Context.cpp revision 53f4809cdb692da1a906f9de846b6adb22879fcd
1// Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2// 3// Licensed under the Apache License, Version 2.0 (the "License"); 4// you may not use this file except in compliance with the License. 5// You may obtain a copy of the License at 6// 7// http://www.apache.org/licenses/LICENSE-2.0 8// 9// Unless required by applicable law or agreed to in writing, software 10// distributed under the License is distributed on an "AS IS" BASIS, 11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12// See the License for the specific language governing permissions and 13// limitations under the License. 14 15// Context.cpp: Implements the es2::Context class, managing all GL state and performing 16// rendering operations. It is the GLES2 specific implementation of EGLContext. 17 18#include "Context.h" 19 20#include "main.h" 21#include "mathutil.h" 22#include "utilities.h" 23#include "ResourceManager.h" 24#include "Buffer.h" 25#include "Fence.h" 26#include "Framebuffer.h" 27#include "Program.h" 28#include "Query.h" 29#include "Renderbuffer.h" 30#include "Sampler.h" 31#include "Shader.h" 32#include "Texture.h" 33#include "TransformFeedback.h" 34#include "VertexArray.h" 35#include "VertexDataManager.h" 36#include "IndexDataManager.h" 37#include "libEGL/Display.h" 38#include "libEGL/Surface.h" 39#include "Common/Half.hpp" 40 41#include <EGL/eglext.h> 42 43namespace es2 44{ 45Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion) 46 : egl::Context(display), clientVersion(clientVersion) 47{ 48 sw::Context *context = new sw::Context(); 49 device = new es2::Device(context); 50 51 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 52 53 mState.depthClearValue = 1.0f; 54 mState.stencilClearValue = 0; 55 56 mState.cullFaceEnabled = false; 57 mState.cullMode = GL_BACK; 58 mState.frontFace = GL_CCW; 59 mState.depthTestEnabled = false; 60 mState.depthFunc = GL_LESS; 61 mState.blendEnabled = false; 62 mState.sourceBlendRGB = GL_ONE; 63 mState.sourceBlendAlpha = GL_ONE; 64 mState.destBlendRGB = GL_ZERO; 65 mState.destBlendAlpha = GL_ZERO; 66 mState.blendEquationRGB = GL_FUNC_ADD; 67 mState.blendEquationAlpha = GL_FUNC_ADD; 68 mState.blendColor.red = 0; 69 mState.blendColor.green = 0; 70 mState.blendColor.blue = 0; 71 mState.blendColor.alpha = 0; 72 mState.stencilTestEnabled = false; 73 mState.stencilFunc = GL_ALWAYS; 74 mState.stencilRef = 0; 75 mState.stencilMask = -1; 76 mState.stencilWritemask = -1; 77 mState.stencilBackFunc = GL_ALWAYS; 78 mState.stencilBackRef = 0; 79 mState.stencilBackMask = - 1; 80 mState.stencilBackWritemask = -1; 81 mState.stencilFail = GL_KEEP; 82 mState.stencilPassDepthFail = GL_KEEP; 83 mState.stencilPassDepthPass = GL_KEEP; 84 mState.stencilBackFail = GL_KEEP; 85 mState.stencilBackPassDepthFail = GL_KEEP; 86 mState.stencilBackPassDepthPass = GL_KEEP; 87 mState.polygonOffsetFillEnabled = false; 88 mState.polygonOffsetFactor = 0.0f; 89 mState.polygonOffsetUnits = 0.0f; 90 mState.sampleAlphaToCoverageEnabled = false; 91 mState.sampleCoverageEnabled = false; 92 mState.sampleCoverageValue = 1.0f; 93 mState.sampleCoverageInvert = false; 94 mState.scissorTestEnabled = false; 95 mState.ditherEnabled = true; 96 mState.primitiveRestartFixedIndexEnabled = false; 97 mState.rasterizerDiscardEnabled = false; 98 mState.generateMipmapHint = GL_DONT_CARE; 99 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 100 101 mState.lineWidth = 1.0f; 102 103 mState.viewportX = 0; 104 mState.viewportY = 0; 105 mState.viewportWidth = 0; 106 mState.viewportHeight = 0; 107 mState.zNear = 0.0f; 108 mState.zFar = 1.0f; 109 110 mState.scissorX = 0; 111 mState.scissorY = 0; 112 mState.scissorWidth = 0; 113 mState.scissorHeight = 0; 114 115 mState.colorMaskRed = true; 116 mState.colorMaskGreen = true; 117 mState.colorMaskBlue = true; 118 mState.colorMaskAlpha = true; 119 mState.depthMask = true; 120 121 if(shareContext) 122 { 123 mResourceManager = shareContext->mResourceManager; 124 mResourceManager->addRef(); 125 } 126 else 127 { 128 mResourceManager = new ResourceManager(); 129 } 130 131 // [OpenGL ES 2.0.24] section 3.7 page 83: 132 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 133 // and cube map texture state vectors respectively associated with them. 134 // In order that access to these initial textures not be lost, they are treated as texture 135 // objects all of whose names are 0. 136 137 mTexture2DZero = new Texture2D(0); 138 mTexture3DZero = new Texture3D(0); 139 mTexture2DArrayZero = new Texture2DArray(0); 140 mTextureCubeMapZero = new TextureCubeMap(0); 141 mTextureExternalZero = new TextureExternal(0); 142 143 mState.activeSampler = 0; 144 bindVertexArray(0); 145 bindArrayBuffer(0); 146 bindElementArrayBuffer(0); 147 bindTextureCubeMap(0); 148 bindTexture2D(0); 149 bindReadFramebuffer(0); 150 bindDrawFramebuffer(0); 151 bindRenderbuffer(0); 152 bindGenericUniformBuffer(0); 153 bindTransformFeedback(0); 154 155 mState.currentProgram = 0; 156 157 mState.packAlignment = 4; 158 mState.unpackInfo.alignment = 4; 159 mState.packRowLength = 0; 160 mState.packImageHeight = 0; 161 mState.packSkipPixels = 0; 162 mState.packSkipRows = 0; 163 mState.packSkipImages = 0; 164 mState.unpackInfo.rowLength = 0; 165 mState.unpackInfo.imageHeight = 0; 166 mState.unpackInfo.skipPixels = 0; 167 mState.unpackInfo.skipRows = 0; 168 mState.unpackInfo.skipImages = 0; 169 170 mVertexDataManager = nullptr; 171 mIndexDataManager = nullptr; 172 173 mInvalidEnum = false; 174 mInvalidValue = false; 175 mInvalidOperation = false; 176 mOutOfMemory = false; 177 mInvalidFramebufferOperation = false; 178 179 mHasBeenCurrent = false; 180 181 markAllStateDirty(); 182} 183 184Context::~Context() 185{ 186 if(mState.currentProgram != 0) 187 { 188 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 189 if(programObject) 190 { 191 programObject->release(); 192 } 193 mState.currentProgram = 0; 194 } 195 196 while(!mFramebufferNameSpace.empty()) 197 { 198 deleteFramebuffer(mFramebufferNameSpace.firstName()); 199 } 200 201 while(!mFenceNameSpace.empty()) 202 { 203 deleteFence(mFenceNameSpace.firstName()); 204 } 205 206 while(!mQueryNameSpace.empty()) 207 { 208 deleteQuery(mQueryNameSpace.firstName()); 209 } 210 211 while(!mVertexArrayNameSpace.empty()) 212 { 213 deleteVertexArray(mVertexArrayNameSpace.firstName()); 214 } 215 216 while(!mTransformFeedbackNameSpace.empty()) 217 { 218 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName()); 219 } 220 221 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 222 { 223 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 224 { 225 mState.samplerTexture[type][sampler] = nullptr; 226 } 227 } 228 229 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 230 { 231 mState.vertexAttribute[i].mBoundBuffer = nullptr; 232 } 233 234 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 235 { 236 mState.activeQuery[i] = nullptr; 237 } 238 239 mState.arrayBuffer = nullptr; 240 mState.copyReadBuffer = nullptr; 241 mState.copyWriteBuffer = nullptr; 242 mState.pixelPackBuffer = nullptr; 243 mState.pixelUnpackBuffer = nullptr; 244 mState.genericUniformBuffer = nullptr; 245 mState.renderbuffer = nullptr; 246 247 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 248 { 249 mState.sampler[i] = nullptr; 250 } 251 252 mTexture2DZero = nullptr; 253 mTexture3DZero = nullptr; 254 mTexture2DArrayZero = nullptr; 255 mTextureCubeMapZero = nullptr; 256 mTextureExternalZero = nullptr; 257 258 delete mVertexDataManager; 259 delete mIndexDataManager; 260 261 mResourceManager->release(); 262 delete device; 263} 264 265void Context::makeCurrent(egl::Surface *surface) 266{ 267 if(!mHasBeenCurrent) 268 { 269 mVertexDataManager = new VertexDataManager(this); 270 mIndexDataManager = new IndexDataManager(); 271 272 mState.viewportX = 0; 273 mState.viewportY = 0; 274 mState.viewportWidth = surface->getWidth(); 275 mState.viewportHeight = surface->getHeight(); 276 277 mState.scissorX = 0; 278 mState.scissorY = 0; 279 mState.scissorWidth = surface->getWidth(); 280 mState.scissorHeight = surface->getHeight(); 281 282 mHasBeenCurrent = true; 283 } 284 285 // Wrap the existing resources into GL objects and assign them to the '0' names 286 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 287 egl::Image *depthStencil = surface->getDepthStencil(); 288 289 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 290 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 291 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 292 293 setFramebufferZero(framebufferZero); 294 295 if(defaultRenderTarget) 296 { 297 defaultRenderTarget->release(); 298 } 299 300 if(depthStencil) 301 { 302 depthStencil->release(); 303 } 304 305 markAllStateDirty(); 306} 307 308EGLint Context::getClientVersion() const 309{ 310 return clientVersion; 311} 312 313// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 314void Context::markAllStateDirty() 315{ 316 mAppliedProgramSerial = 0; 317 318 mDepthStateDirty = true; 319 mMaskStateDirty = true; 320 mBlendStateDirty = true; 321 mStencilStateDirty = true; 322 mPolygonOffsetStateDirty = true; 323 mSampleStateDirty = true; 324 mDitherStateDirty = true; 325 mFrontFaceDirty = true; 326} 327 328void Context::setClearColor(float red, float green, float blue, float alpha) 329{ 330 mState.colorClearValue.red = red; 331 mState.colorClearValue.green = green; 332 mState.colorClearValue.blue = blue; 333 mState.colorClearValue.alpha = alpha; 334} 335 336void Context::setClearDepth(float depth) 337{ 338 mState.depthClearValue = depth; 339} 340 341void Context::setClearStencil(int stencil) 342{ 343 mState.stencilClearValue = stencil; 344} 345 346void Context::setCullFaceEnabled(bool enabled) 347{ 348 mState.cullFaceEnabled = enabled; 349} 350 351bool Context::isCullFaceEnabled() const 352{ 353 return mState.cullFaceEnabled; 354} 355 356void Context::setCullMode(GLenum mode) 357{ 358 mState.cullMode = mode; 359} 360 361void Context::setFrontFace(GLenum front) 362{ 363 if(mState.frontFace != front) 364 { 365 mState.frontFace = front; 366 mFrontFaceDirty = true; 367 } 368} 369 370void Context::setDepthTestEnabled(bool enabled) 371{ 372 if(mState.depthTestEnabled != enabled) 373 { 374 mState.depthTestEnabled = enabled; 375 mDepthStateDirty = true; 376 } 377} 378 379bool Context::isDepthTestEnabled() const 380{ 381 return mState.depthTestEnabled; 382} 383 384void Context::setDepthFunc(GLenum depthFunc) 385{ 386 if(mState.depthFunc != depthFunc) 387 { 388 mState.depthFunc = depthFunc; 389 mDepthStateDirty = true; 390 } 391} 392 393void Context::setDepthRange(float zNear, float zFar) 394{ 395 mState.zNear = zNear; 396 mState.zFar = zFar; 397} 398 399void Context::setBlendEnabled(bool enabled) 400{ 401 if(mState.blendEnabled != enabled) 402 { 403 mState.blendEnabled = enabled; 404 mBlendStateDirty = true; 405 } 406} 407 408bool Context::isBlendEnabled() const 409{ 410 return mState.blendEnabled; 411} 412 413void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 414{ 415 if(mState.sourceBlendRGB != sourceRGB || 416 mState.sourceBlendAlpha != sourceAlpha || 417 mState.destBlendRGB != destRGB || 418 mState.destBlendAlpha != destAlpha) 419 { 420 mState.sourceBlendRGB = sourceRGB; 421 mState.destBlendRGB = destRGB; 422 mState.sourceBlendAlpha = sourceAlpha; 423 mState.destBlendAlpha = destAlpha; 424 mBlendStateDirty = true; 425 } 426} 427 428void Context::setBlendColor(float red, float green, float blue, float alpha) 429{ 430 if(mState.blendColor.red != red || 431 mState.blendColor.green != green || 432 mState.blendColor.blue != blue || 433 mState.blendColor.alpha != alpha) 434 { 435 mState.blendColor.red = red; 436 mState.blendColor.green = green; 437 mState.blendColor.blue = blue; 438 mState.blendColor.alpha = alpha; 439 mBlendStateDirty = true; 440 } 441} 442 443void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 444{ 445 if(mState.blendEquationRGB != rgbEquation || 446 mState.blendEquationAlpha != alphaEquation) 447 { 448 mState.blendEquationRGB = rgbEquation; 449 mState.blendEquationAlpha = alphaEquation; 450 mBlendStateDirty = true; 451 } 452} 453 454void Context::setStencilTestEnabled(bool enabled) 455{ 456 if(mState.stencilTestEnabled != enabled) 457 { 458 mState.stencilTestEnabled = enabled; 459 mStencilStateDirty = true; 460 } 461} 462 463bool Context::isStencilTestEnabled() const 464{ 465 return mState.stencilTestEnabled; 466} 467 468void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 469{ 470 if(mState.stencilFunc != stencilFunc || 471 mState.stencilRef != stencilRef || 472 mState.stencilMask != stencilMask) 473 { 474 mState.stencilFunc = stencilFunc; 475 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 476 mState.stencilMask = stencilMask; 477 mStencilStateDirty = true; 478 } 479} 480 481void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 482{ 483 if(mState.stencilBackFunc != stencilBackFunc || 484 mState.stencilBackRef != stencilBackRef || 485 mState.stencilBackMask != stencilBackMask) 486 { 487 mState.stencilBackFunc = stencilBackFunc; 488 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 489 mState.stencilBackMask = stencilBackMask; 490 mStencilStateDirty = true; 491 } 492} 493 494void Context::setStencilWritemask(GLuint stencilWritemask) 495{ 496 if(mState.stencilWritemask != stencilWritemask) 497 { 498 mState.stencilWritemask = stencilWritemask; 499 mStencilStateDirty = true; 500 } 501} 502 503void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 504{ 505 if(mState.stencilBackWritemask != stencilBackWritemask) 506 { 507 mState.stencilBackWritemask = stencilBackWritemask; 508 mStencilStateDirty = true; 509 } 510} 511 512void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 513{ 514 if(mState.stencilFail != stencilFail || 515 mState.stencilPassDepthFail != stencilPassDepthFail || 516 mState.stencilPassDepthPass != stencilPassDepthPass) 517 { 518 mState.stencilFail = stencilFail; 519 mState.stencilPassDepthFail = stencilPassDepthFail; 520 mState.stencilPassDepthPass = stencilPassDepthPass; 521 mStencilStateDirty = true; 522 } 523} 524 525void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 526{ 527 if(mState.stencilBackFail != stencilBackFail || 528 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 529 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 530 { 531 mState.stencilBackFail = stencilBackFail; 532 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 533 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 534 mStencilStateDirty = true; 535 } 536} 537 538void Context::setPolygonOffsetFillEnabled(bool enabled) 539{ 540 if(mState.polygonOffsetFillEnabled != enabled) 541 { 542 mState.polygonOffsetFillEnabled = enabled; 543 mPolygonOffsetStateDirty = true; 544 } 545} 546 547bool Context::isPolygonOffsetFillEnabled() const 548{ 549 return mState.polygonOffsetFillEnabled; 550} 551 552void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 553{ 554 if(mState.polygonOffsetFactor != factor || 555 mState.polygonOffsetUnits != units) 556 { 557 mState.polygonOffsetFactor = factor; 558 mState.polygonOffsetUnits = units; 559 mPolygonOffsetStateDirty = true; 560 } 561} 562 563void Context::setSampleAlphaToCoverageEnabled(bool enabled) 564{ 565 if(mState.sampleAlphaToCoverageEnabled != enabled) 566 { 567 mState.sampleAlphaToCoverageEnabled = enabled; 568 mSampleStateDirty = true; 569 } 570} 571 572bool Context::isSampleAlphaToCoverageEnabled() const 573{ 574 return mState.sampleAlphaToCoverageEnabled; 575} 576 577void Context::setSampleCoverageEnabled(bool enabled) 578{ 579 if(mState.sampleCoverageEnabled != enabled) 580 { 581 mState.sampleCoverageEnabled = enabled; 582 mSampleStateDirty = true; 583 } 584} 585 586bool Context::isSampleCoverageEnabled() const 587{ 588 return mState.sampleCoverageEnabled; 589} 590 591void Context::setSampleCoverageParams(GLclampf value, bool invert) 592{ 593 if(mState.sampleCoverageValue != value || 594 mState.sampleCoverageInvert != invert) 595 { 596 mState.sampleCoverageValue = value; 597 mState.sampleCoverageInvert = invert; 598 mSampleStateDirty = true; 599 } 600} 601 602void Context::setScissorTestEnabled(bool enabled) 603{ 604 mState.scissorTestEnabled = enabled; 605} 606 607bool Context::isScissorTestEnabled() const 608{ 609 return mState.scissorTestEnabled; 610} 611 612void Context::setDitherEnabled(bool enabled) 613{ 614 if(mState.ditherEnabled != enabled) 615 { 616 mState.ditherEnabled = enabled; 617 mDitherStateDirty = true; 618 } 619} 620 621bool Context::isDitherEnabled() const 622{ 623 return mState.ditherEnabled; 624} 625 626void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 627{ 628 UNIMPLEMENTED(); 629 mState.primitiveRestartFixedIndexEnabled = enabled; 630} 631 632bool Context::isPrimitiveRestartFixedIndexEnabled() const 633{ 634 return mState.primitiveRestartFixedIndexEnabled; 635} 636 637void Context::setRasterizerDiscardEnabled(bool enabled) 638{ 639 mState.rasterizerDiscardEnabled = enabled; 640} 641 642bool Context::isRasterizerDiscardEnabled() const 643{ 644 return mState.rasterizerDiscardEnabled; 645} 646 647void Context::setLineWidth(GLfloat width) 648{ 649 mState.lineWidth = width; 650 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 651} 652 653void Context::setGenerateMipmapHint(GLenum hint) 654{ 655 mState.generateMipmapHint = hint; 656} 657 658void Context::setFragmentShaderDerivativeHint(GLenum hint) 659{ 660 mState.fragmentShaderDerivativeHint = hint; 661 // TODO: Propagate the hint to shader translator so we can write 662 // ddx, ddx_coarse, or ddx_fine depending on the hint. 663 // Ignore for now. It is valid for implementations to ignore hint. 664} 665 666void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 667{ 668 mState.viewportX = x; 669 mState.viewportY = y; 670 mState.viewportWidth = width; 671 mState.viewportHeight = height; 672} 673 674void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 675{ 676 mState.scissorX = x; 677 mState.scissorY = y; 678 mState.scissorWidth = width; 679 mState.scissorHeight = height; 680} 681 682void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 683{ 684 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 685 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 686 { 687 mState.colorMaskRed = red; 688 mState.colorMaskGreen = green; 689 mState.colorMaskBlue = blue; 690 mState.colorMaskAlpha = alpha; 691 mMaskStateDirty = true; 692 } 693} 694 695unsigned int Context::getColorMask() const 696{ 697 return (mState.colorMaskRed ? 0x1 : 0) | 698 (mState.colorMaskGreen ? 0x2 : 0) | 699 (mState.colorMaskBlue ? 0x4 : 0) | 700 (mState.colorMaskAlpha ? 0x8 : 0); 701} 702 703void Context::setDepthMask(bool mask) 704{ 705 if(mState.depthMask != mask) 706 { 707 mState.depthMask = mask; 708 mMaskStateDirty = true; 709 } 710} 711 712void Context::setActiveSampler(unsigned int active) 713{ 714 mState.activeSampler = active; 715} 716 717GLuint Context::getReadFramebufferName() const 718{ 719 return mState.readFramebuffer; 720} 721 722GLuint Context::getDrawFramebufferName() const 723{ 724 return mState.drawFramebuffer; 725} 726 727GLuint Context::getRenderbufferName() const 728{ 729 return mState.renderbuffer.name(); 730} 731 732void Context::setFramebufferReadBuffer(GLuint buf) 733{ 734 getReadFramebuffer()->setReadBuffer(buf); 735} 736 737void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs) 738{ 739 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 740 741 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) 742 { 743 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE); 744 } 745} 746 747GLuint Context::getReadFramebufferColorIndex() const 748{ 749 GLenum buf = getReadFramebuffer()->getReadBuffer(); 750 switch(buf) 751 { 752 case GL_BACK: 753 return 0; 754 case GL_NONE: 755 return GL_INVALID_INDEX; 756 default: 757 return buf - GL_COLOR_ATTACHMENT0; 758} 759} 760 761GLuint Context::getArrayBufferName() const 762{ 763 return mState.arrayBuffer.name(); 764} 765 766GLuint Context::getElementArrayBufferName() const 767{ 768 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 769 return elementArrayBuffer ? elementArrayBuffer->name : 0; 770} 771 772GLuint Context::getActiveQuery(GLenum target) const 773{ 774 Query *queryObject = nullptr; 775 776 switch(target) 777 { 778 case GL_ANY_SAMPLES_PASSED_EXT: 779 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 780 break; 781 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 782 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 783 break; 784 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 785 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 786 break; 787 default: 788 ASSERT(false); 789 } 790 791 if(queryObject) 792 { 793 return queryObject->name; 794 } 795 796 return 0; 797} 798 799void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 800{ 801 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 802} 803 804void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 805{ 806 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 807} 808 809const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 810{ 811 return getCurrentVertexArray()->getVertexAttribute(attribNum); 812} 813 814void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 815 GLsizei stride, const void *pointer) 816{ 817 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 818} 819 820const void *Context::getVertexAttribPointer(unsigned int attribNum) const 821{ 822 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 823} 824 825const VertexAttributeArray &Context::getVertexArrayAttributes() 826{ 827 return getCurrentVertexArray()->getVertexAttributes(); 828} 829 830const VertexAttributeArray &Context::getCurrentVertexAttributes() 831{ 832 return mState.vertexAttribute; 833} 834 835void Context::setPackAlignment(GLint alignment) 836{ 837 mState.packAlignment = alignment; 838} 839 840void Context::setUnpackAlignment(GLint alignment) 841{ 842 mState.unpackInfo.alignment = alignment; 843} 844 845const egl::Image::UnpackInfo& Context::getUnpackInfo() const 846{ 847 return mState.unpackInfo; 848} 849 850void Context::setPackRowLength(GLint rowLength) 851{ 852 mState.packRowLength = rowLength; 853} 854 855void Context::setPackImageHeight(GLint imageHeight) 856{ 857 mState.packImageHeight = imageHeight; 858} 859 860void Context::setPackSkipPixels(GLint skipPixels) 861{ 862 mState.packSkipPixels = skipPixels; 863} 864 865void Context::setPackSkipRows(GLint skipRows) 866{ 867 mState.packSkipRows = skipRows; 868} 869 870void Context::setPackSkipImages(GLint skipImages) 871{ 872 mState.packSkipImages = skipImages; 873} 874 875void Context::setUnpackRowLength(GLint rowLength) 876{ 877 mState.unpackInfo.rowLength = rowLength; 878} 879 880void Context::setUnpackImageHeight(GLint imageHeight) 881{ 882 mState.unpackInfo.imageHeight = imageHeight; 883} 884 885void Context::setUnpackSkipPixels(GLint skipPixels) 886{ 887 mState.unpackInfo.skipPixels = skipPixels; 888} 889 890void Context::setUnpackSkipRows(GLint skipRows) 891{ 892 mState.unpackInfo.skipRows = skipRows; 893} 894 895void Context::setUnpackSkipImages(GLint skipImages) 896{ 897 mState.unpackInfo.skipImages = skipImages; 898} 899 900GLuint Context::createBuffer() 901{ 902 return mResourceManager->createBuffer(); 903} 904 905GLuint Context::createProgram() 906{ 907 return mResourceManager->createProgram(); 908} 909 910GLuint Context::createShader(GLenum type) 911{ 912 return mResourceManager->createShader(type); 913} 914 915GLuint Context::createTexture() 916{ 917 return mResourceManager->createTexture(); 918} 919 920GLuint Context::createRenderbuffer() 921{ 922 return mResourceManager->createRenderbuffer(); 923} 924 925// Returns an unused framebuffer name 926GLuint Context::createFramebuffer() 927{ 928 return mFramebufferNameSpace.allocate(); 929} 930 931GLuint Context::createFence() 932{ 933 return mFenceNameSpace.allocate(new Fence()); 934} 935 936// Returns an unused query name 937GLuint Context::createQuery() 938{ 939 return mQueryNameSpace.allocate(); 940} 941 942// Returns an unused vertex array name 943GLuint Context::createVertexArray() 944{ 945 return mVertexArrayNameSpace.allocate(); 946} 947 948GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 949{ 950 GLuint handle = mResourceManager->createFenceSync(condition, flags); 951 952 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 953} 954 955// Returns an unused transform feedback name 956GLuint Context::createTransformFeedback() 957{ 958 return mTransformFeedbackNameSpace.allocate(); 959} 960 961// Returns an unused sampler name 962GLuint Context::createSampler() 963{ 964 return mResourceManager->createSampler(); 965} 966 967void Context::deleteBuffer(GLuint buffer) 968{ 969 detachBuffer(buffer); 970 971 mResourceManager->deleteBuffer(buffer); 972} 973 974void Context::deleteShader(GLuint shader) 975{ 976 mResourceManager->deleteShader(shader); 977} 978 979void Context::deleteProgram(GLuint program) 980{ 981 mResourceManager->deleteProgram(program); 982} 983 984void Context::deleteTexture(GLuint texture) 985{ 986 detachTexture(texture); 987 988 mResourceManager->deleteTexture(texture); 989} 990 991void Context::deleteRenderbuffer(GLuint renderbuffer) 992{ 993 if(mResourceManager->getRenderbuffer(renderbuffer)) 994 { 995 detachRenderbuffer(renderbuffer); 996 } 997 998 mResourceManager->deleteRenderbuffer(renderbuffer); 999} 1000 1001void Context::deleteFramebuffer(GLuint framebuffer) 1002{ 1003 detachFramebuffer(framebuffer); 1004 1005 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); 1006 1007 if(framebufferObject) 1008 { 1009 delete framebufferObject; 1010 } 1011} 1012 1013void Context::deleteFence(GLuint fence) 1014{ 1015 Fence *fenceObject = mFenceNameSpace.remove(fence); 1016 1017 if(fenceObject) 1018 { 1019 delete fenceObject; 1020 } 1021} 1022 1023void Context::deleteQuery(GLuint query) 1024{ 1025 Query *queryObject = mQueryNameSpace.remove(query); 1026 1027 if(queryObject) 1028 { 1029 queryObject->release(); 1030 } 1031} 1032 1033void Context::deleteVertexArray(GLuint vertexArray) 1034{ 1035 // [OpenGL ES 3.0.2] section 2.10 page 43: 1036 // If a vertex array object that is currently bound is deleted, the binding 1037 // for that object reverts to zero and the default vertex array becomes current. 1038 if(getCurrentVertexArray()->name == vertexArray) 1039 { 1040 bindVertexArray(0); 1041 } 1042 1043 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray); 1044 1045 if(vertexArrayObject) 1046 { 1047 delete vertexArrayObject; 1048 } 1049} 1050 1051void Context::deleteFenceSync(GLsync fenceSync) 1052{ 1053 // The spec specifies the underlying Fence object is not deleted until all current 1054 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1055 // and since our API is currently designed for being called from a single thread, we can delete 1056 // the fence immediately. 