Context.cpp revision 3345779efe02333697e4761f67bf6e047a784307
1// Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2// 3// Licensed under the Apache License, Version 2.0 (the "License"); 4// you may not use this file except in compliance with the License. 5// You may obtain a copy of the License at 6// 7// http://www.apache.org/licenses/LICENSE-2.0 8// 9// Unless required by applicable law or agreed to in writing, software 10// distributed under the License is distributed on an "AS IS" BASIS, 11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12// See the License for the specific language governing permissions and 13// limitations under the License. 14 15// Context.cpp: Implements the es2::Context class, managing all GL state and performing 16// rendering operations. It is the GLES2 specific implementation of EGLContext. 17 18#include "Context.h" 19 20#include "main.h" 21#include "mathutil.h" 22#include "utilities.h" 23#include "ResourceManager.h" 24#include "Buffer.h" 25#include "Fence.h" 26#include "Framebuffer.h" 27#include "Program.h" 28#include "Query.h" 29#include "Renderbuffer.h" 30#include "Sampler.h" 31#include "Shader.h" 32#include "Texture.h" 33#include "TransformFeedback.h" 34#include "VertexArray.h" 35#include "VertexDataManager.h" 36#include "IndexDataManager.h" 37#include "libEGL/Display.h" 38#include "libEGL/Surface.h" 39#include "Common/Half.hpp" 40 41#include <EGL/eglext.h> 42 43namespace es2 44{ 45Context::Context(const egl::Config *config, const Context *shareContext, EGLint clientVersion) 46 : clientVersion(clientVersion), mConfig(config) 47{ 48 sw::Context *context = new sw::Context(); 49 device = new es2::Device(context); 50 51 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 52 53 mState.depthClearValue = 1.0f; 54 mState.stencilClearValue = 0; 55 56 mState.cullFaceEnabled = false; 57 mState.cullMode = GL_BACK; 58 mState.frontFace = GL_CCW; 59 mState.depthTestEnabled = false; 60 mState.depthFunc = GL_LESS; 61 mState.blendEnabled = false; 62 mState.sourceBlendRGB = GL_ONE; 63 mState.sourceBlendAlpha = GL_ONE; 64 mState.destBlendRGB = GL_ZERO; 65 mState.destBlendAlpha = GL_ZERO; 66 mState.blendEquationRGB = GL_FUNC_ADD; 67 mState.blendEquationAlpha = GL_FUNC_ADD; 68 mState.blendColor.red = 0; 69 mState.blendColor.green = 0; 70 mState.blendColor.blue = 0; 71 mState.blendColor.alpha = 0; 72 mState.stencilTestEnabled = false; 73 mState.stencilFunc = GL_ALWAYS; 74 mState.stencilRef = 0; 75 mState.stencilMask = -1; 76 mState.stencilWritemask = -1; 77 mState.stencilBackFunc = GL_ALWAYS; 78 mState.stencilBackRef = 0; 79 mState.stencilBackMask = - 1; 80 mState.stencilBackWritemask = -1; 81 mState.stencilFail = GL_KEEP; 82 mState.stencilPassDepthFail = GL_KEEP; 83 mState.stencilPassDepthPass = GL_KEEP; 84 mState.stencilBackFail = GL_KEEP; 85 mState.stencilBackPassDepthFail = GL_KEEP; 86 mState.stencilBackPassDepthPass = GL_KEEP; 87 mState.polygonOffsetFillEnabled = false; 88 mState.polygonOffsetFactor = 0.0f; 89 mState.polygonOffsetUnits = 0.0f; 90 mState.sampleAlphaToCoverageEnabled = false; 91 mState.sampleCoverageEnabled = false; 92 mState.sampleCoverageValue = 1.0f; 93 mState.sampleCoverageInvert = false; 94 mState.scissorTestEnabled = false; 95 mState.ditherEnabled = true; 96 mState.primitiveRestartFixedIndexEnabled = false; 97 mState.rasterizerDiscardEnabled = false; 98 mState.generateMipmapHint = GL_DONT_CARE; 99 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 100 101 mState.lineWidth = 1.0f; 102 103 mState.viewportX = 0; 104 mState.viewportY = 0; 105 mState.viewportWidth = 0; 106 mState.viewportHeight = 0; 107 mState.zNear = 0.0f; 108 mState.zFar = 1.0f; 109 110 mState.scissorX = 0; 111 mState.scissorY = 0; 112 mState.scissorWidth = 0; 113 mState.scissorHeight = 0; 114 115 mState.colorMaskRed = true; 116 mState.colorMaskGreen = true; 117 mState.colorMaskBlue = true; 118 mState.colorMaskAlpha = true; 119 mState.depthMask = true; 120 121 if(shareContext) 122 { 123 mResourceManager = shareContext->mResourceManager; 124 mResourceManager->addRef(); 125 } 126 else 127 { 128 mResourceManager = new ResourceManager(); 129 } 130 131 // [OpenGL ES 2.0.24] section 3.7 page 83: 132 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 133 // and cube map texture state vectors respectively associated with them. 134 // In order that access to these initial textures not be lost, they are treated as texture 135 // objects all of whose names are 0. 136 137 mTexture2DZero = new Texture2D(0); 138 mTexture3DZero = new Texture3D(0); 139 mTexture2DArrayZero = new Texture2DArray(0); 140 mTextureCubeMapZero = new TextureCubeMap(0); 141 mTextureExternalZero = new TextureExternal(0); 142 143 mState.activeSampler = 0; 144 bindVertexArray(0); 145 bindArrayBuffer(0); 146 bindElementArrayBuffer(0); 147 bindTextureCubeMap(0); 148 bindTexture2D(0); 149 bindReadFramebuffer(0); 150 bindDrawFramebuffer(0); 151 bindRenderbuffer(0); 152 bindGenericUniformBuffer(0); 153 bindTransformFeedback(0); 154 155 mState.currentProgram = 0; 156 157 mState.packAlignment = 4; 158 mState.unpackInfo.alignment = 4; 159 mState.packRowLength = 0; 160 mState.packImageHeight = 0; 161 mState.packSkipPixels = 0; 162 mState.packSkipRows = 0; 163 mState.packSkipImages = 0; 164 mState.unpackInfo.rowLength = 0; 165 mState.unpackInfo.imageHeight = 0; 166 mState.unpackInfo.skipPixels = 0; 167 mState.unpackInfo.skipRows = 0; 168 mState.unpackInfo.skipImages = 0; 169 170 mVertexDataManager = nullptr; 171 mIndexDataManager = nullptr; 172 173 mInvalidEnum = false; 174 mInvalidValue = false; 175 mInvalidOperation = false; 176 mOutOfMemory = false; 177 mInvalidFramebufferOperation = false; 178 179 mHasBeenCurrent = false; 180 181 markAllStateDirty(); 182} 183 184Context::~Context() 185{ 186 if(mState.currentProgram != 0) 187 { 188 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 189 if(programObject) 190 { 191 programObject->release(); 192 } 193 mState.currentProgram = 0; 194 } 195 196 while(!mFramebufferNameSpace.empty()) 197 { 198 deleteFramebuffer(mFramebufferNameSpace.firstName()); 199 } 200 201 while(!mFenceNameSpace.empty()) 202 { 203 deleteFence(mFenceNameSpace.firstName()); 204 } 205 206 while(!mQueryNameSpace.empty()) 207 { 208 deleteQuery(mQueryNameSpace.firstName()); 209 } 210 211 while(!mVertexArrayNameSpace.empty()) 212 { 213 deleteVertexArray(mVertexArrayNameSpace.firstName()); 214 } 215 216 while(!mTransformFeedbackNameSpace.empty()) 217 { 218 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName()); 219 } 220 221 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 222 { 223 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 224 { 225 mState.samplerTexture[type][sampler] = nullptr; 226 } 227 } 228 229 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 230 { 231 mState.vertexAttribute[i].mBoundBuffer = nullptr; 232 } 233 234 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 235 { 236 mState.activeQuery[i] = nullptr; 237 } 238 239 mState.arrayBuffer = nullptr; 240 mState.copyReadBuffer = nullptr; 241 mState.copyWriteBuffer = nullptr; 242 mState.pixelPackBuffer = nullptr; 243 mState.pixelUnpackBuffer = nullptr; 244 mState.genericUniformBuffer = nullptr; 245 mState.renderbuffer = nullptr; 246 247 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 248 { 249 mState.sampler[i] = nullptr; 250 } 251 252 mTexture2DZero = nullptr; 253 mTexture3DZero = nullptr; 254 mTexture2DArrayZero = nullptr; 255 mTextureCubeMapZero = nullptr; 256 mTextureExternalZero = nullptr; 257 258 delete mVertexDataManager; 259 delete mIndexDataManager; 260 261 mResourceManager->release(); 262 delete device; 263} 264 265void Context::makeCurrent(egl::Surface *surface) 266{ 267 if(!mHasBeenCurrent) 268 { 269 mVertexDataManager = new VertexDataManager(this); 270 mIndexDataManager = new IndexDataManager(); 271 272 mState.viewportX = 0; 273 mState.viewportY = 0; 274 mState.viewportWidth = surface->getWidth(); 275 mState.viewportHeight = surface->getHeight(); 276 277 mState.scissorX = 0; 278 mState.scissorY = 0; 279 mState.scissorWidth = surface->getWidth(); 280 mState.scissorHeight = surface->getHeight(); 281 282 mHasBeenCurrent = true; 283 } 284 285 // Wrap the existing resources into GL objects and assign them to the '0' names 286 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 287 egl::Image *depthStencil = surface->getDepthStencil(); 288 289 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 290 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 291 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 292 293 setFramebufferZero(framebufferZero); 294 295 if(defaultRenderTarget) 296 { 297 defaultRenderTarget->release(); 298 } 299 300 if(depthStencil) 301 { 302 depthStencil->release(); 303 } 304 305 markAllStateDirty(); 306} 307 308EGLint Context::getClientVersion() const 309{ 310 return clientVersion; 311} 312 313// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 314void Context::markAllStateDirty() 315{ 316 mAppliedProgramSerial = 0; 317 318 mDepthStateDirty = true; 319 mMaskStateDirty = true; 320 mBlendStateDirty = true; 321 mStencilStateDirty = true; 322 mPolygonOffsetStateDirty = true; 323 mSampleStateDirty = true; 324 mDitherStateDirty = true; 325 mFrontFaceDirty = true; 326} 327 328void Context::setClearColor(float red, float green, float blue, float alpha) 329{ 330 mState.colorClearValue.red = red; 331 mState.colorClearValue.green = green; 332 mState.colorClearValue.blue = blue; 333 mState.colorClearValue.alpha = alpha; 334} 335 336void Context::setClearDepth(float depth) 337{ 338 mState.depthClearValue = depth; 339} 340 341void Context::setClearStencil(int stencil) 342{ 343 mState.stencilClearValue = stencil; 344} 345 346void Context::setCullFaceEnabled(bool enabled) 347{ 348 mState.cullFaceEnabled = enabled; 349} 350 351bool Context::isCullFaceEnabled() const 352{ 353 return mState.cullFaceEnabled; 354} 355 356void Context::setCullMode(GLenum mode) 357{ 358 mState.cullMode = mode; 359} 360 361void Context::setFrontFace(GLenum front) 362{ 363 if(mState.frontFace != front) 364 { 365 mState.frontFace = front; 366 mFrontFaceDirty = true; 367 } 368} 369 370void Context::setDepthTestEnabled(bool enabled) 371{ 372 if(mState.depthTestEnabled != enabled) 373 { 374 mState.depthTestEnabled = enabled; 375 mDepthStateDirty = true; 376 } 377} 378 379bool Context::isDepthTestEnabled() const 380{ 381 return mState.depthTestEnabled; 382} 383 384void Context::setDepthFunc(GLenum depthFunc) 385{ 386 if(mState.depthFunc != depthFunc) 387 { 388 mState.depthFunc = depthFunc; 389 mDepthStateDirty = true; 390 } 391} 392 393void Context::setDepthRange(float zNear, float zFar) 394{ 395 mState.zNear = zNear; 396 mState.zFar = zFar; 397} 398 399void Context::setBlendEnabled(bool enabled) 400{ 401 if(mState.blendEnabled != enabled) 402 { 403 mState.blendEnabled = enabled; 404 mBlendStateDirty = true; 405 } 406} 407 408bool Context::isBlendEnabled() const 409{ 410 return mState.blendEnabled; 411} 412 413void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 414{ 415 if(mState.sourceBlendRGB != sourceRGB || 416 mState.sourceBlendAlpha != sourceAlpha || 417 mState.destBlendRGB != destRGB || 418 mState.destBlendAlpha != destAlpha) 419 { 420 mState.sourceBlendRGB = sourceRGB; 421 mState.destBlendRGB = destRGB; 422 mState.sourceBlendAlpha = sourceAlpha; 423 mState.destBlendAlpha = destAlpha; 424 mBlendStateDirty = true; 425 } 426} 427 428void Context::setBlendColor(float red, float green, float blue, float alpha) 429{ 430 if(mState.blendColor.red != red || 431 mState.blendColor.green != green || 432 mState.blendColor.blue != blue || 433 mState.blendColor.alpha != alpha) 434 { 435 mState.blendColor.red = red; 436 mState.blendColor.green = green; 437 mState.blendColor.blue = blue; 438 mState.blendColor.alpha = alpha; 439 mBlendStateDirty = true; 440 } 441} 442 443void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 444{ 445 if(mState.blendEquationRGB != rgbEquation || 446 mState.blendEquationAlpha != alphaEquation) 447 { 448 mState.blendEquationRGB = rgbEquation; 449 mState.blendEquationAlpha = alphaEquation; 450 mBlendStateDirty = true; 451 } 452} 453 454void Context::setStencilTestEnabled(bool enabled) 455{ 456 if(mState.stencilTestEnabled != enabled) 457 { 458 mState.stencilTestEnabled = enabled; 459 mStencilStateDirty = true; 460 } 461} 462 463bool Context::isStencilTestEnabled() const 464{ 465 return mState.stencilTestEnabled; 466} 467 468void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 469{ 470 if(mState.stencilFunc != stencilFunc || 471 mState.stencilRef != stencilRef || 472 mState.stencilMask != stencilMask) 473 { 474 mState.stencilFunc = stencilFunc; 475 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 476 mState.stencilMask = stencilMask; 477 mStencilStateDirty = true; 478 } 479} 480 481void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 482{ 483 if(mState.stencilBackFunc != stencilBackFunc || 484 mState.stencilBackRef != stencilBackRef || 485 mState.stencilBackMask != stencilBackMask) 486 { 487 mState.stencilBackFunc = stencilBackFunc; 488 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 489 mState.stencilBackMask = stencilBackMask; 490 mStencilStateDirty = true; 491 } 492} 493 494void Context::setStencilWritemask(GLuint stencilWritemask) 495{ 496 if(mState.stencilWritemask != stencilWritemask) 497 { 498 mState.stencilWritemask = stencilWritemask; 499 mStencilStateDirty = true; 500 } 501} 502 503void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 504{ 505 if(mState.stencilBackWritemask != stencilBackWritemask) 506 { 507 mState.stencilBackWritemask = stencilBackWritemask; 508 mStencilStateDirty = true; 509 } 510} 511 512void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 513{ 514 if(mState.stencilFail != stencilFail || 515 mState.stencilPassDepthFail != stencilPassDepthFail || 516 mState.stencilPassDepthPass != stencilPassDepthPass) 517 { 518 mState.stencilFail = stencilFail; 519 mState.stencilPassDepthFail = stencilPassDepthFail; 520 mState.stencilPassDepthPass = stencilPassDepthPass; 521 mStencilStateDirty = true; 522 } 523} 524 525void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 526{ 527 if(mState.stencilBackFail != stencilBackFail || 528 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 529 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 530 { 531 mState.stencilBackFail = stencilBackFail; 532 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 533 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 534 mStencilStateDirty = true; 535 } 536} 537 538void Context::setPolygonOffsetFillEnabled(bool enabled) 539{ 540 if(mState.polygonOffsetFillEnabled != enabled) 541 { 542 mState.polygonOffsetFillEnabled = enabled; 543 mPolygonOffsetStateDirty = true; 544 } 545} 546 547bool Context::isPolygonOffsetFillEnabled() const 548{ 549 return