.unpackInfo.rowLength; 1594 GLsizei inputPitch = egl::ComputePitch(inputWidth, format, type, mState.unpackInfo.alignment); 1595 GLsizei inputHeight = (mState.unpackInfo.imageHeight == 0) ? height : mState.unpackInfo.imageHeight; 1596 return inputPitch * inputHeight * depth; 1597} 1598 1599GLenum Context::getPixels(const GLvoid **data, GLenum type, GLsizei imageSize) const 1600{ 1601 if(mState.pixelUnpackBuffer) 1602 { 1603 if(mState.pixelUnpackBuffer->name) 1604 { 1605 if(mState.pixelUnpackBuffer->isMapped() || 1606 (mState.pixelUnpackBuffer->size() < static_cast<size_t>(imageSize)) || 1607 (static_cast<GLsizei>((ptrdiff_t)(*data)) % GetTypeSize(type))) 1608 { 1609 return GL_INVALID_OPERATION; 1610 } 1611 } 1612 1613 *data = static_cast<const unsigned char*>(mState.pixelUnpackBuffer->data()) + (ptrdiff_t)(*data); 1614 } 1615 return GL_NONE; 1616} 1617 1618bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1619{ 1620 switch(target) 1621 { 1622 case GL_ARRAY_BUFFER: 1623 *buffer = getArrayBuffer(); 1624 break; 1625 case GL_ELEMENT_ARRAY_BUFFER: 1626 *buffer = getElementArrayBuffer(); 1627 break; 1628 case GL_COPY_READ_BUFFER: 1629 if(clientVersion >= 3) 1630 { 1631 *buffer = getCopyReadBuffer(); 1632 break; 1633 } 1634 else return false; 1635 case GL_COPY_WRITE_BUFFER: 1636 if(clientVersion >= 3) 1637 { 1638 *buffer = getCopyWriteBuffer(); 1639 break; 1640 } 1641 else return false; 1642 case GL_PIXEL_PACK_BUFFER: 1643 if(clientVersion >= 3) 1644 { 1645 *buffer = getPixelPackBuffer(); 1646 break; 1647 } 1648 else return false; 1649 case GL_PIXEL_UNPACK_BUFFER: 1650 if(clientVersion >= 3) 1651 { 1652 *buffer = getPixelUnpackBuffer(); 1653 break; 1654 } 1655 else return false; 1656 case GL_TRANSFORM_FEEDBACK_BUFFER: 1657 if(clientVersion >= 3) 1658 { 1659 TransformFeedback* transformFeedback = getTransformFeedback(); 1660 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1661 break; 1662 } 1663 else return false; 1664 case GL_UNIFORM_BUFFER: 1665 if(clientVersion >= 3) 1666 { 1667 *buffer = getGenericUniformBuffer(); 1668 break; 1669 } 1670 else return false; 1671 default: 1672 return false; 1673 } 1674 return true; 1675} 1676 1677TransformFeedback *Context::getTransformFeedback() const 1678{ 1679 return getTransformFeedback(mState.transformFeedback); 1680} 1681 1682Program *Context::getCurrentProgram() const 1683{ 1684 return mResourceManager->getProgram(mState.currentProgram); 1685} 1686 1687Texture2D *Context::getTexture2D() const 1688{ 1689 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1690} 1691 1692Texture2D *Context::getTexture2D(GLenum target) const 1693{ 1694 switch(target) 1695 { 1696 case GL_TEXTURE_2D: return getTexture2D(); 1697 case GL_TEXTURE_RECTANGLE_ARB: return getTexture2DRect(); 1698 case GL_TEXTURE_EXTERNAL_OES: return getTextureExternal(); 1699 default: UNREACHABLE(target); 1700 } 1701 1702 return nullptr; 1703} 1704 1705Texture3D *Context::getTexture3D() const 1706{ 1707 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1708} 1709 1710Texture2DArray *Context::getTexture2DArray() const 1711{ 1712 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1713} 1714 1715TextureCubeMap *Context::getTextureCubeMap() const 1716{ 1717 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1718} 1719 1720Texture2DRect *Context::getTexture2DRect() const 1721{ 1722 return static_cast<Texture2DRect*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_RECT)); 1723} 1724 1725TextureExternal *Context::getTextureExternal() const 1726{ 1727 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1728} 1729 1730Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1731{ 1732 GLuint texid = mState.samplerTexture[type][sampler].name(); 1733 1734 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1735 { 1736 switch(type) 1737 { 1738 case TEXTURE_2D: return mTexture2DZero; 1739 case TEXTURE_3D: return mTexture3DZero; 1740 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1741 case TEXTURE_CUBE: return mTextureCubeMapZero; 1742 case TEXTURE_2D_RECT: return mTexture2DRectZero; 1743 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1744 default: UNREACHABLE(type); 1745 } 1746 } 1747 1748 return mState.samplerTexture[type][sampler]; 1749} 1750 1751void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1752{ 1753 mResourceManager->checkSamplerAllocation(sampler); 1754 1755 Sampler *samplerObject = getSampler(sampler); 1756 ASSERT(samplerObject); 1757 1758 switch(pname) 1759 { 1760 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1761 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1762 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1763 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1764 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1765 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1766 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1767 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(param)); break; 1768 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break; 1769 default: UNREACHABLE(pname); break; 1770 } 1771} 1772 1773void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1774{ 1775 mResourceManager->checkSamplerAllocation(sampler); 1776 1777 Sampler *samplerObject = getSampler(sampler); 1778 ASSERT(samplerObject); 1779 1780 switch(pname) 1781 { 1782 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1783 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1784 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1785 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1786 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1787 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1788 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1789 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(roundf(param))); break; 1790 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(roundf(param))); break; 1791 default: UNREACHABLE(pname); break; 1792 } 1793} 1794 1795GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1796{ 1797 mResourceManager->checkSamplerAllocation(sampler); 1798 1799 Sampler *samplerObject = getSampler(sampler); 1800 ASSERT(samplerObject); 1801 1802 switch(pname) 1803 { 1804 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1805 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1806 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1807 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1808 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1809 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1810 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1811 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getCompareMode()); 1812 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc()); 1813 default: UNREACHABLE(pname); return 0; 1814 } 1815} 1816 1817GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1818{ 1819 mResourceManager->checkSamplerAllocation(sampler); 1820 1821 Sampler *samplerObject = getSampler(sampler); 1822 ASSERT(samplerObject); 1823 1824 switch(pname) 1825 { 1826 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1827 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1828 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1829 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1830 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1831 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1832 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1833 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getCompareMode()); 1834 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc()); 1835 default: UNREACHABLE(pname); return 0; 1836 } 1837} 1838 1839bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1840{ 1841 switch(pname) 1842 { 1843 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1844 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1845 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1846 case GL_COLOR_WRITEMASK: 1847 params[0] = mState.colorMaskRed; 1848 params[1] = mState.colorMaskGreen; 1849 params[2] = mState.colorMaskBlue; 1850 params[3] = mState.colorMaskAlpha; 1851 break; 1852 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1853 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1854 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1855 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1856 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1857 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1858 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1859 case GL_BLEND: *params = mState.blendEnabled; break; 1860 case GL_DITHER: *params = mState.ditherEnabled; break; 1861 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1862 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1863 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1864 { 1865 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1866 if(transformFeedback) 1867 { 1868 *params = transformFeedback->isActive(); 1869 break; 1870 } 1871 else return false; 1872 } 1873 case GL_TRANSFORM_FEEDBACK_PAUSED: 1874 { 1875 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1876 if(transformFeedback) 1877 { 1878 *params = transformFeedback->isPaused(); 1879 break; 1880 } 1881 else return false; 1882 } 1883 default: 1884 return false; 1885 } 1886 1887 return true; 1888} 1889 1890bool Context::getFloatv(GLenum pname, GLfloat *params) const 1891{ 1892 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1893 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1894 // GetIntegerv as its native query function. As it would require conversion in any 1895 // case, this should make no difference to the calling application. 1896 switch(pname) 1897 { 1898 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1899 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1900 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1901 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1902 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1903 case GL_ALIASED_LINE_WIDTH_RANGE: 1904 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1905 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1906 break; 1907 case GL_ALIASED_POINT_SIZE_RANGE: 1908 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1909 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1910 break; 1911 case GL_DEPTH_RANGE: 1912 params[0] = mState.zNear; 1913 params[1] = mState.zFar; 1914 break; 1915 case GL_COLOR_CLEAR_VALUE: 1916 params[0] = mState.colorClearValue.red; 1917 params[1] = mState.colorClearValue.green; 1918 params[2] = mState.colorClearValue.blue; 1919 params[3] = mState.colorClearValue.alpha; 1920 break; 1921 case GL_BLEND_COLOR: 1922 params[0] = mState.blendColor.red; 1923 params[1] = mState.blendColor.green; 1924 params[2] = mState.blendColor.blue; 1925 params[3] = mState.blendColor.alpha; 1926 break; 1927 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1928 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1929 break; 1930 default: 1931 return false; 1932 } 1933 1934 return true; 1935} 1936 1937template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1938template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1939 1940template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1941{ 1942 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1943 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1944 // GetIntegerv as its native query function. As it would require conversion in any 1945 // case, this should make no difference to the calling application. You may find it in 1946 // Context::getFloatv. 