1057 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1058} 1059 1060void Context::deleteTransformFeedback(GLuint transformFeedback) 1061{ 1062 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback); 1063 1064 if(transformFeedbackObject) 1065 { 1066 delete transformFeedbackObject; 1067 } 1068} 1069 1070void Context::deleteSampler(GLuint sampler) 1071{ 1072 detachSampler(sampler); 1073 1074 mResourceManager->deleteSampler(sampler); 1075} 1076 1077Buffer *Context::getBuffer(GLuint handle) const 1078{ 1079 return mResourceManager->getBuffer(handle); 1080} 1081 1082Shader *Context::getShader(GLuint handle) const 1083{ 1084 return mResourceManager->getShader(handle); 1085} 1086 1087Program *Context::getProgram(GLuint handle) const 1088{ 1089 return mResourceManager->getProgram(handle); 1090} 1091 1092Texture *Context::getTexture(GLuint handle) const 1093{ 1094 return mResourceManager->getTexture(handle); 1095} 1096 1097Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1098{ 1099 return mResourceManager->getRenderbuffer(handle); 1100} 1101 1102Framebuffer *Context::getReadFramebuffer() const 1103{ 1104 return getFramebuffer(mState.readFramebuffer); 1105} 1106 1107Framebuffer *Context::getDrawFramebuffer() const 1108{ 1109 return getFramebuffer(mState.drawFramebuffer); 1110} 1111 1112void Context::bindArrayBuffer(unsigned int buffer) 1113{ 1114 mResourceManager->checkBufferAllocation(buffer); 1115 1116 mState.arrayBuffer = getBuffer(buffer); 1117} 1118 1119void Context::bindElementArrayBuffer(unsigned int buffer) 1120{ 1121 mResourceManager->checkBufferAllocation(buffer); 1122 1123 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1124} 1125 1126void Context::bindCopyReadBuffer(GLuint buffer) 1127{ 1128 mResourceManager->checkBufferAllocation(buffer); 1129 1130 mState.copyReadBuffer = getBuffer(buffer); 1131} 1132 1133void Context::bindCopyWriteBuffer(GLuint buffer) 1134{ 1135 mResourceManager->checkBufferAllocation(buffer); 1136 1137 mState.copyWriteBuffer = getBuffer(buffer); 1138} 1139 1140void Context::bindPixelPackBuffer(GLuint buffer) 1141{ 1142 mResourceManager->checkBufferAllocation(buffer); 1143 1144 mState.pixelPackBuffer = getBuffer(buffer); 1145} 1146 1147void Context::bindPixelUnpackBuffer(GLuint buffer) 1148{ 1149 mResourceManager->checkBufferAllocation(buffer); 1150 1151 mState.pixelUnpackBuffer = getBuffer(buffer); 1152} 1153 1154void Context::bindTransformFeedbackBuffer(GLuint buffer) 1155{ 1156 mResourceManager->checkBufferAllocation(buffer); 1157 1158 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1159 1160 if(transformFeedback) 1161 { 1162 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1163 } 1164} 1165 1166void Context::bindTexture2D(GLuint texture) 1167{ 1168 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1169 1170 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1171} 1172 1173void Context::bindTextureCubeMap(GLuint texture) 1174{ 1175 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1176 1177 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1178} 1179 1180void Context::bindTextureExternal(GLuint texture) 1181{ 1182 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1183 1184 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1185} 1186 1187void Context::bindTexture3D(GLuint texture) 1188{ 1189 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1190 1191 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1192} 1193 1194void Context::bindTexture2DArray(GLuint texture) 1195{ 1196 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1197 1198 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1199} 1200 1201void Context::bindReadFramebuffer(GLuint framebuffer) 1202{ 1203 if(!getFramebuffer(framebuffer)) 1204 { 1205 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1206 } 1207 1208 mState.readFramebuffer = framebuffer; 1209} 1210 1211void Context::bindDrawFramebuffer(GLuint framebuffer) 1212{ 1213 if(!getFramebuffer(framebuffer)) 1214 { 1215 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1216 } 1217 1218 mState.drawFramebuffer = framebuffer; 1219} 1220 1221void Context::bindRenderbuffer(GLuint renderbuffer) 1222{ 1223 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1224 1225 mState.renderbuffer = getRenderbuffer(renderbuffer); 1226} 1227 1228void Context::bindVertexArray(GLuint array) 1229{ 1230 VertexArray *vertexArray = getVertexArray(array); 1231 1232 if(!vertexArray) 1233 { 1234 vertexArray = new VertexArray(array); 1235 mVertexArrayNameSpace.insert(array, vertexArray); 1236 } 1237 1238 mState.vertexArray = array; 1239} 1240 1241void Context::bindGenericUniformBuffer(GLuint buffer) 1242{ 1243 mResourceManager->checkBufferAllocation(buffer); 1244 1245 mState.genericUniformBuffer = getBuffer(buffer); 1246} 1247 1248void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1249{ 1250 mResourceManager->checkBufferAllocation(buffer); 1251 1252 Buffer* bufferObject = getBuffer(buffer); 1253 mState.uniformBuffers[index].set(bufferObject, offset, size); 1254} 1255 1256void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1257{ 1258 mResourceManager->checkBufferAllocation(buffer); 1259 1260 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1261} 1262 1263void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1264{ 1265 mResourceManager->checkBufferAllocation(buffer); 1266 1267 Buffer* bufferObject = getBuffer(buffer); 1268 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1269} 1270 1271void Context::bindTransformFeedback(GLuint id) 1272{ 1273 if(!getTransformFeedback(id)) 1274 { 1275 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id)); 1276 } 1277 1278 mState.transformFeedback = id; 1279} 1280 1281bool Context::bindSampler(GLuint unit, GLuint sampler) 1282{ 1283 mResourceManager->checkSamplerAllocation(sampler); 1284 1285 Sampler* samplerObject = getSampler(sampler); 1286 1287 if(sampler) 1288 { 1289 mState.sampler[unit] = samplerObject; 1290 } 1291 1292 return !!samplerObject; 1293} 1294 1295void Context::useProgram(GLuint program) 1296{ 1297 GLuint priorProgram = mState.currentProgram; 1298 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1299 1300 if(priorProgram != program) 1301 { 1302 Program *newProgram = mResourceManager->getProgram(program); 1303 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1304 1305 if(newProgram) 1306 { 1307 newProgram->addRef(); 1308 } 1309 1310 if(oldProgram) 1311 { 1312 oldProgram->release(); 1313 } 1314 } 1315} 1316 1317void Context::beginQuery(GLenum target, GLuint query) 1318{ 1319 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1320 // of zero, if the active query object name for <target> is non-zero (for the 1321 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1322 // the active query for either target is non-zero), if <id> is the name of an 1323 // existing query object whose type does not match <target>, or if <id> is the 1324 // active query object name for any query type, the error INVALID_OPERATION is 1325 // generated. 1326 1327 // Ensure no other queries are active 1328 // NOTE: If other queries than occlusion are supported, we will need to check 1329 // separately that: 1330 // a) The query ID passed is not the current active query for any target/type 1331 // b) There are no active queries for the requested target (and in the case 1332 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1333 // no query may be active for either if glBeginQuery targets either. 1334 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1335 { 1336 if(mState.activeQuery[i]) 1337 { 1338 return error(GL_INVALID_OPERATION); 1339 } 1340 } 1341 1342 QueryType qType; 1343 switch(target) 1344 { 1345 case GL_ANY_SAMPLES_PASSED_EXT: 1346 qType = QUERY_ANY_SAMPLES_PASSED; 1347 break; 1348 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1349 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1350 break; 1351 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1352 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1353 break; 1354 default: 1355 ASSERT(false); 1356 } 1357 1358 Query *queryObject = createQuery(query, target); 1359 1360 // Check that name was obtained with glGenQueries 1361 if(!queryObject) 1362 { 1363 return error(GL_INVALID_OPERATION); 1364 } 1365 1366 // Check for type mismatch 1367 if(queryObject->getType() != target) 1368 { 1369 return error(GL_INVALID_OPERATION); 1370 } 1371 1372 // Set query as active for specified target 1373 mState.activeQuery[qType] = queryObject; 1374 1375 // Begin query 1376 queryObject->begin(); 1377} 1378 1379void Context::endQuery(GLenum target) 1380{ 1381 QueryType qType; 1382 1383 switch(target) 1384 { 1385 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1386 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1387 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1388 default: UNREACHABLE(target); return; 1389 } 1390 1391 Query *queryObject = mState.activeQuery[qType]; 1392 1393 if(!queryObject) 1394 { 1395 return error(GL_INVALID_OPERATION); 1396 } 1397 1398 queryObject->end(); 1399 1400 mState.activeQuery[qType] = nullptr; 1401} 1402 1403void Context::setFramebufferZero(Framebuffer *buffer) 1404{ 1405 delete mFramebufferNameSpace.remove(0); 1406 mFramebufferNameSpace.insert(0, buffer); 1407} 1408 1409void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1410{ 1411 Renderbuffer *renderbufferObject = mState.renderbuffer; 1412 renderbufferObject->setStorage(renderbuffer); 1413} 1414 1415Framebuffer *Context::getFramebuffer(unsigned int handle) const 1416{ 1417 return mFramebufferNameSpace.find(handle); 1418} 1419 1420Fence *Context::getFence(unsigned int handle) const 1421{ 1422 return mFenceNameSpace.find(handle); 1423} 1424 1425FenceSync *Context::getFenceSync(GLsync handle) const 1426{ 1427 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1428} 1429 1430Query *Context::getQuery(unsigned int handle) const 1431{ 1432 return mQueryNameSpace.find(handle); 1433} 1434 1435Query *Context::createQuery(unsigned int handle, GLenum type) 1436{ 1437 if(!mQueryNameSpace.isReserved(handle)) 1438 { 1439 return nullptr; 1440 } 1441 else 1442 { 1443 Query *query = mQueryNameSpace.find(handle); 1444 if(!query) 1445 { 1446 query = new Query(handle, type); 1447 query->addRef(); 1448 mQueryNameSpace.insert(handle, query); 1449 } 1450 1451 return query; 1452 } 1453} 1454 1455VertexArray *Context::getVertexArray(GLuint array) const 1456{ 1457 return mVertexArrayNameSpace.find(array); 1458} 1459 1460VertexArray *Context::getCurrentVertexArray() const 1461{ 1462 return getVertexArray(mState.vertexArray); 1463} 1464 1465bool Context::isVertexArray(GLuint array) const 1466{ 1467 return mVertexArrayNameSpace.isReserved(array); 1468} 1469 1470bool Context::hasZeroDivisor() const 1471{ 1472 // Verify there is at least one active attribute with a divisor of zero 1473 es2::Program *programObject = getCurrentProgram(); 1474 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1475 { 1476 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1477 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1478 { 1479 return true; 1480 } 1481 } 1482 1483 return false; 1484} 1485 1486TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1487{ 1488 return mTransformFeedbackNameSpace.find(transformFeedback); 1489} 1490 1491Sampler *Context::getSampler(GLuint sampler) const 1492{ 1493 return mResourceManager->getSampler(sampler); 1494} 1495 1496bool Context::isSampler(GLuint sampler) const 1497{ 1498 return mResourceManager->isSampler(sampler); 1499} 1500 1501Buffer *Context::getArrayBuffer() const 1502{ 1503 return mState.arrayBuffer; 1504} 1505 1506Buffer *Context::getElementArrayBuffer() const 1507{ 1508 return getCurrentVertexArray()->getElementArrayBuffer(); 1509} 1510 1511Buffer *Context::getCopyReadBuffer() const 1512{ 1513 return mState.copyReadBuffer; 1514} 1515 1516Buffer *Context::getCopyWriteBuffer() const 1517{ 1518 return mState.copyWriteBuffer; 1519} 1520 1521Buffer *Context::getPixelPackBuffer() const 1522{ 1523 return mState.pixelPackBuffer; 1524} 1525 1526Buffer *Context::getPixelUnpackBuffer() const 1527{ 1528 return mState.pixelUnpackBuffer; 1529} 1530 1531Buffer *Context::getGenericUniformBuffer() const 1532{ 1533 return mState.genericUniformBuffer; 1534} 1535 1536const GLvoid* Context::getPixels(const GLvoid* data) const 1537{ 1538 es2::Buffer* unpackBuffer = getPixelUnpackBuffer(); 1539 const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr; 1540 return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data; 1541} 1542 1543bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1544{ 1545 switch(target) 1546 { 1547 case GL_ARRAY_BUFFER: 1548 *buffer = getArrayBuffer(); 1549 break; 1550 case GL_ELEMENT_ARRAY_BUFFER: 1551 *buffer = getElementArrayBuffer(); 1552 break; 1553 case GL_COPY_READ_BUFFER: 1554 if(clientVersion >= 3) 1555 { 1556 *buffer = getCopyReadBuffer(); 1557 break; 1558 } 1559 else return false; 1560 case GL_COPY_WRITE_BUFFER: 1561 if(clientVersion >= 3) 1562 { 1563 *buffer = getCopyWriteBuffer(); 1564 break; 1565 } 1566 else return false; 1567 case GL_PIXEL_PACK_BUFFER: 1568 if(clientVersion >= 3) 1569 { 1570 *buffer = getPixelPackBuffer(); 1571 break; 1572 } 1573 else return false; 1574 case GL_PIXEL_UNPACK_BUFFER: 1575 if(clientVersion >= 3) 1576 { 1577 *buffer = getPixelUnpackBuffer(); 1578 break; 1579 } 1580 else return false; 1581 case GL_TRANSFORM_FEEDBACK_BUFFER: 1582 if(clientVersion >= 3) 1583 { 1584 TransformFeedback* transformFeedback = getTransformFeedback(); 1585 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1586 break; 1587 } 1588 else return false; 1589 case GL_UNIFORM_BUFFER: 1590 if(clientVersion >= 3) 1591 { 1592 *buffer = getGenericUniformBuffer(); 1593 break; 1594 } 1595 else return false; 1596 default: 1597 return false; 1598 } 1599 return true; 1600} 1601 1602TransformFeedback *Context::getTransformFeedback() const 1603{ 1604 return getTransformFeedback(mState.transformFeedback); 1605} 1606 1607Program *Context::getCurrentProgram() const 1608{ 1609 return mResourceManager->getProgram(mState.currentProgram); 1610} 1611 1612Texture2D *Context::getTexture2D() const 1613{ 1614 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1615} 1616 1617Texture3D *Context::getTexture3D() const 1618{ 1619 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1620} 1621 1622Texture2DArray *Context::getTexture2DArray() const 1623{ 1624 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1625} 1626 1627TextureCubeMap *Context::getTextureCubeMap() const 1628{ 1629 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1630} 1631 1632TextureExternal *Context::getTextureExternal() const 1633{ 1634 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1635} 1636 1637Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1638{ 1639 GLuint texid = mState.samplerTexture[type][sampler].name(); 1640 1641 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1642 { 1643 switch(type) 1644 { 1645 case TEXTURE_2D: return mTexture2DZero; 1646 case TEXTURE_3D: return mTexture3DZero; 1647 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1648 case TEXTURE_CUBE: return mTextureCubeMapZero; 1649 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1650 default: UNREACHABLE(type); 1651 } 1652 } 1653 1654 return mState.samplerTexture[type][sampler]; 1655} 1656 1657void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1658{ 1659 mResourceManager->checkSamplerAllocation(sampler); 1660 1661 Sampler *samplerObject = getSampler(sampler); 1662 ASSERT(samplerObject); 1663 1664 switch(pname) 1665 { 1666 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1667 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1668 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1669 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1670 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1671 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1672 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1673 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; 1674 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; 1675 default: UNREACHABLE(pname); break; 1676 } 1677} 1678 1679void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1680{ 1681 mResourceManager->checkSamplerAllocation(sampler); 1682 1683 Sampler *samplerObject = getSampler(sampler); 1684 ASSERT(samplerObject); 1685 1686 switch(pname) 1687 { 1688 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1689 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1690 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1691 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1692 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1693 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1694 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1695 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break; 1696 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break; 1697 default: UNREACHABLE(pname); break; 1698 } 1699} 1700 1701GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1702{ 1703 mResourceManager->checkSamplerAllocation(sampler); 1704 1705 Sampler *samplerObject = getSampler(sampler); 1706 ASSERT(samplerObject); 1707 1708 switch(pname) 1709 { 1710 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1711 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1712 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1713 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1714 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1715 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1716 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1717 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); 1718 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); 1719 default: UNREACHABLE(pname); return 0; 1720 } 1721} 1722 1723GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1724{ 1725 mResourceManager->checkSamplerAllocation(sampler); 1726 1727 Sampler *samplerObject = getSampler(sampler); 1728 ASSERT(samplerObject); 1729 1730 switch(pname) 1731 { 1732 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1733 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1734 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1735 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1736 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1737 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1738 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1739 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); 1740 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); 1741 default: UNREACHABLE(pname); return 0; 1742 } 1743} 1744 1745bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1746{ 1747 switch(pname) 1748 { 1749 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1750 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1751 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1752 case GL_COLOR_WRITEMASK: 1753 params[0] = mState.colorMaskRed; 1754 params[1] = mState.colorMaskGreen; 1755 params[2] = mState.colorMaskBlue; 1756 params[3] = mState.colorMaskAlpha; 1757 break; 1758 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1759 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1760 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1761 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1762 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1763 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1764 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1765 case GL_BLEND: *params = mState.blendEnabled; break; 1766 case GL_DITHER: *params = mState.ditherEnabled; break; 1767 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1768 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1769 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1770 { 1771 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1772 if(transformFeedback) 1773 { 1774 *params = transformFeedback->isActive(); 1775 break; 1776 } 1777 else return false; 1778 } 1779 case GL_TRANSFORM_FEEDBACK_PAUSED: 1780 { 1781 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1782 if(transformFeedback) 1783 { 1784 *params = transformFeedback->isPaused(); 1785 break; 1786 } 1787 else return false; 1788 } 1789 default: 1790 return false; 1791 } 1792 1793 return true; 1794} 1795 1796bool Context::getFloatv(GLenum pname, GLfloat *params) const 1797{ 1798 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1799 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1800 // GetIntegerv as its native query function. As it would require conversion in any 1801 // case, this should make no difference to the calling application. 1802 switch(pname) 1803 { 1804 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1805 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1806 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1807 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1808 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1809 case GL_ALIASED_LINE_WIDTH_RANGE: 1810 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1811 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1812 break; 1813 case GL_ALIASED_POINT_SIZE_RANGE: 1814 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1815 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1816 break; 1817 case GL_DEPTH_RANGE: 1818 params[0] = mState.zNear; 1819 params[1] = mState.zFar; 1820 break; 1821 case GL_COLOR_CLEAR_VALUE: 1822 params[0] = mState.colorClearValue.red; 1823 params[1] = mState.colorClearValue.green; 1824 params[2] = mState.colorClearValue.blue; 1825 params[3] = mState.colorClearValue.alpha; 1826 break; 1827 case GL_BLEND_COLOR: 1828 params[0] = mState.blendColor.red; 1829 params[1] = mState.blendColor.green; 1830 params[2] = mState.blendColor.blue; 1831 params[3] = mState.blendColor.alpha; 1832 break; 1833 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1834 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1835 break; 1836 default: 1837 return false; 1838 } 1839 1840 return true; 1841} 1842 1843template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1844template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1845 1846template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1847{ 1848 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1849 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1850 // GetIntegerv as its native query function. As it would require conversion in any 1851 // case, this should make no difference to the calling application. You may find it in 1852 // Context::getFloatv. 1853 switch(pname) 1854 { 1855 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break; 1856 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break; 1857 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break; 1858 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; 1859 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break; 1860 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break; 1861 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break; 1862 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break; 1863 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; 1864 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; 1865 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); break; 1866 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); break; 1867// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1868 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; 1869 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; 1870 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); break; 1871 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; 1872 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1873 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; break; 1874 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1875 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; 1876 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1877 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1878 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1879 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); break; 1880 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; 1881 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; 1882 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); break; 1883 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1884 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1885 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1886 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; 1887 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; 1888 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; 1889 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1890 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; 1891 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; 1892 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; 1893 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; 1894 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; 1895 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; 1896 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); break; 1897 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); break; 1898 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1899 case GL_SUBPIXEL_BITS: *params = 4; break; 1900 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1901 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break; 1902 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1903 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break; 1904 case GL_SAMPLE_BUFFERS: 1905 case GL_SAMPLES: 1906 { 1907 Framebuffer *framebuffer = getDrawFramebuffer(); 1908 int width, height, samples; 1909 1910 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1911 { 1912 switch(pname) 1913 { 1914 case GL_SAMPLE_BUFFERS: 1915 if(samples > 1) 1916 { 1917 *params = 1; 1918 } 1919 else 1920 { 1921 *params = 0; 1922 } 1923 break; 1924 case GL_SAMPLES: 1925 *params = samples; 1926 break; 1927 } 1928 } 1929 else 1930 { 1931 *params = 0; 1932 } 1933 } 1934 break; 1935 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 1936 { 1937 Framebuffer *framebuffer = getReadFramebuffer(); 1938 *params = framebuffer->getImplementationColorReadType(); 