Context.cpp revision 3b4a25c5365486981157f8ba9a2aee539c162a0d
1// Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2// 3// Licensed under the Apache License, Version 2.0 (the "License"); 4// you may not use this file except in compliance with the License. 5// You may obtain a copy of the License at 6// 7// http://www.apache.org/licenses/LICENSE-2.0 8// 9// Unless required by applicable law or agreed to in writing, software 10// distributed under the License is distributed on an "AS IS" BASIS, 11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12// See the License for the specific language governing permissions and 13// limitations under the License. 14 15// Context.cpp: Implements the es2::Context class, managing all GL state and performing 16// rendering operations. It is the GLES2 specific implementation of EGLContext. 17 18#include "Context.h" 19 20#include "main.h" 21#include "mathutil.h" 22#include "utilities.h" 23#include "ResourceManager.h" 24#include "Buffer.h" 25#include "Fence.h" 26#include "Framebuffer.h" 27#include "Program.h" 28#include "Query.h" 29#include "Renderbuffer.h" 30#include "Sampler.h" 31#include "Shader.h" 32#include "Texture.h" 33#include "TransformFeedback.h" 34#include "VertexArray.h" 35#include "VertexDataManager.h" 36#include "IndexDataManager.h" 37#include "libEGL/Display.h" 38#include "common/Surface.hpp" 39#include "Common/Half.hpp" 40 41#include <EGL/eglext.h> 42 43#include <algorithm> 44#include <string> 45 46namespace es2 47{ 48Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config) 49 : egl::Context(display), clientVersion(clientVersion), config(config) 50{ 51 sw::Context *context = new sw::Context(); 52 device = new es2::Device(context); 53 54 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 55 56 mState.depthClearValue = 1.0f; 57 mState.stencilClearValue = 0; 58 59 mState.cullFaceEnabled = false; 60 mState.cullMode = GL_BACK; 61 mState.frontFace = GL_CCW; 62 mState.depthTestEnabled = false; 63 mState.depthFunc = GL_LESS; 64 mState.blendEnabled = false; 65 mState.sourceBlendRGB = GL_ONE; 66 mState.sourceBlendAlpha = GL_ONE; 67 mState.destBlendRGB = GL_ZERO; 68 mState.destBlendAlpha = GL_ZERO; 69 mState.blendEquationRGB = GL_FUNC_ADD; 70 mState.blendEquationAlpha = GL_FUNC_ADD; 71 mState.blendColor.red = 0; 72 mState.blendColor.green = 0; 73 mState.blendColor.blue = 0; 74 mState.blendColor.alpha = 0; 75 mState.stencilTestEnabled = false; 76 mState.stencilFunc = GL_ALWAYS; 77 mState.stencilRef = 0; 78 mState.stencilMask = 0xFFFFFFFFu; 79 mState.stencilWritemask = 0xFFFFFFFFu; 80 mState.stencilBackFunc = GL_ALWAYS; 81 mState.stencilBackRef = 0; 82 mState.stencilBackMask = 0xFFFFFFFFu; 83 mState.stencilBackWritemask = 0xFFFFFFFFu; 84 mState.stencilFail = GL_KEEP; 85 mState.stencilPassDepthFail = GL_KEEP; 86 mState.stencilPassDepthPass = GL_KEEP; 87 mState.stencilBackFail = GL_KEEP; 88 mState.stencilBackPassDepthFail = GL_KEEP; 89 mState.stencilBackPassDepthPass = GL_KEEP; 90 mState.polygonOffsetFillEnabled = false; 91 mState.polygonOffsetFactor = 0.0f; 92 mState.polygonOffsetUnits = 0.0f; 93 mState.sampleAlphaToCoverageEnabled = false; 94 mState.sampleCoverageEnabled = false; 95 mState.sampleCoverageValue = 1.0f; 96 mState.sampleCoverageInvert = false; 97 mState.scissorTestEnabled = false; 98 mState.ditherEnabled = true; 99 mState.primitiveRestartFixedIndexEnabled = false; 100 mState.rasterizerDiscardEnabled = false; 101 mState.generateMipmapHint = GL_DONT_CARE; 102 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 103 mState.textureFilteringHint = GL_DONT_CARE; 104 105 mState.lineWidth = 1.0f; 106 107 mState.viewportX = 0; 108 mState.viewportY = 0; 109 mState.viewportWidth = 0; 110 mState.viewportHeight = 0; 111 mState.zNear = 0.0f; 112 mState.zFar = 1.0f; 113 114 mState.scissorX = 0; 115 mState.scissorY = 0; 116 mState.scissorWidth = 0; 117 mState.scissorHeight = 0; 118 119 mState.colorMaskRed = true; 120 mState.colorMaskGreen = true; 121 mState.colorMaskBlue = true; 122 mState.colorMaskAlpha = true; 123 mState.depthMask = true; 124 125 if(shareContext) 126 { 127 mResourceManager = shareContext->mResourceManager; 128 mResourceManager->addRef(); 129 } 130 else 131 { 132 mResourceManager = new ResourceManager(); 133 } 134 135 // [OpenGL ES 2.0.24] section 3.7 page 83: 136 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 137 // and cube map texture state vectors respectively associated with them. 138 // In order that access to these initial textures not be lost, they are treated as texture 139 // objects all of whose names are 0. 140 141 mTexture2DZero = new Texture2D(0); 142 mTexture3DZero = new Texture3D(0); 143 mTexture2DArrayZero = new Texture2DArray(0); 144 mTextureCubeMapZero = new TextureCubeMap(0); 145 mTexture2DRectZero = new Texture2DRect(0); 146 mTextureExternalZero = new TextureExternal(0); 147 148 mState.activeSampler = 0; 149 bindVertexArray(0); 150 bindArrayBuffer(0); 151 bindElementArrayBuffer(0); 152 bindTextureCubeMap(0); 153 bindTexture2D(0); 154 bindReadFramebuffer(0); 155 bindDrawFramebuffer(0); 156 bindRenderbuffer(0); 157 bindGenericUniformBuffer(0); 158 bindTransformFeedback(0); 159 160 mState.currentProgram = 0; 161 162 mVertexDataManager = nullptr; 163 mIndexDataManager = nullptr; 164 165 mInvalidEnum = false; 166 mInvalidValue = false; 167 mInvalidOperation = false; 168 mOutOfMemory = false; 169 mInvalidFramebufferOperation = false; 170 171 mHasBeenCurrent = false; 172 173 markAllStateDirty(); 174} 175 176Context::~Context() 177{ 178 if(mState.currentProgram != 0) 179 { 180 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 181 if(programObject) 182 { 183 programObject->release(); 184 } 185 mState.currentProgram = 0; 186 } 187 188 while(!mFramebufferNameSpace.empty()) 189 { 190 deleteFramebuffer(mFramebufferNameSpace.firstName()); 191 } 192 193 while(!mFenceNameSpace.empty()) 194 { 195 deleteFence(mFenceNameSpace.firstName()); 196 } 197 198 while(!mQueryNameSpace.empty()) 199 { 200 deleteQuery(mQueryNameSpace.firstName()); 201 } 202 203 while(!mVertexArrayNameSpace.empty()) 204 { 205 deleteVertexArray(mVertexArrayNameSpace.lastName()); 206 } 207 208 while(!mTransformFeedbackNameSpace.empty()) 209 { 210 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName()); 211 } 212 213 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 214 { 215 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 216 { 217 mState.samplerTexture[type][sampler] = nullptr; 218 } 219 } 220 221 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 222 { 223 mState.vertexAttribute[i].mBoundBuffer = nullptr; 224 } 225 226 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 227 { 228 mState.activeQuery[i] = nullptr; 229 } 230 231 mState.arrayBuffer = nullptr; 232 mState.copyReadBuffer = nullptr; 233 mState.copyWriteBuffer = nullptr; 234 mState.pixelPackBuffer = nullptr; 235 mState.pixelUnpackBuffer = nullptr; 236 mState.genericUniformBuffer = nullptr; 237 238 for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) { 239 mState.uniformBuffers[i].set(nullptr, 0, 0); 240 } 241 242 mState.renderbuffer = nullptr; 243 244 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 245 { 246 mState.sampler[i] = nullptr; 247 } 248 249 mTexture2DZero = nullptr; 250 mTexture3DZero = nullptr; 251 mTexture2DArrayZero = nullptr; 252 mTextureCubeMapZero = nullptr; 253 mTexture2DRectZero = nullptr; 254 mTextureExternalZero = nullptr; 255 256 delete mVertexDataManager; 257 delete mIndexDataManager; 258 259 mResourceManager->release(); 260 delete device; 261} 262 263void Context::makeCurrent(gl::Surface *surface) 264{ 265 if(!mHasBeenCurrent) 266 { 267 mVertexDataManager = new VertexDataManager(this); 268 mIndexDataManager = new IndexDataManager(); 269 270 mState.viewportX = 0; 271 mState.viewportY = 0; 272 mState.viewportWidth = surface ? surface->getWidth() : 0; 273 mState.viewportHeight = surface ? surface->getHeight() : 0; 274 275 mState.scissorX = 0; 276 mState.scissorY = 0; 277 mState.scissorWidth = surface ? surface->getWidth() : 0; 278 mState.scissorHeight = surface ? surface->getHeight() : 0; 279 280 mHasBeenCurrent = true; 281 } 282 283 if(surface) 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 else 306 { 307 setFramebufferZero(nullptr); 308 } 309 310 markAllStateDirty(); 311} 312 313EGLint Context::getClientVersion() const 314{ 315 return clientVersion; 316} 317 318EGLint Context::getConfigID() const 319{ 320 return config->mConfigID; 321} 322 323// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 324void Context::markAllStateDirty() 325{ 326 mAppliedProgramSerial = 0; 327 328 mDepthStateDirty = true; 329 mMaskStateDirty = true; 330 mBlendStateDirty = true; 331 mStencilStateDirty = true; 332 mPolygonOffsetStateDirty = true; 333 mSampleStateDirty = true; 334 mDitherStateDirty = true; 335 mFrontFaceDirty = true; 336} 337 338void Context::setClearColor(float red, float green, float blue, float alpha) 339{ 340 mState.colorClearValue.red = red; 341 mState.colorClearValue.green = green; 342 mState.colorClearValue.blue = blue; 343 mState.colorClearValue.alpha = alpha; 344} 345 346void Context::setClearDepth(float depth) 347{ 348 mState.depthClearValue = depth; 349} 350 351void Context::setClearStencil(int stencil) 352{ 353 mState.stencilClearValue = stencil; 354} 355 356void Context::setCullFaceEnabled(bool enabled) 357{ 358 mState.cullFaceEnabled = enabled; 359} 360 361bool Context::isCullFaceEnabled() const 362{ 363 return mState.cullFaceEnabled; 364} 365 366void Context::setCullMode(GLenum mode) 367{ 368 mState.cullMode = mode; 369} 370 371void Context::setFrontFace(GLenum front) 372{ 373 if(mState.frontFace != front) 374 { 375 mState.frontFace = front; 376 mFrontFaceDirty = true; 377 } 378} 379 380void Context::setDepthTestEnabled(bool enabled) 381{ 382 if(mState.depthTestEnabled != enabled) 383 { 384 mState.depthTestEnabled = enabled; 385 mDepthStateDirty = true; 386 } 387} 388 389bool Context::isDepthTestEnabled() const 390{ 391 return mState.depthTestEnabled; 392} 393 394void Context::setDepthFunc(GLenum depthFunc) 395{ 396 if(mState.depthFunc != depthFunc) 397 { 398 mState.depthFunc = depthFunc; 399 mDepthStateDirty = true; 400 } 401} 402 403void Context::setDepthRange(float zNear, float zFar) 404{ 405 mState.zNear = zNear; 406 mState.zFar = zFar; 407} 408 409void Context::setBlendEnabled(bool enabled) 410{ 411 if(mState.blendEnabled != enabled) 412 { 413 mState.blendEnabled = enabled; 414 mBlendStateDirty = true; 415 } 416} 417 418bool Context::isBlendEnabled() const 419{ 420 return mState.blendEnabled; 421} 422 423void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 424{ 425 if(mState.sourceBlendRGB != sourceRGB || 426 mState.sourceBlendAlpha != sourceAlpha || 427 mState.destBlendRGB != destRGB || 428 mState.destBlendAlpha != destAlpha) 429 { 430 mState.sourceBlendRGB = sourceRGB; 431 mState.destBlendRGB = destRGB; 432 mState.sourceBlendAlpha = sourceAlpha; 433 mState.destBlendAlpha = destAlpha; 434 mBlendStateDirty = true; 435 } 436} 437 438void Context::setBlendColor(float red, float green, float blue, float alpha) 439{ 440 if(mState.blendColor.red != red || 441 mState.blendColor.green != green || 442 mState.blendColor.blue != blue || 443 mState.blendColor.alpha != alpha) 444 { 445 mState.blendColor.red = red; 446 mState.blendColor.green = green; 447 mState.blendColor.blue = blue; 448 mState.blendColor.alpha = alpha; 449 mBlendStateDirty = true; 450 } 451} 452 453void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 454{ 455 if(mState.blendEquationRGB != rgbEquation || 456 mState.blendEquationAlpha != alphaEquation) 457 { 458 mState.blendEquationRGB = rgbEquation; 459 mState.blendEquationAlpha = alphaEquation; 460 mBlendStateDirty = true; 461 } 462} 463 464void Context::setStencilTestEnabled(bool enabled) 465{ 466 if(mState.stencilTestEnabled != enabled) 467 { 468 mState.stencilTestEnabled = enabled; 469 mStencilStateDirty = true; 470 } 471} 472 473bool Context::isStencilTestEnabled() const 474{ 475 return mState.stencilTestEnabled; 476} 477 478void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 479{ 480 if(mState.stencilFunc != stencilFunc || 481 mState.stencilRef != stencilRef || 482 mState.stencilMask != stencilMask) 483 { 484 mState.stencilFunc = stencilFunc; 485 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 486 mState.stencilMask = stencilMask; 487 mStencilStateDirty = true; 488 } 489} 490 491void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 492{ 493 if(mState.stencilBackFunc != stencilBackFunc || 494 mState.stencilBackRef != stencilBackRef || 495 mState.stencilBackMask != stencilBackMask) 496 { 497 mState.stencilBackFunc = stencilBackFunc; 498 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 499 mState.stencilBackMask = stencilBackMask; 500 mStencilStateDirty = true; 501 } 502} 503 504void Context::setStencilWritemask(GLuint stencilWritemask) 505{ 506 if(mState.stencilWritemask != stencilWritemask) 507 { 508 mState.stencilWritemask = stencilWritemask; 509 mStencilStateDirty = true; 510 } 511} 512 513void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 514{ 515 if(mState.stencilBackWritemask != stencilBackWritemask) 516 { 517 mState.stencilBackWritemask = stencilBackWritemask; 518 mStencilStateDirty = true; 519 } 520} 521 522void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 523{ 524 if(mState.stencilFail != stencilFail || 525 mState.stencilPassDepthFail != stencilPassDepthFail || 526 mState.stencilPassDepthPass != stencilPassDepthPass) 527 { 528 mState.stencilFail = stencilFail; 529 mState.stencilPassDepthFail = stencilPassDepthFail; 530 mState.stencilPassDepthPass = stencilPassDepthPass; 531 mStencilStateDirty = true; 532 } 533} 534 535void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 536{ 537 if(mState.stencilBackFail != stencilBackFail || 538 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 539 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 540 { 541 mState.stencilBackFail = stencilBackFail; 542 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 543 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 544 mStencilStateDirty = true; 545 } 546} 547 548void Context::setPolygonOffsetFillEnabled(bool enabled) 549{ 550 if(mState.polygonOffsetFillEnabled != enabled) 551 { 552 mState.polygonOffsetFillEnabled = enabled; 553 mPolygonOffsetStateDirty = true; 554 } 555} 556 557bool Context::isPolygonOffsetFillEnabled() const 558{ 559 return mState.polygonOffsetFillEnabled; 560} 561 562void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 563{ 564 if(mState.polygonOffsetFactor != factor || 565 mState.polygonOffsetUnits != units) 566 { 567 mState.polygonOffsetFactor = factor; 568 mState.polygonOffsetUnits = units; 569 mPolygonOffsetStateDirty = true; 570 } 571} 572 573void Context::setSampleAlphaToCoverageEnabled(bool enabled) 574{ 575 if(mState.sampleAlphaToCoverageEnabled != enabled) 576 { 577 mState.sampleAlphaToCoverageEnabled = enabled; 578 mSampleStateDirty = true; 579 } 580} 581 582bool Context::isSampleAlphaToCoverageEnabled() const 583{ 584 return mState.sampleAlphaToCoverageEnabled; 585} 586 587void Context::setSampleCoverageEnabled(bool enabled) 588{ 589 if(mState.sampleCoverageEnabled != enabled) 590 { 591 mState.sampleCoverageEnabled = enabled; 592 mSampleStateDirty = true; 593 } 594} 595 596bool Context::isSampleCoverageEnabled() const 597{ 598 return mState.sampleCoverageEnabled; 599} 600 601void Context::setSampleCoverageParams(GLclampf value, bool