1947 switch(pname) 1948 { 1949 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true; 1950 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true; 1951 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true; 1952 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true; 1953 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true; 1954 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true; 1955 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true; 1956 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true; 1957 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true; 1958 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true; 1959 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true; 1960 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true; 1961// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1962 case GL_DRAW_FRAMEBUFFER_BINDING: *params = mState.drawFramebuffer; return true; 1963 case GL_READ_FRAMEBUFFER_BINDING: *params = mState.readFramebuffer; return true; 1964 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true; 1965 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true; 1966 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; return true; 1967 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; return true; 1968 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true; 1969 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true; 1970 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: *params = mState.textureFilteringHint; return true; 1971 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true; 1972 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true; 1973 case GL_STENCIL_REF: *params = mState.stencilRef; return true; 1974 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true; 1975 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true; 1976 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true; 1977 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true; 1978 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true; 1979 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true; 1980 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true; 1981 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true; 1982 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true; 1983 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true; 1984 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true; 1985 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true; 1986 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true; 1987 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true; 1988 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true; 1989 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true; 1990 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true; 1991 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true; 1992 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true; 1993 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true; 1994 case GL_SUBPIXEL_BITS: *params = 4; return true; 1995 case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB: 1996 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true; 1997 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true; 1998 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true; 1999 case GL_MAX_SAMPLES: *params = IMPLEMENTATION_MAX_SAMPLES; return true; 2000 case GL_SAMPLE_BUFFERS: 2001 case GL_SAMPLES: 2002 { 2003 Framebuffer *framebuffer = getDrawFramebuffer(); 2004 int width, height, samples; 2005 2006 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 2007 { 2008 switch(pname) 2009 { 2010 case GL_SAMPLE_BUFFERS: 2011 if(samples > 1) 2012 { 2013 *params = 1; 2014 } 2015 else 2016 { 2017 *params = 0; 2018 } 2019 break; 2020 case GL_SAMPLES: 2021 *params = samples; 2022 break; 2023 } 2024 } 2025 else 2026 { 2027 *params = 0; 2028 } 2029 } 2030 return true; 2031 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2032 { 2033 Framebuffer *framebuffer = getReadFramebuffer(); 2034 *params = framebuffer->getImplementationColorReadType(); 2035 } 2036 return true; 2037 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2038 { 2039 Framebuffer *framebuffer = getReadFramebuffer(); 2040 *params = framebuffer->getImplementationColorReadFormat(); 2041 } 2042 return true; 2043 case GL_MAX_VIEWPORT_DIMS: 2044 { 2045 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 2046 params[0] = maxDimension; 2047 params[1] = maxDimension; 2048 } 2049 return true; 2050 case GL_COMPRESSED_TEXTURE_FORMATS: 2051 { 2052 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 2053 { 2054 params[i] = compressedTextureFormats[i]; 2055 } 2056 } 2057 return true; 2058 case GL_VIEWPORT: 2059 params[0] = mState.viewportX; 2060 params[1] = mState.viewportY; 2061 params[2] = mState.viewportWidth; 2062 params[3] = mState.viewportHeight; 2063 return true; 2064 case GL_SCISSOR_BOX: 2065 params[0] = mState.scissorX; 2066 params[1] = mState.scissorY; 2067 params[2] = mState.scissorWidth; 2068 params[3] = mState.scissorHeight; 2069 return true; 2070 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true; 2071 case GL_FRONT_FACE: *params = mState.frontFace; return true; 2072 case GL_RED_BITS: 2073 case GL_GREEN_BITS: 2074 case GL_BLUE_BITS: 2075 case GL_ALPHA_BITS: 2076 { 2077 Framebuffer *framebuffer = getDrawFramebuffer(); 2078 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 2079 2080 if(colorbuffer) 2081 { 2082 switch(pname) 2083 { 2084 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true; 2085 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true; 2086 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true; 2087 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true; 2088 } 2089 } 2090 else 2091 { 2092 *params = 0; 2093 } 2094 } 2095 return true; 2096 case GL_DEPTH_BITS: 2097 { 2098 Framebuffer *framebuffer = getDrawFramebuffer(); 2099 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2100 2101 if(depthbuffer) 2102 { 2103 *params = depthbuffer->getDepthSize(); 2104 } 2105 else 2106 { 2107 *params = 0; 2108 } 2109 } 2110 return true; 2111 case GL_STENCIL_BITS: 2112 { 2113 Framebuffer *framebuffer = getDrawFramebuffer(); 2114 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2115 2116 if(stencilbuffer) 2117 { 2118 *params = stencilbuffer->getStencilSize(); 2119 } 2120 else 2121 { 2122 *params = 0; 2123 } 2124 } 2125 return true; 2126 case GL_TEXTURE_BINDING_2D: 2127 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2128 { 2129 error(GL_INVALID_OPERATION); 2130 return false; 2131 } 2132 2133 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2134 return true; 2135 case GL_TEXTURE_BINDING_CUBE_MAP: 2136 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2137 { 2138 error(GL_INVALID_OPERATION); 2139 return false; 2140 } 2141 2142 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2143 return true; 2144 case GL_TEXTURE_BINDING_RECTANGLE_ARB: 2145 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2146 { 2147 error(GL_INVALID_OPERATION); 2148 return false; 2149 } 2150 2151 *params = mState.samplerTexture[TEXTURE_2D_RECT][mState.activeSampler].name(); 2152 return true; 2153 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2154 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2155 { 2156 error(GL_INVALID_OPERATION); 2157 return false; 2158 } 2159 2160 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2161 return true; 2162 case GL_TEXTURE_BINDING_3D_OES: 2163 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2164 { 2165 error(GL_INVALID_OPERATION); 2166 return false; 2167 } 2168 2169 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2170 return true; 2171 case GL_DRAW_BUFFER0: 2172 case GL_DRAW_BUFFER1: 2173 case GL_DRAW_BUFFER2: 2174 case GL_DRAW_BUFFER3: 2175 case GL_DRAW_BUFFER4: 2176 case GL_DRAW_BUFFER5: 2177 case GL_DRAW_BUFFER6: 2178 case GL_DRAW_BUFFER7: 2179 case GL_DRAW_BUFFER8: 2180 case GL_DRAW_BUFFER9: 2181 case GL_DRAW_BUFFER10: 2182 case GL_DRAW_BUFFER11: 2183 case GL_DRAW_BUFFER12: 2184 case GL_DRAW_BUFFER13: 2185 case GL_DRAW_BUFFER14: 2186 case GL_DRAW_BUFFER15: 2187 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS) 2188 { 2189 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0); 2190 } 2191 else 2192 { 2193 return false; 2194 } 2195 return true; 2196 case GL_MAX_DRAW_BUFFERS: 2197 *params = MAX_DRAW_BUFFERS; 2198 return true; 2199 case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers 2200 *params = MAX_COLOR_ATTACHMENTS; 2201 return true; 2202 default: 2203 break; 2204 } 2205 2206 if(clientVersion >= 3) 2207 { 2208 switch(pname) 2209 { 2210 case GL_TEXTURE_BINDING_2D_ARRAY: 2211 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2212 { 2213 error(GL_INVALID_OPERATION); 2214 return false; 2215 } 2216 2217 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name(); 2218 return true; 2219 case GL_COPY_READ_BUFFER_BINDING: 2220 *params = mState.copyReadBuffer.name(); 2221 return true; 2222 case GL_COPY_WRITE_BUFFER_BINDING: 2223 *params = mState.copyWriteBuffer.name(); 2224 return true; 2225 case GL_MAJOR_VERSION: 2226 *params = clientVersion; 2227 return true; 2228 case GL_MAX_3D_TEXTURE_SIZE: 2229 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2230 return true; 2231 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2232 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2233 return true; 2234 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2235 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2236 return true; 2237 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2238 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS; 2239 return true; 2240 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2241 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2242 return true; 2243 case GL_MAX_ELEMENT_INDEX: 2244 *params = MAX_ELEMENT_INDEX; 2245 return true; 2246 case GL_MAX_ELEMENTS_INDICES: 2247 *params = MAX_ELEMENTS_INDICES; 2248 return true; 2249 case GL_MAX_ELEMENTS_VERTICES: 2250 *params = MAX_ELEMENTS_VERTICES; 2251 return true; 2252 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2253 *params = MAX_FRAGMENT_INPUT_VECTORS * 4; 2254 return true; 2255 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2256 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2257 return true; 2258 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2259 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2260 return true; 2261 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2262 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2263 // In any case, any behavior outside the specified range is valid since the spec mentions: 2264 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2265 // "If any of the offset values are outside the range of the implementation-defined values 2266 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2267 // undefined." 