mState.polygonOffsetFillEnabled; 550} 551 552void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 553{ 554 if(mState.polygonOffsetFactor != factor || 555 mState.polygonOffsetUnits != units) 556 { 557 mState.polygonOffsetFactor = factor; 558 mState.polygonOffsetUnits = units; 559 mPolygonOffsetStateDirty = true; 560 } 561} 562 563void Context::setSampleAlphaToCoverageEnabled(bool enabled) 564{ 565 if(mState.sampleAlphaToCoverageEnabled != enabled) 566 { 567 mState.sampleAlphaToCoverageEnabled = enabled; 568 mSampleStateDirty = true; 569 } 570} 571 572bool Context::isSampleAlphaToCoverageEnabled() const 573{ 574 return mState.sampleAlphaToCoverageEnabled; 575} 576 577void Context::setSampleCoverageEnabled(bool enabled) 578{ 579 if(mState.sampleCoverageEnabled != enabled) 580 { 581 mState.sampleCoverageEnabled = enabled; 582 mSampleStateDirty = true; 583 } 584} 585 586bool Context::isSampleCoverageEnabled() const 587{ 588 return mState.sampleCoverageEnabled; 589} 590 591void Context::setSampleCoverageParams(GLclampf value, bool invert) 592{ 593 if(mState.sampleCoverageValue != value || 594 mState.sampleCoverageInvert != invert) 595 { 596 mState.sampleCoverageValue = value; 597 mState.sampleCoverageInvert = invert; 598 mSampleStateDirty = true; 599 } 600} 601 602void Context::setScissorTestEnabled(bool enabled) 603{ 604 mState.scissorTestEnabled = enabled; 605} 606 607bool Context::isScissorTestEnabled() const 608{ 609 return mState.scissorTestEnabled; 610} 611 612void Context::setDitherEnabled(bool enabled) 613{ 614 if(mState.ditherEnabled != enabled) 615 { 616 mState.ditherEnabled = enabled; 617 mDitherStateDirty = true; 618 } 619} 620 621bool Context::isDitherEnabled() const 622{ 623 return mState.ditherEnabled; 624} 625 626void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 627{ 628 UNIMPLEMENTED(); 629 mState.primitiveRestartFixedIndexEnabled = enabled; 630} 631 632bool Context::isPrimitiveRestartFixedIndexEnabled() const 633{ 634 return mState.primitiveRestartFixedIndexEnabled; 635} 636 637void Context::setRasterizerDiscardEnabled(bool enabled) 638{ 639 mState.rasterizerDiscardEnabled = enabled; 640} 641 642bool Context::isRasterizerDiscardEnabled() const 643{ 644 return mState.rasterizerDiscardEnabled; 645} 646 647void Context::setLineWidth(GLfloat width) 648{ 649 mState.lineWidth = width; 650 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 651} 652 653void Context::setGenerateMipmapHint(GLenum hint) 654{ 655 mState.generateMipmapHint = hint; 656} 657 658void Context::setFragmentShaderDerivativeHint(GLenum hint) 659{ 660 mState.fragmentShaderDerivativeHint = hint; 661 // TODO: Propagate the hint to shader translator so we can write 662 // ddx, ddx_coarse, or ddx_fine depending on the hint. 663 // Ignore for now. It is valid for implementations to ignore hint. 664} 665 666void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 667{ 668 mState.viewportX = x; 669 mState.viewportY = y; 670 mState.viewportWidth = width; 671 mState.viewportHeight = height; 672} 673 674void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 675{ 676 mState.scissorX = x; 677 mState.scissorY = y; 678 mState.scissorWidth = width; 679 mState.scissorHeight = height; 680} 681 682void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 683{ 684 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 685 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 686 { 687 mState.colorMaskRed = red; 688 mState.colorMaskGreen = green; 689 mState.colorMaskBlue = blue; 690 mState.colorMaskAlpha = alpha; 691 mMaskStateDirty = true; 692 } 693} 694 695unsigned int Context::getColorMask() const 696{ 697 return (mState.colorMaskRed ? 0x1 : 0) | 698 (mState.colorMaskGreen ? 0x2 : 0) | 699 (mState.colorMaskBlue ? 0x4 : 0) | 700 (mState.colorMaskAlpha ? 0x8 : 0); 701} 702 703void Context::setDepthMask(bool mask) 704{ 705 if(mState.depthMask != mask) 706 { 707 mState.depthMask = mask; 708 mMaskStateDirty = true; 709 } 710} 711 712void Context::setActiveSampler(unsigned int active) 713{ 714 mState.activeSampler = active; 715} 716 717GLuint Context::getReadFramebufferName() const 718{ 719 return mState.readFramebuffer; 720} 721 722GLuint Context::getDrawFramebufferName() const 723{ 724 return mState.drawFramebuffer; 725} 726 727GLuint Context::getRenderbufferName() const 728{ 729 return mState.renderbuffer.name(); 730} 731 732void Context::setFramebufferReadBuffer(GLuint buf) 733{ 734 getReadFramebuffer()->setReadBuffer(buf); 735} 736 737void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs) 738{ 739 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 740 741 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) 742 { 743 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE); 744 } 745} 746 747GLuint Context::getReadFramebufferColorIndex() const 748{ 749 GLenum buf = getReadFramebuffer()->getReadBuffer(); 750 switch(buf) 751 { 752 case GL_BACK: 753 return 0; 754 case GL_NONE: 755 return GL_INVALID_INDEX; 756 default: 757 return buf - GL_COLOR_ATTACHMENT0; 758} 759} 760 761GLuint Context::getArrayBufferName() const 762{ 763 return mState.arrayBuffer.name(); 764} 765 766GLuint Context::getElementArrayBufferName() const 767{ 768 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 769 return elementArrayBuffer ? elementArrayBuffer->name : 0; 770} 771 772GLuint Context::getActiveQuery(GLenum target) const 773{ 774 Query *queryObject = nullptr; 775 776 switch(target) 777 { 778 case GL_ANY_SAMPLES_PASSED_EXT: 779 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 780 break; 781 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 782 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 783 break; 784 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 785 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 786 break; 787 default: 788 ASSERT(false); 789 } 790 791 if(queryObject) 792 { 793 return queryObject->name; 794 } 795 796 return 0; 797} 798 799void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 800{ 801 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 802} 803 804void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 805{ 806 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 807} 808 809const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 810{ 811 return getCurrentVertexArray()->getVertexAttribute(attribNum); 812} 813 814void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 815 GLsizei stride, const void *pointer) 816{ 817 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 818} 819 820const void *Context::getVertexAttribPointer(unsigned int attribNum) const 821{ 822 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 823} 824 825const VertexAttributeArray &Context::getVertexArrayAttributes() 826{ 827 return getCurrentVertexArray()->getVertexAttributes(); 828} 829 830const VertexAttributeArray &Context::getCurrentVertexAttributes() 831{ 832 return mState.vertexAttribute; 833} 834 835void Context::setPackAlignment(GLint alignment) 836{ 837 mState.packAlignment = alignment; 838} 839 840void Context::setUnpackAlignment(GLint alignment) 841{ 842 mState.unpackInfo.alignment = alignment; 843} 844 845const egl::Image::UnpackInfo& Context::getUnpackInfo() const 846{ 847 return mState.unpackInfo; 848} 849 850void Context::setPackRowLength(GLint rowLength) 851{ 852 mState.packRowLength = rowLength; 853} 854 855void Context::setPackImageHeight(GLint imageHeight) 856{ 857 mState.packImageHeight = imageHeight; 858} 859 860void Context::setPackSkipPixels(GLint skipPixels) 861{ 862 mState.packSkipPixels = skipPixels; 863} 864 865void Context::setPackSkipRows(GLint skipRows) 866{ 867 mState.packSkipRows = skipRows; 868} 869 870void Context::setPackSkipImages(GLint skipImages) 871{ 872 mState.packSkipImages = skipImages; 873} 874 875void Context::setUnpackRowLength(GLint rowLength) 876{ 877 mState.unpackInfo.rowLength = rowLength; 878} 879 880void Context::setUnpackImageHeight(GLint imageHeight) 881{ 882 mState.unpackInfo.imageHeight = imageHeight; 883} 884 885void Context::setUnpackSkipPixels(GLint skipPixels) 886{ 887 mState.unpackInfo.skipPixels = skipPixels; 888} 889 890void Context::setUnpackSkipRows(GLint skipRows) 891{ 892 mState.unpackInfo.skipRows = skipRows; 893} 894 895void Context::setUnpackSkipImages(GLint skipImages) 896{ 897 mState.unpackInfo.skipImages = skipImages; 898} 899 900GLuint Context::createBuffer() 901{ 902 return mResourceManager->createBuffer(); 903} 904 905GLuint Context::createProgram() 906{ 907 return mResourceManager->createProgram(); 908} 909 910GLuint Context::createShader(GLenum type) 911{ 912 return mResourceManager->createShader(type); 913} 914 915GLuint Context::createTexture() 916{ 917 return mResourceManager->createTexture(); 918} 919 920GLuint Context::createRenderbuffer() 921{ 922 return mResourceManager->createRenderbuffer(); 923} 924 925// Returns an unused framebuffer name 926GLuint Context::createFramebuffer() 927{ 928 return mFramebufferNameSpace.allocate(); 929} 930 931GLuint Context::createFence() 932{ 933 return mFenceNameSpace.allocate(new Fence()); 934} 935 936// Returns an unused query name 937GLuint Context::createQuery() 938{ 939 return mQueryNameSpace.allocate(); 940} 941 942// Returns an unused vertex array name 943GLuint Context::createVertexArray() 944{ 945 return mVertexArrayNameSpace.allocate(); 946} 947 948GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 949{ 950 GLuint handle = mResourceManager->createFenceSync(condition, flags); 951 952 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 953} 954 955// Returns an unused transform feedback name 956GLuint Context::createTransformFeedback() 957{ 958 return mTransformFeedbackNameSpace.allocate(); 959} 960 961// Returns an unused sampler name 962GLuint Context::createSampler() 963{ 964 return mResourceManager->createSampler(); 965} 966 967void Context::deleteBuffer(GLuint buffer) 968{ 969 detachBuffer(buffer); 970 971 mResourceManager->deleteBuffer(buffer); 972} 973 974void Context::deleteShader(GLuint shader) 975{ 976 mResourceManager->deleteShader(shader); 977} 978 979void Context::deleteProgram(GLuint program) 980{ 981 mResourceManager->deleteProgram(program); 982} 983 984void Context::deleteTexture(GLuint texture) 985{ 986 detachTexture(texture); 987 988 mResourceManager->deleteTexture(texture); 989} 990 991void Context::deleteRenderbuffer(GLuint renderbuffer) 992{ 993 if(mResourceManager->getRenderbuffer(renderbuffer)) 994 { 995 detachRenderbuffer(renderbuffer); 996 } 997 998 mResourceManager->deleteRenderbuffer(renderbuffer); 999} 1000 1001void Context::deleteFramebuffer(GLuint framebuffer) 1002{ 1003 detachFramebuffer(framebuffer); 1004 1005 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); 1006 1007 if(framebufferObject) 1008 { 1009 delete framebufferObject; 1010 } 1011} 1012 1013void Context::deleteFence(GLuint fence) 1014{ 1015 Fence *fenceObject = mFenceNameSpace.remove(fence); 1016 1017 if(fenceObject) 1018 { 1019 delete fenceObject; 1020 } 1021} 1022 1023void Context::deleteQuery(GLuint query) 1024{ 1025 Query *queryObject = mQueryNameSpace.remove(query); 1026 1027 if(queryObject) 1028 { 1029 queryObject->release(); 1030 } 1031} 1032 1033void Context::deleteVertexArray(GLuint vertexArray) 1034{ 1035 // [OpenGL ES 3.0.2] section 2.10 page 43: 1036 // If a vertex array object that is currently bound is deleted, the binding 1037 // for that object reverts to zero and the default vertex array becomes current. 1038 if(getCurrentVertexArray()->name == vertexArray) 1039 { 1040 bindVertexArray(0); 1041 } 1042 1043 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray); 1044 1045 if(vertexArrayObject) 1046 { 1047 delete vertexArrayObject; 1048 } 1049} 1050 1051void Context::deleteFenceSync(GLsync fenceSync) 1052{ 1053 // The spec specifies the underlying Fence object is not deleted until all current 1054 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1055 // and since our API is currently designed for being called from a single thread, we can delete 1056 // the fence immediately. 1057 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1058} 1059 1060void Context::deleteTransformFeedback(GLuint transformFeedback) 1061{ 1062 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback); 1063 1064 if(transformFeedbackObject) 1065 { 1066 delete transformFeedbackObject; 1067 } 1068} 1069 1070void Context::deleteSampler(GLuint sampler) 1071{ 1072 detachSampler(sampler); 1073 1074 mResourceManager->deleteSampler(sampler); 1075} 1076 1077Buffer *Context::getBuffer(GLuint handle) const 1078{ 1079 return mResourceManager->getBuffer(handle); 1080} 1081 1082Shader *Context::getShader(GLuint handle) const 1083{ 1084 return mResourceManager->getShader(handle); 1085} 1086 1087Program *Context::getProgram(GLuint handle) const 1088{ 1089 return mResourceManager->getProgram(handle); 1090} 1091 1092Texture *Context::getTexture(GLuint handle) const 1093{ 1094 return mResourceManager->getTexture(handle); 1095} 1096 1097Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1098{ 1099 return mResourceManager->getRenderbuffer(handle); 1100} 1101 1102Framebuffer *Context::getReadFramebuffer() const 1103{ 1104 return getFramebuffer(mState.readFramebuffer); 1105} 1106 1107Framebuffer *Context::getDrawFramebuffer() const 1108{ 1109 return getFramebuffer(mState.drawFramebuffer); 1110} 1111 1112void Context::bindArrayBuffer(unsigned int buffer) 1113{ 1114 mResourceManager->checkBufferAllocation(buffer); 1115 1116 mState.arrayBuffer = getBuffer(buffer); 1117} 1118 1119void Context::bindElementArrayBuffer(unsigned int buffer) 1120{ 1121 mResourceManager->checkBufferAllocation(buffer); 1122 1123 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1124} 1125 1126void Context::bindCopyReadBuffer(GLuint buffer) 1127{ 1128 mResourceManager->checkBufferAllocation(buffer); 1129 1130 mState.copyReadBuffer = getBuffer(buffer); 1131} 1132 1133void Context::bindCopyWriteBuffer(GLuint buffer) 1134{ 1135 mResourceManager->checkBufferAllocation(buffer); 1136 1137 mState.copyWriteBuffer = getBuffer(buffer); 1138} 1139 1140void Context::bindPixelPackBuffer(GLuint buffer) 1141{ 1142 mResourceManager->checkBufferAllocation(buffer); 1143 1144 mState.pixelPackBuffer = getBuffer(buffer); 1145} 1146 1147void Context::bindPixelUnpackBuffer(GLuint buffer) 1148{ 1149 mResourceManager->checkBufferAllocation(buffer); 1150 1151 mState.pixelUnpackBuffer = getBuffer(buffer); 1152} 1153 1154void Context::bindTransformFeedbackBuffer(GLuint buffer) 1155{ 1156 mResourceManager->checkBufferAllocation(buffer); 1157 1158 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1159 1160 if(transformFeedback) 1161 { 1162 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1163 } 1164} 1165 1166void Context::bindTexture2D(GLuint texture) 1167{ 1168 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1169 1170 