invert) 602{ 603 if(mState.sampleCoverageValue != value || 604 mState.sampleCoverageInvert != invert) 605 { 606 mState.sampleCoverageValue = value; 607 mState.sampleCoverageInvert = invert; 608 mSampleStateDirty = true; 609 } 610} 611 612void Context::setScissorTestEnabled(bool enabled) 613{ 614 mState.scissorTestEnabled = enabled; 615} 616 617bool Context::isScissorTestEnabled() const 618{ 619 return mState.scissorTestEnabled; 620} 621 622void Context::setDitherEnabled(bool enabled) 623{ 624 if(mState.ditherEnabled != enabled) 625 { 626 mState.ditherEnabled = enabled; 627 mDitherStateDirty = true; 628 } 629} 630 631bool Context::isDitherEnabled() const 632{ 633 return mState.ditherEnabled; 634} 635 636void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 637{ 638 mState.primitiveRestartFixedIndexEnabled = enabled; 639} 640 641bool Context::isPrimitiveRestartFixedIndexEnabled() const 642{ 643 return mState.primitiveRestartFixedIndexEnabled; 644} 645 646void Context::setRasterizerDiscardEnabled(bool enabled) 647{ 648 mState.rasterizerDiscardEnabled = enabled; 649} 650 651bool Context::isRasterizerDiscardEnabled() const 652{ 653 return mState.rasterizerDiscardEnabled; 654} 655 656void Context::setLineWidth(GLfloat width) 657{ 658 mState.lineWidth = width; 659 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 660} 661 662void Context::setGenerateMipmapHint(GLenum hint) 663{ 664 mState.generateMipmapHint = hint; 665} 666 667void Context::setFragmentShaderDerivativeHint(GLenum hint) 668{ 669 mState.fragmentShaderDerivativeHint = hint; 670 // TODO: Propagate the hint to shader translator so we can write 671 // ddx, ddx_coarse, or ddx_fine depending on the hint. 672 // Ignore for now. It is valid for implementations to ignore hint. 673} 674 675void Context::setTextureFilteringHint(GLenum hint) 676{ 677 mState.textureFilteringHint = hint; 678} 679 680void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 681{ 682 mState.viewportX = x; 683 mState.viewportY = y; 684 mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[0] 685 mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[1] 686} 687 688void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 689{ 690 mState.scissorX = x; 691 mState.scissorY = y; 692 mState.scissorWidth = width; 693 mState.scissorHeight = height; 694} 695 696void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 697{ 698 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 699 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 700 { 701 mState.colorMaskRed = red; 702 mState.colorMaskGreen = green; 703 mState.colorMaskBlue = blue; 704 mState.colorMaskAlpha = alpha; 705 mMaskStateDirty = true; 706 } 707} 708 709unsigned int Context::getColorMask() const 710{ 711 return (mState.colorMaskRed ? 0x1 : 0) | 712 (mState.colorMaskGreen ? 0x2 : 0) | 713 (mState.colorMaskBlue ? 0x4 : 0) | 714 (mState.colorMaskAlpha ? 0x8 : 0); 715} 716 717void Context::setDepthMask(bool mask) 718{ 719 if(mState.depthMask != mask) 720 { 721 mState.depthMask = mask; 722 mMaskStateDirty = true; 723 } 724} 725 726void Context::setActiveSampler(unsigned int active) 727{ 728 mState.activeSampler = active; 729} 730 731GLuint Context::getReadFramebufferName() const 732{ 733 return mState.readFramebuffer; 734} 735 736GLuint Context::getDrawFramebufferName() const 737{ 738 return mState.drawFramebuffer; 739} 740 741GLuint Context::getRenderbufferName() const 742{ 743 return mState.renderbuffer.name(); 744} 745 746void Context::setFramebufferReadBuffer(GLuint buf) 747{ 748 getReadFramebuffer()->setReadBuffer(buf); 749} 750 751void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs) 752{ 753 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 754 755 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) 756 { 757 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE); 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, 815 bool normalized, bool pureInteger, GLsizei stride, const void *pointer) 816{ 817 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, 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.packParameters.alignment = alignment; 838} 839 840void Context::setUnpackAlignment(GLint alignment) 841{ 842 mState.unpackParameters.alignment = alignment; 843} 844 845const gl::PixelStorageModes &Context::getUnpackParameters() const 846{ 847 return mState.unpackParameters; 848} 849 850void Context::setPackRowLength(GLint rowLength) 851{ 852 mState.packParameters.rowLength = rowLength; 853} 854 855void Context::setPackSkipPixels(GLint skipPixels) 856{ 857 mState.packParameters.skipPixels = skipPixels; 858} 859 860void Context::setPackSkipRows(GLint skipRows) 861{ 862 mState.packParameters.skipRows = skipRows; 863} 864 865void Context::setUnpackRowLength(GLint rowLength) 866{ 867 mState.unpackParameters.rowLength = rowLength; 868} 869 870void Context::setUnpackImageHeight(GLint imageHeight) 871{ 872 mState.unpackParameters.imageHeight = imageHeight; 873} 874 875void Context::setUnpackSkipPixels(GLint skipPixels) 876{ 877 mState.unpackParameters.skipPixels = skipPixels; 878} 879 880void Context::setUnpackSkipRows(GLint skipRows) 881{ 882 mState.unpackParameters.skipRows = skipRows; 883} 884 885void Context::setUnpackSkipImages(GLint skipImages) 886{ 887 mState.unpackParameters.skipImages = skipImages; 888} 889 890GLuint Context::createBuffer() 891{ 892 return mResourceManager->createBuffer(); 893} 894 895GLuint Context::createProgram() 896{ 897 return mResourceManager->createProgram(); 898} 899 900GLuint Context::createShader(GLenum type) 901{ 902 return mResourceManager->createShader(type); 903} 904 905GLuint Context::createTexture() 906{ 907 return mResourceManager->createTexture(); 908} 909 910GLuint Context::createRenderbuffer() 911{ 912 return mResourceManager->createRenderbuffer(); 913} 914 915// Returns an unused framebuffer name 916GLuint Context::createFramebuffer() 917{ 918 return mFramebufferNameSpace.allocate(); 919} 920 921GLuint Context::createFence() 922{ 923 return mFenceNameSpace.allocate(new Fence()); 924} 925 926// Returns an unused query name 927GLuint Context::createQuery() 928{ 929 return mQueryNameSpace.allocate(); 930} 931 932// Returns an unused vertex array name 933GLuint Context::createVertexArray() 934{ 935 return mVertexArrayNameSpace.allocate(); 936} 937 938GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 939{ 940 GLuint handle = mResourceManager->createFenceSync(condition, flags); 941 942 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 943} 944 945// Returns an unused transform feedback name 946GLuint Context::createTransformFeedback() 947{ 948 return mTransformFeedbackNameSpace.allocate(); 949} 950 951// Returns an unused sampler name 952GLuint Context::createSampler() 953{ 954 return mResourceManager->createSampler(); 955} 956 957void Context::deleteBuffer(GLuint buffer) 958{ 959 detachBuffer(buffer); 960 961 mResourceManager->deleteBuffer(buffer); 962} 963 964void Context::deleteShader(GLuint shader) 965{ 966 mResourceManager->deleteShader(shader); 967} 968 969void Context::deleteProgram(GLuint program) 970{ 971 mResourceManager->deleteProgram(program); 972} 973 974void Context::deleteTexture(GLuint texture) 975{ 976 detachTexture(texture); 977 978 mResourceManager->deleteTexture(texture); 979} 980 981void Context::deleteRenderbuffer(GLuint renderbuffer) 982{ 983 if(mResourceManager->getRenderbuffer(renderbuffer)) 984 { 985 detachRenderbuffer(renderbuffer); 986 } 987 988 mResourceManager->deleteRenderbuffer(renderbuffer); 989} 990 991void Context::deleteFramebuffer(GLuint framebuffer) 992{ 993 detachFramebuffer(framebuffer); 994 995 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); 996 997 if(framebufferObject) 998 { 999 delete framebufferObject; 1000 } 1001} 1002 1003void Context::deleteFence(GLuint fence) 1004{ 1005 Fence *fenceObject = mFenceNameSpace.remove(fence); 1006 1007 if(fenceObject) 1008 { 1009 delete fenceObject; 1010 } 1011} 1012 1013void Context::deleteQuery(GLuint query) 1014{ 1015 Query *queryObject = mQueryNameSpace.remove(query); 1016 1017 if(queryObject) 1018 { 1019 queryObject->release(); 1020 } 1021} 1022 1023void Context::deleteVertexArray(GLuint vertexArray) 1024{ 1025 // [OpenGL ES 3.0.2] section 2.10 page 43: 1026 // If a vertex array object that is currently bound is deleted, the binding 1027 // for that object reverts to zero and the default vertex array becomes current. 1028 if(getCurrentVertexArray()->name == vertexArray) 1029 { 1030 bindVertexArray(0); 1031 } 1032 1033 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray); 1034 1035 if(vertexArrayObject) 1036 { 1037 delete vertexArrayObject; 1038 } 1039} 1040 1041void Context::deleteFenceSync(GLsync fenceSync) 1042{ 1043 // The spec specifies the underlying Fence object is not deleted until all current 1044 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1045 // and since our API is currently designed for being called from a single thread, we can delete 1046 // the fence immediately. 1047 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1048} 1049 1050void Context::deleteTransformFeedback(GLuint transformFeedback) 1051{ 1052 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback); 1053 1054 if(transformFeedbackObject) 1055 { 1056 delete transformFeedbackObject; 1057 } 1058} 1059 1060void Context::deleteSampler(GLuint sampler) 1061{ 1062 detachSampler(sampler); 1063 1064 mResourceManager->deleteSampler(sampler); 1065} 1066 1067Buffer *Context::getBuffer(GLuint handle) const 1068{ 1069 return mResourceManager->getBuffer(handle); 1070} 1071 1072Shader *Context::getShader(GLuint handle) const 1073{ 1074 return mResourceManager->getShader(handle); 1075} 1076 1077Program *Context::getProgram(GLuint handle) const 1078{ 1079 return mResourceManager->getProgram(handle); 1080} 1081 1082Texture *Context::getTexture(GLuint handle) const 1083{ 1084 return mResourceManager->getTexture(handle); 1085} 1086 1087Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1088{ 1089 return mResourceManager->getRenderbuffer(handle); 1090} 1091 1092Framebuffer *Context::getReadFramebuffer() const 1093{ 1094 return getFramebuffer(mState.readFramebuffer); 1095} 1096 1097Framebuffer *Context::getDrawFramebuffer() const 1098{ 1099 return getFramebuffer(mState.drawFramebuffer); 1100} 1101 1102void Context::bindArrayBuffer(unsigned int buffer) 1103{ 1104 mResourceManager->checkBufferAllocation(buffer); 1105 1106 mState.arrayBuffer = getBuffer(buffer); 1107} 1108 1109void Context::bindElementArrayBuffer(unsigned int buffer) 1110{ 1111 mResourceManager->checkBufferAllocation(buffer); 1112 1113 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1114} 1115 1116void Context::bindCopyReadBuffer(GLuint buffer) 1117{ 1118 mResourceManager->checkBufferAllocation(buffer); 1119 1120 mState.copyReadBuffer = getBuffer(buffer); 1121} 1122 1123void Context::bindCopyWriteBuffer(GLuint buffer) 1124{ 1125 mResourceManager->checkBufferAllocation(buffer); 1126 1127 mState.copyWriteBuffer = getBuffer(buffer); 1128} 1129 1130void Context::bindPixelPackBuffer(GLuint buffer) 1131{ 1132 mResourceManager->checkBufferAllocation(buffer); 1133 1134 mState.pixelPackBuffer = getBuffer(buffer); 1135} 1136 1137void Context::bindPixelUnpackBuffer(GLuint buffer) 1138{ 1139 mResourceManager->checkBufferAllocation(buffer); 1140 1141 mState.pixelUnpackBuffer = getBuffer(buffer); 1142} 1143 1144void Context::bindTransformFeedbackBuffer(GLuint buffer) 1145{ 1146 mResourceManager->checkBufferAllocation(buffer); 1147 1148 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1149 1150 if(transformFeedback) 1151 { 1152 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1153 } 1154} 1155 1156void Context::bindTexture2D(GLuint texture) 1157{ 1158 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1159 1160 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1161} 1162 1163void Context::bindTextureCubeMap(GLuint texture) 1164{ 1165 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1166 1167 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1168} 1169 1170void Context::bindTextureExternal(GLuint texture) 1171{ 1172 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1173 1174 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1175} 1176 1177void Context::bindTexture3D(GLuint texture) 1178{ 1179 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1180 1181 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1182} 1183 1184void Context::bindTexture2DArray(GLuint texture) 1185{ 1186 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1187 1188 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1189} 1190 1191void Context::bindTexture2DRect(GLuint texture) 1192{ 1193 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_RECT); 1194 1195 mState.samplerTexture[TEXTURE_2D_RECT][mState.activeSampler] = getTexture(texture); 1196} 1197 1198void Context::bindReadFramebuffer(GLuint framebuffer) 1199{ 1200 if(!getFramebuffer(framebuffer)) 1201 { 1202 if(framebuffer == 0) 1203 { 1204 mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer()); 1205 } 1206 else 1207 { 1208 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1209 } 1210 } 1211 1212 mState.readFramebuffer = framebuffer; 1213} 1214 1215void Context::bindDrawFramebuffer(GLuint framebuffer) 1216{ 1217 if(!getFramebuffer(framebuffer)) 1218 { 1219 if(framebuffer == 0) 1220 { 1221 mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer()); 1222 } 1223 else 1224 { 1225 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1226 } 1227 } 1228 1229 mState.drawFramebuffer = framebuffer; 1230} 1231 1232void Context::bindRenderbuffer(GLuint renderbuffer) 1233{ 1234 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1235 1236 mState.renderbuffer = getRenderbuffer(renderbuffer); 1237} 1238 1239void Context::bindVertexArray(GLuint array) 1240{ 1241 VertexArray *vertexArray = getVertexArray(array); 1242 1243 if(!vertexArray) 1244 { 1245 vertexArray = new VertexArray(array); 1246 mVertexArrayNameSpace.insert(array, vertexArray); 1247 } 1248 1249 mState.vertexArray = array; 1250} 1251 1252void Context::bindGenericUniformBuffer(GLuint buffer) 1253{ 1254 mResourceManager->checkBufferAllocation(buffer); 1255 1256 mState.genericUniformBuffer = getBuffer(buffer); 1257} 1258 1259void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1260{ 1261 mResourceManager->checkBufferAllocation(buffer); 1262 1263 Buffer* bufferObject = getBuffer(buffer); 1264 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size)); 1265} 1266 1267void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1268{ 1269 mResourceManager->checkBufferAllocation(buffer); 1270 1271 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1272} 1273 1274void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1275{ 1276 mResourceManager->checkBufferAllocation(buffer); 1277 1278 Buffer* bufferObject = getBuffer(buffer); 1279 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1280} 1281 1282void Context::bindTransformFeedback(GLuint id) 1283{ 1284 if(!getTransformFeedback(id)) 1285 { 1286 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id)); 1287 } 1288 1289 mState.transformFeedback = id; 1290} 1291 1292bool Context::bindSampler(GLuint unit, GLuint sampler) 1293{ 1294 mResourceManager->checkSamplerAllocation(sampler); 1295 1296 Sampler* samplerObject = getSampler(sampler); 1297 1298 mState.sampler[unit] = samplerObject; 1299 1300 return !!samplerObject; 1301} 1302 1303void Context::useProgram(GLuint program) 1304{ 1305 GLuint priorProgram = mState.currentProgram; 1306 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1307 1308 if(priorProgram != program) 1309 { 1310 Program *newProgram = mResourceManager->getProgram(program); 1311 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1312 1313 if(newProgram) 1314 { 1315 newProgram->addRef(); 1316 } 1317 1318 if(oldProgram) 1319 { 1320 oldProgram->release(); 1321 } 1322 } 1323} 1324 1325void Context::beginQuery(GLenum target, GLuint query) 1326{ 1327 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1328 // of zero, if the active query object name for <target> is non-zero (for the 1329 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1330 // the active query for either target is non-zero), if <id> is the name of an 1331 // existing query object whose type does not match <target>, or if <id> is the 1332 // active query object name for any query type, the error INVALID_OPERATION is 1333 // generated. 