2268 *params = MAX_PROGRAM_TEXEL_OFFSET; 2269 return true; 2270 case GL_MAX_SERVER_WAIT_TIMEOUT: 2271 *params = 0; 2272 return true; 2273 case GL_MAX_TEXTURE_LOD_BIAS: 2274 *params = MAX_TEXTURE_LOD_BIAS; 2275 return true; 2276 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2277 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; 2278 return true; 2279 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2280 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2281 return true; 2282 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2283 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS; 2284 return true; 2285 case GL_MAX_UNIFORM_BLOCK_SIZE: 2286 *params = MAX_UNIFORM_BLOCK_SIZE; 2287 return true; 2288 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2289 *params = MAX_UNIFORM_BUFFER_BINDINGS; 2290 return true; 2291 case GL_MAX_VARYING_COMPONENTS: 2292 *params = MAX_VARYING_VECTORS * 4; 2293 return true; 2294 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2295 *params = MAX_VERTEX_OUTPUT_VECTORS * 4; 2296 return true; 2297 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2298 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2299 return true; 2300 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2301 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2302 return true; 2303 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2304 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2305 // In any case, any behavior outside the specified range is valid since the spec mentions: 2306 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2307 // "If any of the offset values are outside the range of the implementation-defined values 2308 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2309 // undefined." 2310 *params = MIN_PROGRAM_TEXEL_OFFSET; 2311 return true; 2312 case GL_MINOR_VERSION: 2313 *params = 0; 2314 return true; 2315 case GL_NUM_EXTENSIONS: 2316 GLuint numExtensions; 2317 getExtensions(0, &numExtensions); 2318 *params = numExtensions; 2319 return true; 2320 case GL_NUM_PROGRAM_BINARY_FORMATS: 2321 *params = NUM_PROGRAM_BINARY_FORMATS; 2322 return true; 2323 case GL_PACK_ROW_LENGTH: 2324 *params = mState.packRowLength; 2325 return true; 2326 case GL_PACK_SKIP_PIXELS: 2327 *params = mState.packSkipPixels; 2328 return true; 2329 case GL_PACK_SKIP_ROWS: 2330 *params = mState.packSkipRows; 2331 return true; 2332 case GL_PIXEL_PACK_BUFFER_BINDING: 2333 *params = mState.pixelPackBuffer.name(); 2334 return true; 2335 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2336 *params = mState.pixelUnpackBuffer.name(); 2337 return true; 2338 case GL_PROGRAM_BINARY_FORMATS: 2339 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input 2340 // should be a 0 sized array, so don't write to params 2341 return true; 2342 case GL_READ_BUFFER: 2343 *params = getReadFramebuffer()->getReadBuffer(); 2344 return true; 2345 case GL_SAMPLER_BINDING: 2346 *params = mState.sampler[mState.activeSampler].name(); 2347 return true; 2348 case GL_UNIFORM_BUFFER_BINDING: 2349 *params = mState.genericUniformBuffer.name(); 2350 return true; 2351 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2352 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2353 return true; 2354 case GL_UNIFORM_BUFFER_SIZE: 2355 *params = static_cast<T>(mState.genericUniformBuffer->size()); 2356 return true; 2357 case GL_UNIFORM_BUFFER_START: 2358 *params = static_cast<T>(mState.genericUniformBuffer->offset()); 2359 return true; 2360 case GL_UNPACK_IMAGE_HEIGHT: 2361 *params = mState.unpackInfo.imageHeight; 2362 return true; 2363 case GL_UNPACK_ROW_LENGTH: 2364 *params = mState.unpackInfo.rowLength; 2365 return true; 2366 case GL_UNPACK_SKIP_IMAGES: 2367 *params = mState.unpackInfo.skipImages; 2368 return true; 2369 case GL_UNPACK_SKIP_PIXELS: 2370 *params = mState.unpackInfo.skipPixels; 2371 return true; 2372 case GL_UNPACK_SKIP_ROWS: 2373 *params = mState.unpackInfo.skipRows; 2374 return true; 2375 case GL_VERTEX_ARRAY_BINDING: 2376 *params = getCurrentVertexArray()->name; 2377 return true; 2378 case GL_TRANSFORM_FEEDBACK_BINDING: 2379 { 2380 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2381 if(transformFeedback) 2382 { 2383 *params = transformFeedback->name; 2384 } 2385 else 2386 { 2387 return false; 2388 } 2389 } 2390 return true; 2391 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2392 { 2393 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2394 if(transformFeedback) 2395 { 2396 *params = transformFeedback->getGenericBufferName(); 2397 } 2398 else 2399 { 2400 return false; 2401 } 2402 } 2403 return true; 2404 default: 2405 break; 2406 } 2407 } 2408 2409 return false; 2410} 2411 2412template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2413template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2414 2415template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2416{ 2417 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2418 if(!transformFeedback) 2419 { 2420 return false; 2421 } 2422 2423 switch(pname) 2424 { 2425 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2426 *param = transformFeedback->name; 2427 break; 2428 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2429 *param = transformFeedback->isActive(); 2430 break; 2431 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2432 *param = transformFeedback->getBufferName(index); 2433 break; 2434 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2435 *param = transformFeedback->isPaused(); 2436 break; 2437 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2438 if(transformFeedback->getBuffer(index)) 2439 { 2440 *param = transformFeedback->getSize(index); 2441 break; 2442 } 2443 else return false; 2444 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2445 if(transformFeedback->getBuffer(index)) 2446 { 2447 *param = transformFeedback->getOffset(index); 2448 break; 2449 } 2450 else return false; 2451 default: 2452 return false; 2453 } 2454 2455 return true; 2456} 2457 2458template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2459template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2460 2461template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2462{ 2463 switch(pname) 2464 { 2465 case GL_UNIFORM_BUFFER_BINDING: 2466 case GL_UNIFORM_BUFFER_SIZE: 2467 case GL_UNIFORM_BUFFER_START: 2468 if(index >= MAX_UNIFORM_BUFFER_BINDINGS) 2469 { 2470 return error(GL_INVALID_VALUE, true); 2471 } 2472 break; 2473 default: 2474 break; 2475 } 2476 2477 const BufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2478 2479 switch(pname) 2480 { 2481 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2482 *param = uniformBuffer.get().name(); 2483 break; 2484 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2485 *param = uniformBuffer.getSize(); 2486 break; 2487 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2488 *param = uniformBuffer.getOffset(); 2489 break; 2490 default: 2491 return false; 2492 } 2493 2494 return true; 2495} 2496 2497bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2498{ 2499 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2500 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2501 // to the fact that it is stored internally as a float, and so would require conversion 2502 // if returned from Context::getIntegerv. Since this conversion is already implemented 2503 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2504 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2505 // application. 2506 switch(pname) 2507 { 2508 case GL_COMPRESSED_TEXTURE_FORMATS: 2509 { 2510 *type = GL_INT; 2511 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2512 } 2513 break; 2514 case GL_SHADER_BINARY_FORMATS: 2515 { 2516 *type = GL_INT; 2517 *numParams = 0; 2518 } 2519 break; 2520 case GL_MAX_VERTEX_ATTRIBS: 2521 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2522 case GL_MAX_VARYING_VECTORS: 2523 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2524 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2525 case GL_MAX_TEXTURE_IMAGE_UNITS: 2526 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2527 case GL_MAX_RENDERBUFFER_SIZE: 2528 case GL_NUM_SHADER_BINARY_FORMATS: 2529 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2530 case GL_ARRAY_BUFFER_BINDING: 2531 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2532 case GL_READ_FRAMEBUFFER_BINDING: // Same as GL_READ_FRAMEBUFFER_BINDING_ANGLE 2533 case GL_RENDERBUFFER_BINDING: 2534 case GL_CURRENT_PROGRAM: 2535 case GL_PACK_ALIGNMENT: 2536 case GL_UNPACK_ALIGNMENT: 2537 case GL_GENERATE_MIPMAP_HINT: 2538 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2539 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: 2540 case GL_RED_BITS: 2541 case GL_GREEN_BITS: 2542 case GL_BLUE_BITS: 2543 case GL_ALPHA_BITS: 2544 case GL_DEPTH_BITS: 2545 case GL_STENCIL_BITS: 2546 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2547 case GL_CULL_FACE_MODE: 2548 case GL_FRONT_FACE: 2549 case GL_ACTIVE_TEXTURE: 2550 case GL_STENCIL_FUNC: 2551 case GL_STENCIL_VALUE_MASK: 2552 case GL_STENCIL_REF: 2553 case GL_STENCIL_FAIL: 2554 case GL_STENCIL_PASS_DEPTH_FAIL: 2555 case GL_STENCIL_PASS_DEPTH_PASS: 2556 case GL_STENCIL_BACK_FUNC: 2557 case GL_STENCIL_BACK_VALUE_MASK: 2558 case GL_STENCIL_BACK_REF: 2559 case GL_STENCIL_BACK_FAIL: 2560 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2561 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2562 case GL_DEPTH_FUNC: 2563 case GL_BLEND_SRC_RGB: 2564 case GL_BLEND_SRC_ALPHA: 2565 case GL_BLEND_DST_RGB: 2566 case GL_BLEND_DST_ALPHA: 2567 case GL_BLEND_EQUATION_RGB: 2568 