1939 } 1940 break; 1941 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 1942 { 1943 Framebuffer *framebuffer = getReadFramebuffer(); 1944 *params = framebuffer->getImplementationColorReadFormat(); 1945 } 1946 break; 1947 case GL_MAX_VIEWPORT_DIMS: 1948 { 1949 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 1950 params[0] = maxDimension; 1951 params[1] = maxDimension; 1952 } 1953 break; 1954 case GL_COMPRESSED_TEXTURE_FORMATS: 1955 { 1956 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 1957 { 1958 params[i] = compressedTextureFormats[i]; 1959 } 1960 } 1961 break; 1962 case GL_VIEWPORT: 1963 params[0] = mState.viewportX; 1964 params[1] = mState.viewportY; 1965 params[2] = mState.viewportWidth; 1966 params[3] = mState.viewportHeight; 1967 break; 1968 case GL_SCISSOR_BOX: 1969 params[0] = mState.scissorX; 1970 params[1] = mState.scissorY; 1971 params[2] = mState.scissorWidth; 1972 params[3] = mState.scissorHeight; 1973 break; 1974 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 1975 case GL_FRONT_FACE: *params = mState.frontFace; break; 1976 case GL_RED_BITS: 1977 case GL_GREEN_BITS: 1978 case GL_BLUE_BITS: 1979 case GL_ALPHA_BITS: 1980 { 1981 Framebuffer *framebuffer = getDrawFramebuffer(); 1982 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 1983 1984 if(colorbuffer) 1985 { 1986 switch(pname) 1987 { 1988 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 1989 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 1990 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 1991 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 1992 } 1993 } 1994 else 1995 { 1996 *params = 0; 1997 } 1998 } 1999 break; 2000 case GL_DEPTH_BITS: 2001 { 2002 Framebuffer *framebuffer = getDrawFramebuffer(); 2003 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2004 2005 if(depthbuffer) 2006 { 2007 *params = depthbuffer->getDepthSize(); 2008 } 2009 else 2010 { 2011 *params = 0; 2012 } 2013 } 2014 break; 2015 case GL_STENCIL_BITS: 2016 { 2017 Framebuffer *framebuffer = getDrawFramebuffer(); 2018 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2019 2020 if(stencilbuffer) 2021 { 2022 *params = stencilbuffer->getStencilSize(); 2023 } 2024 else 2025 { 2026 *params = 0; 2027 } 2028 } 2029 break; 2030 case GL_TEXTURE_BINDING_2D: 2031 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2032 { 2033 error(GL_INVALID_OPERATION); 2034 return false; 2035 } 2036 2037 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2038 break; 2039 case GL_TEXTURE_BINDING_CUBE_MAP: 2040 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2041 { 2042 error(GL_INVALID_OPERATION); 2043 return false; 2044 } 2045 2046 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2047 break; 2048 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2049 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2050 { 2051 error(GL_INVALID_OPERATION); 2052 return false; 2053 } 2054 2055 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2056 break; 2057 case GL_TEXTURE_BINDING_3D_OES: 2058 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2059 { 2060 error(GL_INVALID_OPERATION); 2061 return false; 2062 } 2063 2064 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2065 break; 2066 case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0 2067 if(clientVersion < 3) 2068 { 2069 return false; 2070 } 2071 else if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2072 { 2073 error(GL_INVALID_OPERATION); 2074 return false; 2075 } 2076 2077 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name(); 2078 break; 2079 case GL_COPY_READ_BUFFER_BINDING: // name, initially 0 2080 if(clientVersion >= 3) 2081 { 2082 *params = mState.copyReadBuffer.name(); 2083 } 2084 else 2085 { 2086 return false; 2087 } 2088 break; 2089 case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0 2090 if(clientVersion >= 3) 2091 { 2092 *params = mState.copyWriteBuffer.name(); 2093 } 2094 else 2095 { 2096 return false; 2097 } 2098 break; 2099 case GL_DRAW_BUFFER0: 2100 case GL_DRAW_BUFFER1: 2101 case GL_DRAW_BUFFER2: 2102 case GL_DRAW_BUFFER3: 2103 case GL_DRAW_BUFFER4: 2104 case GL_DRAW_BUFFER5: 2105 case GL_DRAW_BUFFER6: 2106 case GL_DRAW_BUFFER7: 2107 case GL_DRAW_BUFFER8: 2108 case GL_DRAW_BUFFER9: 2109 case GL_DRAW_BUFFER10: 2110 case GL_DRAW_BUFFER11: 2111 case GL_DRAW_BUFFER12: 2112 case GL_DRAW_BUFFER13: 2113 case GL_DRAW_BUFFER14: 2114 case GL_DRAW_BUFFER15: 2115 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0); 2116 break; 2117 case GL_MAJOR_VERSION: 2118 if(clientVersion >= 3) 2119 { 2120 *params = clientVersion; 2121 } 2122 else 2123 { 2124 return false; 2125 } 2126 break; 2127 case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048 2128 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2129 break; 2130 case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048 2131 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2132 break; 2133 case GL_MAX_COLOR_ATTACHMENTS: 2134 *params = MAX_COLOR_ATTACHMENTS; 2135 break; 2136 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048 2137 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2138 break; 2139 case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70 2140 UNIMPLEMENTED(); 2141 *params = 70; 2142 break; 2143 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176 2144 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2145 break; 2146 case GL_MAX_DRAW_BUFFERS: 2147 *params = MAX_DRAW_BUFFERS; 2148 break; 2149 case GL_MAX_ELEMENT_INDEX: 2150 *params = MAX_ELEMENT_INDEX; 2151 break; 2152 case GL_MAX_ELEMENTS_INDICES: 2153 *params = MAX_ELEMENTS_INDICES; 2154 break; 2155 case GL_MAX_ELEMENTS_VERTICES: 2156 *params = MAX_ELEMENTS_VERTICES; 2157 break; 2158 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128 2159 UNIMPLEMENTED(); 2160 *params = 128; 2161 break; 2162 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12 2163 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2164 break; 2165 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 896 2166 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2167 break; 2168 case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7 2169 UNIMPLEMENTED(); 2170 *params = 7; 2171 break; 2172 case GL_MAX_SERVER_WAIT_TIMEOUT: // integer 2173 UNIMPLEMENTED(); 2174 *params = 0; 2175 break; 2176 case GL_MAX_TEXTURE_LOD_BIAS: // integer, at least 2.0 2177 UNIMPLEMENTED(); 2178 *params = 2; 2179 break; 2180 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64 2181 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; 2182 break; 2183 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4 2184 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2185 break; 2186 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4 2187 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS; 2188 break; 2189 case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384 2190 *params = MAX_UNIFORM_BLOCK_SIZE; 2191 break; 2192 case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 24 2193 *params = MAX_UNIFORM_BUFFER_BINDINGS; 2194 break; 2195 case GL_MAX_VARYING_COMPONENTS: // integer, at least 60 2196 UNIMPLEMENTED(); 2197 *params = 60; 2198 break; 2199 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer, at least 64 2200 UNIMPLEMENTED(); 2201 *params = 64; 2202 break; 2203 case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer, at least 12 2204 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2205 break; 2206 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer, at least 1024 2207 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2208 break; 2209 case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8 2210 UNIMPLEMENTED(); 2211 *params = -8; 2212 break; 2213 case GL_MINOR_VERSION: // integer 2214 UNIMPLEMENTED(); 2215 *params = 0; 2216 break; 2217 case GL_NUM_EXTENSIONS: // integer 2218 GLuint numExtensions; 2219 getExtensions(0, &numExtensions); 2220 *params = numExtensions; 2221 break; 2222 case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0 2223 UNIMPLEMENTED(); 2224 *params = 0; 2225 break; 2226 case GL_PACK_ROW_LENGTH: // integer, initially 0 2227 *params = mState.packRowLength; 2228 break; 2229 case GL_PACK_SKIP_PIXELS: // integer, initially 0 2230 *params = mState.packSkipPixels; 2231 break; 2232 case GL_PACK_SKIP_ROWS: // integer, initially 0 2233 *params = mState.packSkipRows; 2234 break; 2235 case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0 2236 if(clientVersion >= 3) 2237 { 2238 *params = mState.pixelPackBuffer.name(); 2239 } 2240 else 2241 { 2242 return false; 2243 } 2244 break; 2245 case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0 2246 if(clientVersion >= 3) 2247 { 2248 *params = mState.pixelUnpackBuffer.name(); 2249 } 2250 else 2251 { 2252 return false; 2253 } 2254 break; 2255 case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS] 2256 UNIMPLEMENTED(); 2257 *params = 0; 2258 break; 2259 case GL_READ_BUFFER: // symbolic constant, initial value is GL_BACK 2260 *params = getReadFramebuffer()->getReadBuffer(); 2261 break; 2262 case GL_SAMPLER_BINDING: // GLint, default 0 2263 *params = mState.sampler[mState.activeSampler].name(); 2264 break; 2265 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2266 if(clientVersion >= 3) 2267 { 2268 *params = mState.genericUniformBuffer.name(); 2269 } 2270 else 2271 { 2272 return false; 2273 } 2274 break; 2275 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1 2276 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2277 break; 2278 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2279 if(clientVersion >= 3) 2280 { 2281 *params = mState.genericUniformBuffer->size(); 2282 } 2283 else 2284 { 2285 return false; 2286 } 2287 break; 2288 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2289 if(clientVersion >= 3) 2290 { 2291 *params = mState.genericUniformBuffer->offset(); 2292 } 2293 else 2294 { 2295 return false; 2296 } 2297 *params = 0; 2298 break; 2299 case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0 2300 *params = mState.unpackInfo.imageHeight; 2301 break; 2302 case GL_UNPACK_ROW_LENGTH: // integer, initially 0 2303 *params = mState.unpackInfo.rowLength; 2304 break; 2305 case GL_UNPACK_SKIP_IMAGES: // integer, initially 0 2306 *params = mState.unpackInfo.skipImages; 2307 break; 2308 case GL_UNPACK_SKIP_PIXELS: // integer, initially 0 2309 *params = mState.unpackInfo.skipPixels; 2310 break; 2311 case GL_UNPACK_SKIP_ROWS: // integer, initially 0 2312 *params = mState.unpackInfo.skipRows; 2313 break; 2314 case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0 2315 *params = getCurrentVertexArray()->name; 2316 break; 2317 case GL_TRANSFORM_FEEDBACK_BINDING: 2318 { 2319 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2320 if(transformFeedback) 2321 { 2322 *params = transformFeedback->name; 2323 } 2324 else 2325 { 2326 return false; 2327 } 2328 } 2329 break; 2330 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2331 { 2332 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2333 if(transformFeedback) 2334 { 2335 *params = transformFeedback->getGenericBufferName(); 2336 } 2337 else 2338 { 2339 return false; 2340 } 2341 } 2342 break; 2343 default: 2344 return false; 2345 } 2346 2347 return true; 2348} 2349 2350template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2351template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2352 2353template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2354{ 2355 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2356 if(!transformFeedback) 2357 { 2358 return false; 2359 } 2360 2361 switch(pname) 2362 { 2363 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2364 *param = transformFeedback->name; 2365 break; 2366 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2367 *param = transformFeedback->isActive(); 2368 break; 2369 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2370 *param = transformFeedback->getBufferName(index); 2371 break; 2372 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2373 *param = transformFeedback->isPaused(); 2374 break; 2375 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2376 if(transformFeedback->getBuffer(index)) 2377 { 2378 *param = transformFeedback->getSize(index); 2379 break; 2380 } 2381 else return false; 2382 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2383 if(transformFeedback->getBuffer(index)) 2384 { 2385 *param = transformFeedback->getOffset(index); 2386 break; 2387 } 2388 else return false; 2389 default: 2390 return false; 2391 } 2392 2393 return true; 2394} 2395 2396template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2397template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2398 2399template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2400{ 2401 const BufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2402 2403 switch(pname) 2404 { 2405 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2406 *param = uniformBuffer.get().name(); 2407 break; 2408 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2409 *param = uniformBuffer.getSize(); 2410 break; 2411 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2412 *param = uniformBuffer.getOffset(); 2413 break; 2414 default: 2415 return false; 2416 } 2417 2418 return true; 2419} 2420 2421bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2422{ 2423 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2424 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2425 // to the fact that it is stored internally as a float, and so would require conversion 2426 // if returned from Context::getIntegerv. Since this conversion is already implemented 2427 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2428 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2429 // application. 