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1171} 1172 1173void Context::bindTextureCubeMap(GLuint texture) 1174{ 1175 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1176 1177 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1178} 1179 1180void Context::bindTextureExternal(GLuint texture) 1181{ 1182 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1183 1184 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1185} 1186 1187void Context::bindTexture3D(GLuint texture) 1188{ 1189 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1190 1191 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1192} 1193 1194void Context::bindTexture2DArray(GLuint texture) 1195{ 1196 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1197 1198 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1199} 1200 1201void Context::bindReadFramebuffer(GLuint framebuffer) 1202{ 1203 if(!getFramebuffer(framebuffer)) 1204 { 1205 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1206 } 1207 1208 mState.readFramebuffer = framebuffer; 1209} 1210 1211void Context::bindDrawFramebuffer(GLuint framebuffer) 1212{ 1213 if(!getFramebuffer(framebuffer)) 1214 { 1215 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1216 } 1217 1218 mState.drawFramebuffer = framebuffer; 1219} 1220 1221void Context::bindRenderbuffer(GLuint renderbuffer) 1222{ 1223 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1224 1225 mState.renderbuffer = getRenderbuffer(renderbuffer); 1226} 1227 1228void Context::bindVertexArray(GLuint array) 1229{ 1230 VertexArray *vertexArray = getVertexArray(array); 1231 1232 if(!vertexArray) 1233 { 1234 vertexArray = new VertexArray(array); 1235 mVertexArrayNameSpace.insert(array, vertexArray); 1236 } 1237 1238 mState.vertexArray = array; 1239} 1240 1241void Context::bindGenericUniformBuffer(GLuint buffer) 1242{ 1243 mResourceManager->checkBufferAllocation(buffer); 1244 1245 mState.genericUniformBuffer = getBuffer(buffer); 1246} 1247 1248void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1249{ 1250 mResourceManager->checkBufferAllocation(buffer); 1251 1252 Buffer* bufferObject = getBuffer(buffer); 1253 mState.uniformBuffers[index].set(bufferObject, offset, size); 1254} 1255 1256void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1257{ 1258 mResourceManager->checkBufferAllocation(buffer); 1259 1260 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1261} 1262 1263void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1264{ 1265 mResourceManager->checkBufferAllocation(buffer); 1266 1267 Buffer* bufferObject = getBuffer(buffer); 1268 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1269} 1270 1271void Context::bindTransformFeedback(GLuint id) 1272{ 1273 if(!getTransformFeedback(id)) 1274 { 1275 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id)); 1276 } 1277 1278 mState.transformFeedback = id; 1279} 1280 1281bool Context::bindSampler(GLuint unit, GLuint sampler) 1282{ 1283 mResourceManager->checkSamplerAllocation(sampler); 1284 1285 Sampler* samplerObject = getSampler(sampler); 1286 1287 if(sampler) 1288 { 1289 mState.sampler[unit] = samplerObject; 1290 } 1291 1292 return !!samplerObject; 1293} 1294 1295void Context::useProgram(GLuint program) 1296{ 1297 GLuint priorProgram = mState.currentProgram; 1298 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1299 1300 if(priorProgram != program) 1301 { 1302 Program *newProgram = mResourceManager->getProgram(program); 1303 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1304 1305 if(newProgram) 1306 { 1307 newProgram->addRef(); 1308 } 1309 1310 if(oldProgram) 1311 { 1312 oldProgram->release(); 1313 } 1314 } 1315} 1316 1317void Context::beginQuery(GLenum target, GLuint query) 1318{ 1319 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1320 // of zero, if the active query object name for <target> is non-zero (for the 1321 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1322 // the active query for either target is non-zero), if <id> is the name of an 1323 // existing query object whose type does not match <target>, or if <id> is the 1324 // active query object name for any query type, the error INVALID_OPERATION is 1325 // generated. 1326 1327 // Ensure no other queries are active 1328 // NOTE: If other queries than occlusion are supported, we will need to check 1329 // separately that: 1330 // a) The query ID passed is not the current active query for any target/type 1331 // b) There are no active queries for the requested target (and in the case 1332 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1333 // no query may be active for either if glBeginQuery targets either. 1334 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1335 { 1336 if(mState.activeQuery[i]) 1337 { 1338 return error(GL_INVALID_OPERATION); 1339 } 1340 } 1341 1342 QueryType qType; 1343 switch(target) 1344 { 1345 case GL_ANY_SAMPLES_PASSED_EXT: 1346 qType = QUERY_ANY_SAMPLES_PASSED; 1347 break; 1348 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1349 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1350 break; 1351 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1352 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1353 break; 1354 default: 1355 ASSERT(false); 1356 } 1357 1358 Query *queryObject = createQuery(query, target); 1359 1360 // Check that name was obtained with glGenQueries 1361 if(!queryObject) 1362 { 1363 return error(GL_INVALID_OPERATION); 1364 } 1365 1366 // Check for type mismatch 1367 if(queryObject->getType() != target) 1368 { 1369 return error(GL_INVALID_OPERATION); 1370 } 1371 1372 // Set query as active for specified target 1373 mState.activeQuery[qType] = queryObject; 1374 1375 // Begin query 1376 queryObject->begin(); 1377} 1378 1379void Context::endQuery(GLenum target) 1380{ 1381 QueryType qType; 1382 1383 switch(target) 1384 { 1385 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1386 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1387 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1388 default: UNREACHABLE(target); return; 1389 } 1390 1391 Query *queryObject = mState.activeQuery[qType]; 1392 1393 if(!queryObject) 1394 { 1395 return error(GL_INVALID_OPERATION); 1396 } 1397 1398 queryObject->end(); 1399 1400 mState.activeQuery[qType] = nullptr; 1401} 1402 1403void Context::setFramebufferZero(Framebuffer *buffer) 1404{ 1405 delete mFramebufferNameSpace.remove(0); 1406 mFramebufferNameSpace.insert(0, buffer); 1407} 1408 1409void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1410{ 1411 Renderbuffer *renderbufferObject = mState.renderbuffer; 1412 renderbufferObject->setStorage(renderbuffer); 1413} 1414 1415Framebuffer *Context::getFramebuffer(unsigned int handle) const 1416{ 1417 return mFramebufferNameSpace.find(handle); 1418} 1419 1420Fence *Context::getFence(unsigned int handle) const 1421{ 1422 return mFenceNameSpace.find(handle); 1423} 1424 1425FenceSync *Context::getFenceSync(GLsync handle) const 1426{ 1427 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1428} 1429 1430Query *Context::getQuery(unsigned int handle) const 1431{ 1432 return mQueryNameSpace.find(handle); 1433} 1434 1435Query *Context::createQuery(unsigned int handle, GLenum type) 1436{ 1437 if(!mQueryNameSpace.isReserved(handle)) 1438 { 1439 return nullptr; 1440 } 1441 else 1442 { 1443 Query *query = mQueryNameSpace.find(handle); 1444 if(!query) 1445 { 1446 query = new Query(handle, type); 1447 query->addRef(); 1448 mQueryNameSpace.insert(handle, query); 1449 } 1450 1451 return query; 1452 } 1453} 1454 1455VertexArray *Context::getVertexArray(GLuint array) const 1456{ 1457 return mVertexArrayNameSpace.find(array); 1458} 1459 1460VertexArray *Context::getCurrentVertexArray() const 1461{ 1462 return getVertexArray(mState.vertexArray); 1463} 1464 1465bool Context::isVertexArray(GLuint array) const 1466{ 1467 return mVertexArrayNameSpace.isReserved(array); 1468} 1469 1470bool Context::hasZeroDivisor() const 1471{ 1472 // Verify there is at least one active attribute with a divisor of zero 1473 es2::Program *programObject = getCurrentProgram(); 1474 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1475 { 1476 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1477 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1478 { 1479 return true; 1480 } 1481 } 1482 1483 return false; 1484} 1485 1486TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1487{ 1488 return mTransformFeedbackNameSpace.find(transformFeedback); 1489} 1490 1491Sampler *Context::getSampler(GLuint sampler) const 1492{ 1493 return mResourceManager->getSampler(sampler); 1494} 1495 1496bool Context::isSampler(GLuint sampler) const 1497{ 1498 return mResourceManager->isSampler(sampler); 1499} 1500 1501Buffer *Context::getArrayBuffer() const 1502{ 1503 return mState.arrayBuffer; 1504} 1505 1506Buffer *Context::getElementArrayBuffer() const 1507{ 1508 return getCurrentVertexArray()->getElementArrayBuffer(); 1509} 1510 1511Buffer *Context::getCopyReadBuffer() const 1512{ 1513 return mState.copyReadBuffer; 1514} 1515 1516Buffer *Context::getCopyWriteBuffer() const 1517{ 1518 return mState.copyWriteBuffer; 1519} 1520 1521Buffer *Context::getPixelPackBuffer() const 1522{ 1523 return mState.pixelPackBuffer; 1524} 1525 1526Buffer *Context::getPixelUnpackBuffer() const 1527{ 1528 return mState.pixelUnpackBuffer; 1529} 1530 1531Buffer *Context::getGenericUniformBuffer() const 1532{ 1533 return mState.genericUniformBuffer; 1534} 1535 1536bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1537{ 1538 switch(target) 1539 { 1540 case GL_ARRAY_BUFFER: 1541 *buffer = getArrayBuffer(); 1542 break; 1543 case GL_ELEMENT_ARRAY_BUFFER: 1544 *buffer = getElementArrayBuffer(); 1545 break; 1546 case GL_COPY_READ_BUFFER: 1547 if(clientVersion >= 3) 1548 { 1549 *buffer = getCopyReadBuffer(); 1550 break; 1551 } 1552 else return false; 1553 case GL_COPY_WRITE_BUFFER: 1554 if(clientVersion >= 3) 1555 { 1556 *buffer = getCopyWriteBuffer(); 1557 break; 1558 } 1559 else return false; 1560 case GL_PIXEL_PACK_BUFFER: 1561 if(clientVersion >= 3) 1562 { 1563 *buffer = getPixelPackBuffer(); 1564 break; 1565 } 1566 else return false; 1567 case GL_PIXEL_UNPACK_BUFFER: 1568 if(clientVersion >= 3) 1569 { 1570 *buffer = getPixelUnpackBuffer(); 1571 break; 1572 } 1573 else return false; 1574 case GL_TRANSFORM_FEEDBACK_BUFFER: 1575 if(clientVersion >= 3) 1576 { 1577 TransformFeedback* transformFeedback = getTransformFeedback(); 1578 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1579 break; 1580 } 1581 else return false; 1582 case GL_UNIFORM_BUFFER: 1583 if(clientVersion >= 3) 1584 { 1585 *buffer = getGenericUniformBuffer(); 1586 break; 1587 } 1588 else return false; 1589 default: 1590 return false; 1591 } 1592 return true; 1593} 1594 1595TransformFeedback *Context::getTransformFeedback() const 1596{ 1597 return getTransformFeedback(mState.transformFeedback); 1598} 1599 1600Program *Context::getCurrentProgram() const 1601{ 1602 return mResourceManager->getProgram(mState.currentProgram); 1603} 1604 1605Texture2D *Context::getTexture2D() const 1606{ 1607 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1608} 1609 1610Texture3D *Context::getTexture3D() const 1611{ 1612 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1613} 1614 1615Texture2DArray *Context::getTexture2DArray() const 1616{ 1617 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1618} 1619 1620TextureCubeMap *Context::getTextureCubeMap() const 1621{ 1622 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1623} 1624 1625TextureExternal *Context::getTextureExternal() const 1626{ 1627 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1628} 1629 1630Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1631{ 1632 GLuint texid = mState.samplerTexture[type][sampler].name(); 1633 1634 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1635 { 1636 switch(type) 1637 { 1638 case TEXTURE_2D: return mTexture2DZero; 1639 case TEXTURE_3D: return mTexture3DZero; 1640 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1641 case TEXTURE_CUBE: return mTextureCubeMapZero; 1642 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1643 default: UNREACHABLE(type); 1644 } 1645 } 1646 1647 return mState.samplerTexture[type][sampler]; 1648} 1649 1650void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1651{ 1652 mResourceManager->checkSamplerAllocation(sampler); 1653 1654 Sampler *samplerObject = getSampler(sampler); 1655 ASSERT(samplerObject); 1656 1657 switch(pname) 1658 { 1659 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1660 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1661 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1662 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1663 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1664 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1665 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1666 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; 1667 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; 1668 default: UNREACHABLE(pname); break; 1669 } 1670} 1671 1672void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1673{ 1674 mResourceManager->checkSamplerAllocation(sampler); 1675 1676 Sampler *samplerObject = getSampler(sampler); 1677 ASSERT(samplerObject); 1678 1679 switch(pname) 1680 { 1681 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1682 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1683 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1684 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1685 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1686 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1687 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1688 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break; 1689 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break; 1690 default: UNREACHABLE(pname); break; 1691 } 1692} 1693 1694GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1695{ 1696 mResourceManager->checkSamplerAllocation(sampler); 1697 1698 Sampler *samplerObject = getSampler(sampler); 1699 ASSERT(samplerObject); 1700 1701 switch(pname) 1702 { 1703 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1704 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1705 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1706 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1707 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1708 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1709 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1710 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); 1711 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); 1712 default: UNREACHABLE(pname); return 0; 1713 } 1714} 1715 1716GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1717{ 1718 mResourceManager->checkSamplerAllocation(sampler); 1719 1720 