case GL_BLEND_EQUATION_ALPHA: 2569 case GL_STENCIL_WRITEMASK: 2570 case GL_STENCIL_BACK_WRITEMASK: 2571 case GL_STENCIL_CLEAR_VALUE: 2572 case GL_SUBPIXEL_BITS: 2573 case GL_MAX_TEXTURE_SIZE: 2574 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2575 case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB: 2576 case GL_SAMPLE_BUFFERS: 2577 case GL_SAMPLES: 2578 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2579 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2580 case GL_TEXTURE_BINDING_2D: 2581 case GL_TEXTURE_BINDING_CUBE_MAP: 2582 case GL_TEXTURE_BINDING_RECTANGLE_ARB: 2583 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2584 case GL_TEXTURE_BINDING_3D_OES: 2585 case GL_COPY_READ_BUFFER_BINDING: 2586 case GL_COPY_WRITE_BUFFER_BINDING: 2587 case GL_DRAW_BUFFER0: 2588 case GL_DRAW_BUFFER1: 2589 case GL_DRAW_BUFFER2: 2590 case GL_DRAW_BUFFER3: 2591 case GL_DRAW_BUFFER4: 2592 case GL_DRAW_BUFFER5: 2593 case GL_DRAW_BUFFER6: 2594 case GL_DRAW_BUFFER7: 2595 case GL_DRAW_BUFFER8: 2596 case GL_DRAW_BUFFER9: 2597 case GL_DRAW_BUFFER10: 2598 case GL_DRAW_BUFFER11: 2599 case GL_DRAW_BUFFER12: 2600 case GL_DRAW_BUFFER13: 2601 case GL_DRAW_BUFFER14: 2602 case GL_DRAW_BUFFER15: 2603 case GL_MAJOR_VERSION: 2604 case GL_MAX_3D_TEXTURE_SIZE: 2605 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2606 case GL_MAX_COLOR_ATTACHMENTS: 2607 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2608 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2609 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2610 case GL_MAX_DRAW_BUFFERS: 2611 case GL_MAX_ELEMENT_INDEX: 2612 case GL_MAX_ELEMENTS_INDICES: 2613 case GL_MAX_ELEMENTS_VERTICES: 2614 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2615 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2616 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2617 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2618 case GL_MAX_SERVER_WAIT_TIMEOUT: 2619 case GL_MAX_TEXTURE_LOD_BIAS: 2620 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2621 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2622 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2623 case GL_MAX_UNIFORM_BLOCK_SIZE: 2624 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2625 case GL_MAX_VARYING_COMPONENTS: 2626 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2627 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2628 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2629 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2630 case GL_MINOR_VERSION: 2631 case GL_NUM_EXTENSIONS: 2632 case GL_NUM_PROGRAM_BINARY_FORMATS: 2633 case GL_PACK_ROW_LENGTH: 2634 case GL_PACK_SKIP_PIXELS: 2635 case GL_PACK_SKIP_ROWS: 2636 case GL_PIXEL_PACK_BUFFER_BINDING: 2637 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2638 case GL_PROGRAM_BINARY_FORMATS: 2639 case GL_READ_BUFFER: 2640 case GL_SAMPLER_BINDING: 2641 case GL_TEXTURE_BINDING_2D_ARRAY: 2642 case GL_UNIFORM_BUFFER_BINDING: 2643 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2644 case GL_UNIFORM_BUFFER_SIZE: 2645 case GL_UNIFORM_BUFFER_START: 2646 case GL_UNPACK_IMAGE_HEIGHT: 2647 case GL_UNPACK_ROW_LENGTH: 2648 case GL_UNPACK_SKIP_IMAGES: 2649 case GL_UNPACK_SKIP_PIXELS: 2650 case GL_UNPACK_SKIP_ROWS: 2651 case GL_VERTEX_ARRAY_BINDING: 2652 case GL_TRANSFORM_FEEDBACK_BINDING: 2653 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2654 { 2655 *type = GL_INT; 2656 *numParams = 1; 2657 } 2658 break; 2659 case GL_MAX_SAMPLES: 2660 { 2661 *type = GL_INT; 2662 *numParams = 1; 2663 } 2664 break; 2665 case GL_MAX_VIEWPORT_DIMS: 2666 { 2667 *type = GL_INT; 2668 *numParams = 2; 2669 } 2670 break; 2671 case GL_VIEWPORT: 2672 case GL_SCISSOR_BOX: 2673 { 2674 *type = GL_INT; 2675 *numParams = 4; 2676 } 2677 break; 2678 case GL_SHADER_COMPILER: 2679 case GL_SAMPLE_COVERAGE_INVERT: 2680 case GL_DEPTH_WRITEMASK: 2681 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2682 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2683 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2684 case GL_SAMPLE_COVERAGE: 2685 case GL_SCISSOR_TEST: 2686 case GL_STENCIL_TEST: 2687 case GL_DEPTH_TEST: 2688 case GL_BLEND: 2689 case GL_DITHER: 2690 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2691 case GL_RASTERIZER_DISCARD: 2692 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2693 case GL_TRANSFORM_FEEDBACK_PAUSED: 2694 { 2695 *type = GL_BOOL; 2696 *numParams = 1; 2697 } 2698 break; 2699 case GL_COLOR_WRITEMASK: 2700 { 2701 *type = GL_BOOL; 2702 *numParams = 4; 2703 } 2704 break; 2705 case GL_POLYGON_OFFSET_FACTOR: 2706 case GL_POLYGON_OFFSET_UNITS: 2707 case GL_SAMPLE_COVERAGE_VALUE: 2708 case GL_DEPTH_CLEAR_VALUE: 2709 case GL_LINE_WIDTH: 2710 { 2711 *type = GL_FLOAT; 2712 *numParams = 1; 2713 } 2714 break; 2715 case GL_ALIASED_LINE_WIDTH_RANGE: 2716 case GL_ALIASED_POINT_SIZE_RANGE: 2717 case GL_DEPTH_RANGE: 2718 { 2719 *type = GL_FLOAT; 2720 *numParams = 2; 2721 } 2722 break; 2723 case GL_COLOR_CLEAR_VALUE: 2724 case GL_BLEND_COLOR: 2725 { 2726 *type = GL_FLOAT; 2727 *numParams = 4; 2728 } 2729 break; 2730 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2731 *type = GL_FLOAT; 2732 *numParams = 1; 2733 break; 2734 default: 2735 return false; 2736 } 2737 2738 return true; 2739} 2740 2741void Context::applyScissor(int width, int height) 2742{ 2743 if(mState.scissorTestEnabled) 2744 { 2745 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2746 scissor.clip(0, 0, width, height); 2747 2748 device->setScissorRect(scissor); 2749 device->setScissorEnable(true); 2750 } 2751 else 2752 { 2753 device->setScissorEnable(false); 2754 } 2755} 2756 2757// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2758bool Context::applyRenderTarget() 2759{ 2760 Framebuffer *framebuffer = getDrawFramebuffer(); 2761 int width, height, samples; 2762 2763 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2764 { 2765 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2766 } 2767 2768 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2769 { 2770 if(framebuffer->getDrawBuffer(i) != GL_NONE) 2771 { 2772 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2773 GLint layer = framebuffer->getColorbufferLayer(i); 2774 device->setRenderTarget(i, renderTarget, layer); 2775 if(renderTarget) renderTarget->release(); 2776 } 2777 else 2778 { 2779 device->setRenderTarget(i, nullptr, 0); 2780 } 2781 } 2782 2783 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 2784 GLint dLayer = framebuffer->getDepthbufferLayer(); 2785 device->setDepthBuffer(depthBuffer, dLayer); 2786 if(depthBuffer) depthBuffer->release(); 2787 2788 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 2789 GLint sLayer = framebuffer->getStencilbufferLayer(); 2790 device->setStencilBuffer(stencilBuffer, sLayer); 2791 if(stencilBuffer) stencilBuffer->release(); 2792 2793 Viewport viewport; 2794 float zNear = clamp01(mState.zNear); 2795 float zFar = clamp01(mState.zFar); 2796 2797 viewport.x0 = mState.viewportX; 2798 viewport.y0 = mState.viewportY; 2799 viewport.width = mState.viewportWidth; 2800 viewport.height = mState.viewportHeight; 2801 viewport.minZ = zNear; 2802 viewport.maxZ = zFar; 2803 2804 device->setViewport(viewport); 2805 2806 applyScissor(width, height); 2807 2808 Program *program = getCurrentProgram(); 2809 2810 if(program) 2811 { 2812 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2813 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2814 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2815 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2816 } 2817 2818 return true; 2819} 2820 2821// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2822void Context::applyState(GLenum drawMode) 2823{ 2824 Framebuffer *framebuffer = getDrawFramebuffer(); 2825 2826 if(mState.cullFaceEnabled) 2827 { 2828 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2829 } 2830 else 2831 { 2832 device->setCullMode(sw::CULL_NONE); 2833 } 2834 2835 if(mDepthStateDirty) 2836 { 2837 if(mState.depthTestEnabled) 2838 { 2839 device->setDepthBufferEnable(true); 2840 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2841 } 2842 else 2843 { 2844 device->setDepthBufferEnable(false); 2845 } 2846 2847 mDepthStateDirty = false; 2848 } 2849 2850 if(mBlendStateDirty) 2851 { 2852 if(mState.blendEnabled) 2853 { 2854 device->setAlphaBlendEnable(true); 2855 device->setSeparateAlphaBlendEnable(true); 2856 2857 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2858 2859 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2860 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2861 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2862 2863 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2864 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2865 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2866 } 2867 else 2868 { 2869 device->setAlphaBlendEnable(false); 2870 } 2871 2872 mBlendStateDirty = false; 2873 } 2874 2875 if(mStencilStateDirty || mFrontFaceDirty) 2876 { 2877 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2878 { 2879 device->setStencilEnable(true); 2880 device->setTwoSidedStencil(true); 2881 2882 // get the maximum size of the stencil ref 2883 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2884 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2885 2886 if(mState.frontFace == GL_CCW) 2887 { 2888 device->setStencilWriteMask(mState.stencilWritemask); 2889 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2890 2891 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2892 device->setStencilMask(mState.stencilMask); 2893 2894 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2895 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2896 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2897 2898 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2899 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2900 2901 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2902 device->setStencilMaskCCW(mState.stencilBackMask); 2903 2904 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2905 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2906 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2907 } 2908 else 2909 { 2910 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2911 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2912 2913 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2914 device->setStencilMaskCCW(mState.stencilMask); 2915 2916 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2917 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2918 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2919 2920 device->setStencilWriteMask(mState.stencilBackWritemask); 2921 