2430 switch(pname) 2431 { 2432 case GL_COMPRESSED_TEXTURE_FORMATS: 2433 { 2434 *type = GL_INT; 2435 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2436 } 2437 break; 2438 case GL_SHADER_BINARY_FORMATS: 2439 { 2440 *type = GL_INT; 2441 *numParams = 0; 2442 } 2443 break; 2444 case GL_MAX_VERTEX_ATTRIBS: 2445 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2446 case GL_MAX_VARYING_VECTORS: 2447 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2448 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2449 case GL_MAX_TEXTURE_IMAGE_UNITS: 2450 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2451 case GL_MAX_RENDERBUFFER_SIZE: 2452 case GL_NUM_SHADER_BINARY_FORMATS: 2453 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2454 case GL_ARRAY_BUFFER_BINDING: 2455 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2456 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2457 case GL_RENDERBUFFER_BINDING: 2458 case GL_CURRENT_PROGRAM: 2459 case GL_PACK_ALIGNMENT: 2460 case GL_UNPACK_ALIGNMENT: 2461 case GL_GENERATE_MIPMAP_HINT: 2462 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2463 case GL_RED_BITS: 2464 case GL_GREEN_BITS: 2465 case GL_BLUE_BITS: 2466 case GL_ALPHA_BITS: 2467 case GL_DEPTH_BITS: 2468 case GL_STENCIL_BITS: 2469 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2470 case GL_CULL_FACE_MODE: 2471 case GL_FRONT_FACE: 2472 case GL_ACTIVE_TEXTURE: 2473 case GL_STENCIL_FUNC: 2474 case GL_STENCIL_VALUE_MASK: 2475 case GL_STENCIL_REF: 2476 case GL_STENCIL_FAIL: 2477 case GL_STENCIL_PASS_DEPTH_FAIL: 2478 case GL_STENCIL_PASS_DEPTH_PASS: 2479 case GL_STENCIL_BACK_FUNC: 2480 case GL_STENCIL_BACK_VALUE_MASK: 2481 case GL_STENCIL_BACK_REF: 2482 case GL_STENCIL_BACK_FAIL: 2483 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2484 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2485 case GL_DEPTH_FUNC: 2486 case GL_BLEND_SRC_RGB: 2487 case GL_BLEND_SRC_ALPHA: 2488 case GL_BLEND_DST_RGB: 2489 case GL_BLEND_DST_ALPHA: 2490 case GL_BLEND_EQUATION_RGB: 2491 case GL_BLEND_EQUATION_ALPHA: 2492 case GL_STENCIL_WRITEMASK: 2493 case GL_STENCIL_BACK_WRITEMASK: 2494 case GL_STENCIL_CLEAR_VALUE: 2495 case GL_SUBPIXEL_BITS: 2496 case GL_MAX_TEXTURE_SIZE: 2497 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2498 case GL_SAMPLE_BUFFERS: 2499 case GL_SAMPLES: 2500 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2501 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2502 case GL_TEXTURE_BINDING_2D: 2503 case GL_TEXTURE_BINDING_CUBE_MAP: 2504 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2505 case GL_TEXTURE_BINDING_3D_OES: 2506 case GL_COPY_READ_BUFFER_BINDING: 2507 case GL_COPY_WRITE_BUFFER_BINDING: 2508 case GL_DRAW_BUFFER0: 2509 case GL_DRAW_BUFFER1: 2510 case GL_DRAW_BUFFER2: 2511 case GL_DRAW_BUFFER3: 2512 case GL_DRAW_BUFFER4: 2513 case GL_DRAW_BUFFER5: 2514 case GL_DRAW_BUFFER6: 2515 case GL_DRAW_BUFFER7: 2516 case GL_DRAW_BUFFER8: 2517 case GL_DRAW_BUFFER9: 2518 case GL_DRAW_BUFFER10: 2519 case GL_DRAW_BUFFER11: 2520 case GL_DRAW_BUFFER12: 2521 case GL_DRAW_BUFFER13: 2522 case GL_DRAW_BUFFER14: 2523 case GL_DRAW_BUFFER15: 2524 case GL_MAJOR_VERSION: 2525 case GL_MAX_3D_TEXTURE_SIZE: 2526 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2527 case GL_MAX_COLOR_ATTACHMENTS: 2528 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2529 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2530 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2531 case GL_MAX_DRAW_BUFFERS: 2532 case GL_MAX_ELEMENT_INDEX: 2533 case GL_MAX_ELEMENTS_INDICES: 2534 case GL_MAX_ELEMENTS_VERTICES: 2535 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2536 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2537 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2538 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2539 case GL_MAX_SERVER_WAIT_TIMEOUT: 2540 case GL_MAX_TEXTURE_LOD_BIAS: 2541 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2542 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2543 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2544 case GL_MAX_UNIFORM_BLOCK_SIZE: 2545 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2546 case GL_MAX_VARYING_COMPONENTS: 2547 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2548 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2549 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2550 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2551 case GL_MINOR_VERSION: 2552 case GL_NUM_EXTENSIONS: 2553 case GL_NUM_PROGRAM_BINARY_FORMATS: 2554 case GL_PACK_ROW_LENGTH: 2555 case GL_PACK_SKIP_PIXELS: 2556 case GL_PACK_SKIP_ROWS: 2557 case GL_PIXEL_PACK_BUFFER_BINDING: 2558 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2559 case GL_PROGRAM_BINARY_FORMATS: 2560 case GL_READ_BUFFER: 2561 case GL_SAMPLER_BINDING: 2562 case GL_TEXTURE_BINDING_2D_ARRAY: 2563 case GL_UNIFORM_BUFFER_BINDING: 2564 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2565 case GL_UNIFORM_BUFFER_SIZE: 2566 case GL_UNIFORM_BUFFER_START: 2567 case GL_UNPACK_IMAGE_HEIGHT: 2568 case GL_UNPACK_ROW_LENGTH: 2569 case GL_UNPACK_SKIP_IMAGES: 2570 case GL_UNPACK_SKIP_PIXELS: 2571 case GL_UNPACK_SKIP_ROWS: 2572 case GL_VERTEX_ARRAY_BINDING: 2573 case GL_TRANSFORM_FEEDBACK_BINDING: 2574 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2575 { 2576 *type = GL_INT; 2577 *numParams = 1; 2578 } 2579 break; 2580 case GL_MAX_SAMPLES_ANGLE: 2581 { 2582 *type = GL_INT; 2583 *numParams = 1; 2584 } 2585 break; 2586 case GL_MAX_VIEWPORT_DIMS: 2587 { 2588 *type = GL_INT; 2589 *numParams = 2; 2590 } 2591 break; 2592 case GL_VIEWPORT: 2593 case GL_SCISSOR_BOX: 2594 { 2595 *type = GL_INT; 2596 *numParams = 4; 2597 } 2598 break; 2599 case GL_SHADER_COMPILER: 2600 case GL_SAMPLE_COVERAGE_INVERT: 2601 case GL_DEPTH_WRITEMASK: 2602 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2603 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2604 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2605 case GL_SAMPLE_COVERAGE: 2606 case GL_SCISSOR_TEST: 2607 case GL_STENCIL_TEST: 2608 case GL_DEPTH_TEST: 2609 case GL_BLEND: 2610 case GL_DITHER: 2611 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2612 case GL_RASTERIZER_DISCARD: 2613 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2614 case GL_TRANSFORM_FEEDBACK_PAUSED: 2615 { 2616 *type = GL_BOOL; 2617 *numParams = 1; 2618 } 2619 break; 2620 case GL_COLOR_WRITEMASK: 2621 { 2622 *type = GL_BOOL; 2623 *numParams = 4; 2624 } 2625 break; 2626 case GL_POLYGON_OFFSET_FACTOR: 2627 case GL_POLYGON_OFFSET_UNITS: 2628 case GL_SAMPLE_COVERAGE_VALUE: 2629 case GL_DEPTH_CLEAR_VALUE: 2630 case GL_LINE_WIDTH: 2631 { 2632 *type = GL_FLOAT; 2633 *numParams = 1; 2634 } 2635 break; 2636 case GL_ALIASED_LINE_WIDTH_RANGE: 2637 case GL_ALIASED_POINT_SIZE_RANGE: 2638 case GL_DEPTH_RANGE: 2639 { 2640 *type = GL_FLOAT; 2641 *numParams = 2; 2642 } 2643 break; 2644 case GL_COLOR_CLEAR_VALUE: 2645 case GL_BLEND_COLOR: 2646 { 2647 *type = GL_FLOAT; 2648 *numParams = 4; 2649 } 2650 break; 2651 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2652 *type = GL_FLOAT; 2653 *numParams = 1; 2654 break; 2655 default: 2656 return false; 2657 } 2658 2659 return true; 2660} 2661 2662void Context::applyScissor(int width, int height) 2663{ 2664 if(mState.scissorTestEnabled) 2665 { 2666 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2667 scissor.clip(0, 0, width, height); 2668 2669 device->setScissorRect(scissor); 2670 device->setScissorEnable(true); 2671 } 2672 else 2673 { 2674 device->setScissorEnable(false); 2675 } 2676} 2677 2678// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2679bool Context::applyRenderTarget() 2680{ 2681 Framebuffer *framebuffer = getDrawFramebuffer(); 2682 int width, height, samples; 2683 2684 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2685 { 2686 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2687 } 2688 2689 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2690 { 2691 if(framebuffer->getDrawBuffer(i) != GL_NONE) 2692 { 2693 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2694 device->setRenderTarget(i, renderTarget); 2695 if(renderTarget) renderTarget->release(); 2696 } 2697 else 2698 { 2699 device->setRenderTarget(i, nullptr); 2700 } 2701 } 2702 2703 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 2704 device->setDepthBuffer(depthBuffer); 2705 if(depthBuffer) depthBuffer->release(); 2706 2707 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 2708 device->setStencilBuffer(stencilBuffer); 2709 if(stencilBuffer) stencilBuffer->release(); 2710 2711 Viewport viewport; 2712 float zNear = clamp01(mState.zNear); 2713 float zFar = clamp01(mState.zFar); 2714 2715 viewport.x0 = mState.viewportX; 2716 viewport.y0 = mState.viewportY; 2717 viewport.width = mState.viewportWidth; 2718 viewport.height = mState.viewportHeight; 2719 viewport.minZ = zNear; 2720 viewport.maxZ = zFar; 2721 2722 device->setViewport(viewport); 2723 2724 applyScissor(width, height); 2725 2726 Program *program = getCurrentProgram(); 2727 2728 if(program) 2729 { 2730 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2731 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2732 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2733 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2734 } 2735 2736 return true; 2737} 2738 2739// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2740void Context::applyState(GLenum drawMode) 2741{ 2742 Framebuffer *framebuffer = getDrawFramebuffer(); 2743 2744 if(mState.cullFaceEnabled) 2745 { 2746 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2747 } 2748 else 2749 { 2750 device->setCullMode(sw::CULL_NONE); 2751 } 2752 2753 if(mDepthStateDirty) 2754 { 2755 if(mState.depthTestEnabled) 2756 { 2757 device->setDepthBufferEnable(true); 2758 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2759 } 2760 else 2761 { 2762 device->setDepthBufferEnable(false); 2763 } 2764 2765 mDepthStateDirty = false; 2766 } 2767 2768 if(mBlendStateDirty) 2769 { 2770 if(mState.blendEnabled) 2771 { 2772 device->setAlphaBlendEnable(true); 2773 device->setSeparateAlphaBlendEnable(true); 2774 2775 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2776 2777 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2778 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2779 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2780 2781 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2782 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2783 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2784 } 2785 else 2786 { 2787 device->setAlphaBlendEnable(false); 2788 } 2789 2790 mBlendStateDirty = false; 2791 } 2792 2793 if(mStencilStateDirty || mFrontFaceDirty) 2794 { 2795 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2796 { 2797 device->setStencilEnable(true); 2798 device->setTwoSidedStencil(true); 2799 2800 // get the maximum size of the stencil ref 2801 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2802 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2803 2804 if(mState.frontFace == GL_CCW) 2805 { 2806 device->setStencilWriteMask(mState.stencilWritemask); 2807 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2808 2809 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2810 device->setStencilMask(mState.stencilMask); 2811 2812 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2813 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2814 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2815 2816 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2817 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2818 2819 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2820 device->setStencilMaskCCW(mState.stencilBackMask); 2821 2822 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2823 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2824 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2825 } 2826 else 2827 { 2828 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2829 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2830 2831 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2832 device->setStencilMaskCCW(mState.stencilMask); 2833 2834 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2835 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2836 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2837 2838 device->setStencilWriteMask(mState.stencilBackWritemask); 2839 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2840 2841 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2842 device->setStencilMask(mState.stencilBackMask); 2843 2844 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2845 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2846 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2847 } 2848 } 2849 else 2850 { 2851 device->setStencilEnable(false); 2852 } 2853 2854 