Sampler *samplerObject = getSampler(sampler); 1721 ASSERT(samplerObject); 1722 1723 switch(pname) 1724 { 1725 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1726 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1727 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1728 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1729 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1730 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1731 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1732 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); 1733 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); 1734 default: UNREACHABLE(pname); return 0; 1735 } 1736} 1737 1738bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1739{ 1740 switch(pname) 1741 { 1742 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1743 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1744 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1745 case GL_COLOR_WRITEMASK: 1746 params[0] = mState.colorMaskRed; 1747 params[1] = mState.colorMaskGreen; 1748 params[2] = mState.colorMaskBlue; 1749 params[3] = mState.colorMaskAlpha; 1750 break; 1751 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1752 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1753 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1754 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1755 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1756 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1757 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1758 case GL_BLEND: *params = mState.blendEnabled; break; 1759 case GL_DITHER: *params = mState.ditherEnabled; break; 1760 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1761 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1762 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1763 { 1764 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1765 if(transformFeedback) 1766 { 1767 *params = transformFeedback->isActive(); 1768 break; 1769 } 1770 else return false; 1771 } 1772 case GL_TRANSFORM_FEEDBACK_PAUSED: 1773 { 1774 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1775 if(transformFeedback) 1776 { 1777 *params = transformFeedback->isPaused(); 1778 break; 1779 } 1780 else return false; 1781 } 1782 default: 1783 return false; 1784 } 1785 1786 return true; 1787} 1788 1789bool Context::getFloatv(GLenum pname, GLfloat *params) const 1790{ 1791 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1792 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1793 // GetIntegerv as its native query function. As it would require conversion in any 1794 // case, this should make no difference to the calling application. 1795 switch(pname) 1796 { 1797 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1798 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1799 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1800 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1801 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1802 case GL_ALIASED_LINE_WIDTH_RANGE: 1803 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1804 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1805 break; 1806 case GL_ALIASED_POINT_SIZE_RANGE: 1807 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1808 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1809 break; 1810 case GL_DEPTH_RANGE: 1811 params[0] = mState.zNear; 1812 params[1] = mState.zFar; 1813 break; 1814 case GL_COLOR_CLEAR_VALUE: 1815 params[0] = mState.colorClearValue.red; 1816 params[1] = mState.colorClearValue.green; 1817 params[2] = mState.colorClearValue.blue; 1818 params[3] = mState.colorClearValue.alpha; 1819 break; 1820 case GL_BLEND_COLOR: 1821 params[0] = mState.blendColor.red; 1822 params[1] = mState.blendColor.green; 1823 params[2] = mState.blendColor.blue; 1824 params[3] = mState.blendColor.alpha; 1825 break; 1826 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1827 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1828 break; 1829 default: 1830 return false; 1831 } 1832 1833 return true; 1834} 1835 1836template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1837template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1838 1839template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1840{ 1841 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1842 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1843 // GetIntegerv as its native query function. As it would require conversion in any 1844 // case, this should make no difference to the calling application. You may find it in 1845 // Context::getFloatv. 1846 switch(pname) 1847 { 1848 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break; 1849 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break; 1850 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break; 1851 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; 1852 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break; 1853 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break; 1854 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break; 1855 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break; 1856 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; 1857 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; 1858 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); break; 1859 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); break; 1860// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1861 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; 1862 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; 1863 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); break; 1864 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; 1865 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1866 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; break; 1867 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1868 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; 1869 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1870 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1871 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1872 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); break; 1873 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; 1874 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; 1875 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); break; 1876 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1877 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1878 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1879 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; 1880 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; 1881 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; 1882 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1883 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; 1884 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; 1885 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; 1886 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; 1887 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; 1888 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; 1889 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); break; 1890 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); break; 1891 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1892 case GL_SUBPIXEL_BITS: *params = 4; break; 1893 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1894 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break; 1895 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1896 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break; 1897 case GL_SAMPLE_BUFFERS: 1898 case GL_SAMPLES: 1899 { 1900 Framebuffer *framebuffer = getDrawFramebuffer(); 1901 int width, height, samples; 1902 1903 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1904 { 1905 switch(pname) 1906 { 1907 case GL_SAMPLE_BUFFERS: 1908 if(samples > 1) 1909 { 1910 *params = 1; 1911 } 1912 else 1913 { 1914 *params = 0; 1915 } 1916 break; 1917 case GL_SAMPLES: 1918 *params = samples; 1919 break; 1920 } 1921 } 1922 else 1923 { 1924 *params = 0; 1925 } 1926 } 1927 break; 1928 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 1929 { 1930 Framebuffer *framebuffer = getReadFramebuffer(); 1931 *params = framebuffer->getImplementationColorReadType(); 1932 } 1933 break; 1934 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 1935 { 1936 Framebuffer *framebuffer = getReadFramebuffer(); 1937 *params = framebuffer->getImplementationColorReadFormat(); 1938 } 1939 break; 1940 case GL_MAX_VIEWPORT_DIMS: 1941 { 1942 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 1943 params[0] = maxDimension; 1944 params[1] = maxDimension; 1945 } 1946 break; 1947 case GL_COMPRESSED_TEXTURE_FORMATS: 1948 { 1949 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 1950 { 1951 params[i] = compressedTextureFormats[i]; 1952 } 1953 } 1954 break; 1955 case GL_VIEWPORT: 1956 params[0] = mState.viewportX; 1957 params[1] = mState.viewportY; 1958 params[2] = mState.viewportWidth; 1959 params[3] = mState.viewportHeight; 1960 break; 1961 case GL_SCISSOR_BOX: 1962 params[0] = mState.scissorX; 1963 params[1] = mState.scissorY; 1964 params[2] = mState.scissorWidth; 1965 params[3] = mState.scissorHeight; 1966 break; 1967 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 1968 case GL_FRONT_FACE: *params = mState.frontFace; break; 1969 case GL_RED_BITS: 1970 case GL_GREEN_BITS: 1971 case GL_BLUE_BITS: 1972 case GL_ALPHA_BITS: 1973 { 1974 Framebuffer *framebuffer = getDrawFramebuffer(); 1975 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 1976 1977 if(colorbuffer) 1978 { 1979 switch(pname) 1980 { 1981 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 1982 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 1983 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 1984 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 1985 } 1986 } 1987 else 1988 { 1989 *params = 0; 1990 } 1991 } 1992 break; 1993 case GL_DEPTH_BITS: 1994 { 1995 Framebuffer *framebuffer = getDrawFramebuffer(); 1996 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 1997 1998 if(depthbuffer) 1999 { 2000 *params = depthbuffer->getDepthSize(); 2001 } 2002 else 2003 { 2004 *params = 0; 2005 } 2006 } 2007 break; 2008 case GL_STENCIL_BITS: 2009 { 2010 Framebuffer *framebuffer = getDrawFramebuffer(); 2011 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2012 2013 if(stencilbuffer) 2014 { 2015 *params = stencilbuffer->getStencilSize(); 2016 } 2017 else 2018 { 2019 *params = 0; 2020 } 2021 } 2022 break; 2023 case GL_TEXTURE_BINDING_2D: 2024 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2025 { 2026 error(GL_INVALID_OPERATION); 2027 return false; 2028 } 2029 2030 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2031 break; 2032 case GL_TEXTURE_BINDING_CUBE_MAP: 2033 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2034 { 2035 error(GL_INVALID_OPERATION); 2036 return false; 2037 } 2038 2039 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2040 break; 2041 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2042 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2043 { 2044 error(GL_INVALID_OPERATION); 2045 return false; 2046 } 2047 2048 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2049 break; 2050 case GL_TEXTURE_BINDING_3D_OES: 2051 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2052 { 2053 error(GL_INVALID_OPERATION); 2054 return false; 2055 } 2056 2057 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2058 break; 2059 case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0 2060 if(clientVersion < 3) 2061 { 2062 return false; 2063 } 2064 else if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2065 { 2066 error(GL_INVALID_OPERATION); 2067 return false; 2068 } 2069 2070 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name(); 2071 break; 2072 case GL_COPY_READ_BUFFER_BINDING: // name, initially 0 2073 if(clientVersion >= 3) 2074 { 2075 *params = mState.copyReadBuffer.name(); 2076 } 2077 else 2078 { 2079 return false; 2080 } 2081 break; 2082 case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0 2083 if(clientVersion >= 3) 2084 { 2085 *params = mState.copyWriteBuffer.name(); 2086 } 2087 else 2088 { 2089 return false; 2090 } 2091 break; 2092 case GL_DRAW_BUFFER0: 2093 case GL_DRAW_BUFFER1: 2094 case GL_DRAW_BUFFER2: 2095 case GL_DRAW_BUFFER3: 2096 case GL_DRAW_BUFFER4: 2097 case GL_DRAW_BUFFER5: 2098 case GL_DRAW_BUFFER6: 2099 case GL_DRAW_BUFFER7: 2100 case GL_DRAW_BUFFER8: 2101 case GL_DRAW_BUFFER9: 2102 case GL_DRAW_BUFFER10: 2103 case GL_DRAW_BUFFER11: 2104 case GL_DRAW_BUFFER12: 2105 case GL_DRAW_BUFFER13: 2106 case GL_DRAW_BUFFER14: 2107 case GL_DRAW_BUFFER15: 2108 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0); 2109 break; 2110 case GL_MAJOR_VERSION: 2111 if(clientVersion >= 3) 2112 { 2113 *params = clientVersion; 2114 } 2115 else 2116 { 2117 return false; 2118 } 2119 break; 2120 case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048 2121 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2122 break; 2123 case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048 2124 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2125 break; 2126 case GL_MAX_COLOR_ATTACHMENTS: 2127 *params = MAX_COLOR_ATTACHMENTS; 2128 break; 2129 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048 2130 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2131 break; 2132 case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70 2133 UNIMPLEMENTED(); 2134 *params = 70; 2135 break; 2136 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176 2137 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2138 break; 2139 case GL_MAX_DRAW_BUFFERS: 2140 *params = MAX_DRAW_BUFFERS; 2141 break; 2142 case GL_MAX_ELEMENT_INDEX: 2143 *params = MAX_ELEMENT_INDEX; 2144 break; 2145 case GL_MAX_ELEMENTS_INDICES: 2146 *params = MAX_ELEMENTS_INDICES; 2147 break; 2148 case GL_MAX_ELEMENTS_VERTICES: 2149 *params = MAX_ELEMENTS_VERTICES; 2150 break; 2151 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128 2152 UNIMPLEMENTED(); 2153 *params = 128; 2154 break; 2155 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12 2156 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2157 break; 2158 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 896 2159 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2160 break; 2161 case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7 2162 UNIMPLEMENTED(); 2163 *params = 7; 2164 break; 2165 case GL_MAX_SERVER_WAIT_TIMEOUT: // integer 2166 UNIMPLEMENTED(); 2167 *params = 0; 2168 break; 2169 case GL_MAX_TEXTURE_LOD_BIAS: // integer, at least 2.0 2170 UNIMPLEMENTED(); 2171 *params = 2; 2172 break; 2173 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64 2174 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; 