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2922 2923 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2924 device->setStencilMask(mState.stencilBackMask); 2925 2926 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2927 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2928 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2929 } 2930 } 2931 else 2932 { 2933 device->setStencilEnable(false); 2934 } 2935 2936 mStencilStateDirty = false; 2937 mFrontFaceDirty = false; 2938 } 2939 2940 if(mMaskStateDirty) 2941 { 2942 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2943 { 2944 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2945 } 2946 2947 device->setDepthWriteEnable(mState.depthMask); 2948 2949 mMaskStateDirty = false; 2950 } 2951 2952 if(mPolygonOffsetStateDirty) 2953 { 2954 if(mState.polygonOffsetFillEnabled) 2955 { 2956 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2957 if(depthbuffer) 2958 { 2959 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2960 float depthBias = ldexp(mState.polygonOffsetUnits, -23); // We use 32-bit floating-point for all depth formats, with 23 mantissa bits. 2961 device->setDepthBias(depthBias); 2962 } 2963 } 2964 else 2965 { 2966 device->setSlopeDepthBias(0); 2967 device->setDepthBias(0); 2968 } 2969 2970 mPolygonOffsetStateDirty = false; 2971 } 2972 2973 if(mSampleStateDirty) 2974 { 2975 if(mState.sampleAlphaToCoverageEnabled) 2976 { 2977 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2978 } 2979 else 2980 { 2981 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2982 } 2983 2984 if(mState.sampleCoverageEnabled) 2985 { 2986 unsigned int mask = 0; 2987 if(mState.sampleCoverageValue != 0) 2988 { 2989 int width, height, samples; 2990 framebuffer->completeness(width, height, samples); 2991 2992 float threshold = 0.5f; 2993 2994 for(int i = 0; i < samples; i++) 2995 { 2996 mask <<= 1; 2997 2998 if((i + 1) * mState.sampleCoverageValue >= threshold) 2999 { 3000 threshold += 1.0f; 3001 mask |= 1; 3002 } 3003 } 3004 } 3005 3006 if(mState.sampleCoverageInvert) 3007 { 3008 mask = ~mask; 3009 } 3010 3011 device->setMultiSampleMask(mask); 3012 } 3013 else 3014 { 3015 device->setMultiSampleMask(0xFFFFFFFF); 3016 } 3017 3018 mSampleStateDirty = false; 3019 } 3020 3021 if(mDitherStateDirty) 3022 { 3023 // UNIMPLEMENTED(); // FIXME 3024 3025 mDitherStateDirty = false; 3026 } 3027 3028 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled); 3029} 3030 3031GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 3032{ 3033 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 3034 3035 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 3036 if(err != GL_NO_ERROR) 3037 { 3038 return err; 3039 } 3040 3041 Program *program = getCurrentProgram(); 3042 3043 device->resetInputStreams(false); 3044 3045 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 3046 { 3047 if(program->getAttributeStream(i) == -1) 3048 { 3049 continue; 3050 } 3051 3052 sw::Resource *resource = attributes[i].vertexBuffer; 3053 const void *buffer = (char*)resource->data() + attributes[i].offset; 3054 3055 int stride = attributes[i].stride; 3056 3057 buffer = (char*)buffer + stride * base; 3058 3059 sw::Stream attribute(resource, buffer, stride); 3060 3061 attribute.type = attributes[i].type; 3062 attribute.count = attributes[i].count; 3063 attribute.normalized = attributes[i].normalized; 3064 3065 int stream = program->getAttributeStream(i); 3066 device->setInputStream(stream, attribute); 3067 } 3068 3069 return GL_NO_ERROR; 3070} 3071 3072// Applies the indices and element array bindings 3073GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 3074{ 3075 GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled()); 3076 3077 if(err == GL_NO_ERROR) 3078 { 3079 device->setIndexBuffer(indexInfo->indexBuffer); 3080 } 3081 3082 return err; 3083} 3084 3085// Applies the shaders and shader constants 3086void Context::applyShaders() 3087{ 3088 Program *programObject = getCurrentProgram(); 3089 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3090 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3091 3092 device->setVertexShader(vertexShader); 3093 device->setPixelShader(pixelShader); 3094 3095 if(programObject->getSerial() != mAppliedProgramSerial) 3096 { 3097 programObject->dirtyAllUniforms(); 3098 mAppliedProgramSerial = programObject->getSerial(); 3099 } 3100 3101 programObject->applyTransformFeedback(device, getTransformFeedback()); 3102 programObject->applyUniformBuffers(device, mState.uniformBuffers); 3103 programObject->applyUniforms(device); 3104} 3105 3106void Context::applyTextures() 3107{ 3108 applyTextures(sw::SAMPLER_PIXEL); 3109 applyTextures(sw::SAMPLER_VERTEX); 3110} 3111 3112void Context::applyTextures(sw::SamplerType samplerType) 3113{ 3114 Program *programObject = getCurrentProgram(); 3115 3116 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3117 3118 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3119 { 3120 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3121 3122 if(textureUnit != -1) 3123 { 3124 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3125 3126 Texture *texture = getSamplerTexture(textureUnit, textureType); 3127 3128 if(texture->isSamplerComplete()) 3129 { 3130 GLenum wrapS, wrapT, wrapR, minFilter, magFilter, compFunc, compMode; 3131 GLfloat minLOD, maxLOD; 3132 3133 Sampler *samplerObject = mState.sampler[textureUnit]; 3134 if(samplerObject) 3135 { 3136 wrapS = samplerObject->getWrapS(); 3137 wrapT = samplerObject->getWrapT(); 3138 wrapR = samplerObject->getWrapR(); 3139 minFilter = samplerObject->getMinFilter(); 3140 magFilter = samplerObject->getMagFilter(); 3141 minLOD = samplerObject->getMinLod(); 3142 maxLOD = samplerObject->getMaxLod(); 3143 compFunc = samplerObject->getCompareFunc(); 3144 compMode = samplerObject->getCompareMode(); 3145 } 3146 else 3147 { 3148 wrapS = texture->getWrapS(); 3149 wrapT = texture->getWrapT(); 3150 wrapR = texture->getWrapR(); 3151 minFilter = texture->getMinFilter(); 3152 magFilter = texture->getMagFilter(); 3153 minLOD = texture->getMinLOD(); 3154 maxLOD = texture->getMaxLOD(); 3155 compFunc = texture->getCompareFunc(); 3156 compMode = texture->getCompareMode(); 3157 } 3158 3159 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3160 GLint baseLevel = texture->getBaseLevel(); 3161 GLint maxLevel = texture->getMaxLevel(); 3162 GLenum swizzleR = texture->getSwizzleR(); 3163 GLenum swizzleG = texture->getSwizzleG(); 3164 GLenum swizzleB = texture->getSwizzleB(); 3165 GLenum swizzleA = texture->getSwizzleA(); 3166 3167 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3168 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3169 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3170 device->setCompareFunc(samplerType, samplerIndex, es2sw::ConvertCompareFunc(compFunc, compMode)); 3171 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3172 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3173 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3174 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3175 device->setMinLod(samplerType, samplerIndex, minLOD); 3176 device->setMaxLod(samplerType, samplerIndex, maxLOD); 3177 device->setBaseLevel(samplerType, samplerIndex, baseLevel); 3178 device->setMaxLevel(samplerType, samplerIndex, maxLevel); 3179 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3180 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3181 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3182 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST); 3183 3184 applyTexture(samplerType, samplerIndex, texture); 3185 } 3186 else 3187 { 3188 applyTexture(samplerType, samplerIndex, nullptr); 3189 } 3190 } 3191 else 3192 { 3193 applyTexture(samplerType, samplerIndex, nullptr); 3194 } 3195 } 3196} 3197 3198void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3199{ 3200 Program *program = getCurrentProgram(); 3201 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3202 bool textureUsed = false; 3203 3204 if(type == sw::SAMPLER_PIXEL) 3205 { 3206 textureUsed = program->getPixelShader()->usesSampler(index); 3207 } 3208 else if(type == sw::SAMPLER_VERTEX) 3209 { 3210 textureUsed = program->getVertexShader()->usesSampler(index); 3211 } 3212 else UNREACHABLE(type); 3213 3214 sw::Resource *resource = nullptr; 3215 3216 if(baseTexture && textureUsed) 3217 { 3218 resource = baseTexture->getResource(); 3219 } 3220 3221 device->setTextureResource(sampler, resource); 3222 3223 if(baseTexture && textureUsed) 3224 { 3225 int baseLevel = baseTexture->getBaseLevel(); 3226 int maxLevel = std::min(baseTexture->getTopLevel(), baseTexture->getMaxLevel()); 3227 3228 switch(baseTexture->getTarget()) 3229 { 3230 case GL_TEXTURE_2D: 3231 case GL_TEXTURE_EXTERNAL_OES: 3232 case GL_TEXTURE_RECTANGLE_ARB: 3233 { 3234 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3235 3236 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3237 { 3238 int surfaceLevel = mipmapLevel + baseLevel; 3239 3240 if(surfaceLevel > maxLevel) 3241 { 3242 surfaceLevel = maxLevel; 3243 } 3244 3245 egl::Image *surface = texture->getImage(surfaceLevel); 3246 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3247 } 3248 } 3249 break; 3250 case GL_TEXTURE_3D: 3251 { 3252 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3253 3254 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3255 { 3256 int surfaceLevel = mipmapLevel + baseLevel; 3257 3258 if(surfaceLevel > maxLevel) 3259 { 3260 surfaceLevel = maxLevel; 3261 } 3262 3263 egl::Image *surface = texture->getImage(surfaceLevel); 3264 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3265 } 3266 } 3267 break; 3268 case GL_TEXTURE_2D_ARRAY: 3269 { 3270 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3271 3272 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3273 { 3274 int surfaceLevel = mipmapLevel + baseLevel; 3275 3276 if(surfaceLevel > maxLevel) 3277 { 3278 surfaceLevel = maxLevel; 3279 } 3280 3281 egl::Image *surface = texture->getImage(surfaceLevel); 3282 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3283 } 3284 } 3285 break; 3286 case GL_TEXTURE_CUBE_MAP: 3287 { 3288 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3289 3290 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3291 { 3292 cubeTexture->updateBorders(mipmapLevel); 3293 3294 for(int face = 0; face < 6; face++) 3295 { 3296 int surfaceLevel = mipmapLevel + baseLevel; 3297 3298 if(surfaceLevel > maxLevel) 3299 { 3300 surfaceLevel = maxLevel; 3301 } 3302 3303 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3304 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3305 } 3306 } 3307 } 3308 break; 3309 default: 3310 UNIMPLEMENTED(); 3311 break; 