mStencilStateDirty = false; 2855 mFrontFaceDirty = false; 2856 } 2857 2858 if(mMaskStateDirty) 2859 { 2860 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2861 { 2862 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2863 } 2864 2865 device->setDepthWriteEnable(mState.depthMask); 2866 2867 mMaskStateDirty = false; 2868 } 2869 2870 if(mPolygonOffsetStateDirty) 2871 { 2872 if(mState.polygonOffsetFillEnabled) 2873 { 2874 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2875 if(depthbuffer) 2876 { 2877 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2878 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 2879 device->setDepthBias(depthBias); 2880 } 2881 } 2882 else 2883 { 2884 device->setSlopeDepthBias(0); 2885 device->setDepthBias(0); 2886 } 2887 2888 mPolygonOffsetStateDirty = false; 2889 } 2890 2891 if(mSampleStateDirty) 2892 { 2893 if(mState.sampleAlphaToCoverageEnabled) 2894 { 2895 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2896 } 2897 else 2898 { 2899 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2900 } 2901 2902 if(mState.sampleCoverageEnabled) 2903 { 2904 unsigned int mask = 0; 2905 if(mState.sampleCoverageValue != 0) 2906 { 2907 int width, height, samples; 2908 framebuffer->completeness(width, height, samples); 2909 2910 float threshold = 0.5f; 2911 2912 for(int i = 0; i < samples; i++) 2913 { 2914 mask <<= 1; 2915 2916 if((i + 1) * mState.sampleCoverageValue >= threshold) 2917 { 2918 threshold += 1.0f; 2919 mask |= 1; 2920 } 2921 } 2922 } 2923 2924 if(mState.sampleCoverageInvert) 2925 { 2926 mask = ~mask; 2927 } 2928 2929 device->setMultiSampleMask(mask); 2930 } 2931 else 2932 { 2933 device->setMultiSampleMask(0xFFFFFFFF); 2934 } 2935 2936 mSampleStateDirty = false; 2937 } 2938 2939 if(mDitherStateDirty) 2940 { 2941 // UNIMPLEMENTED(); // FIXME 2942 2943 mDitherStateDirty = false; 2944 } 2945 2946 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled); 2947} 2948 2949GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2950{ 2951 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2952 2953 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2954 if(err != GL_NO_ERROR) 2955 { 2956 return err; 2957 } 2958 2959 Program *program = getCurrentProgram(); 2960 2961 device->resetInputStreams(false); 2962 2963 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2964 { 2965 if(program->getAttributeStream(i) == -1) 2966 { 2967 continue; 2968 } 2969 2970 sw::Resource *resource = attributes[i].vertexBuffer; 2971 const void *buffer = (char*)resource->data() + attributes[i].offset; 2972 2973 int stride = attributes[i].stride; 2974 2975 buffer = (char*)buffer + stride * base; 2976 2977 sw::Stream attribute(resource, buffer, stride); 2978 2979 attribute.type = attributes[i].type; 2980 attribute.count = attributes[i].count; 2981 attribute.normalized = attributes[i].normalized; 2982 2983 int stream = program->getAttributeStream(i); 2984 device->setInputStream(stream, attribute); 2985 } 2986 2987 return GL_NO_ERROR; 2988} 2989 2990// Applies the indices and element array bindings 2991GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 2992{ 2993 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo); 2994 2995 if(err == GL_NO_ERROR) 2996 { 2997 device->setIndexBuffer(indexInfo->indexBuffer); 2998 } 2999 3000 return err; 3001} 3002 3003// Applies the shaders and shader constants 3004void Context::applyShaders() 3005{ 3006 Program *programObject = getCurrentProgram(); 3007 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3008 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3009 3010 device->setVertexShader(vertexShader); 3011 device->setPixelShader(pixelShader); 3012 3013 if(programObject->getSerial() != mAppliedProgramSerial) 3014 { 3015 programObject->dirtyAllUniforms(); 3016 mAppliedProgramSerial = programObject->getSerial(); 3017 } 3018 3019 programObject->applyTransformFeedback(getTransformFeedback()); 3020 programObject->applyUniformBuffers(mState.uniformBuffers); 3021 programObject->applyUniforms(); 3022} 3023 3024void Context::applyTextures() 3025{ 3026 applyTextures(sw::SAMPLER_PIXEL); 3027 applyTextures(sw::SAMPLER_VERTEX); 3028} 3029 3030void Context::applyTextures(sw::SamplerType samplerType) 3031{ 3032 Program *programObject = getCurrentProgram(); 3033 3034 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3035 3036 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3037 { 3038 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3039 3040 if(textureUnit != -1) 3041 { 3042 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3043 3044 Texture *texture = getSamplerTexture(textureUnit, textureType); 3045 3046 if(texture->isSamplerComplete()) 3047 { 3048 GLenum wrapS, wrapT, wrapR, minFilter, magFilter; 3049 GLfloat minLOD, maxLOD; 3050 3051 Sampler *samplerObject = mState.sampler[textureUnit]; 3052 if(samplerObject) 3053 { 3054 wrapS = samplerObject->getWrapS(); 3055 wrapT = samplerObject->getWrapT(); 3056 wrapR = samplerObject->getWrapR(); 3057 minFilter = samplerObject->getMinFilter(); 3058 magFilter = samplerObject->getMagFilter(); 3059 minLOD = samplerObject->getMinLod(); 3060 maxLOD = samplerObject->getMaxLod(); 3061 } 3062 else 3063 { 3064 wrapS = texture->getWrapS(); 3065 wrapT = texture->getWrapT(); 3066 wrapR = texture->getWrapR(); 3067 minFilter = texture->getMinFilter(); 3068 magFilter = texture->getMagFilter(); 3069 minLOD = texture->getMinLOD(); 3070 maxLOD = texture->getMaxLOD(); 3071 } 3072 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3073 3074 GLint baseLevel = texture->getBaseLevel(); 3075 GLint maxLevel = texture->getMaxLevel(); 3076 GLenum swizzleR = texture->getSwizzleR(); 3077 GLenum swizzleG = texture->getSwizzleG(); 3078 GLenum swizzleB = texture->getSwizzleB(); 3079 GLenum swizzleA = texture->getSwizzleA(); 3080 3081 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3082 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3083 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3084 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3085 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3086 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3087 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3088 device->setMinLod(samplerType, samplerIndex, minLOD); 3089 device->setMaxLod(samplerType, samplerIndex, maxLOD); 3090 device->setBaseLevel(samplerType, samplerIndex, baseLevel); 3091 device->setMaxLevel(samplerType, samplerIndex, maxLevel); 3092 3093 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3094 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3095 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3096 3097 applyTexture(samplerType, samplerIndex, texture); 3098 } 3099 else 3100 { 3101 applyTexture(samplerType, samplerIndex, nullptr); 3102 } 3103 } 3104 else 3105 { 3106 applyTexture(samplerType, samplerIndex, nullptr); 3107 } 3108 } 3109} 3110 3111void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3112{ 3113 Program *program = getCurrentProgram(); 3114 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3115 bool textureUsed = false; 3116 3117 if(type == sw::SAMPLER_PIXEL) 3118 { 3119 textureUsed = program->getPixelShader()->usesSampler(index); 3120 } 3121 else if(type == sw::SAMPLER_VERTEX) 3122 { 3123 textureUsed = program->getVertexShader()->usesSampler(index); 3124 } 3125 else UNREACHABLE(type); 3126 3127 sw::Resource *resource = 0; 3128 3129 if(baseTexture && textureUsed) 3130 { 3131 resource = baseTexture->getResource(); 3132 } 3133 3134 device->setTextureResource(sampler, resource); 3135 3136 if(baseTexture && textureUsed) 3137 { 3138 int levelCount = baseTexture->getLevelCount(); 3139 3140 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3141 { 3142 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3143 3144 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3145 { 3146 int surfaceLevel = mipmapLevel; 3147 3148 if(surfaceLevel < 0) 3149 { 3150 surfaceLevel = 0; 3151 } 3152 else if(surfaceLevel >= levelCount) 3153 { 3154 surfaceLevel = levelCount - 1; 3155 } 3156 3157 egl::Image *surface = texture->getImage(surfaceLevel); 3158 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3159 } 3160 } 3161 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3162 { 3163 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3164 3165 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3166 { 3167 int surfaceLevel = mipmapLevel; 3168 3169 if(surfaceLevel < 0) 3170 { 3171 surfaceLevel = 0; 3172 } 3173 else if(surfaceLevel >= levelCount) 3174 { 3175 surfaceLevel = levelCount - 1; 3176 } 3177 3178 egl::Image *surface = texture->getImage(surfaceLevel); 3179 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3180 } 3181 } 3182 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3183 { 3184 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3185 3186 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3187 { 3188 int surfaceLevel = mipmapLevel; 3189 3190 if(surfaceLevel < 0) 3191 { 3192 surfaceLevel = 0; 3193 } 3194 else if(surfaceLevel >= levelCount) 3195 { 3196 surfaceLevel = levelCount - 1; 3197 } 3198 3199 egl::Image *surface = texture->getImage(surfaceLevel); 3200 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3201 } 3202 } 3203 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3204 { 3205 for(int face = 0; face < 6; face++) 3206 { 3207 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3208 3209 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3210 { 3211 int surfaceLevel = mipmapLevel; 3212 3213 if(surfaceLevel < 0) 3214 { 3215 surfaceLevel = 0; 3216 } 3217 else if(surfaceLevel >= levelCount) 3218 { 3219 surfaceLevel = levelCount - 1; 3220 } 3221 3222 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3223 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3224 } 3225 } 3226 } 3227 else UNIMPLEMENTED(); 3228 } 3229 else 3230 { 3231 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3232 } 3233} 3234 3235void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3236{ 3237 Framebuffer *framebuffer = getReadFramebuffer(); 3238 int framebufferWidth, framebufferHeight, framebufferSamples; 3239 3240 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3241 { 3242 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3243 } 3244 3245 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3246 { 3247 return error(GL_INVALID_OPERATION); 3248 } 3249 3250 GLenum readFormat = GL_NONE; 3251 GLenum readType = GL_NONE; 3252 switch(format) 3253 { 3254 case GL_DEPTH_COMPONENT: 3255 readFormat = framebuffer->getDepthReadFormat(); 3256 readType = framebuffer->getDepthReadType(); 3257 break; 3258 default: 3259 readFormat = framebuffer->getImplementationColorReadFormat(); 3260 readType = framebuffer->getImplementationColorReadType(); 3261 break; 3262 } 3263 3264 if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion)) 3265 { 3266 return error(GL_INVALID_OPERATION); 3267 } 3268 3269 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width; 3270 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment); 3271 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3272 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3273 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels); 3274 3275 // Sized query sanity check 3276 if(bufSize) 3277 { 3278 int requiredSize = outputPitch * height; 3279 if(requiredSize > *bufSize) 3280 { 3281 return error(GL_INVALID_OPERATION); 3282 } 3283 } 3284 3285 egl::Image *renderTarget = nullptr; 3286 switch(format) 3287 { 3288 case GL_DEPTH_COMPONENT: 3289 renderTarget = framebuffer->getDepthBuffer(); 3290 break; 3291 default: 3292 renderTarget = framebuffer->getReadRenderTarget(); 3293 break; 3294 } 3295 3296 if(!renderTarget) 3297 { 3298 return error(GL_INVALID_OPERATION); 3299 } 3300 3301 sw::Rect rect = {x, y, x + width, y + height}; 3302 sw::Rect dstRect = { 0, 0, width, height }; 3303 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3304 3305 sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3306 sw::SliceRect sliceRect(rect); 3307 sw::SliceRect dstSliceRect(dstRect); 3308 device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false); 3309 3310 renderTarget->release(); 3311} 3312 3313void Context::clear(GLbitfield mask) 3314{ 3315 if(mState.rasterizerDiscardEnabled) 3316 { 3317 return; 3318 } 3319 3320 Framebuffer *framebuffer = getDrawFramebuffer(); 3321 3322 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3323 { 3324 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3325 } 3326 3327 if(!applyRenderTarget()) 3328 { 3329 return; 3330 } 3331 3332 if(mask & GL_COLOR_BUFFER_BIT) 3333 { 3334 unsigned int rgbaMask = getColorMask(); 3335 3336 if(rgbaMask != 0) 3337 { 3338 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3339 } 3340 } 3341 3342 if(mask & GL_DEPTH_BUFFER_BIT) 3343 { 3344 if(mState.depthMask != 0) 3345 { 3346 float depth = clamp01(mState.depthClearValue); 3347 device->clearDepth(depth); 3348 } 3349 } 3350 3351 if(mask & GL_STENCIL_BUFFER_BIT) 3352 { 3353 if(mState.stencilWritemask != 0) 3354 { 3355 int stencil = mState.stencilClearValue & 0x000000FF; 3356 device->clearStencil(stencil, mState.stencilWritemask); 3357 } 3358 } 3359} 3360 3361void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3362{ 3363 unsigned int rgbaMask = getColorMask(); 