2175 break; 2176 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4 2177 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2178 break; 2179 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4 2180 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS; 2181 break; 2182 case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384 2183 *params = MAX_UNIFORM_BLOCK_SIZE; 2184 break; 2185 case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 24 2186 *params = MAX_UNIFORM_BUFFER_BINDINGS; 2187 break; 2188 case GL_MAX_VARYING_COMPONENTS: // integer, at least 60 2189 UNIMPLEMENTED(); 2190 *params = 60; 2191 break; 2192 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer, at least 64 2193 UNIMPLEMENTED(); 2194 *params = 64; 2195 break; 2196 case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer, at least 12 2197 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2198 break; 2199 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer, at least 1024 2200 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2201 break; 2202 case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8 2203 UNIMPLEMENTED(); 2204 *params = -8; 2205 break; 2206 case GL_MINOR_VERSION: // integer 2207 UNIMPLEMENTED(); 2208 *params = 0; 2209 break; 2210 case GL_NUM_EXTENSIONS: // integer 2211 GLuint numExtensions; 2212 getExtensions(0, &numExtensions); 2213 *params = numExtensions; 2214 break; 2215 case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0 2216 UNIMPLEMENTED(); 2217 *params = 0; 2218 break; 2219 case GL_PACK_ROW_LENGTH: // integer, initially 0 2220 *params = mState.packRowLength; 2221 break; 2222 case GL_PACK_SKIP_PIXELS: // integer, initially 0 2223 *params = mState.packSkipPixels; 2224 break; 2225 case GL_PACK_SKIP_ROWS: // integer, initially 0 2226 *params = mState.packSkipRows; 2227 break; 2228 case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0 2229 if(clientVersion >= 3) 2230 { 2231 *params = mState.pixelPackBuffer.name(); 2232 } 2233 else 2234 { 2235 return false; 2236 } 2237 break; 2238 case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0 2239 if(clientVersion >= 3) 2240 { 2241 *params = mState.pixelUnpackBuffer.name(); 2242 } 2243 else 2244 { 2245 return false; 2246 } 2247 break; 2248 case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS] 2249 UNIMPLEMENTED(); 2250 *params = 0; 2251 break; 2252 case GL_READ_BUFFER: // symbolic constant, initial value is GL_BACK 2253 *params = getReadFramebuffer()->getReadBuffer(); 2254 break; 2255 case GL_SAMPLER_BINDING: // GLint, default 0 2256 *params = mState.sampler[mState.activeSampler].name(); 2257 break; 2258 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2259 if(clientVersion >= 3) 2260 { 2261 *params = mState.genericUniformBuffer.name(); 2262 } 2263 else 2264 { 2265 return false; 2266 } 2267 break; 2268 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1 2269 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2270 break; 2271 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2272 if(clientVersion >= 3) 2273 { 2274 *params = mState.genericUniformBuffer->size(); 2275 } 2276 else 2277 { 2278 return false; 2279 } 2280 break; 2281 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2282 if(clientVersion >= 3) 2283 { 2284 *params = mState.genericUniformBuffer->offset(); 2285 } 2286 else 2287 { 2288 return false; 2289 } 2290 *params = 0; 2291 break; 2292 case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0 2293 *params = mState.unpackInfo.imageHeight; 2294 break; 2295 case GL_UNPACK_ROW_LENGTH: // integer, initially 0 2296 *params = mState.unpackInfo.rowLength; 2297 break; 2298 case GL_UNPACK_SKIP_IMAGES: // integer, initially 0 2299 *params = mState.unpackInfo.skipImages; 2300 break; 2301 case GL_UNPACK_SKIP_PIXELS: // integer, initially 0 2302 *params = mState.unpackInfo.skipPixels; 2303 break; 2304 case GL_UNPACK_SKIP_ROWS: // integer, initially 0 2305 *params = mState.unpackInfo.skipRows; 2306 break; 2307 case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0 2308 *params = getCurrentVertexArray()->name; 2309 break; 2310 case GL_TRANSFORM_FEEDBACK_BINDING: 2311 { 2312 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2313 if(transformFeedback) 2314 { 2315 *params = transformFeedback->name; 2316 } 2317 else 2318 { 2319 return false; 2320 } 2321 } 2322 break; 2323 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2324 { 2325 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2326 if(transformFeedback) 2327 { 2328 *params = transformFeedback->getGenericBufferName(); 2329 } 2330 else 2331 { 2332 return false; 2333 } 2334 } 2335 break; 2336 default: 2337 return false; 2338 } 2339 2340 return true; 2341} 2342 2343template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2344template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2345 2346template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2347{ 2348 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2349 if(!transformFeedback) 2350 { 2351 return false; 2352 } 2353 2354 switch(pname) 2355 { 2356 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2357 *param = transformFeedback->name; 2358 break; 2359 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2360 *param = transformFeedback->isActive(); 2361 break; 2362 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2363 *param = transformFeedback->getBufferName(index); 2364 break; 2365 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2366 *param = transformFeedback->isPaused(); 2367 break; 2368 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2369 if(transformFeedback->getBuffer(index)) 2370 { 2371 *param = transformFeedback->getSize(index); 2372 break; 2373 } 2374 else return false; 2375 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2376 if(transformFeedback->getBuffer(index)) 2377 { 2378 *param = transformFeedback->getOffset(index); 2379 break; 2380 } 2381 else return false; 2382 default: 2383 return false; 2384 } 2385 2386 return true; 2387} 2388 2389template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2390template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2391 2392template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2393{ 2394 const BufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2395 2396 switch(pname) 2397 { 2398 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2399 *param = uniformBuffer.get().name(); 2400 break; 2401 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2402 *param = uniformBuffer.getSize(); 2403 break; 2404 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2405 *param = uniformBuffer.getOffset(); 2406 break; 2407 default: 2408 return false; 2409 } 2410 2411 return true; 2412} 2413 2414bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2415{ 2416 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2417 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2418 // to the fact that it is stored internally as a float, and so would require conversion 2419 // if returned from Context::getIntegerv. Since this conversion is already implemented 2420 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2421 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2422 // application. 2423 switch(pname) 2424 { 2425 case GL_COMPRESSED_TEXTURE_FORMATS: 2426 { 2427 *type = GL_INT; 2428 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2429 } 2430 break; 2431 case GL_SHADER_BINARY_FORMATS: 2432 { 2433 *type = GL_INT; 2434 *numParams = 0; 2435 } 2436 break; 2437 case GL_MAX_VERTEX_ATTRIBS: 2438 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2439 case GL_MAX_VARYING_VECTORS: 2440 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2441 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2442 case GL_MAX_TEXTURE_IMAGE_UNITS: 2443 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2444 case GL_MAX_RENDERBUFFER_SIZE: 2445 case GL_NUM_SHADER_BINARY_FORMATS: 2446 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2447 case GL_ARRAY_BUFFER_BINDING: 2448 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2449 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2450 case GL_RENDERBUFFER_BINDING: 2451 case GL_CURRENT_PROGRAM: 2452 case GL_PACK_ALIGNMENT: 2453 case GL_UNPACK_ALIGNMENT: 2454 case GL_GENERATE_MIPMAP_HINT: 2455 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2456 case GL_RED_BITS: 2457 case GL_GREEN_BITS: 2458 case GL_BLUE_BITS: 2459 case GL_ALPHA_BITS: 2460 case GL_DEPTH_BITS: 2461 case GL_STENCIL_BITS: 2462 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2463 case GL_CULL_FACE_MODE: 2464 case GL_FRONT_FACE: 2465 case GL_ACTIVE_TEXTURE: 2466 case GL_STENCIL_FUNC: 2467 case GL_STENCIL_VALUE_MASK: 2468 case GL_STENCIL_REF: 2469 case GL_STENCIL_FAIL: 2470 case GL_STENCIL_PASS_DEPTH_FAIL: 2471 case GL_STENCIL_PASS_DEPTH_PASS: 2472 case GL_STENCIL_BACK_FUNC: 2473 case GL_STENCIL_BACK_VALUE_MASK: 2474 case GL_STENCIL_BACK_REF: 2475 case GL_STENCIL_BACK_FAIL: 2476 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2477 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2478 case GL_DEPTH_FUNC: 2479 case GL_BLEND_SRC_RGB: 2480 case GL_BLEND_SRC_ALPHA: 2481 case GL_BLEND_DST_RGB: 2482 case GL_BLEND_DST_ALPHA: 2483 case GL_BLEND_EQUATION_RGB: 2484 case GL_BLEND_EQUATION_ALPHA: 2485 case GL_STENCIL_WRITEMASK: 2486 case GL_STENCIL_BACK_WRITEMASK: 2487 case GL_STENCIL_CLEAR_VALUE: 2488 case GL_SUBPIXEL_BITS: 2489 case GL_MAX_TEXTURE_SIZE: 2490 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2491 case GL_SAMPLE_BUFFERS: 2492 case GL_SAMPLES: 2493 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2494 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2495 case GL_TEXTURE_BINDING_2D: 2496 case GL_TEXTURE_BINDING_CUBE_MAP: 2497 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2498 case GL_TEXTURE_BINDING_3D_OES: 2499 case GL_COPY_READ_BUFFER_BINDING: 2500 case GL_COPY_WRITE_BUFFER_BINDING: 2501 case GL_DRAW_BUFFER0: 2502 case GL_DRAW_BUFFER1: 2503 case GL_DRAW_BUFFER2: 2504 case GL_DRAW_BUFFER3: 2505 case GL_DRAW_BUFFER4: 2506 case GL_DRAW_BUFFER5: 2507 case GL_DRAW_BUFFER6: 2508 case GL_DRAW_BUFFER7: 2509 case GL_DRAW_BUFFER8: 2510 case GL_DRAW_BUFFER9: 2511 case GL_DRAW_BUFFER10: 2512 case GL_DRAW_BUFFER11: 2513 case GL_DRAW_BUFFER12: 2514 case GL_DRAW_BUFFER13: 2515 case GL_DRAW_BUFFER14: 2516 case GL_DRAW_BUFFER15: 2517 case GL_MAJOR_VERSION: 2518 case GL_MAX_3D_TEXTURE_SIZE: 2519 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2520 case GL_MAX_COLOR_ATTACHMENTS: 2521 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2522 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2523 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2524 case GL_MAX_DRAW_BUFFERS: 2525 case GL_MAX_ELEMENT_INDEX: 2526 case GL_MAX_ELEMENTS_INDICES: 2527 case GL_MAX_ELEMENTS_VERTICES: 2528 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2529 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2530 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2531 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2532 case GL_MAX_SERVER_WAIT_TIMEOUT: 2533 case GL_MAX_TEXTURE_LOD_BIAS: 2534 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2535 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2536 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2537 case GL_MAX_UNIFORM_BLOCK_SIZE: 2538 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2539 case GL_MAX_VARYING_COMPONENTS: 2540 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2541 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2542 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2543 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2544 case GL_MINOR_VERSION: 2545 case GL_NUM_EXTENSIONS: 2546 case GL_NUM_PROGRAM_BINARY_FORMATS: 2547 case GL_PACK_ROW_LENGTH: 2548 case GL_PACK_SKIP_PIXELS: 2549 case GL_PACK_SKIP_ROWS: 2550 case GL_PIXEL_PACK_BUFFER_BINDING: 2551 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2552 case GL_PROGRAM_BINARY_FORMATS: 2553 case GL_READ_BUFFER: 2554 case GL_SAMPLER_BINDING: 2555 case GL_TEXTURE_BINDING_2D_ARRAY: 2556 case GL_UNIFORM_BUFFER_BINDING: 2557 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2558 case GL_UNIFORM_BUFFER_SIZE: 2559 case GL_UNIFORM_BUFFER_START: 2560 case GL_UNPACK_IMAGE_HEIGHT: 2561 case GL_UNPACK_ROW_LENGTH: 2562 case GL_UNPACK_SKIP_IMAGES: 2563 case GL_UNPACK_SKIP_PIXELS: 2564 case GL_UNPACK_SKIP_ROWS: 2565 case GL_VERTEX_ARRAY_BINDING: 2566 case GL_TRANSFORM_FEEDBACK_BINDING: 2567 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2568 { 2569 *type = GL_INT; 2570 *numParams = 1; 2571 } 2572 break; 2573 case GL_MAX_SAMPLES_ANGLE: 2574 { 2575 *type = GL_INT; 2576 *numParams = 1; 2577 } 2578 break; 2579 case GL_MAX_VIEWPORT_DIMS: 2580 { 2581 *type = GL_INT; 2582 *numParams = 2; 2583 } 2584 break; 2585 case GL_VIEWPORT: 2586 case GL_SCISSOR_BOX: 2587 { 2588 *type = GL_INT; 2589 *numParams = 4; 2590 } 2591 break; 2592 case GL_SHADER_COMPILER: 2593 case GL_SAMPLE_COVERAGE_INVERT: 2594 case GL_DEPTH_WRITEMASK: 2595 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2596 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2597 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2598 case GL_SAMPLE_COVERAGE: 2599 case GL_SCISSOR_TEST: 2600 case GL_STENCIL_TEST: 2601 case GL_DEPTH_TEST: 2602 case GL_BLEND: 2603 case GL_DITHER: 2604 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2605 case GL_RASTERIZER_DISCARD: 2606 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2607 case GL_TRANSFORM_FEEDBACK_PAUSED: 2608 { 2609 *type = GL_BOOL; 2610 *numParams = 1; 2611 } 2612 break; 2613 case GL_COLOR_WRITEMASK: 2614 { 2615 *type = GL_BOOL; 2616 *numParams = 4; 2617 } 2618 break; 2619 case GL_POLYGON_OFFSET_FACTOR: 2620 case GL_POLYGON_OFFSET_UNITS: 2621 case GL_SAMPLE_COVERAGE_VALUE: 2622 case GL_DEPTH_CLEAR_VALUE: 2623 case GL_LINE_WIDTH: 2624 { 2625 *type = GL_FLOAT; 2626 *numParams = 1; 2627 } 2628 break; 2629 case GL_ALIASED_LINE_WIDTH_RANGE: 2630 case GL_ALIASED_POINT_SIZE_RANGE: 2631 case GL_DEPTH_RANGE: 2632 { 2633 *type = GL_FLOAT; 2634 *numParams = 2; 2635 } 2636 break; 2637 case GL_COLOR_CLEAR_VALUE: 2638 case GL_BLEND_COLOR: 2639 { 2640 *type = GL_FLOAT; 2641 *numParams = 4; 2642 } 2643 break; 2644 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2645 *type = GL_FLOAT; 2646 *numParams = 1; 2647 break; 2648 default: 2649 return false; 2650 } 2651 2652 return true; 2653} 2654 2655void Context::applyScissor(int width, int height) 2656{ 2657 if(mState.scissorTestEnabled) 2658 { 2659 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2660 scissor.clip(0, 0, width, height); 2661 2662 device->setScissorRect(scissor); 2663 device->setScissorEnable(true); 2664 } 2665 else 2666 { 2667 device->setScissorEnable(false); 2668 } 2669} 2670 2671// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2672bool Context::applyRenderTarget() 