3312 } 3313 } 3314 else 3315 { 3316 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3317 } 3318} 3319 3320void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3321{ 3322 Framebuffer *framebuffer = getReadFramebuffer(); 3323 int framebufferWidth, framebufferHeight, framebufferSamples; 3324 3325 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3326 { 3327 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3328 } 3329 3330 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3331 { 3332 return error(GL_INVALID_OPERATION); 3333 } 3334 3335 if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion)) 3336 { 3337 return error(GL_INVALID_OPERATION); 3338 } 3339 3340 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width; 3341 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment); 3342 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3343 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3344 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels); 3345 3346 // Sized query sanity check 3347 if(bufSize) 3348 { 3349 int requiredSize = outputPitch * height; 3350 if(requiredSize > *bufSize) 3351 { 3352 return error(GL_INVALID_OPERATION); 3353 } 3354 } 3355 3356 egl::Image *renderTarget = nullptr; 3357 switch(format) 3358 { 3359 case GL_DEPTH_COMPONENT: // GL_NV_read_depth 3360 renderTarget = framebuffer->getDepthBuffer(); 3361 break; 3362 default: 3363 renderTarget = framebuffer->getReadRenderTarget(); 3364 break; 3365 } 3366 3367 if(!renderTarget) 3368 { 3369 return error(GL_INVALID_OPERATION); 3370 } 3371 3372 sw::RectF rect((float)x, (float)y, (float)(x + width), (float)(y + height)); 3373 sw::Rect dstRect(0, 0, width, height); 3374 rect.clip(0.0f, 0.0f, (float)renderTarget->getWidth(), (float)renderTarget->getHeight()); 3375 3376 sw::Surface *externalSurface = sw::Surface::create(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3377 sw::SliceRectF sliceRect(rect); 3378 sw::SliceRect dstSliceRect(dstRect); 3379 device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false, false, false); 3380 delete externalSurface; 3381 3382 renderTarget->release(); 3383} 3384 3385void Context::clear(GLbitfield mask) 3386{ 3387 if(mState.rasterizerDiscardEnabled) 3388 { 3389 return; 3390 } 3391 3392 Framebuffer *framebuffer = getDrawFramebuffer(); 3393 3394 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3395 { 3396 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3397 } 3398 3399 if(!applyRenderTarget()) 3400 { 3401 return; 3402 } 3403 3404 if(mask & GL_COLOR_BUFFER_BIT) 3405 { 3406 unsigned int rgbaMask = getColorMask(); 3407 3408 if(rgbaMask != 0) 3409 { 3410 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3411 } 3412 } 3413 3414 if(mask & GL_DEPTH_BUFFER_BIT) 3415 { 3416 if(mState.depthMask != 0) 3417 { 3418 float depth = clamp01(mState.depthClearValue); 3419 device->clearDepth(depth); 3420 } 3421 } 3422 3423 if(mask & GL_STENCIL_BUFFER_BIT) 3424 { 3425 if(mState.stencilWritemask != 0) 3426 { 3427 int stencil = mState.stencilClearValue & 0x000000FF; 3428 device->clearStencil(stencil, mState.stencilWritemask); 3429 } 3430 } 3431} 3432 3433void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3434{ 3435 unsigned int rgbaMask = getColorMask(); 3436 if(rgbaMask && !mState.rasterizerDiscardEnabled) 3437 { 3438 Framebuffer *framebuffer = getDrawFramebuffer(); 3439 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer); 3440 3441 if(colorbuffer) 3442 { 3443 sw::Rect clearRect = colorbuffer->getRect(); 3444 3445 if(mState.scissorTestEnabled) 3446 { 3447 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3448 } 3449 3450 device->clear(value, format, colorbuffer, clearRect, rgbaMask); 3451 3452 colorbuffer->release(); 3453 } 3454 } 3455} 3456 3457void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3458{ 3459 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3460} 3461 3462void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3463{ 3464 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3465} 3466 3467void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3468{ 3469 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3470} 3471 3472void Context::clearDepthBuffer(const GLfloat value) 3473{ 3474 if(mState.depthMask && !mState.rasterizerDiscardEnabled) 3475 { 3476 Framebuffer *framebuffer = getDrawFramebuffer(); 3477 egl::Image *depthbuffer = framebuffer->getDepthBuffer(); 3478 3479 if(depthbuffer) 3480 { 3481 float depth = clamp01(value); 3482 sw::Rect clearRect = depthbuffer->getRect(); 3483 3484 if(mState.scissorTestEnabled) 3485 { 3486 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3487 } 3488 3489 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3490 3491 depthbuffer->release(); 3492 } 3493 } 3494} 3495 3496void Context::clearStencilBuffer(const GLint value) 3497{ 3498 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled) 3499 { 3500 Framebuffer *framebuffer = getDrawFramebuffer(); 3501 egl::Image *stencilbuffer = framebuffer->getStencilBuffer(); 3502 3503 if(stencilbuffer) 3504 { 3505 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF); 3506 sw::Rect clearRect = stencilbuffer->getRect(); 3507 3508 if(mState.scissorTestEnabled) 3509 { 3510 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3511 } 3512 3513 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3514 3515 stencilbuffer->release(); 3516 } 3517 } 3518} 3519 3520void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3521{ 3522 sw::DrawType primitiveType; 3523 int primitiveCount; 3524 int verticesPerPrimitive; 3525 3526 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive)) 3527 { 3528 return error(GL_INVALID_ENUM); 3529 } 3530 3531 if(!applyRenderTarget()) 3532 { 3533 return; 3534 } 3535 3536 applyState(mode); 3537 3538 for(int i = 0; i < instanceCount; ++i) 3539 { 3540 device->setInstanceID(i); 3541 3542 GLenum err = applyVertexBuffer(0, first, count, i); 3543 if(err != GL_NO_ERROR) 3544 { 3545 return error(err); 3546 } 3547 3548 if(!mState.currentProgram) 3549 { 3550 return; 3551 } 3552 3553 applyShaders(); 3554 applyTextures(); 3555 3556 if(!getCurrentProgram()->validateSamplers(false)) 3557 { 3558 return error(GL_INVALID_OPERATION); 3559 } 3560 3561 if(primitiveCount <= 0) 3562 { 3563 return; 3564 } 3565 3566 TransformFeedback* transformFeedback = getTransformFeedback(); 3567 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3568 { 3569 device->drawPrimitive(primitiveType, primitiveCount); 3570 } 3571 if(transformFeedback) 3572 { 3573 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3574 } 3575 } 3576} 3577 3578void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3579{ 3580 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3581 { 3582 return error(GL_INVALID_OPERATION); 3583 } 3584 3585 GLenum internalMode = mode; 3586 if(isPrimitiveRestartFixedIndexEnabled()) 3587 { 3588 switch(mode) 3589 { 3590 case GL_TRIANGLE_FAN: 3591 case GL_TRIANGLE_STRIP: 3592 internalMode = GL_TRIANGLES; 3593 break; 3594 case GL_LINE_LOOP: 3595 case GL_LINE_STRIP: 3596 internalMode = GL_LINES; 3597 break; 3598 default: 3599 break; 3600 } 3601 } 3602 3603 sw::DrawType primitiveType; 3604 int primitiveCount; 3605 int verticesPerPrimitive; 3606 3607 if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive)) 3608 { 3609 return error(GL_INVALID_ENUM); 3610 } 3611 3612 if(!applyRenderTarget()) 3613 { 3614 return; 3615 } 3616 3617 TranslatedIndexData indexInfo(primitiveCount); 3618 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3619 if(err != GL_NO_ERROR) 3620 { 3621 return error(err); 3622 } 3623 3624 applyState(internalMode); 3625 3626 for(int i = 0; i < instanceCount; ++i) 3627 { 3628 device->setInstanceID(i); 3629 3630 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3631 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3632 if(err != GL_NO_ERROR) 3633 { 3634 return error(err); 3635 } 3636 3637 if(!mState.currentProgram) 3638 { 3639 return; 3640 } 3641 3642 applyShaders(); 3643 applyTextures(); 3644 3645 if(!getCurrentProgram()->validateSamplers(false)) 3646 { 3647 return error(GL_INVALID_OPERATION); 3648 } 3649 3650 if(primitiveCount <= 0) 3651 { 3652 return; 3653 } 3654 3655 TransformFeedback* transformFeedback = getTransformFeedback(); 3656 if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3657 { 3658 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount); 3659 } 3660 if(transformFeedback) 3661 { 3662 transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive); 3663 } 3664 } 3665} 3666 3667void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect) 3668{ 3669 sw::SliceRectF sRectF((float)sRect.x0, (float)sRect.y0, (float)sRect.x1, (float)sRect.y1, sRect.slice); 3670 device->blit(source, sRectF, dest, dRect, false); 3671} 3672 3673void Context::finish() 3674{ 3675 device->finish(); 3676} 3677 3678void Context::flush() 3679{ 3680 // We don't queue anything without processing it as fast as possible 3681} 3682 3683void Context::recordInvalidEnum() 3684{ 3685 mInvalidEnum = true; 3686} 3687 3688void Context::recordInvalidValue() 3689{ 3690 mInvalidValue = true; 3691} 3692 3693void Context::recordInvalidOperation() 3694{ 3695 mInvalidOperation = true; 3696} 3697 3698void Context::recordOutOfMemory() 3699{ 3700 mOutOfMemory = true; 3701} 3702 3703void Context::recordInvalidFramebufferOperation() 3704{ 3705 mInvalidFramebufferOperation = true; 3706} 3707 3708// Get one of the recorded errors and clear its flag, if any. 3709// [OpenGL ES 2.0.24] section 2.5 page 13. 