1334 1335 // Ensure no other queries are active 1336 // NOTE: If other queries than occlusion are supported, we will need to check 1337 // separately that: 1338 // a) The query ID passed is not the current active query for any target/type 1339 // b) There are no active queries for the requested target (and in the case 1340 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1341 // no query may be active for either if glBeginQuery targets either. 1342 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1343 { 1344 if(mState.activeQuery[i]) 1345 { 1346 switch(mState.activeQuery[i]->getType()) 1347 { 1348 case GL_ANY_SAMPLES_PASSED_EXT: 1349 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1350 if((target == GL_ANY_SAMPLES_PASSED_EXT) || 1351 (target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT)) 1352 { 1353 return error(GL_INVALID_OPERATION); 1354 } 1355 break; 1356 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1357 if(target == GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN) 1358 { 1359 return error(GL_INVALID_OPERATION); 1360 } 1361 break; 1362 default: 1363 break; 1364 } 1365 } 1366 } 1367 1368 QueryType qType; 1369 switch(target) 1370 { 1371 case GL_ANY_SAMPLES_PASSED_EXT: 1372 qType = QUERY_ANY_SAMPLES_PASSED; 1373 break; 1374 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1375 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1376 break; 1377 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1378 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1379 break; 1380 default: 1381 UNREACHABLE(target); 1382 return error(GL_INVALID_ENUM); 1383 } 1384 1385 Query *queryObject = createQuery(query, target); 1386 1387 // Check that name was obtained with glGenQueries 1388 if(!queryObject) 1389 { 1390 return error(GL_INVALID_OPERATION); 1391 } 1392 1393 // Check for type mismatch 1394 if(queryObject->getType() != target) 1395 { 1396 return error(GL_INVALID_OPERATION); 1397 } 1398 1399 // Set query as active for specified target 1400 mState.activeQuery[qType] = queryObject; 1401 1402 // Begin query 1403 queryObject->begin(); 1404} 1405 1406void Context::endQuery(GLenum target) 1407{ 1408 QueryType qType; 1409 1410 switch(target) 1411 { 1412 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1413 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1414 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1415 default: UNREACHABLE(target); return; 1416 } 1417 1418 Query *queryObject = mState.activeQuery[qType]; 1419 1420 if(!queryObject) 1421 { 1422 return error(GL_INVALID_OPERATION); 1423 } 1424 1425 queryObject->end(); 1426 1427 mState.activeQuery[qType] = nullptr; 1428} 1429 1430void Context::setFramebufferZero(Framebuffer *buffer) 1431{ 1432 delete mFramebufferNameSpace.remove(0); 1433 mFramebufferNameSpace.insert(0, buffer); 1434} 1435 1436void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1437{ 1438 Renderbuffer *renderbufferObject = mState.renderbuffer; 1439 renderbufferObject->setStorage(renderbuffer); 1440} 1441 1442Framebuffer *Context::getFramebuffer(unsigned int handle) const 1443{ 1444 return mFramebufferNameSpace.find(handle); 1445} 1446 1447Fence *Context::getFence(unsigned int handle) const 1448{ 1449 return mFenceNameSpace.find(handle); 1450} 1451 1452FenceSync *Context::getFenceSync(GLsync handle) const 1453{ 1454 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1455} 1456 1457Query *Context::getQuery(unsigned int handle) const 1458{ 1459 return mQueryNameSpace.find(handle); 1460} 1461 1462Query *Context::createQuery(unsigned int handle, GLenum type) 1463{ 1464 if(!mQueryNameSpace.isReserved(handle)) 1465 { 1466 return nullptr; 1467 } 1468 else 1469 { 1470 Query *query = mQueryNameSpace.find(handle); 1471 if(!query) 1472 { 1473 query = new Query(handle, type); 1474 query->addRef(); 1475 mQueryNameSpace.insert(handle, query); 1476 } 1477 1478 return query; 1479 } 1480} 1481 1482VertexArray *Context::getVertexArray(GLuint array) const 1483{ 1484 return mVertexArrayNameSpace.find(array); 1485} 1486 1487VertexArray *Context::getCurrentVertexArray() const 1488{ 1489 return getVertexArray(mState.vertexArray); 1490} 1491 1492bool Context::isVertexArray(GLuint array) const 1493{ 1494 return mVertexArrayNameSpace.isReserved(array); 1495} 1496 1497bool Context::hasZeroDivisor() const 1498{ 1499 // Verify there is at least one active attribute with a divisor of zero 1500 es2::Program *programObject = getCurrentProgram(); 1501 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1502 { 1503 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1504 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1505 { 1506 return true; 1507 } 1508 } 1509 1510 return false; 1511} 1512 1513TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1514{ 1515 return mTransformFeedbackNameSpace.find(transformFeedback); 1516} 1517 1518bool Context::isTransformFeedback(GLuint array) const 1519{ 1520 return mTransformFeedbackNameSpace.isReserved(array); 1521} 1522 1523Sampler *Context::getSampler(GLuint sampler) const 1524{ 1525 return mResourceManager->getSampler(sampler); 1526} 1527 1528bool Context::isSampler(GLuint sampler) const 1529{ 1530 return mResourceManager->isSampler(sampler); 1531} 1532 1533Buffer *Context::getArrayBuffer() const 1534{ 1535 return mState.arrayBuffer; 1536} 1537 1538Buffer *Context::getElementArrayBuffer() const 1539{ 1540 return getCurrentVertexArray()->getElementArrayBuffer(); 1541} 1542 1543Buffer *Context::getCopyReadBuffer() const 1544{ 1545 return mState.copyReadBuffer; 1546} 1547 1548Buffer *Context::getCopyWriteBuffer() const 1549{ 1550 return mState.copyWriteBuffer; 1551} 1552 1553Buffer *Context::getPixelPackBuffer() const 1554{ 1555 return mState.pixelPackBuffer; 1556} 1557 1558Buffer *Context::getPixelUnpackBuffer() const 1559{ 1560 return mState.pixelUnpackBuffer; 1561} 1562 1563Buffer *Context::getGenericUniformBuffer() const 1564{ 1565 return mState.genericUniformBuffer; 1566} 1567 1568GLsizei Context::getRequiredBufferSize(GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type) const 1569{ 1570 GLsizei inputWidth = (mState.unpackParameters.rowLength == 0) ? width : mState.unpackParameters.rowLength; 1571 GLsizei inputPitch = gl::ComputePitch(inputWidth, format, type, mState.unpackParameters.alignment); 1572 GLsizei inputHeight = (mState.unpackParameters.imageHeight == 0) ? height : mState.unpackParameters.imageHeight; 1573 return inputPitch * inputHeight * depth; 1574} 1575 1576GLenum Context::getPixels(const GLvoid **data, GLenum type, GLsizei imageSize) const 1577{ 1578 if(mState.pixelUnpackBuffer) 1579 { 1580 if(mState.pixelUnpackBuffer->name) 1581 { 1582 if(mState.pixelUnpackBuffer->isMapped() || 1583 (mState.pixelUnpackBuffer->size() < static_cast<size_t>(imageSize)) || 1584 (static_cast<GLsizei>((ptrdiff_t)(*data)) % GetTypeSize(type))) 1585 { 1586 return GL_INVALID_OPERATION; 1587 } 1588 } 1589 1590 *data = static_cast<const unsigned char*>(mState.pixelUnpackBuffer->data()) + (ptrdiff_t)(*data); 1591 } 1592 return GL_NONE; 1593} 1594 1595bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1596{ 1597 switch(target) 1598 { 1599 case GL_ARRAY_BUFFER: 1600 *buffer = getArrayBuffer(); 1601 break; 1602 case GL_ELEMENT_ARRAY_BUFFER: 1603 *buffer = getElementArrayBuffer(); 1604 break; 1605 case GL_COPY_READ_BUFFER: 1606 if(clientVersion >= 3) 1607 { 1608 *buffer = getCopyReadBuffer(); 1609 break; 1610 } 1611 else return false; 1612 case GL_COPY_WRITE_BUFFER: 1613 if(clientVersion >= 3) 1614 { 1615 *buffer = getCopyWriteBuffer(); 1616 break; 1617 } 1618 else return false; 1619 case GL_PIXEL_PACK_BUFFER: 1620 if(clientVersion >= 3) 1621 { 1622 *buffer = getPixelPackBuffer(); 1623 break; 1624 } 1625 else return false; 1626 case GL_PIXEL_UNPACK_BUFFER: 1627 if(clientVersion >= 3) 1628 { 1629 *buffer = getPixelUnpackBuffer(); 1630 break; 1631 } 1632 else return false; 1633 case GL_TRANSFORM_FEEDBACK_BUFFER: 1634 if(clientVersion >= 3) 1635 { 1636 TransformFeedback* transformFeedback = getTransformFeedback(); 1637 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1638 break; 1639 } 1640 else return false; 1641 case GL_UNIFORM_BUFFER: 1642 if(clientVersion >= 3) 1643 { 1644 *buffer = getGenericUniformBuffer(); 1645 break; 1646 } 1647 else return false; 1648 default: 1649 return false; 1650 } 1651 return true; 1652} 1653 1654TransformFeedback *Context::getTransformFeedback() const 1655{ 1656 return getTransformFeedback(mState.transformFeedback); 1657} 1658 1659Program *Context::getCurrentProgram() const 1660{ 1661 return mResourceManager->getProgram(mState.currentProgram); 1662} 1663 1664Texture2D *Context::getTexture2D() const 1665{ 1666 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1667} 1668 1669Texture2D *Context::getTexture2D(GLenum target) const 1670{ 1671 switch(target) 1672 { 1673 case GL_TEXTURE_2D: return getTexture2D(); 1674 case GL_TEXTURE_RECTANGLE_ARB: return getTexture2DRect(); 1675 case GL_TEXTURE_EXTERNAL_OES: return getTextureExternal(); 1676 default: UNREACHABLE(target); 1677 } 1678 1679 return nullptr; 1680} 1681 1682Texture3D *Context::getTexture3D() const 1683{ 1684 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1685} 1686 1687Texture2DArray *Context::getTexture2DArray() const 1688{ 1689 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1690} 1691 1692TextureCubeMap *Context::getTextureCubeMap() const 1693{ 1694 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1695} 1696 1697Texture2DRect *Context::getTexture2DRect() const 1698{ 1699 return static_cast<Texture2DRect*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_RECT)); 1700} 1701 1702TextureExternal *Context::getTextureExternal() const 1703{ 1704 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1705} 1706 1707Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1708{ 1709 GLuint texid = mState.samplerTexture[type][sampler].name(); 1710 1711 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1712 { 1713 switch(type) 1714 { 1715 case TEXTURE_2D: return mTexture2DZero; 1716 case TEXTURE_3D: return mTexture3DZero; 1717 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1718 case TEXTURE_CUBE: return mTextureCubeMapZero; 1719 case TEXTURE_2D_RECT: return mTexture2DRectZero; 1720 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1721 default: UNREACHABLE(type); 1722 } 1723 } 1724 1725 return mState.samplerTexture[type][sampler]; 1726} 1727 1728void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1729{ 1730 mResourceManager->checkSamplerAllocation(sampler); 1731 1732 Sampler *samplerObject = getSampler(sampler); 1733 ASSERT(samplerObject); 1734 1735 switch(pname) 1736 { 1737 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1738 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1739 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1740 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1741 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1742 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1743 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1744 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(param)); break; 1745 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break; 1746 default: UNREACHABLE(pname); break; 1747 } 1748} 1749 1750void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1751{ 1752 mResourceManager->checkSamplerAllocation(sampler); 1753 1754 Sampler *samplerObject = getSampler(sampler); 1755 ASSERT(samplerObject); 1756 1757 switch(pname) 1758 { 1759 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1760 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1761 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1762 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1763 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1764 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1765 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1766 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(roundf(param))); break; 1767 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(roundf(param))); break; 1768 default: UNREACHABLE(pname); break; 1769 } 1770} 1771 1772GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1773{ 1774 mResourceManager->checkSamplerAllocation(sampler); 1775 1776 Sampler *samplerObject = getSampler(sampler); 1777 ASSERT(samplerObject); 1778 1779 switch(pname) 1780 { 1781 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1782 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1783 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1784 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1785 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1786 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1787 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1788 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getCompareMode()); 1789 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc()); 1790 default: UNREACHABLE(pname); return 0; 1791 } 1792} 1793 1794GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1795{ 1796 mResourceManager->checkSamplerAllocation(sampler); 1797 1798 Sampler *samplerObject = getSampler(sampler); 1799 ASSERT(samplerObject); 1800 1801 switch(pname) 1802 { 1803 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1804 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1805 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1806 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1807 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1808 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1809 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1810 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getCompareMode()); 1811 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc()); 1812 default: UNREACHABLE(pname); return 0; 1813 } 1814} 1815 1816bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1817{ 1818 switch(pname) 1819 { 1820 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1821 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1822 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1823 case GL_COLOR_WRITEMASK: 1824 params[0] = mState.colorMaskRed; 1825 params[1] = mState.colorMaskGreen; 1826 params[2] = mState.colorMaskBlue; 1827 params[3] = mState.colorMaskAlpha; 1828 break; 1829 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1830 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1831 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1832 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1833 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1834 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1835 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1836 case GL_BLEND: *params = mState.blendEnabled; break; 1837 case GL_DITHER: *params = mState.ditherEnabled; break; 1838 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1839 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1840 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1841 { 1842 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1843 if(transformFeedback) 1844 { 1845 *params = transformFeedback->isActive(); 1846 break; 1847 } 1848 else return false; 1849 } 1850 case GL_TRANSFORM_FEEDBACK_PAUSED: 1851 { 1852 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1853 if(transformFeedback) 1854 { 1855 *params = transformFeedback->isPaused(); 1856 break; 1857 } 1858 else return false; 1859 } 1860 default: 1861 return false; 1862 } 1863 1864 return true; 1865} 1866 1867bool Context::getFloatv(GLenum pname, GLfloat *params) const 1868{ 1869 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1870 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1871 // GetIntegerv as its native query function. As it would require conversion in any 1872 // case, this should make no difference to the calling application. 