2673{ 2674 Framebuffer *framebuffer = getDrawFramebuffer(); 2675 int width, height, samples; 2676 2677 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2678 { 2679 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2680 } 2681 2682 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2683 { 2684 if(framebuffer->getDrawBuffer(i) != GL_NONE) 2685 { 2686 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2687 device->setRenderTarget(i, renderTarget); 2688 if(renderTarget) renderTarget->release(); 2689 } 2690 else 2691 { 2692 device->setRenderTarget(i, nullptr); 2693 } 2694 } 2695 2696 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 2697 device->setDepthBuffer(depthBuffer); 2698 if(depthBuffer) depthBuffer->release(); 2699 2700 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 2701 device->setStencilBuffer(stencilBuffer); 2702 if(stencilBuffer) stencilBuffer->release(); 2703 2704 Viewport viewport; 2705 float zNear = clamp01(mState.zNear); 2706 float zFar = clamp01(mState.zFar); 2707 2708 viewport.x0 = mState.viewportX; 2709 viewport.y0 = mState.viewportY; 2710 viewport.width = mState.viewportWidth; 2711 viewport.height = mState.viewportHeight; 2712 viewport.minZ = zNear; 2713 viewport.maxZ = zFar; 2714 2715 device->setViewport(viewport); 2716 2717 applyScissor(width, height); 2718 2719 Program *program = getCurrentProgram(); 2720 2721 if(program) 2722 { 2723 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2724 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2725 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2726 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2727 } 2728 2729 return true; 2730} 2731 2732// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2733void Context::applyState(GLenum drawMode) 2734{ 2735 Framebuffer *framebuffer = getDrawFramebuffer(); 2736 2737 if(mState.cullFaceEnabled) 2738 { 2739 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2740 } 2741 else 2742 { 2743 device->setCullMode(sw::CULL_NONE); 2744 } 2745 2746 if(mDepthStateDirty) 2747 { 2748 if(mState.depthTestEnabled) 2749 { 2750 device->setDepthBufferEnable(true); 2751 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2752 } 2753 else 2754 { 2755 device->setDepthBufferEnable(false); 2756 } 2757 2758 mDepthStateDirty = false; 2759 } 2760 2761 if(mBlendStateDirty) 2762 { 2763 if(mState.blendEnabled) 2764 { 2765 device->setAlphaBlendEnable(true); 2766 device->setSeparateAlphaBlendEnable(true); 2767 2768 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2769 2770 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2771 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2772 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2773 2774 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2775 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2776 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2777 } 2778 else 2779 { 2780 device->setAlphaBlendEnable(false); 2781 } 2782 2783 mBlendStateDirty = false; 2784 } 2785 2786 if(mStencilStateDirty || mFrontFaceDirty) 2787 { 2788 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2789 { 2790 device->setStencilEnable(true); 2791 device->setTwoSidedStencil(true); 2792 2793 // get the maximum size of the stencil ref 2794 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2795 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2796 2797 if(mState.frontFace == GL_CCW) 2798 { 2799 device->setStencilWriteMask(mState.stencilWritemask); 2800 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2801 2802 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2803 device->setStencilMask(mState.stencilMask); 2804 2805 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2806 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2807 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2808 2809 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2810 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2811 2812 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2813 device->setStencilMaskCCW(mState.stencilBackMask); 2814 2815 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2816 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2817 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2818 } 2819 else 2820 { 2821 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2822 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2823 2824 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2825 device->setStencilMaskCCW(mState.stencilMask); 2826 2827 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2828 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2829 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2830 2831 device->setStencilWriteMask(mState.stencilBackWritemask); 2832 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2833 2834 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2835 device->setStencilMask(mState.stencilBackMask); 2836 2837 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2838 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2839 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2840 } 2841 } 2842 else 2843 { 2844 device->setStencilEnable(false); 2845 } 2846 2847 mStencilStateDirty = false; 2848 mFrontFaceDirty = false; 2849 } 2850 2851 if(mMaskStateDirty) 2852 { 2853 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2854 { 2855 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2856 } 2857 2858 device->setDepthWriteEnable(mState.depthMask); 2859 2860 mMaskStateDirty = false; 2861 } 2862 2863 if(mPolygonOffsetStateDirty) 2864 { 2865 if(mState.polygonOffsetFillEnabled) 2866 { 2867 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2868 if(depthbuffer) 2869 { 2870 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2871 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 2872 device->setDepthBias(depthBias); 2873 } 2874 } 2875 else 2876 { 2877 device->setSlopeDepthBias(0); 2878 device->setDepthBias(0); 2879 } 2880 2881 mPolygonOffsetStateDirty = false; 2882 } 2883 2884 if(mSampleStateDirty) 2885 { 2886 if(mState.sampleAlphaToCoverageEnabled) 2887 { 2888 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2889 } 2890 else 2891 { 2892 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2893 } 2894 2895 if(mState.sampleCoverageEnabled) 2896 { 2897 unsigned int mask = 0; 2898 if(mState.sampleCoverageValue != 0) 2899 { 2900 int width, height, samples; 2901 framebuffer->completeness(width, height, samples); 2902 2903 float threshold = 0.5f; 2904 2905 for(int i = 0; i < samples; i++) 2906 { 2907 mask <<= 1; 2908 2909 if((i + 1) * mState.sampleCoverageValue >= threshold) 2910 { 2911 threshold += 1.0f; 2912 mask |= 1; 2913 } 2914 } 2915 } 2916 2917 if(mState.sampleCoverageInvert) 2918 { 2919 mask = ~mask; 2920 } 2921 2922 device->setMultiSampleMask(mask); 2923 } 2924 else 2925 { 2926 device->setMultiSampleMask(0xFFFFFFFF); 2927 } 2928 2929 mSampleStateDirty = false; 2930 } 2931 2932 if(mDitherStateDirty) 2933 { 2934 // UNIMPLEMENTED(); // FIXME 2935 2936 mDitherStateDirty = false; 2937 } 2938 2939 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled); 2940} 2941 2942GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2943{ 2944 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2945 2946 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2947 if(err != GL_NO_ERROR) 2948 { 2949 return err; 2950 } 2951 2952 Program *program = getCurrentProgram(); 2953 2954 device->resetInputStreams(false); 2955 2956 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2957 { 2958 if(program->getAttributeStream(i) == -1) 2959 { 2960 continue; 2961 } 2962 2963 sw::Resource *resource = attributes[i].vertexBuffer; 2964 const void *buffer = (char*)resource->data() + attributes[i].offset; 2965 2966 int stride = attributes[i].stride; 2967 2968 buffer = (char*)buffer + stride * base; 2969 2970 sw::Stream attribute(resource, buffer, stride); 2971 2972 attribute.type = attributes[i].type; 2973 attribute.count = attributes[i].count; 2974 attribute.normalized = attributes[i].normalized; 2975 2976 int stream = program->getAttributeStream(i); 2977 device->setInputStream(stream, attribute); 2978 } 2979 2980 return GL_NO_ERROR; 2981} 2982 2983// Applies the indices and element array bindings 2984GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 2985{ 2986 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo); 2987 2988 if(err == GL_NO_ERROR) 2989 { 2990 device->setIndexBuffer(indexInfo->indexBuffer); 2991 } 2992 2993 return err; 2994} 2995 2996// Applies the shaders and shader constants 2997void Context::applyShaders() 2998{ 2999 Program *programObject = getCurrentProgram(); 3000 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3001 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3002 3003 device->setVertexShader(vertexShader); 3004 device->setPixelShader(pixelShader); 3005 3006 if(programObject->getSerial() != mAppliedProgramSerial) 3007 { 3008 programObject->dirtyAllUniforms(); 3009 mAppliedProgramSerial = programObject->getSerial(); 3010 } 3011 3012 programObject->applyTransformFeedback(getTransformFeedback()); 3013 programObject->applyUniformBuffers(mState.uniformBuffers); 3014 programObject->applyUniforms(); 3015} 3016 3017void Context::applyTextures() 3018{ 3019 applyTextures(sw::SAMPLER_PIXEL); 3020 applyTextures(sw::SAMPLER_VERTEX); 3021} 3022 3023void Context::applyTextures(sw::SamplerType samplerType) 3024{ 3025 Program *programObject = getCurrentProgram(); 3026 3027 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3028 3029 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3030 { 3031 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3032 3033 if(textureUnit != -1) 3034 { 3035 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3036 3037 Texture *texture = getSamplerTexture(textureUnit, textureType); 3038 3039 if(texture->isSamplerComplete()) 3040 { 3041 GLenum wrapS, wrapT, wrapR, minFilter, magFilter; 3042 GLfloat minLOD, maxLOD; 3043 3044 Sampler *samplerObject = mState.sampler[textureUnit]; 3045 if(samplerObject) 3046 { 3047 wrapS = samplerObject->getWrapS(); 3048 wrapT = samplerObject->getWrapT(); 3049 wrapR = samplerObject->getWrapR(); 3050 minFilter = samplerObject->getMinFilter(); 3051 magFilter = samplerObject->getMagFilter(); 3052 minLOD = samplerObject->getMinLod(); 3053 maxLOD = samplerObject->getMaxLod(); 3054 } 3055 else 3056 { 3057 wrapS = texture->getWrapS(); 3058 wrapT = texture->getWrapT(); 3059 wrapR = texture->getWrapR(); 3060 minFilter = texture->getMinFilter(); 3061 magFilter = texture->getMagFilter(); 3062 minLOD = texture->getMinLOD(); 3063 maxLOD = texture->getMaxLOD(); 3064 } 3065 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3066 3067 GLint baseLevel = texture->getBaseLevel(); 3068 GLint maxLevel = texture->getMaxLevel(); 3069 GLenum swizzleR = texture->getSwizzleR(); 3070 GLenum swizzleG = texture->getSwizzleG(); 3071 GLenum swizzleB = texture->getSwizzleB(); 3072 GLenum swizzleA = texture->getSwizzleA(); 3073 3074 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3075 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3076 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3077 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3078 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3079 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3080 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3081 device->setMinLod(samplerType, samplerIndex, minLOD); 3082 device->setMaxLod(samplerType, samplerIndex, maxLOD); 3083 device->setBaseLevel(samplerType, samplerIndex, baseLevel); 3084 device->setMaxLevel(samplerType, samplerIndex, maxLevel); 3085 3086 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3087 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3088 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3089 3090 applyTexture(samplerType, samplerIndex, texture); 3091 } 3092 else 3093 { 3094 applyTexture(samplerType, samplerIndex, nullptr); 3095 } 3096 } 3097 else 3098 { 3099 applyTexture(samplerType, samplerIndex, nullptr); 3100 } 3101 } 3102} 3103 3104void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3105{ 3106 Program *program = getCurrentProgram(); 3107 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3108 bool textureUsed = false; 3109 3110 if(type == sw::SAMPLER_PIXEL) 3111 { 3112 textureUsed = program->getPixelShader()->usesSampler(index); 3113 } 3114 else if(type == sw::SAMPLER_VERTEX) 3115 { 3116 textureUsed = program->getVertexShader()->usesSampler(index); 3117 } 3118 else UNREACHABLE(type); 3119 3120 sw::Resource *resource = 0; 3121 3122 if(baseTexture && textureUsed) 3123 { 3124 resource = baseTexture->getResource(); 3125 } 3126 3127 device->setTextureResource(sampler, resource); 3128 3129 if(baseTexture && textureUsed) 3130 { 3131 int levelCount = baseTexture->getLevelCount(); 3132 3133 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3134 { 3135 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3136 3137 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3138 { 3139 int surfaceLevel = mipmapLevel; 3140 3141 if(surfaceLevel < 0) 3142 { 3143 surfaceLevel = 0; 3144 } 3145 else if(surfaceLevel >= levelCount) 3146 { 3147 surfaceLevel = levelCount - 1; 3148 } 3149 3150 egl::Image *surface = texture->getImage(surfaceLevel); 3151 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3152 } 3153 } 3154 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3155 { 3156 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3157 3158 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3159 { 3160 int surfaceLevel = mipmapLevel; 3161 3162 if(surfaceLevel < 0) 3163 { 3164 surfaceLevel = 0; 3165 } 3166 else if(surfaceLevel >= levelCount) 3167 { 3168 surfaceLevel = levelCount - 1; 3169 } 3170 3171 egl::Image *surface = texture->getImage(surfaceLevel); 3172 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3173 } 3174 } 3175 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3176 { 3177 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3178 3179 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3180 { 3181 int surfaceLevel = mipmapLevel; 3182 3183 if(surfaceLevel < 0) 3184 { 3185 surfaceLevel = 0; 3186 } 3187 else if(surfaceLevel >= levelCount) 3188 { 3189 surfaceLevel = levelCount - 1; 3190 } 3191 3192 egl::Image *surface = texture->getImage(surfaceLevel); 3193 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3194 } 3195 } 3196 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3197 { 3198 for(int face = 0; face < 6; face++) 3199 { 3200 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3201 3202 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3203 { 3204 int surfaceLevel = mipmapLevel; 3205 3206 if(surfaceLevel < 0) 3207 { 3208 surfaceLevel = 0; 3209 } 3210 else if(surfaceLevel >= levelCount) 3211 { 3212 surfaceLevel = levelCount - 1; 