3710GLenum Context::getError() 3711{ 3712 if(mInvalidEnum) 3713 { 3714 mInvalidEnum = false; 3715 3716 return GL_INVALID_ENUM; 3717 } 3718 3719 if(mInvalidValue) 3720 { 3721 mInvalidValue = false; 3722 3723 return GL_INVALID_VALUE; 3724 } 3725 3726 if(mInvalidOperation) 3727 { 3728 mInvalidOperation = false; 3729 3730 return GL_INVALID_OPERATION; 3731 } 3732 3733 if(mOutOfMemory) 3734 { 3735 mOutOfMemory = false; 3736 3737 return GL_OUT_OF_MEMORY; 3738 } 3739 3740 if(mInvalidFramebufferOperation) 3741 { 3742 mInvalidFramebufferOperation = false; 3743 3744 return GL_INVALID_FRAMEBUFFER_OPERATION; 3745 } 3746 3747 return GL_NO_ERROR; 3748} 3749 3750int Context::getSupportedMultisampleCount(int requested) 3751{ 3752 int supported = 0; 3753 3754 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3755 { 3756 if(supported >= requested) 3757 { 3758 return supported; 3759 } 3760 3761 supported = multisampleCount[i]; 3762 } 3763 3764 return supported; 3765} 3766 3767void Context::detachBuffer(GLuint buffer) 3768{ 3769 // [OpenGL ES 2.0.24] section 2.9 page 22: 3770 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3771 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3772 3773 if(mState.copyReadBuffer.name() == buffer) 3774 { 3775 mState.copyReadBuffer = nullptr; 3776 } 3777 3778 if(mState.copyWriteBuffer.name() == buffer) 3779 { 3780 mState.copyWriteBuffer = nullptr; 3781 } 3782 3783 if(mState.pixelPackBuffer.name() == buffer) 3784 { 3785 mState.pixelPackBuffer = nullptr; 3786 } 3787 3788 if(mState.pixelUnpackBuffer.name() == buffer) 3789 { 3790 mState.pixelUnpackBuffer = nullptr; 3791 } 3792 3793 if(mState.genericUniformBuffer.name() == buffer) 3794 { 3795 mState.genericUniformBuffer = nullptr; 3796 } 3797 3798 if(getArrayBufferName() == buffer) 3799 { 3800 mState.arrayBuffer = nullptr; 3801 } 3802 3803 // Only detach from the current transform feedback 3804 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3805 if(currentTransformFeedback) 3806 { 3807 currentTransformFeedback->detachBuffer(buffer); 3808 } 3809 3810 // Only detach from the current vertex array 3811 VertexArray* currentVertexArray = getCurrentVertexArray(); 3812 if(currentVertexArray) 3813 { 3814 currentVertexArray->detachBuffer(buffer); 3815 } 3816 3817 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3818 { 3819 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3820 { 3821 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 3822 } 3823 } 3824} 3825 3826void Context::detachTexture(GLuint texture) 3827{ 3828 // [OpenGL ES 2.0.24] section 3.8 page 84: 3829 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3830 // rebound to texture object zero 3831 3832 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3833 { 3834 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3835 { 3836 if(mState.samplerTexture[type][sampler].name() == texture) 3837 { 3838 mState.samplerTexture[type][sampler] = nullptr; 3839 } 3840 } 3841 } 3842 3843 // [OpenGL ES 2.0.24] section 4.4 page 112: 3844 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3845 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3846 // image was attached in the currently bound framebuffer. 3847 3848 Framebuffer *readFramebuffer = getReadFramebuffer(); 3849 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3850 3851 if(readFramebuffer) 3852 { 3853 readFramebuffer->detachTexture(texture); 3854 } 3855 3856 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3857 { 3858 drawFramebuffer->detachTexture(texture); 3859 } 3860} 3861 3862void Context::detachFramebuffer(GLuint framebuffer) 3863{ 3864 // [OpenGL ES 2.0.24] section 4.4 page 107: 3865 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3866 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3867 3868 if(mState.readFramebuffer == framebuffer) 3869 { 3870 bindReadFramebuffer(0); 3871 } 3872 3873 if(mState.drawFramebuffer == framebuffer) 3874 { 3875 bindDrawFramebuffer(0); 3876 } 3877} 3878 3879void Context::detachRenderbuffer(GLuint renderbuffer) 3880{ 3881 // [OpenGL ES 2.0.24] section 4.4 page 109: 3882 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3883 // had been executed with the target RENDERBUFFER and name of zero. 3884 3885 if(mState.renderbuffer.name() == renderbuffer) 3886 { 3887 bindRenderbuffer(0); 3888 } 3889 3890 // [OpenGL ES 2.0.24] section 4.4 page 111: 3891 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3892 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3893 // point to which this image was attached in the currently bound framebuffer. 3894 3895 Framebuffer *readFramebuffer = getReadFramebuffer(); 3896 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3897 3898 if(readFramebuffer) 3899 { 3900 readFramebuffer->detachRenderbuffer(renderbuffer); 3901 } 3902 3903 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3904 { 3905 drawFramebuffer->detachRenderbuffer(renderbuffer); 3906 } 3907} 3908 3909void Context::detachSampler(GLuint sampler) 3910{ 3911 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3912 // If a sampler object that is currently bound to one or more texture units is 3913 // deleted, it is as though BindSampler is called once for each texture unit to 3914 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3915 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3916 { 3917 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3918 if(samplerBinding.name() == sampler) 3919 { 3920 samplerBinding = nullptr; 3921 } 3922 } 3923} 3924 3925bool Context::cullSkipsDraw(GLenum drawMode) 3926{ 3927 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3928} 3929 3930bool Context::isTriangleMode(GLenum drawMode) 3931{ 3932 switch(drawMode) 3933 { 3934 case GL_TRIANGLES: 3935 case GL_TRIANGLE_FAN: 3936 case GL_TRIANGLE_STRIP: 3937 return true; 3938 case GL_POINTS: 3939 case GL_LINES: 3940 case GL_LINE_LOOP: 3941 case GL_LINE_STRIP: 3942 return false; 3943 default: UNREACHABLE(drawMode); 3944 } 3945 3946 return false; 3947} 3948 3949void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3950{ 3951 ASSERT(index < MAX_VERTEX_ATTRIBS); 3952 3953 mState.vertexAttribute[index].setCurrentValue(values); 3954 3955 mVertexDataManager->dirtyCurrentValue(index); 3956} 3957 3958void Context::setVertexAttrib(GLuint index, const GLint *values) 3959{ 3960 ASSERT(index < MAX_VERTEX_ATTRIBS); 3961 3962 mState.vertexAttribute[index].setCurrentValue(values); 3963 3964 mVertexDataManager->dirtyCurrentValue(index); 3965} 3966 3967void Context::setVertexAttrib(GLuint index, const GLuint *values) 3968{ 3969 ASSERT(index < MAX_VERTEX_ATTRIBS); 3970 3971 mState.vertexAttribute[index].setCurrentValue(values); 3972 3973 mVertexDataManager->dirtyCurrentValue(index); 3974} 3975 3976void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3977 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3978 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit) 3979{ 3980 Framebuffer *readFramebuffer = getReadFramebuffer(); 3981 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3982 3983 int readBufferWidth, readBufferHeight, readBufferSamples; 3984 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3985 3986 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3987 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3988 { 3989 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3990 } 3991 3992 if(drawBufferSamples > 1) 3993 { 3994 return error(GL_INVALID_OPERATION); 3995 } 3996 3997 sw::SliceRect sourceRect; 3998 sw::SliceRect destRect; 3999 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 4000 bool flipY = (srcY0 < srcY1) ^ (dstY0 < dstY1); 4001 4002 if(srcX0 < srcX1) 4003 { 4004 sourceRect.x0 = srcX0; 4005 sourceRect.x1 = srcX1; 4006 } 4007 else 4008 { 4009 sourceRect.x0 = srcX1; 4010 sourceRect.x1 = srcX0; 4011 } 4012 4013 if(dstX0 < dstX1) 4014 { 4015 destRect.x0 = dstX0; 4016 destRect.x1 = dstX1; 4017 } 4018 else 4019 { 4020 destRect.x0 = dstX1; 4021 destRect.x1 = dstX0; 4022 } 4023 4024 if(srcY0 < srcY1) 4025 { 4026 sourceRect.y0 = srcY0; 4027 sourceRect.y1 = srcY1; 4028 } 4029 else 4030 { 4031 sourceRect.y0 = srcY1; 4032 sourceRect.y1 = srcY0; 4033 } 4034 4035 if(dstY0 < dstY1) 4036 { 4037 destRect.y0 = dstY0; 4038 destRect.y1 = dstY1; 4039 } 4040 else 4041 { 4042 destRect.y0 = dstY1; 4043 destRect.y1 = dstY0; 4044 } 4045 4046 sw::RectF sourceScissoredRect(static_cast<float>(sourceRect.x0), static_cast<float>(sourceRect.y0), 4047 static_cast<float>(sourceRect.x1), static_cast<float>(sourceRect.y1)); 4048 sw::Rect destScissoredRect = destRect; 4049 4050 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 4051 { 4052 sw::Rect scissorRect(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 4053 Device::ClipDstRect(sourceScissoredRect, destScissoredRect, scissorRect, flipX, flipY); 4054 } 4055 4056 sw::SliceRectF sourceTrimmedRect = sourceScissoredRect; 4057 sw::SliceRect destTrimmedRect = destScissoredRect; 4058 4059 // The source & destination rectangles also may need to be trimmed if 4060 // they fall out of the bounds of the actual draw and read surfaces. 4061 sw::Rect sourceTrimRect(0, 0, readBufferWidth, readBufferHeight); 4062 Device::ClipSrcRect(sourceTrimmedRect, destTrimmedRect, sourceTrimRect, flipX, flipY); 4063 4064 sw::Rect destTrimRect(0, 0, drawBufferWidth, drawBufferHeight); 4065 Device::ClipDstRect(sourceTrimmedRect, destTrimmedRect, destTrimRect, flipX, flipY); 4066 4067 bool partialBufferCopy = false; 4068 4069 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4070 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4071 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4072 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4073 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4074 { 4075 partialBufferCopy = true; 4076 } 4077 4078 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1); 4079 bool blitRenderTarget = false; 4080 bool blitDepth = false; 4081 bool blitStencil = false; 4082 4083 if(mask & GL_COLOR_BUFFER_BIT) 4084 { 4085 GLenum readColorbufferType = readFramebuffer->getReadBufferType(); 4086 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0); 4087 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType); 4088 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType); 4089 if(!validReadType || !validDrawType) 4090 { 4091 return error(GL_INVALID_OPERATION); 4092 } 4093 4094 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds) 4095 { 4096 return error(GL_INVALID_OPERATION); 4097 } 4098 4099 // The GL ES 3.0.2 spec (pg 193) states that: 4100 // 1) If the read buffer is fixed point format, the draw buffer must be as well 4101 // 2) If the read buffer is an unsigned integer format, the draw buffer must be 4102 // as well 4103 // 3) If the read buffer is a signed integer format, the draw buffer must be as 4104 // well 4105 es2::Renderbuffer *readRenderbuffer = readFramebuffer->getReadColorbuffer(); 4106 es2::Renderbuffer *drawRenderbuffer = drawFramebuffer->getColorbuffer(0); 4107 GLint readFormat = readRenderbuffer->getFormat(); 4108 GLint drawFormat = drawRenderbuffer->getFormat(); 4109 GLenum readComponentType = GetComponentType(readFormat, GL_COLOR_ATTACHMENT0); 4110 GLenum drawComponentType = GetComponentType(drawFormat, GL_COLOR_ATTACHMENT0); 4111 bool readFixedPoint = ((readComponentType == GL_UNSIGNED_NORMALIZED) || 4112 (readComponentType == GL_SIGNED_NORMALIZED)); 4113 bool drawFixedPoint = ((drawComponentType == GL_UNSIGNED_NORMALIZED) || 4114 (drawComponentType == GL_SIGNED_NORMALIZED)); 4115 bool readFixedOrFloat = (readFixedPoint || (readComponentType == GL_FLOAT)); 4116 bool drawFixedOrFloat = (drawFixedPoint || (drawComponentType == GL_FLOAT)); 4117 4118 if(readFixedOrFloat != drawFixedOrFloat) 4119 { 4120 return error(GL_INVALID_OPERATION); 4121 } 4122 4123 if((readComponentType == GL_UNSIGNED_INT) && (drawComponentType != GL_UNSIGNED_INT)) 4124 { 4125 return