1873 switch(pname) 1874 { 1875 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1876 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1877 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1878 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1879 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1880 case GL_ALIASED_LINE_WIDTH_RANGE: 1881 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1882 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1883 break; 1884 case GL_ALIASED_POINT_SIZE_RANGE: 1885 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1886 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1887 break; 1888 case GL_DEPTH_RANGE: 1889 params[0] = mState.zNear; 1890 params[1] = mState.zFar; 1891 break; 1892 case GL_COLOR_CLEAR_VALUE: 1893 params[0] = mState.colorClearValue.red; 1894 params[1] = mState.colorClearValue.green; 1895 params[2] = mState.colorClearValue.blue; 1896 params[3] = mState.colorClearValue.alpha; 1897 break; 1898 case GL_BLEND_COLOR: 1899 params[0] = mState.blendColor.red; 1900 params[1] = mState.blendColor.green; 1901 params[2] = mState.blendColor.blue; 1902 params[3] = mState.blendColor.alpha; 1903 break; 1904 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1905 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1906 break; 1907 default: 1908 return false; 1909 } 1910 1911 return true; 1912} 1913 1914template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1915template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1916 1917template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1918{ 1919 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1920 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1921 // GetIntegerv as its native query function. As it would require conversion in any 1922 // case, this should make no difference to the calling application. You may find it in 1923 // Context::getFloatv. 1924 switch(pname) 1925 { 1926 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true; 1927 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true; 1928 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true; 1929 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true; 1930 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true; 1931 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true; 1932 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true; 1933 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true; 1934 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true; 1935 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true; 1936 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true; 1937 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true; 1938// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1939 case GL_DRAW_FRAMEBUFFER_BINDING: *params = mState.drawFramebuffer; return true; 1940 case GL_READ_FRAMEBUFFER_BINDING: *params = mState.readFramebuffer; return true; 1941 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true; 1942 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true; 1943 case GL_PACK_ALIGNMENT: *params = mState.packParameters.alignment; return true; 1944 case GL_UNPACK_ALIGNMENT: *params = mState.unpackParameters.alignment; return true; 1945 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true; 1946 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true; 1947 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: *params = mState.textureFilteringHint; return true; 1948 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true; 1949 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true; 1950 case GL_STENCIL_REF: *params = mState.stencilRef; return true; 1951 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true; 1952 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true; 1953 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true; 1954 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true; 1955 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true; 1956 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true; 1957 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true; 1958 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true; 1959 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true; 1960 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true; 1961 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true; 1962 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true; 1963 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true; 1964 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true; 1965 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true; 1966 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true; 1967 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true; 1968 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true; 1969 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true; 1970 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true; 1971 case GL_SUBPIXEL_BITS: *params = 4; return true; 1972 case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB: 1973 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true; 1974 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true; 1975 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true; 1976 case GL_MAX_SAMPLES: *params = IMPLEMENTATION_MAX_SAMPLES; return true; 1977 case GL_SAMPLE_BUFFERS: 1978 case GL_SAMPLES: 1979 { 1980 Framebuffer *framebuffer = getDrawFramebuffer(); 1981 int width, height, samples; 1982 1983 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1984 { 1985 switch(pname) 1986 { 1987 case GL_SAMPLE_BUFFERS: 1988 if(samples > 1) 1989 { 1990 *params = 1; 1991 } 1992 else 1993 { 1994 *params = 0; 1995 } 1996 break; 1997 case GL_SAMPLES: 1998 *params = samples; 1999 break; 2000 } 2001 } 2002 else 2003 { 2004 *params = 0; 2005 } 2006 } 2007 return true; 2008 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2009 { 2010 Framebuffer *framebuffer = getReadFramebuffer(); 2011 *params = framebuffer->getImplementationColorReadType(); 2012 } 2013 return true; 2014 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2015 { 2016 Framebuffer *framebuffer = getReadFramebuffer(); 2017 *params = framebuffer->getImplementationColorReadFormat(); 2018 } 2019 return true; 2020 case GL_MAX_VIEWPORT_DIMS: 2021 { 2022 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 2023 params[0] = maxDimension; 2024 params[1] = maxDimension; 2025 } 2026 return true; 2027 case GL_COMPRESSED_TEXTURE_FORMATS: 2028 { 2029 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 2030 { 2031 params[i] = compressedTextureFormats[i]; 2032 } 2033 } 2034 return true; 2035 case GL_VIEWPORT: 2036 params[0] = mState.viewportX; 2037 params[1] = mState.viewportY; 2038 params[2] = mState.viewportWidth; 2039 params[3] = mState.viewportHeight; 2040 return true; 2041 case GL_SCISSOR_BOX: 2042 params[0] = mState.scissorX; 2043 params[1] = mState.scissorY; 2044 params[2] = mState.scissorWidth; 2045 params[3] = mState.scissorHeight; 2046 return true; 2047 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true; 2048 case GL_FRONT_FACE: *params = mState.frontFace; return true; 2049 case GL_RED_BITS: 2050 case GL_GREEN_BITS: 2051 case GL_BLUE_BITS: 2052 case GL_ALPHA_BITS: 2053 { 2054 Framebuffer *framebuffer = getDrawFramebuffer(); 2055 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 2056 2057 if(colorbuffer) 2058 { 2059 switch(pname) 2060 { 2061 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true; 2062 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true; 2063 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true; 2064 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true; 2065 } 2066 } 2067 else 2068 { 2069 *params = 0; 2070 } 2071 } 2072 return true; 2073 case GL_DEPTH_BITS: 2074 { 2075 Framebuffer *framebuffer = getDrawFramebuffer(); 2076 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2077 2078 if(depthbuffer) 2079 { 2080 *params = depthbuffer->getDepthSize(); 2081 } 2082 else 2083 { 2084 *params = 0; 2085 } 2086 } 2087 return true; 2088 case GL_STENCIL_BITS: 2089 { 2090 Framebuffer *framebuffer = getDrawFramebuffer(); 2091 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2092 2093 if(stencilbuffer) 2094 { 2095 *params = stencilbuffer->getStencilSize(); 2096 } 2097 else 2098 { 2099 *params = 0; 2100 } 2101 } 2102 return true; 2103 case GL_TEXTURE_BINDING_2D: 2104 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2105 { 2106 error(GL_INVALID_OPERATION); 2107 return false; 2108 } 2109 2110 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2111 return true; 2112 case GL_TEXTURE_BINDING_CUBE_MAP: 2113 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2114 { 2115 error(GL_INVALID_OPERATION); 2116 return false; 2117 } 2118 2119 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2120 return true; 2121 case GL_TEXTURE_BINDING_RECTANGLE_ARB: 2122 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2123 { 2124 error(GL_INVALID_OPERATION); 2125 return false; 2126 } 2127 2128 *params = mState.samplerTexture[TEXTURE_2D_RECT][mState.activeSampler].name(); 2129 return true; 2130 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2131 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2132 { 2133 error(GL_INVALID_OPERATION); 2134 return false; 2135 } 2136 2137 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2138 return true; 2139 case GL_TEXTURE_BINDING_3D_OES: 2140 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2141 { 2142 error(GL_INVALID_OPERATION); 2143 return false; 2144 } 2145 2146 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2147 return true; 2148 case GL_DRAW_BUFFER0: 2149 case GL_DRAW_BUFFER1: 2150 case GL_DRAW_BUFFER2: 2151 case GL_DRAW_BUFFER3: 2152 case GL_DRAW_BUFFER4: 2153 case GL_DRAW_BUFFER5: 2154 case GL_DRAW_BUFFER6: 2155 case GL_DRAW_BUFFER7: 2156 case GL_DRAW_BUFFER8: 2157 case GL_DRAW_BUFFER9: 2158 case GL_DRAW_BUFFER10: 2159 case GL_DRAW_BUFFER11: 2160 case GL_DRAW_BUFFER12: 2161 case GL_DRAW_BUFFER13: 2162 case GL_DRAW_BUFFER14: 2163 case GL_DRAW_BUFFER15: 2164 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS) 2165 { 2166 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0); 2167 } 2168 else 2169 { 2170 return false; 2171 } 2172 return true; 2173 case GL_MAX_DRAW_BUFFERS: 2174 *params = MAX_DRAW_BUFFERS; 2175 return true; 2176 case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers 2177 *params = MAX_COLOR_ATTACHMENTS; 2178 return true; 2179 default: 2180 break; 2181 } 2182 2183 if(clientVersion >= 3) 2184 { 2185 switch(pname) 2186 { 2187 case GL_TEXTURE_BINDING_2D_ARRAY: 2188 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2189 { 2190 error(GL_INVALID_OPERATION); 2191 return false; 2192 } 2193 2194 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name(); 2195 return true; 2196 case GL_COPY_READ_BUFFER_BINDING: 2197 *params = mState.copyReadBuffer.name(); 2198 return true; 2199 case GL_COPY_WRITE_BUFFER_BINDING: 2200 *params = mState.copyWriteBuffer.name(); 2201 return true; 2202 case GL_MAJOR_VERSION: 2203 *params = clientVersion; 2204 return true; 2205 case GL_MAX_3D_TEXTURE_SIZE: 2206 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2207 return true; 2208 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2209 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2210 return true; 2211 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2212 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2213 return true; 2214 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2215 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS; 2216 return true; 2217 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2218 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2219 return true; 2220 case GL_MAX_ELEMENT_INDEX: 2221 *params = MAX_ELEMENT_INDEX; 2222 return true; 2223 case GL_MAX_ELEMENTS_INDICES: 2224 *params = MAX_ELEMENTS_INDICES; 2225 return true; 2226 case GL_MAX_ELEMENTS_VERTICES: 2227 *params = MAX_ELEMENTS_VERTICES; 2228 return true; 2229 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2230 *params = MAX_FRAGMENT_INPUT_VECTORS * 4; 2231 return true; 2232 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2233 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2234 return true; 2235 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2236 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2237 return true; 2238 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2239 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2240 // In any case, any behavior outside the specified range is valid since the spec mentions: 2241 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2242 // "If any of the offset values are outside the range of the implementation-defined values 2243 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2244 // undefined." 2245 *params = MAX_PROGRAM_TEXEL_OFFSET; 2246 return true; 2247 case GL_MAX_SERVER_WAIT_TIMEOUT: 2248 *params = 0; 2249 return true; 2250 case GL_MAX_TEXTURE_LOD_BIAS: 2251 *params = MAX_TEXTURE_LOD_BIAS; 2252 return true; 2253 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2254 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; 2255 return true; 2256 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2257 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2258 return true; 2259 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2260 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS; 2261 return true; 2262 case GL_MAX_UNIFORM_BLOCK_SIZE: 2263 *params = MAX_UNIFORM_BLOCK_SIZE; 2264 return true; 2265 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2266 *params = MAX_UNIFORM_BUFFER_BINDINGS; 2267 return true; 2268 case GL_MAX_VARYING_COMPONENTS: 2269 *params = MAX_VARYING_VECTORS * 4; 2270 return true; 2271 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2272 *params = MAX_VERTEX_OUTPUT_VECTORS * 4; 2273 return true; 2274 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2275 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2276 return true; 2277 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2278 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2279 return true; 2280 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2281 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2282 // In any case, any behavior outside the specified range is valid since the spec mentions: 2283 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2284 // "If any of the offset values are outside the range of the implementation-defined values 2285 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2286 // undefined." 