3213 } 3214 3215 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3216 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3217 } 3218 } 3219 } 3220 else UNIMPLEMENTED(); 3221 } 3222 else 3223 { 3224 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3225 } 3226} 3227 3228void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3229{ 3230 Framebuffer *framebuffer = getReadFramebuffer(); 3231 int framebufferWidth, framebufferHeight, framebufferSamples; 3232 3233 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3234 { 3235 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3236 } 3237 3238 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3239 { 3240 return error(GL_INVALID_OPERATION); 3241 } 3242 3243 GLenum readFormat = GL_NONE; 3244 GLenum readType = GL_NONE; 3245 switch(format) 3246 { 3247 case GL_DEPTH_COMPONENT: 3248 readFormat = framebuffer->getDepthReadFormat(); 3249 readType = framebuffer->getDepthReadType(); 3250 break; 3251 default: 3252 readFormat = framebuffer->getImplementationColorReadFormat(); 3253 readType = framebuffer->getImplementationColorReadType(); 3254 break; 3255 } 3256 3257 if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion)) 3258 { 3259 return error(GL_INVALID_OPERATION); 3260 } 3261 3262 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width; 3263 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment); 3264 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3265 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3266 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels); 3267 3268 // Sized query sanity check 3269 if(bufSize) 3270 { 3271 int requiredSize = outputPitch * height; 3272 if(requiredSize > *bufSize) 3273 { 3274 return error(GL_INVALID_OPERATION); 3275 } 3276 } 3277 3278 egl::Image *renderTarget = nullptr; 3279 switch(format) 3280 { 3281 case GL_DEPTH_COMPONENT: 3282 renderTarget = framebuffer->getDepthBuffer(); 3283 break; 3284 default: 3285 renderTarget = framebuffer->getReadRenderTarget(); 3286 break; 3287 } 3288 3289 if(!renderTarget) 3290 { 3291 return error(GL_INVALID_OPERATION); 3292 } 3293 3294 sw::Rect rect = {x, y, x + width, y + height}; 3295 sw::Rect dstRect = { 0, 0, width, height }; 3296 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3297 3298 sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3299 sw::SliceRect sliceRect(rect); 3300 sw::SliceRect dstSliceRect(dstRect); 3301 device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false); 3302 3303 renderTarget->release(); 3304} 3305 3306void Context::clear(GLbitfield mask) 3307{ 3308 if(mState.rasterizerDiscardEnabled) 3309 { 3310 return; 3311 } 3312 3313 Framebuffer *framebuffer = getDrawFramebuffer(); 3314 3315 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3316 { 3317 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3318 } 3319 3320 if(!applyRenderTarget()) 3321 { 3322 return; 3323 } 3324 3325 if(mask & GL_COLOR_BUFFER_BIT) 3326 { 3327 unsigned int rgbaMask = getColorMask(); 3328 3329 if(rgbaMask != 0) 3330 { 3331 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3332 } 3333 } 3334 3335 if(mask & GL_DEPTH_BUFFER_BIT) 3336 { 3337 if(mState.depthMask != 0) 3338 { 3339 float depth = clamp01(mState.depthClearValue); 3340 device->clearDepth(depth); 3341 } 3342 } 3343 3344 if(mask & GL_STENCIL_BUFFER_BIT) 3345 { 3346 if(mState.stencilWritemask != 0) 3347 { 3348 int stencil = mState.stencilClearValue & 0x000000FF; 3349 device->clearStencil(stencil, mState.stencilWritemask); 3350 } 3351 } 3352} 3353 3354void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3355{ 3356 unsigned int rgbaMask = getColorMask(); 3357 if(rgbaMask && !mState.rasterizerDiscardEnabled) 3358 { 3359 Framebuffer *framebuffer = getDrawFramebuffer(); 3360 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer); 3361 3362 if(colorbuffer) 3363 { 3364 sw::SliceRect clearRect = colorbuffer->getRect(); 3365 3366 if(mState.scissorTestEnabled) 3367 { 3368 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3369 } 3370 3371 device->clear(value, format, colorbuffer, clearRect, rgbaMask); 3372 3373 colorbuffer->release(); 3374 } 3375 } 3376} 3377 3378void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3379{ 3380 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3381} 3382 3383void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3384{ 3385 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3386} 3387 3388void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3389{ 3390 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3391} 3392 3393void Context::clearDepthBuffer(const GLfloat value) 3394{ 3395 if(mState.depthMask && !mState.rasterizerDiscardEnabled) 3396 { 3397 Framebuffer *framebuffer = getDrawFramebuffer(); 3398 egl::Image *depthbuffer = framebuffer->getDepthBuffer(); 3399 3400 if(depthbuffer) 3401 { 3402 float depth = clamp01(value); 3403 sw::SliceRect clearRect = depthbuffer->getRect(); 3404 3405 if(mState.scissorTestEnabled) 3406 { 3407 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3408 } 3409 3410 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3411 3412 depthbuffer->release(); 3413 } 3414 } 3415} 3416 3417void Context::clearStencilBuffer(const GLint value) 3418{ 3419 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled) 3420 { 3421 Framebuffer *framebuffer = getDrawFramebuffer(); 3422 egl::Image *stencilbuffer = framebuffer->getStencilBuffer(); 3423 3424 if(stencilbuffer) 3425 { 3426 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF); 3427 sw::SliceRect clearRect = stencilbuffer->getRect(); 3428 3429 if(mState.scissorTestEnabled) 3430 { 3431 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3432 } 3433 3434 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3435 3436 stencilbuffer->release(); 3437 } 3438 } 3439} 3440 3441void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3442{ 3443 if(!mState.currentProgram) 3444 { 3445 return error(GL_INVALID_OPERATION); 3446 } 3447 3448 sw::DrawType primitiveType; 3449 int primitiveCount; 3450 int verticesPerPrimitive; 3451 3452 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive)) 3453 return error(GL_INVALID_ENUM); 3454 3455 if(primitiveCount <= 0) 3456 { 3457 return; 3458 } 3459 3460 if(!applyRenderTarget()) 3461 { 3462 return; 3463 } 3464 3465 applyState(mode); 3466 3467 for(int i = 0; i < instanceCount; ++i) 3468 { 3469 device->setInstanceID(i); 3470 3471 GLenum err = applyVertexBuffer(0, first, count, i); 3472 if(err != GL_NO_ERROR) 3473 { 3474 return error(err); 3475 } 3476 3477 applyShaders(); 3478 applyTextures(); 3479 3480 if(!getCurrentProgram()->validateSamplers(false)) 3481 { 3482 return error(GL_INVALID_OPERATION); 3483 } 3484 3485 TransformFeedback* transformFeedback = getTransformFeedback(); 3486 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3487 { 3488 device->drawPrimitive(primitiveType, primitiveCount); 3489 } 3490 if(transformFeedback) 3491 { 3492 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3493 } 3494 } 3495} 3496 3497void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3498{ 3499 if(!mState.currentProgram) 3500 { 3501 return error(GL_INVALID_OPERATION); 3502 } 3503 3504 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3505 { 3506 return error(GL_INVALID_OPERATION); 3507 } 3508 3509 sw::DrawType primitiveType; 3510 int primitiveCount; 3511 int verticesPerPrimitive; 3512 3513 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive)) 3514 return error(GL_INVALID_ENUM); 3515 3516 if(primitiveCount <= 0) 3517 { 3518 return; 3519 } 3520 3521 if(!applyRenderTarget()) 3522 { 3523 return; 3524 } 3525 3526 applyState(mode); 3527 3528 for(int i = 0; i < instanceCount; ++i) 3529 { 3530 device->setInstanceID(i); 3531 3532 TranslatedIndexData indexInfo; 3533 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3534 if(err != GL_NO_ERROR) 3535 { 3536 return error(err); 3537 } 3538 3539 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3540 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3541 if(err != GL_NO_ERROR) 3542 { 3543 return error(err); 3544 } 3545 3546 applyShaders(); 3547 applyTextures(); 3548 3549 if(!getCurrentProgram()->validateSamplers(false)) 3550 { 3551 return error(GL_INVALID_OPERATION); 3552 } 3553 3554 TransformFeedback* transformFeedback = getTransformFeedback(); 3555 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3556 { 3557 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount); 3558 } 3559 if(transformFeedback) 3560 { 3561 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3562 } 3563 } 3564} 3565 3566void Context::finish() 3567{ 3568 device->finish(); 3569} 3570 3571void Context::flush() 3572{ 3573 // We don't queue anything without processing it as fast as possible 3574} 3575 3576void Context::recordInvalidEnum() 3577{ 3578 mInvalidEnum = true; 3579} 3580 3581void Context::recordInvalidValue() 3582{ 3583 mInvalidValue = true; 3584} 3585 3586void Context::recordInvalidOperation() 3587{ 3588 mInvalidOperation = true; 3589} 3590 3591void Context::recordOutOfMemory() 3592{ 3593 mOutOfMemory = true; 3594} 3595 3596void Context::recordInvalidFramebufferOperation() 3597{ 3598 mInvalidFramebufferOperation = true; 3599} 3600 3601// Get one of the recorded errors and clear its flag, if any. 3602// [OpenGL ES 2.0.24] section 2.5 page 13. 3603GLenum Context::getError() 3604{ 3605 if(mInvalidEnum) 3606 { 3607 mInvalidEnum = false; 3608 3609 return GL_INVALID_ENUM; 3610 } 3611 3612 if(mInvalidValue) 3613 { 3614 mInvalidValue = false; 3615 3616 return GL_INVALID_VALUE; 3617 } 3618 3619 if(mInvalidOperation) 3620 { 3621 mInvalidOperation = false; 3622 3623 return GL_INVALID_OPERATION; 3624 } 3625 3626 if(mOutOfMemory) 3627 { 3628 mOutOfMemory = false; 3629 3630 return GL_OUT_OF_MEMORY; 3631 } 3632 3633 if(mInvalidFramebufferOperation) 3634 { 3635 mInvalidFramebufferOperation = false; 3636 3637 return GL_INVALID_FRAMEBUFFER_OPERATION; 3638 } 3639 3640 return GL_NO_ERROR; 3641} 3642 3643int Context::getSupportedMultisampleCount(int requested) 3644{ 3645 int supported = 0; 3646 3647 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3648 { 3649 if(supported >= requested) 3650 { 3651 return supported; 3652 } 3653 3654 supported = multisampleCount[i]; 3655 } 3656 3657 return supported; 3658} 3659 3660void Context::detachBuffer(GLuint buffer) 3661{ 3662 // [OpenGL ES 2.0.24] section 2.9 page 22: 3663 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3664 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3665 3666 if(mState.copyReadBuffer.name() == buffer) 3667 { 3668 mState.copyReadBuffer = nullptr; 3669 } 3670 3671 if(mState.copyWriteBuffer.name() == buffer) 3672 { 3673 mState.copyWriteBuffer = nullptr; 3674 } 3675 3676 if(mState.pixelPackBuffer.name() == buffer) 3677 { 3678 mState.pixelPackBuffer = nullptr; 3679 } 3680 3681 if(mState.pixelUnpackBuffer.name() == buffer) 3682 { 3683 mState.pixelUnpackBuffer = nullptr; 3684 } 3685 3686 if(mState.genericUniformBuffer.name() == buffer) 3687 { 3688 mState.genericUniformBuffer = nullptr; 3689 } 3690 3691 if(getArrayBufferName() == buffer) 3692 { 3693 mState.arrayBuffer = nullptr; 3694 } 3695 3696 // Only detach from the current transform feedback 3697 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3698 if(currentTransformFeedback) 3699 { 3700 currentTransformFeedback->detachBuffer(buffer); 3701 } 3702 3703 // Only detach from the current vertex array 3704 VertexArray* currentVertexArray = getCurrentVertexArray(); 3705 if(currentVertexArray) 3706 { 3707 currentVertexArray->detachBuffer(buffer); 3708 } 3709 3710 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3711 { 3712 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3713 { 3714 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 3715 } 3716 } 3717} 3718 3719void Context::detachTexture(GLuint texture) 3720{ 3721 // [OpenGL ES 2.0.24] section 3.8 page 84: 3722 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3723 // rebound to texture object zero 3724 3725 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3726 { 3727 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3728 { 3729 if(mState.samplerTexture[type][sampler].name() == texture) 3730 { 3731 mState.samplerTexture[type][sampler] = nullptr; 3732 } 3733 } 3734 } 3735 3736 // [OpenGL ES 2.0.24] section 4.4 page 112: 3737 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3738 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3739 // image was attached in the currently bound framebuffer. 3740 3741 Framebuffer *readFramebuffer = getReadFramebuffer(); 3742 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3743 3744 if(readFramebuffer) 3745 { 3746 readFramebuffer->detachTexture(texture); 3747 } 3748 3749 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3750 { 3751 drawFramebuffer->detachTexture(texture); 3752 } 3753} 3754 3755void Context::detachFramebuffer(GLuint framebuffer) 3756{ 3757 // [OpenGL ES 2.0.24] section 4.4 page 107: 3758 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3759 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3760 3761 if(mState.readFramebuffer == framebuffer) 3762 { 3763 bindReadFramebuffer(0); 3764 } 3765 3766 if(mState.drawFramebuffer == framebuffer) 3767 { 3768 bindDrawFramebuffer(0); 3769 } 3770} 3771 3772void Context::detachRenderbuffer(GLuint renderbuffer) 3773{ 3774 // [OpenGL ES 2.0.24] section 4.4 page 109: 3775 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3776 // had been executed with the target RENDERBUFFER and name of zero. 3777 3778 if(mState.renderbuffer.name() == renderbuffer) 3779 { 3780 bindRenderbuffer(0); 3781 } 3782 3783 // [OpenGL ES 2.0.24] section 4.4 page 111: 3784 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3785 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3786 // point to which this image was attached in the currently bound framebuffer. 