error(GL_INVALID_OPERATION); 4126 } 4127 4128 if((readComponentType == GL_INT) && (drawComponentType != GL_INT)) 4129 { 4130 return error(GL_INVALID_OPERATION); 4131 } 4132 4133 // Cannot filter integer data 4134 if(((readComponentType == GL_UNSIGNED_INT) || (readComponentType == GL_INT)) && filter) 4135 { 4136 return error(GL_INVALID_OPERATION); 4137 } 4138 4139 if((readRenderbuffer->getSamples() > 0) && 4140 (readRenderbuffer->getFormat() != drawRenderbuffer->getFormat())) 4141 { 4142 return error(GL_INVALID_OPERATION); 4143 } 4144 4145 blitRenderTarget = true; 4146 } 4147 4148 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4149 { 4150 Renderbuffer *readDSBuffer = nullptr; 4151 Renderbuffer *drawDSBuffer = nullptr; 4152 4153 if(mask & GL_DEPTH_BUFFER_BIT) 4154 { 4155 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4156 { 4157 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType(); 4158 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType(); 4159 if((readDepthBufferType != drawDepthBufferType) && 4160 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType))) 4161 { 4162 return error(GL_INVALID_OPERATION); 4163 } 4164 4165 blitDepth = true; 4166 readDSBuffer = readFramebuffer->getDepthbuffer(); 4167 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4168 4169 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat()) 4170 { 4171 return error(GL_INVALID_OPERATION); 4172 } 4173 } 4174 } 4175 4176 if(mask & GL_STENCIL_BUFFER_BIT) 4177 { 4178 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4179 { 4180 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType(); 4181 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType(); 4182 if((readStencilBufferType != drawStencilBufferType) && 4183 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType))) 4184 { 4185 return error(GL_INVALID_OPERATION); 4186 } 4187 4188 blitStencil = true; 4189 readDSBuffer = readFramebuffer->getStencilbuffer(); 4190 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4191 4192 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat()) 4193 { 4194 return error(GL_INVALID_OPERATION); 4195 } 4196 } 4197 } 4198 4199 if(partialBufferCopy && !allowPartialDepthStencilBlit) 4200 { 4201 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit."); 4202 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4203 } 4204 4205 // OpenGL ES 3.0.4 spec, p.199: 4206 // ...an INVALID_OPERATION error is generated if the formats of the read 4207 // and draw framebuffers are not identical or if the source and destination 4208 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds. 4209 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an 4210 // INVALID_OPERATION error is generated. 4211 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4212 ((readDSBuffer && readDSBuffer->getSamples() > 1) && 4213 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat())))) 4214 { 4215 return error(GL_INVALID_OPERATION); 4216 } 4217 } 4218 4219 if(blitRenderTarget || blitDepth || blitStencil) 4220 { 4221 if(flipX) 4222 { 4223 swap(destTrimmedRect.x0, destTrimmedRect.x1); 4224 } 4225 if(flipY) 4226 { 4227 swap(destTrimmedRect.y0, destTrimmedRect.y1); 4228 } 4229 4230 if(blitRenderTarget) 4231 { 4232 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4233 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4234 4235 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER); 4236 4237 readRenderTarget->release(); 4238 drawRenderTarget->release(); 4239 4240 if(!success) 4241 { 4242 ERR("BlitFramebuffer failed."); 4243 return; 4244 } 4245 } 4246 4247 if(blitDepth) 4248 { 4249 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer(); 4250 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer(); 4251 4252 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER); 4253 4254 readRenderTarget->release(); 4255 drawRenderTarget->release(); 4256 4257 if(!success) 4258 { 4259 ERR("BlitFramebuffer failed."); 4260 return; 4261 } 4262 } 4263 4264 if(blitStencil) 4265 { 4266 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer(); 4267 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer(); 4268 4269 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER); 4270 4271 readRenderTarget->release(); 4272 drawRenderTarget->release(); 4273 4274 if(!success) 4275 { 4276 ERR("BlitFramebuffer failed."); 4277 return; 4278 } 4279 } 4280 } 4281} 4282 4283void Context::bindTexImage(gl::Surface *surface) 4284{ 4285 es2::Texture2D *textureObject = getTexture2D(); 4286 4287 if(textureObject) 4288 { 4289 textureObject->bindTexImage(surface); 4290 } 4291} 4292 4293EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4294{ 4295 GLenum textureTarget = GL_NONE; 4296 4297 switch(target) 4298 { 4299 case EGL_GL_TEXTURE_2D_KHR: 4300 textureTarget = GL_TEXTURE_2D; 4301 break; 4302 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4303 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4304 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4305 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4306 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4307 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4308 textureTarget = GL_TEXTURE_CUBE_MAP; 4309 break; 4310 case EGL_GL_RENDERBUFFER_KHR: 4311 break; 4312 default: 4313 return EGL_BAD_PARAMETER; 4314 } 4315 4316 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4317 { 4318 return EGL_BAD_MATCH; 4319 } 4320 4321 if(textureTarget != GL_NONE) 4322 { 4323 es2::Texture *texture = getTexture(name); 4324 4325 if(!texture || texture->getTarget() != textureTarget) 4326 { 4327 return EGL_BAD_PARAMETER; 4328 } 4329 4330 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4331 { 4332 return EGL_BAD_ACCESS; 4333 } 4334 4335 if(textureLevel != 0 && !texture->isSamplerComplete()) 4336 { 4337 return EGL_BAD_PARAMETER; 4338 } 4339 4340 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getTopLevel() == 0)) 4341 { 4342 return EGL_BAD_PARAMETER; 4343 } 4344 } 4345 else if(target == EGL_GL_RENDERBUFFER_KHR) 4346 { 4347 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4348 4349 if(!renderbuffer) 4350 { 4351 return EGL_BAD_PARAMETER; 4352 } 4353 4354 if(renderbuffer->isShared()) // Already an EGLImage sibling 4355 { 4356 return EGL_BAD_ACCESS; 4357 } 4358 } 4359 else UNREACHABLE(target); 4360 4361 return EGL_SUCCESS; 4362} 4363 4364egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4365{ 4366 GLenum textureTarget = GL_NONE; 4367 4368 switch(target) 4369 { 4370 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4371 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4372 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4373 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4374 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4375 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4376 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4377 } 4378 4379 if(textureTarget != GL_NONE) 4380 { 4381 es2::Texture *texture = getTexture(name); 4382 4383 return texture->createSharedImage(textureTarget, textureLevel); 4384 } 4385 else if(target == EGL_GL_RENDERBUFFER_KHR) 4386 { 4387 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4388 4389 return renderbuffer->createSharedImage(); 4390 } 4391 else UNREACHABLE(target); 4392 4393 return nullptr; 4394} 4395 4396egl::Image *Context::getSharedImage(GLeglImageOES image) 4397{ 4398 return display->getSharedImage(image); 4399} 4400 4401Device *Context::getDevice() 4402{ 4403 return device; 4404} 4405 4406const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const 4407{ 4408 // Keep list sorted in following order: 4409 // OES extensions 4410 // EXT extensions 4411 // Vendor extensions 4412 static const char *es2extensions[] = 4413 { 4414 "GL_OES_compressed_ETC1_RGB8_texture", 4415 "GL_OES_depth24", 4416 "GL_OES_depth32", 4417 "GL_OES_depth_texture", 4418 "GL_OES_depth_texture_cube_map", 4419 "GL_OES_EGL_image", 4420 "GL_OES_EGL_image_external", 4421 "GL_OES_EGL_sync", 4422 "GL_OES_element_index_uint", 4423 "GL_OES_framebuffer_object", 4424 "GL_OES_packed_depth_stencil", 4425 "GL_OES_rgb8_rgba8", 4426 "GL_OES_standard_derivatives", 4427 "GL_OES_texture_float", 4428 "GL_OES_texture_float_linear", 4429 "GL_OES_texture_half_float", 4430 "GL_OES_texture_half_float_linear", 4431 "GL_OES_texture_npot", 4432 "GL_OES_texture_3D", 4433 "GL_OES_vertex_half_float", 4434 "GL_EXT_blend_minmax", 4435 "GL_EXT_color_buffer_half_float", 4436 "GL_EXT_draw_buffers", 4437 "GL_EXT_instanced_arrays", 4438 "GL_EXT_occlusion_query_boolean", 4439 "GL_EXT_read_format_bgra", 4440 "GL_EXT_texture_compression_dxt1", 4441 "GL_EXT_texture_filter_anisotropic", 4442 "GL_EXT_texture_format_BGRA8888", 4443 "GL_EXT_texture_rg", 4444#if (ASTC_SUPPORT) 4445 "GL_KHR_texture_compression_astc_hdr", 4446 "GL_KHR_texture_compression_astc_ldr", 4447#endif 4448 "GL_ARB_texture_rectangle", 4449 "GL_ANGLE_framebuffer_blit", 4450 "GL_ANGLE_framebuffer_multisample", 4451 "GL_ANGLE_instanced_arrays", 4452 "GL_ANGLE_texture_compression_dxt3", 4453 "GL_ANGLE_texture_compression_dxt5", 4454 //"GL_APPLE_texture_format_BGRA8888", 4455 "GL_CHROMIUM_texture_filtering_hint", 4456 "GL_NV_fence", 4457 "GL_NV_framebuffer_blit", 4458 "GL_NV_read_depth", 4459 }; 4460 4461 // Extensions exclusive to OpenGL ES 3.0 and above. 4462 static const char *es3extensions[] = 4463 { 4464 "GL_EXT_color_buffer_float", 4465 }; 4466 4467 GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]); 4468 GLuint numExtensions = numES2extensions; 4469 4470 if(clientVersion >= 3) 4471 { 4472 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]); 4473 } 4474 4475 if(numExt) 4476 { 4477 *numExt = numExtensions; 4478 4479 return nullptr; 4480 } 4481 4482 if(index == GL_INVALID_INDEX) 4483 { 4484 static std::string extensionsCat; 4485 4486 if(extensionsCat.empty() && (numExtensions > 0)) 4487 { 4488 for(const char *extension : es2extensions) 4489 { 4490 extensionsCat += std::string(extension) + " "; 4491 } 4492 4493 if(clientVersion >= 3) 4494 { 4495 for(const char *extension : es3extensions) 4496 { 4497 extensionsCat += std::string(extension) + " "; 4498 } 4499 } 4500 } 4501 4502 return (const GLubyte*)extensionsCat.c_str(); 4503 } 4504 4505 if(index >= numExtensions) 4506 { 4507 return nullptr; 4508 } 4509 4510 if(index < numES2extensions) 4511 { 4512 return (const GLubyte*)es2extensions[index]; 4513 } 4514 else 4515 { 4516 return (const GLubyte*)es3extensions[index - numES2extensions]; 4517 } 4518} 4519 4520} 4521 4522NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config) 4523{ 4524 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4525 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config); 4526} 4527