2287 *params = MIN_PROGRAM_TEXEL_OFFSET; 2288 return true; 2289 case GL_MINOR_VERSION: 2290 *params = 0; 2291 return true; 2292 case GL_NUM_EXTENSIONS: 2293 GLuint numExtensions; 2294 getExtensions(0, &numExtensions); 2295 *params = numExtensions; 2296 return true; 2297 case GL_NUM_PROGRAM_BINARY_FORMATS: 2298 *params = NUM_PROGRAM_BINARY_FORMATS; 2299 return true; 2300 case GL_PACK_ROW_LENGTH: 2301 *params = mState.packParameters.rowLength; 2302 return true; 2303 case GL_PACK_SKIP_PIXELS: 2304 *params = mState.packParameters.skipPixels; 2305 return true; 2306 case GL_PACK_SKIP_ROWS: 2307 *params = mState.packParameters.skipRows; 2308 return true; 2309 case GL_PIXEL_PACK_BUFFER_BINDING: 2310 *params = mState.pixelPackBuffer.name(); 2311 return true; 2312 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2313 *params = mState.pixelUnpackBuffer.name(); 2314 return true; 2315 case GL_PROGRAM_BINARY_FORMATS: 2316 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input 2317 // should be a 0 sized array, so don't write to params 2318 return true; 2319 case GL_READ_BUFFER: 2320 *params = getReadFramebuffer()->getReadBuffer(); 2321 return true; 2322 case GL_SAMPLER_BINDING: 2323 *params = mState.sampler[mState.activeSampler].name(); 2324 return true; 2325 case GL_UNIFORM_BUFFER_BINDING: 2326 *params = mState.genericUniformBuffer.name(); 2327 return true; 2328 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2329 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2330 return true; 2331 case GL_UNIFORM_BUFFER_SIZE: 2332 *params = static_cast<T>(mState.genericUniformBuffer->size()); 2333 return true; 2334 case GL_UNIFORM_BUFFER_START: 2335 *params = static_cast<T>(mState.genericUniformBuffer->offset()); 2336 return true; 2337 case GL_UNPACK_IMAGE_HEIGHT: 2338 *params = mState.unpackParameters.imageHeight; 2339 return true; 2340 case GL_UNPACK_ROW_LENGTH: 2341 *params = mState.unpackParameters.rowLength; 2342 return true; 2343 case GL_UNPACK_SKIP_IMAGES: 2344 *params = mState.unpackParameters.skipImages; 2345 return true; 2346 case GL_UNPACK_SKIP_PIXELS: 2347 *params = mState.unpackParameters.skipPixels; 2348 return true; 2349 case GL_UNPACK_SKIP_ROWS: 2350 *params = mState.unpackParameters.skipRows; 2351 return true; 2352 case GL_VERTEX_ARRAY_BINDING: 2353 *params = getCurrentVertexArray()->name; 2354 return true; 2355 case GL_TRANSFORM_FEEDBACK_BINDING: 2356 { 2357 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2358 if(transformFeedback) 2359 { 2360 *params = transformFeedback->name; 2361 } 2362 else 2363 { 2364 return false; 2365 } 2366 } 2367 return true; 2368 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2369 { 2370 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2371 if(transformFeedback) 2372 { 2373 *params = transformFeedback->getGenericBufferName(); 2374 } 2375 else 2376 { 2377 return false; 2378 } 2379 } 2380 return true; 2381 default: 2382 break; 2383 } 2384 } 2385 2386 return false; 2387} 2388 2389template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2390template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2391 2392template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2393{ 2394 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2395 if(!transformFeedback) 2396 { 2397 return false; 2398 } 2399 2400 switch(pname) 2401 { 2402 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2403 *param = transformFeedback->name; 2404 break; 2405 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2406 *param = transformFeedback->isActive(); 2407 break; 2408 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2409 *param = transformFeedback->getBufferName(index); 2410 break; 2411 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2412 *param = transformFeedback->isPaused(); 2413 break; 2414 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2415 if(transformFeedback->getBuffer(index)) 2416 { 2417 *param = transformFeedback->getSize(index); 2418 break; 2419 } 2420 else return false; 2421 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2422 if(transformFeedback->getBuffer(index)) 2423 { 2424 *param = transformFeedback->getOffset(index); 2425 break; 2426 } 2427 else return false; 2428 default: 2429 return false; 2430 } 2431 2432 return true; 2433} 2434 2435template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2436template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2437 2438template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2439{ 2440 switch(pname) 2441 { 2442 case GL_UNIFORM_BUFFER_BINDING: 2443 case GL_UNIFORM_BUFFER_SIZE: 2444 case GL_UNIFORM_BUFFER_START: 2445 if(index >= MAX_UNIFORM_BUFFER_BINDINGS) 2446 { 2447 return error(GL_INVALID_VALUE, true); 2448 } 2449 break; 2450 default: 2451 break; 2452 } 2453 2454 const BufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2455 2456 switch(pname) 2457 { 2458 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2459 *param = uniformBuffer.get().name(); 2460 break; 2461 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2462 *param = uniformBuffer.getSize(); 2463 break; 2464 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2465 *param = uniformBuffer.getOffset(); 2466 break; 2467 default: 2468 return false; 2469 } 2470 2471 return true; 2472} 2473 2474bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2475{ 2476 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2477 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2478 // to the fact that it is stored internally as a float, and so would require conversion 2479 // if returned from Context::getIntegerv. Since this conversion is already implemented 2480 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2481 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2482 // application. 2483 switch(pname) 2484 { 2485 case GL_COMPRESSED_TEXTURE_FORMATS: 2486 { 2487 *type = GL_INT; 2488 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2489 } 2490 break; 2491 case GL_SHADER_BINARY_FORMATS: 2492 { 2493 *type = GL_INT; 2494 *numParams = 0; 2495 } 2496 break; 2497 case GL_MAX_VERTEX_ATTRIBS: 2498 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2499 case GL_MAX_VARYING_VECTORS: 2500 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2501 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2502 case GL_MAX_TEXTURE_IMAGE_UNITS: 2503 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2504 case GL_MAX_RENDERBUFFER_SIZE: 2505 case GL_NUM_SHADER_BINARY_FORMATS: 2506 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2507 case GL_ARRAY_BUFFER_BINDING: 2508 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2509 case GL_READ_FRAMEBUFFER_BINDING: // Same as GL_READ_FRAMEBUFFER_BINDING_ANGLE 2510 case GL_RENDERBUFFER_BINDING: 2511 case GL_CURRENT_PROGRAM: 2512 case GL_PACK_ALIGNMENT: 2513 case GL_UNPACK_ALIGNMENT: 2514 case GL_GENERATE_MIPMAP_HINT: 2515 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2516 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: 2517 case GL_RED_BITS: 2518 case GL_GREEN_BITS: 2519 case GL_BLUE_BITS: 2520 case GL_ALPHA_BITS: 2521 case GL_DEPTH_BITS: 2522 case GL_STENCIL_BITS: 2523 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2524 case GL_CULL_FACE_MODE: 2525 case GL_FRONT_FACE: 2526 case GL_ACTIVE_TEXTURE: 2527 case GL_STENCIL_FUNC: 2528 case GL_STENCIL_VALUE_MASK: 2529 case GL_STENCIL_REF: 2530 case GL_STENCIL_FAIL: 2531 case GL_STENCIL_PASS_DEPTH_FAIL: 2532 case GL_STENCIL_PASS_DEPTH_PASS: 2533 case GL_STENCIL_BACK_FUNC: 2534 case GL_STENCIL_BACK_VALUE_MASK: 2535 case GL_STENCIL_BACK_REF: 2536 case GL_STENCIL_BACK_FAIL: 2537 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2538 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2539 case GL_DEPTH_FUNC: 2540 case GL_BLEND_SRC_RGB: 2541 case GL_BLEND_SRC_ALPHA: 2542 case GL_BLEND_DST_RGB: 2543 case GL_BLEND_DST_ALPHA: 2544 case GL_BLEND_EQUATION_RGB: 2545 case GL_BLEND_EQUATION_ALPHA: 2546 case GL_STENCIL_WRITEMASK: 2547 case GL_STENCIL_BACK_WRITEMASK: 2548 case GL_STENCIL_CLEAR_VALUE: 2549 case GL_SUBPIXEL_BITS: 2550 case GL_MAX_TEXTURE_SIZE: 2551 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2552 case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB: 2553 case GL_SAMPLE_BUFFERS: 2554 case GL_SAMPLES: 2555 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2556 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2557 case GL_TEXTURE_BINDING_2D: 2558 case GL_TEXTURE_BINDING_CUBE_MAP: 2559 case GL_TEXTURE_BINDING_RECTANGLE_ARB: 2560 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2561 case GL_TEXTURE_BINDING_3D_OES: 2562 case GL_COPY_READ_BUFFER_BINDING: 2563 case GL_COPY_WRITE_BUFFER_BINDING: 2564 case GL_DRAW_BUFFER0: 2565 case GL_DRAW_BUFFER1: 2566 case GL_DRAW_BUFFER2: 2567 case GL_DRAW_BUFFER3: 2568 case GL_DRAW_BUFFER4: 2569 case GL_DRAW_BUFFER5: 2570 case GL_DRAW_BUFFER6: 2571 case GL_DRAW_BUFFER7: 2572 case GL_DRAW_BUFFER8: 2573 case GL_DRAW_BUFFER9: 2574 case GL_DRAW_BUFFER10: 2575 case GL_DRAW_BUFFER11: 2576 case GL_DRAW_BUFFER12: 2577 case GL_DRAW_BUFFER13: 2578 case GL_DRAW_BUFFER14: 2579 case GL_DRAW_BUFFER15: 2580 case GL_MAJOR_VERSION: 2581 case GL_MAX_3D_TEXTURE_SIZE: 2582 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2583 case GL_MAX_COLOR_ATTACHMENTS: 2584 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2585 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2586 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2587 case GL_MAX_DRAW_BUFFERS: 2588 case GL_MAX_ELEMENT_INDEX: 2589 case GL_MAX_ELEMENTS_INDICES: 2590 case GL_MAX_ELEMENTS_VERTICES: 2591 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2592 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2593 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2594 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2595 case GL_MAX_SERVER_WAIT_TIMEOUT: 2596 case GL_MAX_TEXTURE_LOD_BIAS: 2597 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2598 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2599 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2600 case GL_MAX_UNIFORM_BLOCK_SIZE: 2601 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2602 case GL_MAX_VARYING_COMPONENTS: 2603 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2604 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2605 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2606 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2607 case GL_MINOR_VERSION: 2608 case GL_NUM_EXTENSIONS: 2609 case GL_NUM_PROGRAM_BINARY_FORMATS: 2610 case GL_PACK_ROW_LENGTH: 2611 case GL_PACK_SKIP_PIXELS: 2612 case GL_PACK_SKIP_ROWS: 2613 case GL_PIXEL_PACK_BUFFER_BINDING: 2614 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2615 case GL_PROGRAM_BINARY_FORMATS: 2616 case GL_READ_BUFFER: 2617 case GL_SAMPLER_BINDING: 2618 case GL_TEXTURE_BINDING_2D_ARRAY: 2619 case GL_UNIFORM_BUFFER_BINDING: 2620 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2621 case GL_UNIFORM_BUFFER_SIZE: 2622 case GL_UNIFORM_BUFFER_START: 2623 case GL_UNPACK_IMAGE_HEIGHT: 2624 case GL_UNPACK_ROW_LENGTH: 2625 case GL_UNPACK_SKIP_IMAGES: 2626 case GL_UNPACK_SKIP_PIXELS: 2627 case GL_UNPACK_SKIP_ROWS: 2628 case GL_VERTEX_ARRAY_BINDING: 2629 case GL_TRANSFORM_FEEDBACK_BINDING: 2630 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2631 { 2632 *type = GL_INT; 2633 *numParams = 1; 2634 } 2635 break; 2636 case GL_MAX_SAMPLES: 2637 { 2638 *type = GL_INT; 2639 *numParams = 1; 2640 } 2641 break; 2642 case GL_MAX_VIEWPORT_DIMS: 2643 { 2644 *type = GL_INT; 2645 *numParams = 2; 2646 } 2647 break; 2648 case GL_VIEWPORT: 2649 case GL_SCISSOR_BOX: 2650 { 2651 *type = GL_INT; 2652 *numParams = 4; 2653 } 2654 break; 2655 case GL_SHADER_COMPILER: 2656 case GL_SAMPLE_COVERAGE_INVERT: 2657 case GL_DEPTH_WRITEMASK: 2658 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2659 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2660 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2661 case GL_SAMPLE_COVERAGE: 2662 case GL_SCISSOR_TEST: 2663 case GL_STENCIL_TEST: 2664 case GL_DEPTH_TEST: 2665 case GL_BLEND: 2666 case GL_DITHER: 2667 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2668 case GL_RASTERIZER_DISCARD: 2669 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2670 case GL_TRANSFORM_FEEDBACK_PAUSED: 2671 { 2672 *type = GL_BOOL; 2673 *numParams = 1; 2674 } 2675 break; 2676 case GL_COLOR_WRITEMASK: 2677 { 2678 *type = GL_BOOL; 2679 *numParams = 4; 2680 } 2681 break; 2682 case GL_POLYGON_OFFSET_FACTOR: 2683 case GL_POLYGON_OFFSET_UNITS: 2684 case GL_SAMPLE_COVERAGE_VALUE: 2685 case GL_DEPTH_CLEAR_VALUE: 2686 case GL_LINE_WIDTH: 2687 { 2688 *type = GL_FLOAT; 2689 *numParams = 1; 2690 } 2691 break; 2692 case GL_ALIASED_LINE_WIDTH_RANGE: 2693 case GL_ALIASED_POINT_SIZE_RANGE: 2694 case GL_DEPTH_RANGE: 2695 { 2696 *type = GL_FLOAT; 2697 *numParams = 2; 2698 } 2699 break; 2700 case GL_COLOR_CLEAR_VALUE: 2701 case GL_BLEND_COLOR: 2702 { 2703 *type = GL_FLOAT; 2704 *numParams = 4; 2705 } 2706 break; 2707 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2708 *type = GL_FLOAT; 2709 *numParams = 1; 2710 break; 2711 default: 2712 return false; 2713 } 2714 2715 return true; 2716} 2717 2718void Context::applyScissor(int width, int height) 2719{ 2720 if(mState.scissorTestEnabled) 2721 { 2722 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2723 scissor.clip(0, 0, width, height); 2724 2725 device->setScissorRect(scissor); 2726 device->setScissorEnable(true); 2727 } 2728 else 2729 { 2730 device->setScissorEnable(false); 2731 } 2732} 2733 2734// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2735bool Context::applyRenderTarget() 2736{ 2737 Framebuffer *framebuffer = getDrawFramebuffer(); 2738 int width, height, samples; 2739 2740 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2741 { 2742 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2743 } 2744 2745 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2746 { 2747 if(framebuffer->getDrawBuffer(i) != GL_NONE) 2748 { 2749 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2750 GLint layer = framebuffer->getColorbufferLayer(i); 2751 device->setRenderTarget(i, renderTarget, layer); 2752 if(renderTarget) renderTarget->release(); 2753 } 2754 else 2755 { 2756 device->setRenderTarget(i, nullptr, 0); 2757 } 2758 } 2759 2760 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 2761 GLint dLayer = framebuffer->getDepthbufferLayer(); 2762 device->setDepthBuffer(depthBuffer, dLayer); 2763 if(depthBuffer) depthBuffer->release(); 2764 2765 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 2766 GLint sLayer = framebuffer->getStencilbufferLayer(); 2767 device->setStencilBuffer(stencilBuffer, sLayer); 2768 if(stencilBuffer) stencilBuffer->release(); 2769 2770 Viewport viewport; 2771 float zNear = clamp01(mState.zNear); 2772 float zFar = clamp01(mState.zFar); 2773 2774 viewport.x0 = mState.viewportX; 2775 viewport.y0 = mState.viewportY; 2776 viewport.width = mState.viewportWidth; 2777 viewport.height = mState.viewportHeight; 2778 viewport.minZ = zNear; 2779 viewport.maxZ = zFar; 2780 2781 