3787 3788 Framebuffer *readFramebuffer = getReadFramebuffer(); 3789 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3790 3791 if(readFramebuffer) 3792 { 3793 readFramebuffer->detachRenderbuffer(renderbuffer); 3794 } 3795 3796 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3797 { 3798 drawFramebuffer->detachRenderbuffer(renderbuffer); 3799 } 3800} 3801 3802void Context::detachSampler(GLuint sampler) 3803{ 3804 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3805 // If a sampler object that is currently bound to one or more texture units is 3806 // deleted, it is as though BindSampler is called once for each texture unit to 3807 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3808 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3809 { 3810 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3811 if(samplerBinding.name() == sampler) 3812 { 3813 samplerBinding = nullptr; 3814 } 3815 } 3816} 3817 3818bool Context::cullSkipsDraw(GLenum drawMode) 3819{ 3820 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3821} 3822 3823bool Context::isTriangleMode(GLenum drawMode) 3824{ 3825 switch(drawMode) 3826 { 3827 case GL_TRIANGLES: 3828 case GL_TRIANGLE_FAN: 3829 case GL_TRIANGLE_STRIP: 3830 return true; 3831 case GL_POINTS: 3832 case GL_LINES: 3833 case GL_LINE_LOOP: 3834 case GL_LINE_STRIP: 3835 return false; 3836 default: UNREACHABLE(drawMode); 3837 } 3838 3839 return false; 3840} 3841 3842void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3843{ 3844 ASSERT(index < MAX_VERTEX_ATTRIBS); 3845 3846 mState.vertexAttribute[index].setCurrentValue(values); 3847 3848 mVertexDataManager->dirtyCurrentValue(index); 3849} 3850 3851void Context::setVertexAttrib(GLuint index, const GLint *values) 3852{ 3853 ASSERT(index < MAX_VERTEX_ATTRIBS); 3854 3855 mState.vertexAttribute[index].setCurrentValue(values); 3856 3857 mVertexDataManager->dirtyCurrentValue(index); 3858} 3859 3860void Context::setVertexAttrib(GLuint index, const GLuint *values) 3861{ 3862 ASSERT(index < MAX_VERTEX_ATTRIBS); 3863 3864 mState.vertexAttribute[index].setCurrentValue(values); 3865 3866 mVertexDataManager->dirtyCurrentValue(index); 3867} 3868 3869void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3870 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3871 GLbitfield mask) 3872{ 3873 Framebuffer *readFramebuffer = getReadFramebuffer(); 3874 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3875 3876 int readBufferWidth, readBufferHeight, readBufferSamples; 3877 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3878 3879 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3880 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3881 { 3882 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3883 } 3884 3885 if(drawBufferSamples > 1) 3886 { 3887 return error(GL_INVALID_OPERATION); 3888 } 3889 3890 sw::SliceRect sourceRect; 3891 sw::SliceRect destRect; 3892 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3893 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3894 3895 if(srcX0 < srcX1) 3896 { 3897 sourceRect.x0 = srcX0; 3898 sourceRect.x1 = srcX1; 3899 } 3900 else 3901 { 3902 sourceRect.x0 = srcX1; 3903 sourceRect.x1 = srcX0; 3904 } 3905 3906 if(dstX0 < dstX1) 3907 { 3908 destRect.x0 = dstX0; 3909 destRect.x1 = dstX1; 3910 } 3911 else 3912 { 3913 destRect.x0 = dstX1; 3914 destRect.x1 = dstX0; 3915 } 3916 3917 if(srcY0 < srcY1) 3918 { 3919 sourceRect.y0 = srcY0; 3920 sourceRect.y1 = srcY1; 3921 } 3922 else 3923 { 3924 sourceRect.y0 = srcY1; 3925 sourceRect.y1 = srcY0; 3926 } 3927 3928 if(dstY0 < dstY1) 3929 { 3930 destRect.y0 = dstY0; 3931 destRect.y1 = dstY1; 3932 } 3933 else 3934 { 3935 destRect.y0 = dstY1; 3936 destRect.y1 = dstY0; 3937 } 3938 3939 sw::Rect sourceScissoredRect = sourceRect; 3940 sw::Rect destScissoredRect = destRect; 3941 3942 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3943 { 3944 if(destRect.x0 < mState.scissorX) 3945 { 3946 int xDiff = mState.scissorX - destRect.x0; 3947 destScissoredRect.x0 = mState.scissorX; 3948 sourceScissoredRect.x0 += xDiff; 3949 } 3950 3951 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3952 { 3953 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3954 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3955 sourceScissoredRect.x1 -= xDiff; 3956 } 3957 3958 if(destRect.y0 < mState.scissorY) 3959 { 3960 int yDiff = mState.scissorY - destRect.y0; 3961 destScissoredRect.y0 = mState.scissorY; 3962 sourceScissoredRect.y0 += yDiff; 3963 } 3964 3965 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3966 { 3967 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3968 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3969 sourceScissoredRect.y1 -= yDiff; 3970 } 3971 } 3972 3973 sw::Rect sourceTrimmedRect = sourceScissoredRect; 3974 sw::Rect destTrimmedRect = destScissoredRect; 3975 3976 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 3977 // the actual draw and read surfaces. 3978 if(sourceTrimmedRect.x0 < 0) 3979 { 3980 int xDiff = 0 - sourceTrimmedRect.x0; 3981 sourceTrimmedRect.x0 = 0; 3982 destTrimmedRect.x0 += xDiff; 3983 } 3984 3985 if(sourceTrimmedRect.x1 > readBufferWidth) 3986 { 3987 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 3988 sourceTrimmedRect.x1 = readBufferWidth; 3989 destTrimmedRect.x1 -= xDiff; 3990 } 3991 3992 if(sourceTrimmedRect.y0 < 0) 3993 { 3994 int yDiff = 0 - sourceTrimmedRect.y0; 3995 sourceTrimmedRect.y0 = 0; 3996 destTrimmedRect.y0 += yDiff; 3997 } 3998 3999 if(sourceTrimmedRect.y1 > readBufferHeight) 4000 { 4001 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 4002 sourceTrimmedRect.y1 = readBufferHeight; 4003 destTrimmedRect.y1 -= yDiff; 4004 } 4005 4006 if(destTrimmedRect.x0 < 0) 4007 { 4008 int xDiff = 0 - destTrimmedRect.x0; 4009 destTrimmedRect.x0 = 0; 4010 sourceTrimmedRect.x0 += xDiff; 4011 } 4012 4013 if(destTrimmedRect.x1 > drawBufferWidth) 4014 { 4015 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 4016 destTrimmedRect.x1 = drawBufferWidth; 4017 sourceTrimmedRect.x1 -= xDiff; 4018 } 4019 4020 if(destTrimmedRect.y0 < 0) 4021 { 4022 int yDiff = 0 - destTrimmedRect.y0; 4023 destTrimmedRect.y0 = 0; 4024 sourceTrimmedRect.y0 += yDiff; 4025 } 4026 4027 if(destTrimmedRect.y1 > drawBufferHeight) 4028 { 4029 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 4030 destTrimmedRect.y1 = drawBufferHeight; 4031 sourceTrimmedRect.y1 -= yDiff; 4032 } 4033 4034 bool partialBufferCopy = false; 4035 4036 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4037 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4038 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4039 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4040 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4041 { 4042 partialBufferCopy = true; 4043 } 4044 4045 bool blitRenderTarget = false; 4046 bool blitDepthStencil = false; 4047 4048 if(mask & GL_COLOR_BUFFER_BIT) 4049 { 4050 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()); 4051 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0); 4052 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType); 4053 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType); 4054 if(!validReadType || !validDrawType) 4055 { 4056 return error(GL_INVALID_OPERATION); 4057 } 4058 4059 if(partialBufferCopy && readBufferSamples > 1) 4060 { 4061 return error(GL_INVALID_OPERATION); 4062 } 4063 4064 blitRenderTarget = true; 4065 } 4066 4067 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4068 { 4069 Renderbuffer *readDSBuffer = nullptr; 4070 Renderbuffer *drawDSBuffer = nullptr; 4071 4072 if(mask & GL_DEPTH_BUFFER_BIT) 4073 { 4074 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4075 { 4076 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType()) 4077 { 4078 return error(GL_INVALID_OPERATION); 4079 } 4080 4081 blitDepthStencil = true; 4082 readDSBuffer = readFramebuffer->getDepthbuffer(); 4083 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4084 } 4085 } 4086 4087 if(mask & GL_STENCIL_BUFFER_BIT) 4088 { 4089 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4090 { 4091 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType()) 4092 { 4093 return error(GL_INVALID_OPERATION); 4094 } 4095 4096 blitDepthStencil = true; 4097 readDSBuffer = readFramebuffer->getStencilbuffer(); 4098 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4099 } 4100 } 4101 4102 if(partialBufferCopy) 4103 { 4104 ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); 4105 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4106 } 4107 4108 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4109 (readDSBuffer && readDSBuffer->getSamples() > 1)) 4110 { 4111 return error(GL_INVALID_OPERATION); 4112 } 4113 } 4114 4115 if(blitRenderTarget || blitDepthStencil) 4116 { 4117 if(blitRenderTarget) 4118 { 4119 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4120 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4121 4122 if(flipX) 4123 { 4124 swap(destRect.x0, destRect.x1); 4125 } 4126 if(flipy) 4127 { 4128 swap(destRect.y0, destRect.y1); 4129 } 4130 4131 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false); 4132 4133 readRenderTarget->release(); 4134 drawRenderTarget->release(); 4135 4136 if(!success) 4137 { 4138 ERR("BlitFramebuffer failed."); 4139 return; 4140 } 4141 } 4142 4143 if(blitDepthStencil) 4144 { 4145 bool success = device->stretchRect(readFramebuffer->getDepthBuffer(), nullptr, drawFramebuffer->getDepthBuffer(), nullptr, false); 4146 4147 if(!success) 4148 { 4149 ERR("BlitFramebuffer failed."); 4150 return; 4151 } 4152 } 4153 } 4154} 4155 4156void Context::bindTexImage(egl::Surface *surface) 4157{ 4158 es2::Texture2D *textureObject = getTexture2D(); 4159 4160 if(textureObject) 4161 { 4162 textureObject->bindTexImage(surface); 4163 } 4164} 4165 4166EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4167{ 4168 GLenum textureTarget = GL_NONE; 4169 4170 switch(target) 4171 { 4172 case EGL_GL_TEXTURE_2D_KHR: 4173 textureTarget = GL_TEXTURE_2D; 4174 break; 4175 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4176 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4177 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4178 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4179 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4180 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4181 textureTarget = GL_TEXTURE_CUBE_MAP; 4182 break; 4183 case EGL_GL_RENDERBUFFER_KHR: 4184 break; 4185 default: 4186 return EGL_BAD_PARAMETER; 4187 } 4188 4189 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4190 { 4191 return EGL_BAD_MATCH; 4192 } 4193 4194 if(textureTarget != GL_NONE) 4195 { 4196 es2::Texture *texture = getTexture(name); 4197 4198 if(!texture || texture->getTarget() != textureTarget) 4199 { 4200 return EGL_BAD_PARAMETER; 4201 } 4202 4203 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4204 { 4205 return EGL_BAD_ACCESS; 4206 } 4207 4208 if(textureLevel != 0 && !texture->isSamplerComplete()) 4209 { 4210 return EGL_BAD_PARAMETER; 4211 } 4212 4213 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4214 { 4215 return EGL_BAD_PARAMETER; 4216 } 4217 } 4218 else if(target == EGL_GL_RENDERBUFFER_KHR) 4219 { 4220 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4221 4222 if(!renderbuffer) 4223 { 4224 return EGL_BAD_PARAMETER; 4225 } 4226 4227 if(renderbuffer->isShared()) // Already an EGLImage sibling 4228 { 4229 return EGL_BAD_ACCESS; 4230 } 4231 } 4232 else UNREACHABLE(target); 4233 4234 return EGL_SUCCESS; 4235} 4236 4237egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4238{ 4239 GLenum textureTarget = GL_NONE; 4240 4241 switch(target) 4242 { 4243 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4244 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4245 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4246 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4247 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4248 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4249 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4250 } 4251 4252 if(textureTarget != GL_NONE) 4253 { 4254 es2::Texture *texture = getTexture(name); 4255 4256 return texture->createSharedImage(textureTarget, textureLevel); 4257 } 4258 else if(target == EGL_GL_RENDERBUFFER_KHR) 4259 { 4260 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4261 4262 return renderbuffer->createSharedImage(); 4263 } 4264 else UNREACHABLE(target); 4265 4266 return 0; 4267} 4268 4269Device *Context::getDevice() 4270{ 4271 return device; 4272} 4273 4274const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const 4275{ 4276 // Keep list sorted in following order: 4277 // OES extensions 4278 // EXT extensions 4279 // Vendor extensions 4280 static const GLubyte* extensions[] = { 4281 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture", 4282 (const GLubyte*)"GL_OES_depth24", 4283 (const GLubyte*)"GL_OES_depth32", 4284 (const GLubyte*)"GL_OES_depth_texture", 4285 (const GLubyte*)"GL_OES_depth_texture_cube_map", 4286 (const GLubyte*)"GL_OES_EGL_image", 4287 (const GLubyte*)"GL_OES_EGL_image_external", 4288 (const GLubyte*)"GL_OES_EGL_sync", 4289 (const GLubyte*)"GL_OES_element_index_uint", 4290 (const GLubyte*)"GL_OES_framebuffer_object", 4291 (const GLubyte*)"GL_OES_packed_depth_stencil", 4292 (const GLubyte*)"GL_OES_rgb8_rgba8", 4293 (const GLubyte*)"GL_OES_standard_derivatives", 4294 (const GLubyte*)"GL_OES_texture_float", 4295 (const GLubyte*)"GL_OES_texture_float_linear", 4296 (const GLubyte*)"GL_OES_texture_half_float", 4297 (const GLubyte*)"GL_OES_texture_half_float_linear", 4298 (const GLubyte*)"GL_OES_texture_npot", 4299 (const GLubyte*)"GL_OES_texture_3D", 4300 (const GLubyte*)"GL_EXT_blend_minmax", 4301 (const GLubyte*)"GL_EXT_color_buffer_half_float", 4302 (const GLubyte*)"GL_EXT_draw_buffers", 4303 (const GLubyte*)"GL_EXT_occlusion_query_boolean", 4304 (const GLubyte*)"GL_EXT_read_format_bgra", 4305#if (S3TC_SUPPORT) 4306 (const GLubyte*)"GL_EXT_texture_compression_dxt1", 4307#endif 4308 (const GLubyte*)"GL_EXT_texture_filter_anisotropic", 4309 (const GLubyte*)"GL_EXT_texture_format_BGRA8888", 4310 (const GLubyte*)"GL_ANGLE_framebuffer_blit", 4311 (const GLubyte*)"GL_NV_framebuffer_blit", 4312 (const GLubyte*)"GL_ANGLE_framebuffer_multisample", 4313#if (S3TC_SUPPORT) 4314 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3", 4315 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5", 4316#endif 4317 (const GLubyte*)"GL_NV_fence", 4318 (const GLubyte*)"GL_NV_read_depth", 4319 (const GLubyte*)"GL_EXT_instanced_arrays", 4320 (const GLubyte*)"GL_ANGLE_instanced_arrays", 4321 }; 4322 static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions); 4323 4324 if(numExt) 4325 { 4326 *numExt = numExtensions; 4327 return nullptr; 4328 } 4329 4330 if(index == GL_INVALID_INDEX) 4331 { 4332 static GLubyte* extensionsCat = nullptr; 4333 if(!extensionsCat && (numExtensions > 0)) 4334 { 4335 size_t totalLength = numExtensions; // 1 space between each extension name + terminating null 4336 for(unsigned int i = 0; i < numExtensions; i++) 4337 { 4338 totalLength += strlen(reinterpret_cast<const char*>(extensions[i])); 4339 } 4340 extensionsCat = new GLubyte[totalLength]; 4341 extensionsCat[0] = '\0'; 4342 for(unsigned int i = 0; i < numExtensions; i++) 4343 { 4344 if(i != 0) 4345 { 4346 strcat(reinterpret_cast<char*>(extensionsCat), " "); 4347 } 4348 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i])); 4349 } 4350 } 4351 return extensionsCat; 4352 } 4353 4354 if(index >= numExtensions) 4355 { 4356 return nullptr; 4357 } 4358 4359 return extensions[index]; 4360} 4361 4362} 4363 4364egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion) 4365{ 4366 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4367 return new es2::Context(config, static_cast<const es2::Context*>(shareContext), clientVersion); 4368} 4369