device->setViewport(viewport); 2782 2783 applyScissor(width, height); 2784 2785 Program *program = getCurrentProgram(); 2786 2787 if(program) 2788 { 2789 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2790 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2791 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2792 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2793 } 2794 2795 return true; 2796} 2797 2798// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2799void Context::applyState(GLenum drawMode) 2800{ 2801 Framebuffer *framebuffer = getDrawFramebuffer(); 2802 2803 if(mState.cullFaceEnabled) 2804 { 2805 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2806 } 2807 else 2808 { 2809 device->setCullMode(sw::CULL_NONE); 2810 } 2811 2812 if(mDepthStateDirty) 2813 { 2814 if(mState.depthTestEnabled) 2815 { 2816 device->setDepthBufferEnable(true); 2817 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2818 } 2819 else 2820 { 2821 device->setDepthBufferEnable(false); 2822 } 2823 2824 mDepthStateDirty = false; 2825 } 2826 2827 if(mBlendStateDirty) 2828 { 2829 if(mState.blendEnabled) 2830 { 2831 device->setAlphaBlendEnable(true); 2832 device->setSeparateAlphaBlendEnable(true); 2833 2834 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2835 2836 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2837 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2838 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2839 2840 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2841 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2842 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2843 } 2844 else 2845 { 2846 device->setAlphaBlendEnable(false); 2847 } 2848 2849 mBlendStateDirty = false; 2850 } 2851 2852 if(mStencilStateDirty || mFrontFaceDirty) 2853 { 2854 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2855 { 2856 device->setStencilEnable(true); 2857 device->setTwoSidedStencil(true); 2858 2859 // get the maximum size of the stencil ref 2860 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2861 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2862 2863 if(mState.frontFace == GL_CCW) 2864 { 2865 device->setStencilWriteMask(mState.stencilWritemask); 2866 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2867 2868 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2869 device->setStencilMask(mState.stencilMask); 2870 2871 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2872 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2873 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2874 2875 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2876 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2877 2878 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2879 device->setStencilMaskCCW(mState.stencilBackMask); 2880 2881 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2882 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2883 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2884 } 2885 else 2886 { 2887 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2888 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2889 2890 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2891 device->setStencilMaskCCW(mState.stencilMask); 2892 2893 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2894 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2895 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2896 2897 device->setStencilWriteMask(mState.stencilBackWritemask); 2898 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2899 2900 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2901 device->setStencilMask(mState.stencilBackMask); 2902 2903 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2904 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2905 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2906 } 2907 } 2908 else 2909 { 2910 device->setStencilEnable(false); 2911 } 2912 2913 mStencilStateDirty = false; 2914 mFrontFaceDirty = false; 2915 } 2916 2917 if(mMaskStateDirty) 2918 { 2919 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2920 { 2921 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2922 } 2923 2924 device->setDepthWriteEnable(mState.depthMask); 2925 2926 mMaskStateDirty = false; 2927 } 2928 2929 if(mPolygonOffsetStateDirty) 2930 { 2931 if(mState.polygonOffsetFillEnabled) 2932 { 2933 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2934 if(depthbuffer) 2935 { 2936 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2937 float depthBias = ldexp(mState.polygonOffsetUnits, -23); // We use 32-bit floating-point for all depth formats, with 23 mantissa bits. 2938 device->setDepthBias(depthBias); 2939 } 2940 } 2941 else 2942 { 2943 device->setSlopeDepthBias(0); 2944 device->setDepthBias(0); 2945 } 2946 2947 mPolygonOffsetStateDirty = false; 2948 } 2949 2950 if(mSampleStateDirty) 2951 { 2952 if(mState.sampleAlphaToCoverageEnabled) 2953 { 2954 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2955 } 2956 else 2957 { 2958 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2959 } 2960 2961 if(mState.sampleCoverageEnabled) 2962 { 2963 unsigned int mask = 0; 2964 if(mState.sampleCoverageValue != 0) 2965 { 2966 int width, height, samples; 2967 framebuffer->completeness(width, height, samples); 2968 2969 float threshold = 0.5f; 2970 2971 for(int i = 0; i < samples; i++) 2972 { 2973 mask <<= 1; 2974 2975 if((i + 1) * mState.sampleCoverageValue >= threshold) 2976 { 2977 threshold += 1.0f; 2978 mask |= 1; 2979 } 2980 } 2981 } 2982 2983 if(mState.sampleCoverageInvert) 2984 { 2985 mask = ~mask; 2986 } 2987 2988 device->setMultiSampleMask(mask); 2989 } 2990 else 2991 { 2992 device->setMultiSampleMask(0xFFFFFFFF); 2993 } 2994 2995 mSampleStateDirty = false; 2996 } 2997 2998 if(mDitherStateDirty) 2999 { 3000 // UNIMPLEMENTED(); // FIXME 3001 3002 mDitherStateDirty = false; 3003 } 3004 3005 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled); 3006} 3007 3008GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 3009{ 3010 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 3011 3012 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 3013 if(err != GL_NO_ERROR) 3014 { 3015 return err; 3016 } 3017 3018 Program *program = getCurrentProgram(); 3019 3020 device->resetInputStreams(false); 3021 3022 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 3023 { 3024 if(program->getAttributeStream(i) == -1) 3025 { 3026 continue; 3027 } 3028 3029 sw::Resource *resource = attributes[i].vertexBuffer; 3030 const void *buffer = (char*)resource->data() + attributes[i].offset; 3031 3032 int stride = attributes[i].stride; 3033 3034 buffer = (char*)buffer + stride * base; 3035 3036 sw::Stream attribute(resource, buffer, stride); 3037 3038 attribute.type = attributes[i].type; 3039 attribute.count = attributes[i].count; 3040 attribute.normalized = attributes[i].normalized; 3041 3042 int stream = program->getAttributeStream(i); 3043 device->setInputStream(stream, attribute); 3044 } 3045 3046 return GL_NO_ERROR; 3047} 3048 3049// Applies the indices and element array bindings 3050GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 3051{ 3052 GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled()); 3053 3054 if(err == GL_NO_ERROR) 3055 { 3056 device->setIndexBuffer(indexInfo->indexBuffer); 3057 } 3058 3059 return err; 3060} 3061 3062// Applies the shaders and shader constants 3063void Context::applyShaders() 3064{ 3065 Program *programObject = getCurrentProgram(); 3066 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3067 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3068 3069 device->setVertexShader(vertexShader); 3070 device->setPixelShader(pixelShader); 3071 3072 if(programObject->getSerial() != mAppliedProgramSerial) 3073 { 3074 programObject->dirtyAllUniforms(); 3075 mAppliedProgramSerial = programObject->getSerial(); 3076 } 3077 3078 programObject->applyTransformFeedback(device, getTransformFeedback()); 3079 programObject->applyUniformBuffers(device, mState.uniformBuffers); 3080 programObject->applyUniforms(device); 3081} 3082 3083void Context::applyTextures() 3084{ 3085 applyTextures(sw::SAMPLER_PIXEL); 3086 applyTextures(sw::SAMPLER_VERTEX); 3087} 3088 3089void Context::applyTextures(sw::SamplerType samplerType) 3090{ 3091 Program *programObject = getCurrentProgram(); 3092 3093 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3094 3095 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3096 { 3097 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3098 3099 if(textureUnit != -1) 3100 { 3101 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3102 3103 Texture *texture = getSamplerTexture(textureUnit, textureType); 3104 3105 if(texture->isSamplerComplete()) 3106 { 3107 GLenum wrapS, wrapT, wrapR, minFilter, magFilter, compFunc, compMode; 3108 GLfloat minLOD, maxLOD; 3109 3110 Sampler *samplerObject = mState.sampler[textureUnit]; 3111 if(samplerObject) 3112 { 3113 wrapS = samplerObject->getWrapS(); 3114 wrapT = samplerObject->getWrapT(); 3115 wrapR = samplerObject->getWrapR(); 3116 minFilter = samplerObject->getMinFilter(); 3117 magFilter = samplerObject->getMagFilter(); 3118 minLOD = samplerObject->getMinLod(); 3119 maxLOD = samplerObject->getMaxLod(); 3120 compFunc = samplerObject->getCompareFunc(); 3121 compMode = samplerObject->getCompareMode(); 3122 } 3123 else 3124 { 3125 wrapS = texture->getWrapS(); 3126 wrapT = texture->getWrapT(); 3127 wrapR = texture->getWrapR(); 3128 minFilter = texture->getMinFilter(); 3129 magFilter = texture->getMagFilter(); 3130 minLOD = texture->getMinLOD(); 3131 maxLOD = texture->getMaxLOD(); 3132 compFunc = texture->getCompareFunc(); 3133 compMode = texture->getCompareMode(); 3134 } 3135 3136 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3137 GLint baseLevel = texture->getBaseLevel(); 3138 GLint maxLevel = texture->getMaxLevel(); 3139 GLenum swizzleR = texture->getSwizzleR(); 3140 GLenum swizzleG = texture->getSwizzleG(); 3141 GLenum swizzleB = texture->getSwizzleB(); 3142 GLenum swizzleA = texture->getSwizzleA(); 3143 3144 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3145 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3146 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3147 device->setCompareFunc(samplerType, samplerIndex, es2sw::ConvertCompareFunc(compFunc, compMode)); 3148 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3149 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3150 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3151 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3152 device->setMinLod(samplerType, samplerIndex, minLOD); 3153 device->setMaxLod(samplerType, samplerIndex, maxLOD); 3154 device->setBaseLevel(samplerType, samplerIndex, baseLevel); 3155 device->setMaxLevel(samplerType, samplerIndex, maxLevel); 3156 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3157 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3158 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3159 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST); 3160 3161 applyTexture(samplerType, samplerIndex, texture); 3162 } 3163 else 3164 { 3165 applyTexture(samplerType, samplerIndex, nullptr); 3166 } 3167 } 3168 else 3169 { 3170 applyTexture(samplerType, samplerIndex, nullptr); 3171 } 3172 } 3173} 3174 3175void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3176{ 3177 Program *program = getCurrentProgram(); 3178 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3179 bool textureUsed = false; 3180 3181 if(type == sw::SAMPLER_PIXEL) 3182 { 3183 textureUsed = program->getPixelShader()->usesSampler(index); 3184 } 3185 else if(type == sw::SAMPLER_VERTEX) 3186 { 3187 textureUsed = program->getVertexShader()->usesSampler(index); 3188 } 3189 else UNREACHABLE(type); 3190 3191 sw::Resource *resource = nullptr; 3192 3193 if(baseTexture && textureUsed) 3194 { 3195 resource = baseTexture->getResource(); 3196 } 3197 3198 device->setTextureResource(sampler, resource); 3199 3200 if(baseTexture && textureUsed) 3201 { 3202 int baseLevel = baseTexture->getBaseLevel(); 3203 int maxLevel = std::min(baseTexture->getTopLevel(), baseTexture->getMaxLevel()); 3204 3205 switch(baseTexture->getTarget()) 3206 { 3207 case GL_TEXTURE_2D: 3208 case GL_TEXTURE_EXTERNAL_OES: 3209 case GL_TEXTURE_RECTANGLE_ARB: 3210 { 3211 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3212 3213 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3214 { 3215 int surfaceLevel = mipmapLevel + baseLevel; 3216 3217 if(surfaceLevel > maxLevel) 3218 { 3219 surfaceLevel = maxLevel; 3220 } 3221 3222 egl::Image *surface = texture->getImage(surfaceLevel); 3223 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3224 } 3225 } 3226 break; 3227 case GL_TEXTURE_3D: 3228 { 3229 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3230 3231 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3232 { 3233 int surfaceLevel = mipmapLevel + baseLevel; 3234 3235 if(surfaceLevel > maxLevel) 3236 { 3237 surfaceLevel = maxLevel; 3238 } 3239 3240 egl::Image *surface = texture->getImage(surfaceLevel); 3241 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3242 } 3243 } 3244 break; 3245 case GL_TEXTURE_2D_ARRAY: 3246 { 3247 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3248 3249 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3250 { 3251 int surfaceLevel = mipmapLevel + baseLevel; 3252 3253 if(surfaceLevel > maxLevel) 3254 { 3255 surfaceLevel = maxLevel; 3256 } 3257 3258 egl::Image *surface = texture->getImage(surfaceLevel); 3259 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3260 } 3261 } 3262 break; 3263 case GL_TEXTURE_CUBE_MAP: 3264 { 3265 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3266 3267 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3268 { 3269 cubeTexture->updateBorders(mipmapLevel); 3270 3271 for(int face = 0; face < 6; face++) 3272 { 3273 int surfaceLevel = mipmapLevel + baseLevel; 3274 3275 if(surfaceLevel > maxLevel) 3276 { 3277 surfaceLevel = maxLevel; 3278 } 3279 3280 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3281 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3282 } 3283 } 3284 } 3285 break; 3286 default: 3287 UNIMPLEMENTED(); 3288 break; 3289 } 3290 } 3291 else 3292 { 3293 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3294 } 3295} 3296 3297void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3298{ 3299 Framebuffer *framebuffer = getReadFramebuffer(); 3300 int framebufferWidth, framebufferHeight, framebufferSamples; 3301 3302 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3303 { 3304 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3305 } 3306 3307 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3308 { 3309 return error(GL_INVALID_OPERATION); 3310 } 3311 3312 if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion)) 3313 { 3314 return error(GL_INVALID_OPERATION); 3315 } 3316 3317 GLsizei outputWidth = (mState.packParameters.rowLength > 0) ? mState.packParameters.rowLength : width; 3318 GLsizei outputPitch = gl::ComputePitch(outputWidth, format, type, mState.packParameters.alignment); 3319 GLsizei outputHeight = (mState.packParameters.imageHeight == 0) ? height : mState.packParameters.imageHeight; 3320 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3321 pixels = ((char*)pixels) + gl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packParameters); 3322 3323 // Sized query sanity check 3324 if(bufSize) 3325 { 3326 int requiredSize = outputPitch * height; 3327 if(requiredSize > *bufSize) 3328 { 3329 return error(GL_INVALID_OPERATION); 3330 } 3331 } 3332 3333 egl::Image *renderTarget = nullptr; 3334 switch(format) 3335 { 3336 case GL_DEPTH_COMPONENT: // GL_NV_read_depth 3337 renderTarget = framebuffer->getDepthBuffer(); 3338 break; 3339 default: 3340 renderTarget = framebuffer->getReadRenderTarget(); 3341 break; 3342 } 3343 3344 if(!renderTarget) 3345 { 3346 return error(GL_INVALID_OPERATION); 3347 } 3348 3349 sw::RectF rect((float)x, (float)y, (float)(x + width), (float)(y + height)); 3350 sw::Rect dstRect(0, 0, width, height); 3351 rect.clip(0.0f, 0.0f, (float)renderTarget->getWidth(), (float)renderTarget->getHeight()); 3352 3353 sw::Surface *externalSurface = sw::Surface::create(width, height, 1, gl::ConvertReadFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3354 sw::SliceRectF sliceRect(rect); 3355 sw::SliceRect dstSliceRect(dstRect); 3356 device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false, false, false); 3357 delete externalSurface; 3358 3359 renderTarget->release(); 3360} 3361 3362void Context::clear(GLbitfield mask) 3363{ 3364 if(mState.rasterizerDiscardEnabled) 3365 { 3366 return; 3367 } 3368 3369 Framebuffer *framebuffer = getDrawFramebuffer(); 3370 3371 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3372 { 3373 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3374 } 3375 3376 if(!applyRenderTarget()) 3377 { 3378 return; 3379 } 3380 3381 if(mask & GL_COLOR_BUFFER_BIT) 3382 { 3383 unsigned int rgbaMask = getColorMask(); 3384 3385 if(rgbaMask != 0) 3386 { 3387 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3388 } 3389 } 3390 3391 if(mask & GL_DEPTH_BUFFER_BIT) 3392 { 3393 if(mState.depthMask != 0) 3394 { 3395 float depth = clamp01(mState.depthClearValue); 3396 device->clearDepth(depth); 3397 } 3398 } 3399 3400 if(mask & GL_STENCIL_BUFFER_BIT) 3401 { 3402 if(mState.stencilWritemask != 0) 3403 { 3404 int stencil = mState.stencilClearValue & 0x000000FF; 3405 device->clearStencil(stencil, mState.stencilWritemask); 3406 } 3407 } 3408} 3409 3410void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3411{ 3412 unsigned int rgbaMask = getColorMask(); 3413 if(rgbaMask && !mState.rasterizerDiscardEnabled) 3414 { 3415 Framebuffer *framebuffer = getDrawFramebuffer(); 3416 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer); 3417 3418 if(colorbuffer) 3419 { 3420 sw::Rect clearRect = colorbuffer->getRect(); 3421 3422 if(mState.scissorTestEnabled) 3423 { 3424 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3425 } 3426 3427 device->clear(value, format, colorbuffer, clearRect, rgbaMask); 3428 3429 colorbuffer->release(); 3430 } 3431 } 3432} 3433 3434void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3435{ 3436 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3437} 3438 3439void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3440{ 3441 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3442} 3443 3444void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3445{ 3446 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3447} 3448 3449void Context::clearDepthBuffer(const GLfloat value) 3450{ 3451 if(mState.depthMask && !mState.rasterizerDiscardEnabled) 3452 { 3453 Framebuffer *framebuffer = getDrawFramebuffer(); 3454 egl::Image *depthbuffer = framebuffer->getDepthBuffer(); 3455 3456 if(depthbuffer) 3457 { 3458 float depth = clamp01(value); 3459 sw::Rect clearRect = depthbuffer->getRect(); 3460 3461 if(mState.scissorTestEnabled) 3462 { 3463 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3464 } 3465 3466 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3467 3468 depthbuffer->release(); 3469 } 3470 } 3471} 3472 3473void Context::clearStencilBuffer(const GLint value) 3474{ 3475 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled) 3476 { 3477 Framebuffer *framebuffer = getDrawFramebuffer(); 3478 egl::Image *stencilbuffer = framebuffer->getStencilBuffer(); 3479 3480 if(stencilbuffer) 3481 { 3482 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF); 3483 sw::Rect clearRect = stencilbuffer->getRect(); 3484 3485 if(mState.scissorTestEnabled) 3486 { 3487 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3488 } 3489 3490 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3491 3492 stencilbuffer->release(); 3493 } 3494 } 3495} 3496 3497void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3498{ 3499 sw::DrawType primitiveType; 3500 int primitiveCount; 3501 int verticesPerPrimitive; 3502 3503 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive)) 3504 { 3505 return error(GL_INVALID_ENUM); 3506 } 3507 3508 if(!applyRenderTarget()) 3509 { 3510 return; 3511 } 3512 3513 applyState(mode); 3514 3515 for(int i = 0; i < instanceCount; ++i) 3516 { 3517 device->setInstanceID(i); 3518 3519 GLenum err = applyVertexBuffer(0, first, count, i); 3520 if(err != GL_NO_ERROR) 3521 { 3522 return error(err); 3523 } 3524 3525 if(!mState.currentProgram) 3526 { 3527 return; 3528 } 3529 3530 applyShaders(); 3531 applyTextures(); 3532 3533 if(!getCurrentProgram()->validateSamplers(false)) 3534 { 3535 return error(GL_INVALID_OPERATION); 3536 } 3537 3538 if(primitiveCount <= 0) 3539 { 3540 return; 3541 } 3542 3543 TransformFeedback* transformFeedback = getTransformFeedback(); 3544 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3545 { 3546 device->drawPrimitive(primitiveType, primitiveCount); 3547 } 3548 if(transformFeedback) 3549 { 3550 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3551 } 3552 } 3553} 3554 3555void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3556{ 3557 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3558 { 3559 return error(GL_INVALID_OPERATION); 3560 } 3561 3562 GLenum internalMode = mode; 3563 if(isPrimitiveRestartFixedIndexEnabled()) 3564 { 3565 switch(mode) 3566 { 3567 case GL_TRIANGLE_FAN: 3568 case GL_TRIANGLE_STRIP: 3569 internalMode = GL_TRIANGLES; 3570 break; 3571 case GL_LINE_LOOP: 3572 case GL_LINE_STRIP: 3573 internalMode = GL_LINES; 3574 break; 3575 default: 3576 break; 3577 } 3578 } 3579 3580 sw::DrawType primitiveType; 3581 int primitiveCount; 3582 int verticesPerPrimitive; 3583 3584 if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive)) 3585 { 3586 return error(GL_INVALID_ENUM); 3587 } 3588 3589 if(!applyRenderTarget()) 3590 { 3591 return; 3592 } 3593 3594 TranslatedIndexData indexInfo(primitiveCount); 3595 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3596 if(err != GL_NO_ERROR) 3597 { 3598 return error(err); 3599 } 3600 3601 applyState(internalMode); 3602 3603 for(int i = 0; i < instanceCount; ++i) 3604 { 3605 device->setInstanceID(i); 3606 3607 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3608 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3609 if(err != GL_NO_ERROR) 3610 { 3611 return error(err); 3612 } 3613 3614 if(!mState.currentProgram) 3615 { 3616 return; 3617 } 3618 3619 applyShaders(); 3620 applyTextures(); 3621 3622 if(!getCurrentProgram()->validateSamplers(false)) 3623 { 3624 return error(GL_INVALID_OPERATION); 3625 } 3626 3627 if(primitiveCount <= 0) 3628 { 3629 return; 3630 } 3631 3632 TransformFeedback* transformFeedback = getTransformFeedback(); 3633 if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3634 { 3635 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount); 3636 } 3637 if(transformFeedback) 3638 { 3639 transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive); 3640 } 3641 } 3642} 3643 3644void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect) 3645{ 3646 sw::SliceRectF sRectF((float)sRect.x0, (float)sRect.y0, (float)sRect.x1, (float)sRect.y1, sRect.slice); 3647 device->blit(source, sRectF, dest, dRect, false); 3648} 3649 3650void Context::finish() 3651{ 3652 device->finish(); 3653} 3654 3655void Context::flush() 3656{ 3657 // We don't queue anything without processing it as fast as possible 3658} 3659 3660void Context::recordInvalidEnum() 3661{ 3662 mInvalidEnum = true; 3663} 3664 3665void Context::recordInvalidValue() 3666{ 3667 mInvalidValue = true; 3668} 3669 3670void Context::recordInvalidOperation() 3671{ 3672 mInvalidOperation = true; 3673} 3674 3675void Context::recordOutOfMemory() 3676{ 3677 mOutOfMemory = true; 3678} 3679 3680void Context::recordInvalidFramebufferOperation() 3681{ 3682 mInvalidFramebufferOperation = true; 3683} 3684 3685// Get one of the recorded errors and clear its flag, if any. 3686// [OpenGL ES 2.0.24] section 2.5 page 13. 3687GLenum Context::getError() 3688{ 3689 if(mInvalidEnum) 3690 { 3691 mInvalidEnum = false; 3692 3693 return GL_INVALID_ENUM; 3694 } 3695 3696 if(mInvalidValue) 3697 { 3698 mInvalidValue = false; 3699 3700 return GL_INVALID_VALUE; 3701 } 3702 3703 if(mInvalidOperation) 3704 { 3705 mInvalidOperation = false; 3706 3707 return GL_INVALID_OPERATION; 3708 } 3709 3710 if(mOutOfMemory) 3711 { 3712 mOutOfMemory = false; 3713 3714 return GL_OUT_OF_MEMORY; 3715 } 3716 3717 if(mInvalidFramebufferOperation) 3718 { 3719 mInvalidFramebufferOperation = false; 3720 3721 return GL_INVALID_FRAMEBUFFER_OPERATION; 3722 } 3723 3724 return GL_NO_ERROR; 3725} 3726 3727int Context::getSupportedMultisampleCount(int requested) 3728{ 3729 int supported = 0; 3730 3731 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3732 { 3733 if(supported >= requested) 3734 { 3735 return supported; 3736 } 3737 3738 supported = multisampleCount[i]; 3739 } 3740 3741 return supported; 3742} 3743 3744void Context::detachBuffer(GLuint buffer) 3745{ 3746 // [OpenGL ES 2.0.24] section 2.9 page 22: 3747 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3748 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3749 3750 if(mState.copyReadBuffer.name() == buffer) 3751 { 3752 mState.copyReadBuffer = nullptr; 3753 } 3754 3755 if(mState.copyWriteBuffer.name() == buffer) 3756 { 3757 mState.copyWriteBuffer = nullptr; 3758 } 3759 3760 if(mState.pixelPackBuffer.name() == buffer) 3761 { 3762 mState.pixelPackBuffer = nullptr; 3763 } 3764 3765 if(mState.pixelUnpackBuffer.name() == buffer) 3766 { 3767 mState.pixelUnpackBuffer = nullptr; 3768 } 3769 3770 if(mState.genericUniformBuffer.name() == buffer) 3771 { 3772 mState.genericUniformBuffer = nullptr; 3773 } 3774 3775 if(getArrayBufferName() == buffer) 3776 { 3777 mState.arrayBuffer = nullptr; 3778 } 3779 3780 // Only detach from the current transform feedback 3781 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3782 if(currentTransformFeedback) 3783 { 3784 currentTransformFeedback->detachBuffer(buffer); 3785 } 3786 3787 // Only detach from the current vertex array 3788 VertexArray* currentVertexArray = getCurrentVertexArray(); 3789 if(currentVertexArray) 3790 { 3791 currentVertexArray->detachBuffer(buffer); 3792 } 3793 3794 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3795 { 3796 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3797 { 3798 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 3799 } 3800 } 3801} 3802 3803void Context::detachTexture(GLuint texture) 3804{ 3805 // [OpenGL ES 2.0.24] section 3.8 page 84: 3806 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3807 // rebound to texture object zero 3808 3809 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3810 { 3811 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3812 { 3813 if(mState.samplerTexture[type][sampler].name() == texture) 3814 { 3815 mState.samplerTexture[type][sampler] = nullptr; 3816 } 3817 } 3818 } 3819 3820 // [OpenGL ES 2.0.24] section 4.4 page 112: 3821 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3822 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3823 // image was attached in the currently bound framebuffer. 3824 3825 Framebuffer *readFramebuffer = getReadFramebuffer(); 3826 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3827 3828 if(readFramebuffer) 3829 { 3830 readFramebuffer->detachTexture(texture); 3831 } 3832 3833 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3834 { 3835 drawFramebuffer->detachTexture(texture); 3836 } 3837} 3838 3839void Context::detachFramebuffer(GLuint framebuffer) 3840{ 3841 // [OpenGL ES 2.0.24] section 4.4 page 107: 3842 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3843 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3844 3845 if(mState.readFramebuffer == framebuffer) 3846 { 3847 bindReadFramebuffer(0); 3848 } 3849 3850 if(mState.drawFramebuffer == framebuffer) 3851 { 3852 bindDrawFramebuffer(0); 3853 } 3854} 3855 3856void Context::detachRenderbuffer(GLuint renderbuffer) 3857{ 3858 // [OpenGL ES 2.0.24] section 4.4 page 109: 3859 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3860 // had been executed with the target RENDERBUFFER and name of zero. 3861 3862 if(mState.renderbuffer.name() == renderbuffer) 3863 { 3864 bindRenderbuffer(0); 3865 } 3866 3867 // [OpenGL ES 2.0.24] section 4.4 page 111: 3868 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3869 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3870 // point to which this image was attached in the currently bound framebuffer. 3871 3872 Framebuffer *readFramebuffer = getReadFramebuffer(); 3873 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3874 3875 if(readFramebuffer) 3876 { 3877 readFramebuffer->detachRenderbuffer(renderbuffer); 3878 } 3879 3880 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3881 { 3882 drawFramebuffer->detachRenderbuffer(renderbuffer); 3883 } 3884} 3885 3886void Context::detachSampler(GLuint sampler) 3887{ 3888 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3889 // If a sampler object that is currently bound to one or more texture units is 3890 // deleted, it is as though BindSampler is called once for each texture unit to 3891 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3892 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3893 { 3894 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3895 if(samplerBinding.name() == sampler) 3896 { 3897 samplerBinding = nullptr; 3898 } 3899 } 3900} 3901 3902bool Context::cullSkipsDraw(GLenum drawMode) 3903{ 3904 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3905} 3906 3907bool Context::isTriangleMode(GLenum drawMode) 3908{ 3909 switch(drawMode) 3910 { 3911 case GL_TRIANGLES: 3912 case GL_TRIANGLE_FAN: 3913 case GL_TRIANGLE_STRIP: 3914 return true; 3915 case GL_POINTS: 3916 case GL_LINES: 3917 case GL_LINE_LOOP: 3918 case GL_LINE_STRIP: 3919 return false; 3920 default: UNREACHABLE(drawMode); 3921 } 3922 3923 return false; 3924} 3925 3926void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3927{ 3928 ASSERT(index < MAX_VERTEX_ATTRIBS); 3929 3930 mState.vertexAttribute[index].setCurrentValue(values); 3931 3932 mVertexDataManager->dirtyCurrentValue(index); 3933} 3934 3935void Context::setVertexAttrib(GLuint index, const GLint *values) 3936{ 3937 ASSERT(index < MAX_VERTEX_ATTRIBS); 3938 3939 mState.vertexAttribute[index].setCurrentValue(values); 3940 3941 mVertexDataManager->dirtyCurrentValue(index); 3942} 3943 3944void Context::setVertexAttrib(GLuint index, const GLuint *values) 3945{ 3946 ASSERT(index < MAX_VERTEX_ATTRIBS); 3947 3948 mState.vertexAttribute[index].setCurrentValue(values); 3949 3950 mVertexDataManager->dirtyCurrentValue(index); 3951} 3952 3953void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3954 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3955 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit) 3956{ 3957 Framebuffer *readFramebuffer = getReadFramebuffer(); 3958 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3959 3960 int readBufferWidth, readBufferHeight, readBufferSamples; 3961 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3962 3963 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3964 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3965 { 3966 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3967 } 3968 3969 if(drawBufferSamples > 1) 3970 { 3971 return error(GL_INVALID_OPERATION); 3972 } 3973 3974 sw::SliceRect sourceRect; 3975 sw::SliceRect destRect; 3976 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3977 bool flipY = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3978 3979 if(srcX0 < srcX1) 3980 { 3981 sourceRect.x0 = srcX0; 3982 sourceRect.x1 = srcX1; 3983 } 3984 else 3985 { 3986 sourceRect.x0 = srcX1; 3987 sourceRect.x1 = srcX0; 3988 } 3989 3990 if(dstX0 < dstX1) 3991 { 3992 destRect.x0 = dstX0; 3993 destRect.x1 = dstX1; 3994 } 3995 else 3996 { 3997 destRect.x0 = dstX1; 3998 destRect.x1 = dstX0; 3999 } 4000 4001 if(srcY0 < srcY1) 4002 { 4003 sourceRect.y0 = srcY0; 4004 sourceRect.y1 = srcY1; 4005 } 4006 else 4007 { 4008 sourceRect.y0 = srcY1; 4009 sourceRect.y1 = srcY0; 4010 } 4011 4012 if(dstY0 < dstY1) 4013 { 4014 destRect.y0 = dstY0; 4015 destRect.y1 = dstY1; 4016 } 4017 else 4018 { 4019 destRect.y0 = dstY1; 4020 destRect.y1 = dstY0; 4021 } 4022 4023 sw::RectF sourceScissoredRect(static_cast<float>(sourceRect.x0), static_cast<float>(sourceRect.y0), 4024 static_cast<float>(sourceRect.x1), static_cast<float>(sourceRect.y1)); 4025 sw::Rect destScissoredRect = destRect; 4026 4027 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 4028 { 4029 sw::Rect scissorRect(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 4030 Device::ClipDstRect(sourceScissoredRect, destScissoredRect, scissorRect, flipX, flipY); 4031 } 4032 4033 sw::SliceRectF sourceTrimmedRect = sourceScissoredRect; 4034 sw::SliceRect destTrimmedRect = destScissoredRect; 4035 4036 // The source & destination rectangles also may need to be trimmed if 4037 // they fall out of the bounds of the actual draw and read surfaces. 4038 sw::Rect sourceTrimRect(0, 0, readBufferWidth, readBufferHeight); 4039 Device::ClipSrcRect(sourceTrimmedRect, destTrimmedRect, sourceTrimRect, flipX, flipY); 4040 4041 sw::Rect destTrimRect(0, 0, drawBufferWidth, drawBufferHeight); 4042 Device::ClipDstRect(sourceTrimmedRect, destTrimmedRect, destTrimRect, flipX, flipY); 4043 4044 bool partialBufferCopy = false; 4045 4046 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4047 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4048 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4049 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4050 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4051 { 4052 partialBufferCopy = true; 4053 } 4054 4055 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1); 4056 bool blitRenderTarget = false; 4057 bool blitDepth = false; 4058 bool blitStencil = false; 4059 4060 if(mask & GL_COLOR_BUFFER_BIT) 4061 { 4062 GLenum readColorbufferType = readFramebuffer->getReadBufferType(); 4063 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0); 4064 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType); 4065 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType); 4066 if(!validReadType || !validDrawType) 4067 { 4068 return error(GL_INVALID_OPERATION); 4069 } 4070 4071 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds) 4072 { 4073 return error(GL_INVALID_OPERATION); 4074 } 4075 4076 // The GL ES 3.0.2 spec (pg 193) states that: 4077 // 1) If the read buffer is fixed point format, the draw buffer must be as well 4078 // 2) If the read buffer is an unsigned integer format, the draw buffer must be 4079 // as well 4080 // 3) If the read buffer is a signed integer format, the draw buffer must be as 4081 // well 4082 es2::Renderbuffer *readRenderbuffer = readFramebuffer->getReadColorbuffer(); 4083 es2::Renderbuffer *drawRenderbuffer = drawFramebuffer->getColorbuffer(0); 4084 GLint readFormat = readRenderbuffer->getFormat(); 4085 GLint drawFormat = drawRenderbuffer->getFormat(); 4086 GLenum readComponentType = GetComponentType(readFormat, GL_COLOR_ATTACHMENT0); 4087 GLenum drawComponentType = GetComponentType(drawFormat, GL_COLOR_ATTACHMENT0); 4088 bool readFixedPoint = ((readComponentType == GL_UNSIGNED_NORMALIZED) || 4089 (readComponentType == GL_SIGNED_NORMALIZED)); 4090 bool drawFixedPoint = ((drawComponentType == GL_UNSIGNED_NORMALIZED) || 4091 (drawComponentType == GL_SIGNED_NORMALIZED)); 4092 bool readFixedOrFloat = (readFixedPoint || (readComponentType == GL_FLOAT)); 4093 bool drawFixedOrFloat = (drawFixedPoint || (drawComponentType == GL_FLOAT)); 4094 4095 if(readFixedOrFloat != drawFixedOrFloat) 4096 { 4097 return error(GL_INVALID_OPERATION); 4098 } 4099 4100 if((readComponentType == GL_UNSIGNED_INT) && (drawComponentType != GL_UNSIGNED_INT)) 4101 { 4102 return error(GL_INVALID_OPERATION); 4103 } 4104 4105 if((readComponentType == GL_INT) && (drawComponentType != GL_INT)) 4106 { 4107 return error(GL_INVALID_OPERATION); 4108 } 4109 4110 // Cannot filter integer data 4111 if(((readComponentType == GL_UNSIGNED_INT) || (readComponentType == GL_INT)) && filter) 4112 { 4113 return error(GL_INVALID_OPERATION); 4114 } 4115 4116 if((readRenderbuffer->getSamples() > 0) && 4117 (readRenderbuffer->getFormat() != drawRenderbuffer->getFormat())) 4118 { 4119 return error(GL_INVALID_OPERATION); 4120 } 4121 4122 blitRenderTarget = true; 4123 } 4124 4125 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4126 { 4127 Renderbuffer *readDSBuffer = nullptr; 4128 Renderbuffer *drawDSBuffer = nullptr; 4129 4130 if(mask & GL_DEPTH_BUFFER_BIT) 4131 { 4132 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4133 { 4134 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType(); 4135 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType(); 4136 if((readDepthBufferType != drawDepthBufferType) && 4137 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType))) 4138 { 4139 return error(GL_INVALID_OPERATION); 4140 } 4141 4142 blitDepth = true; 4143 readDSBuffer = readFramebuffer->getDepthbuffer(); 4144 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4145 4146 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat()) 4147 { 4148 return error(GL_INVALID_OPERATION); 4149 } 4150 } 4151 } 4152 4153 if(mask & GL_STENCIL_BUFFER_BIT) 4154 { 4155 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4156 { 4157 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType(); 4158 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType(); 4159 if((readStencilBufferType != drawStencilBufferType) && 4160 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType))) 4161 { 4162 return error(GL_INVALID_OPERATION); 4163 } 4164 4165 blitStencil = true; 4166 readDSBuffer = readFramebuffer->getStencilbuffer(); 4167 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4168 4169 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat()) 4170 { 4171 return error(GL_INVALID_OPERATION); 4172 } 4173 } 4174 } 4175 4176 if(partialBufferCopy && !allowPartialDepthStencilBlit) 4177 { 4178 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit."); 4179 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4180 } 4181 4182 // OpenGL ES 3.0.4 spec, p.199: 4183 // ...an INVALID_OPERATION error is generated if the formats of the read 4184 // and draw framebuffers are not identical or if the source and destination 4185 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds. 4186 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an 4187 // INVALID_OPERATION error is generated. 4188 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4189 ((readDSBuffer && readDSBuffer->getSamples() > 1) && 4190 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat())))) 4191 { 4192 return error(GL_INVALID_OPERATION); 4193 } 4194 } 4195 4196 if(blitRenderTarget || blitDepth || blitStencil) 4197 { 4198 if(flipX) 4199 { 4200 swap(destTrimmedRect.x0, destTrimmedRect.x1); 4201 } 4202 if(flipY) 4203 { 4204 swap(destTrimmedRect.y0, destTrimmedRect.y1); 4205 } 4206 4207 if(blitRenderTarget) 4208 { 4209 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4210 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4211 4212 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER); 4213 4214 readRenderTarget->release(); 4215 drawRenderTarget->release(); 4216 4217 if(!success) 4218 { 4219 ERR("BlitFramebuffer failed."); 4220 return; 4221 } 4222 } 4223 4224 if(blitDepth) 4225 { 4226 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer(); 4227 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer(); 4228 4229 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER); 4230 4231 readRenderTarget->release(); 4232 drawRenderTarget->release(); 4233 4234 if(!success) 4235 { 4236 ERR("BlitFramebuffer failed."); 4237 return; 4238 } 4239 } 4240 4241 if(blitStencil) 4242 { 4243 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer(); 4244 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer(); 4245 4246 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER); 4247 4248 readRenderTarget->release(); 4249 drawRenderTarget->release(); 4250 4251 if(!success) 4252 { 4253 ERR("BlitFramebuffer failed."); 4254 return; 4255 } 4256 } 4257 } 4258} 4259 4260void Context::bindTexImage(gl::Surface *surface) 4261{ 4262 es2::Texture2D *textureObject = getTexture2D(); 4263 4264 if(textureObject) 4265 { 4266 textureObject->bindTexImage(surface); 4267 } 4268} 4269 4270EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4271{ 4272 GLenum textureTarget = GL_NONE; 4273 4274 switch(target) 4275 { 4276 case EGL_GL_TEXTURE_2D_KHR: 4277 textureTarget = GL_TEXTURE_2D; 4278 break; 4279 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4280 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4281 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4282 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4283 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4284 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4285 textureTarget = GL_TEXTURE_CUBE_MAP; 4286 break; 4287 case EGL_GL_RENDERBUFFER_KHR: 4288 break; 4289 default: 4290 return EGL_BAD_PARAMETER; 4291 } 4292 4293 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4294 { 4295 return EGL_BAD_MATCH; 4296 } 4297 4298 if(textureTarget != GL_NONE) 4299 { 4300 es2::Texture *texture = getTexture(name); 4301 4302 if(!texture || texture->getTarget() != textureTarget) 4303 { 4304 return EGL_BAD_PARAMETER; 4305 } 4306 4307 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4308 { 4309 return EGL_BAD_ACCESS; 4310 } 4311 4312 if(textureLevel != 0 && !texture->isSamplerComplete()) 4313 { 4314 return EGL_BAD_PARAMETER; 4315 } 4316 4317 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getTopLevel() == 0)) 4318 { 4319 return EGL_BAD_PARAMETER; 4320 } 4321 } 4322 else if(target == EGL_GL_RENDERBUFFER_KHR) 4323 { 4324 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4325 4326 if(!renderbuffer) 4327 { 4328 return EGL_BAD_PARAMETER; 4329 } 4330 4331 if(renderbuffer->isShared()) // Already an EGLImage sibling 4332 { 4333 return EGL_BAD_ACCESS; 4334 } 4335 } 4336 else UNREACHABLE(target); 4337 4338 return EGL_SUCCESS; 4339} 4340 4341egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4342{ 4343 GLenum textureTarget = GL_NONE; 4344 4345 switch(target) 4346 { 4347 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4348 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4349 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4350 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4351 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4352 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4353 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4354 } 4355 4356 if(textureTarget != GL_NONE) 4357 { 4358 es2::Texture *texture = getTexture(name); 4359 4360 return texture->createSharedImage(textureTarget, textureLevel); 4361 } 4362 else if(target == EGL_GL_RENDERBUFFER_KHR) 4363 { 4364 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4365 4366 return renderbuffer->createSharedImage(); 4367 } 4368 else UNREACHABLE(target); 4369 4370 return nullptr; 4371} 4372 4373egl::Image *Context::getSharedImage(GLeglImageOES image) 4374{ 4375 return display->getSharedImage(image); 4376} 4377 4378Device *Context::getDevice() 4379{ 4380 return device; 4381} 4382 4383const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const 4384{ 4385 // Keep list sorted in following order: 4386 // OES extensions 4387 // EXT extensions 4388 // Vendor extensions 4389 static const char *es2extensions[] = 4390 { 4391 "GL_OES_compressed_ETC1_RGB8_texture", 4392 "GL_OES_depth24", 4393 "GL_OES_depth32", 4394 "GL_OES_depth_texture", 4395 "GL_OES_depth_texture_cube_map", 4396 "GL_OES_EGL_image", 4397 "GL_OES_EGL_image_external", 4398 "GL_OES_EGL_sync", 4399 "GL_OES_element_index_uint", 4400 "GL_OES_framebuffer_object", 4401 "GL_OES_packed_depth_stencil", 4402 "GL_OES_rgb8_rgba8", 4403 "GL_OES_standard_derivatives", 4404 "GL_OES_texture_float", 4405 "GL_OES_texture_float_linear", 4406 "GL_OES_texture_half_float", 4407 "GL_OES_texture_half_float_linear", 4408 "GL_OES_texture_npot", 4409 "GL_OES_texture_3D", 4410 "GL_OES_vertex_half_float", 4411 "GL_EXT_blend_minmax", 4412 "GL_EXT_color_buffer_half_float", 4413 "GL_EXT_draw_buffers", 4414 "GL_EXT_instanced_arrays", 4415 "GL_EXT_occlusion_query_boolean", 4416 "GL_EXT_read_format_bgra", 4417 "GL_EXT_texture_compression_dxt1", 4418 "GL_EXT_texture_filter_anisotropic", 4419 "GL_EXT_texture_format_BGRA8888", 4420 "GL_EXT_texture_rg", 4421#if (ASTC_SUPPORT) 4422 "GL_KHR_texture_compression_astc_hdr", 4423 "GL_KHR_texture_compression_astc_ldr", 4424#endif 4425 "GL_ARB_texture_rectangle", 4426 "GL_ANGLE_framebuffer_blit", 4427 "GL_ANGLE_framebuffer_multisample", 4428 "GL_ANGLE_instanced_arrays", 4429 "GL_ANGLE_texture_compression_dxt3", 4430 "GL_ANGLE_texture_compression_dxt5", 4431 //"GL_APPLE_texture_format_BGRA8888", 4432 "GL_CHROMIUM_texture_filtering_hint", 4433 "GL_NV_fence", 4434 "GL_NV_framebuffer_blit", 4435 "GL_NV_read_depth", 4436 }; 4437 4438 // Extensions exclusive to OpenGL ES 3.0 and above. 4439 static const char *es3extensions[] = 4440 { 4441 "GL_EXT_color_buffer_float", 4442 }; 4443 4444 GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]); 4445 GLuint numExtensions = numES2extensions; 4446 4447 if(clientVersion >= 3) 4448 { 4449 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]); 4450 } 4451 4452 if(numExt) 4453 { 4454 *numExt = numExtensions; 4455 4456 return nullptr; 4457 } 4458 4459 if(index == GL_INVALID_INDEX) 4460 { 4461 static std::string extensionsCat; 4462 4463 if(extensionsCat.empty() && (numExtensions > 0)) 4464 { 4465 for(const char *extension : es2extensions) 4466 { 4467 extensionsCat += std::string(extension) + " "; 4468 } 4469 4470 if(clientVersion >= 3) 4471 { 4472 for(const char *extension : es3extensions) 4473 { 4474 extensionsCat += std::string(extension) + " "; 4475 } 4476 } 4477 } 4478 4479 return (const GLubyte*)extensionsCat.c_str(); 4480 } 4481 4482 if(index >= numExtensions) 4483 { 4484 return nullptr; 4485 } 4486 4487 if(index < numES2extensions) 4488 { 4489 return (const GLubyte*)es2extensions[index]; 4490 } 4491 else 4492 { 4493 return (const GLubyte*)es3extensions[index - numES2extensions]; 4494 } 4495} 4496 4497} 4498 4499NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config) 4500{ 4501 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4502 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config); 4503} 4504