3364 if(rgbaMask && !mState.rasterizerDiscardEnabled) 3365 { 3366 Framebuffer *framebuffer = getDrawFramebuffer(); 3367 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer); 3368 3369 if(colorbuffer) 3370 { 3371 sw::SliceRect clearRect = colorbuffer->getRect(); 3372 3373 if(mState.scissorTestEnabled) 3374 { 3375 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3376 } 3377 3378 device->clear(value, format, colorbuffer, clearRect, rgbaMask); 3379 3380 colorbuffer->release(); 3381 } 3382 } 3383} 3384 3385void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3386{ 3387 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3388} 3389 3390void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3391{ 3392 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3393} 3394 3395void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3396{ 3397 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3398} 3399 3400void Context::clearDepthBuffer(const GLfloat value) 3401{ 3402 if(mState.depthMask && !mState.rasterizerDiscardEnabled) 3403 { 3404 Framebuffer *framebuffer = getDrawFramebuffer(); 3405 egl::Image *depthbuffer = framebuffer->getDepthBuffer(); 3406 3407 if(depthbuffer) 3408 { 3409 float depth = clamp01(value); 3410 sw::SliceRect clearRect = depthbuffer->getRect(); 3411 3412 if(mState.scissorTestEnabled) 3413 { 3414 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3415 } 3416 3417 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3418 3419 depthbuffer->release(); 3420 } 3421 } 3422} 3423 3424void Context::clearStencilBuffer(const GLint value) 3425{ 3426 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled) 3427 { 3428 Framebuffer *framebuffer = getDrawFramebuffer(); 3429 egl::Image *stencilbuffer = framebuffer->getStencilBuffer(); 3430 3431 if(stencilbuffer) 3432 { 3433 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF); 3434 sw::SliceRect clearRect = stencilbuffer->getRect(); 3435 3436 if(mState.scissorTestEnabled) 3437 { 3438 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3439 } 3440 3441 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3442 3443 stencilbuffer->release(); 3444 } 3445 } 3446} 3447 3448void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3449{ 3450 if(!mState.currentProgram) 3451 { 3452 return error(GL_INVALID_OPERATION); 3453 } 3454 3455 sw::DrawType primitiveType; 3456 int primitiveCount; 3457 int verticesPerPrimitive; 3458 3459 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive)) 3460 return error(GL_INVALID_ENUM); 3461 3462 if(primitiveCount <= 0) 3463 { 3464 return; 3465 } 3466 3467 if(!applyRenderTarget()) 3468 { 3469 return; 3470 } 3471 3472 applyState(mode); 3473 3474 for(int i = 0; i < instanceCount; ++i) 3475 { 3476 device->setInstanceID(i); 3477 3478 GLenum err = applyVertexBuffer(0, first, count, i); 3479 if(err != GL_NO_ERROR) 3480 { 3481 return error(err); 3482 } 3483 3484 applyShaders(); 3485 applyTextures(); 3486 3487 if(!getCurrentProgram()->validateSamplers(false)) 3488 { 3489 return error(GL_INVALID_OPERATION); 3490 } 3491 3492 TransformFeedback* transformFeedback = getTransformFeedback(); 3493 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3494 { 3495 device->drawPrimitive(primitiveType, primitiveCount); 3496 } 3497 if(transformFeedback) 3498 { 3499 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3500 } 3501 } 3502} 3503 3504void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3505{ 3506 if(!mState.currentProgram) 3507 { 3508 return error(GL_INVALID_OPERATION); 3509 } 3510 3511 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3512 { 3513 return error(GL_INVALID_OPERATION); 3514 } 3515 3516 sw::DrawType primitiveType; 3517 int primitiveCount; 3518 int verticesPerPrimitive; 3519 3520 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive)) 3521 return error(GL_INVALID_ENUM); 3522 3523 if(primitiveCount <= 0) 3524 { 3525 return; 3526 } 3527 3528 if(!applyRenderTarget()) 3529 { 3530 return; 3531 } 3532 3533 applyState(mode); 3534 3535 for(int i = 0; i < instanceCount; ++i) 3536 { 3537 device->setInstanceID(i); 3538 3539 TranslatedIndexData indexInfo; 3540 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3541 if(err != GL_NO_ERROR) 3542 { 3543 return error(err); 3544 } 3545 3546 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3547 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3548 if(err != GL_NO_ERROR) 3549 { 3550 return error(err); 3551 } 3552 3553 applyShaders(); 3554 applyTextures(); 3555 3556 if(!getCurrentProgram()->validateSamplers(false)) 3557 { 3558 return error(GL_INVALID_OPERATION); 3559 } 3560 3561 TransformFeedback* transformFeedback = getTransformFeedback(); 3562 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3563 { 3564 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount); 3565 } 3566 if(transformFeedback) 3567 { 3568 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3569 } 3570 } 3571} 3572 3573void Context::finish() 3574{ 3575 device->finish(); 3576} 3577 3578void Context::flush() 3579{ 3580 // We don't queue anything without processing it as fast as possible 3581} 3582 3583void Context::recordInvalidEnum() 3584{ 3585 mInvalidEnum = true; 3586} 3587 3588void Context::recordInvalidValue() 3589{ 3590 mInvalidValue = true; 3591} 3592 3593void Context::recordInvalidOperation() 3594{ 3595 mInvalidOperation = true; 3596} 3597 3598void Context::recordOutOfMemory() 3599{ 3600 mOutOfMemory = true; 3601} 3602 3603void Context::recordInvalidFramebufferOperation() 3604{ 3605 mInvalidFramebufferOperation = true; 3606} 3607 3608// Get one of the recorded errors and clear its flag, if any. 3609// [OpenGL ES 2.0.24] section 2.5 page 13. 3610GLenum Context::getError() 3611{ 3612 if(mInvalidEnum) 3613 { 3614 mInvalidEnum = false; 3615 3616 return GL_INVALID_ENUM; 3617 } 3618 3619 if(mInvalidValue) 3620 { 3621 mInvalidValue = false; 3622 3623 return GL_INVALID_VALUE; 3624 } 3625 3626 if(mInvalidOperation) 3627 { 3628 mInvalidOperation = false; 3629 3630 return GL_INVALID_OPERATION; 3631 } 3632 3633 if(mOutOfMemory) 3634 { 3635 mOutOfMemory = false; 3636 3637 return GL_OUT_OF_MEMORY; 3638 } 3639 3640 if(mInvalidFramebufferOperation) 3641 { 3642 mInvalidFramebufferOperation = false; 3643 3644 return GL_INVALID_FRAMEBUFFER_OPERATION; 3645 } 3646 3647 return GL_NO_ERROR; 3648} 3649 3650int Context::getSupportedMultisampleCount(int requested) 3651{ 3652 int supported = 0; 3653 3654 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3655 { 3656 if(supported >= requested) 3657 { 3658 return supported; 3659 } 3660 3661 supported = multisampleCount[i]; 3662 } 3663 3664 return supported; 3665} 3666 3667void Context::detachBuffer(GLuint buffer) 3668{ 3669 // [OpenGL ES 2.0.24] section 2.9 page 22: 3670 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3671 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3672 3673 if(mState.copyReadBuffer.name() == buffer) 3674 { 3675 mState.copyReadBuffer = nullptr; 3676 } 3677 3678 if(mState.copyWriteBuffer.name() == buffer) 3679 { 3680 mState.copyWriteBuffer = nullptr; 3681 } 3682 3683 if(mState.pixelPackBuffer.name() == buffer) 3684 { 3685 mState.pixelPackBuffer = nullptr; 3686 } 3687 3688 if(mState.pixelUnpackBuffer.name() == buffer) 3689 { 3690 mState.pixelUnpackBuffer = nullptr; 3691 } 3692 3693 if(mState.genericUniformBuffer.name() == buffer) 3694 { 3695 mState.genericUniformBuffer = nullptr; 3696 } 3697 3698 if(getArrayBufferName() == buffer) 3699 { 3700 mState.arrayBuffer = nullptr; 3701 } 3702 3703 // Only detach from the current transform feedback 3704 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3705 if(currentTransformFeedback) 3706 { 3707 currentTransformFeedback->detachBuffer(buffer); 3708 } 3709 3710 // Only detach from the current vertex array 3711 VertexArray* currentVertexArray = getCurrentVertexArray(); 3712 if(currentVertexArray) 3713 { 3714 currentVertexArray->detachBuffer(buffer); 3715 } 3716 3717 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3718 { 3719 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3720 { 3721 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 3722 } 3723 } 3724} 3725 3726void Context::detachTexture(GLuint texture) 3727{ 3728 // [OpenGL ES 2.0.24] section 3.8 page 84: 3729 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3730 // rebound to texture object zero 3731 3732 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3733 { 3734 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3735 { 3736 if(mState.samplerTexture[type][sampler].name() == texture) 3737 { 3738 mState.samplerTexture[type][sampler] = nullptr; 3739 } 3740 } 3741 } 3742 3743 // [OpenGL ES 2.0.24] section 4.4 page 112: 3744 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3745 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3746 // image was attached in the currently bound framebuffer. 3747 3748 Framebuffer *readFramebuffer = getReadFramebuffer(); 3749 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3750 3751 if(readFramebuffer) 3752 { 3753 readFramebuffer->detachTexture(texture); 3754 } 3755 3756 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3757 { 3758 drawFramebuffer->detachTexture(texture); 3759 } 3760} 3761 3762void Context::detachFramebuffer(GLuint framebuffer) 3763{ 3764 // [OpenGL ES 2.0.24] section 4.4 page 107: 3765 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3766 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3767 3768 if(mState.readFramebuffer == framebuffer) 3769 { 3770 bindReadFramebuffer(0); 3771 } 3772 3773 if(mState.drawFramebuffer == framebuffer) 3774 { 3775 bindDrawFramebuffer(0); 3776 } 3777} 3778 3779void Context::detachRenderbuffer(GLuint renderbuffer) 3780{ 3781 // [OpenGL ES 2.0.24] section 4.4 page 109: 3782 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3783 // had been executed with the target RENDERBUFFER and name of zero. 3784 3785 if(mState.renderbuffer.name() == renderbuffer) 3786 { 3787 bindRenderbuffer(0); 3788 } 3789 3790 // [OpenGL ES 2.0.24] section 4.4 page 111: 3791 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3792 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3793 // point to which this image was attached in the currently bound framebuffer. 3794 3795 Framebuffer *readFramebuffer = getReadFramebuffer(); 3796 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3797 3798 if(readFramebuffer) 3799 { 3800 readFramebuffer->detachRenderbuffer(renderbuffer); 3801 } 3802 3803 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3804 { 3805 drawFramebuffer->detachRenderbuffer(renderbuffer); 3806 } 3807} 3808 3809void Context::detachSampler(GLuint sampler) 3810{ 3811 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3812 // If a sampler object that is currently bound to one or more texture units is 3813 // deleted, it is as though BindSampler is called once for each texture unit to 3814 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3815 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3816 { 3817 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3818 if(samplerBinding.name() == sampler) 3819 { 3820 samplerBinding = nullptr; 3821 } 3822 } 3823} 3824 3825bool Context::cullSkipsDraw(GLenum drawMode) 3826{ 3827 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3828} 3829 3830bool Context::isTriangleMode(GLenum drawMode) 3831{ 3832 switch(drawMode) 3833 { 3834 case GL_TRIANGLES: 3835 case GL_TRIANGLE_FAN: 3836 case GL_TRIANGLE_STRIP: 3837 return true; 3838 case GL_POINTS: 3839 case GL_LINES: 3840 case GL_LINE_LOOP: 3841 case GL_LINE_STRIP: 3842 return false; 3843 default: UNREACHABLE(drawMode); 3844 } 3845 3846 return false; 3847} 3848 3849void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3850{ 3851 ASSERT(index < MAX_VERTEX_ATTRIBS); 3852 3853 mState.vertexAttribute[index].setCurrentValue(values); 3854 3855 mVertexDataManager->dirtyCurrentValue(index); 3856} 3857 3858void Context::setVertexAttrib(GLuint index, const GLint *values) 3859{ 3860 ASSERT(index < MAX_VERTEX_ATTRIBS); 3861 3862 mState.vertexAttribute[index].setCurrentValue(values); 3863 3864 mVertexDataManager->dirtyCurrentValue(index); 3865} 3866 3867void Context::setVertexAttrib(GLuint index, const GLuint *values) 3868{ 3869 ASSERT(index < MAX_VERTEX_ATTRIBS); 3870 3871 mState.vertexAttribute[index].setCurrentValue(values); 3872 3873 mVertexDataManager->dirtyCurrentValue(index); 3874} 3875 3876void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3877 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3878 GLbitfield mask) 3879{ 3880 Framebuffer *readFramebuffer = getReadFramebuffer(); 3881 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3882 3883 int readBufferWidth, readBufferHeight, readBufferSamples; 3884 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3885 3886 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3887 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3888 { 3889 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3890 } 3891 3892 if(drawBufferSamples > 1) 3893 { 3894 return error(GL_INVALID_OPERATION); 3895 } 3896 3897 sw::SliceRect sourceRect; 3898 sw::SliceRect destRect; 3899 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3900 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3901 3902 if(srcX0 < srcX1) 3903 { 3904 sourceRect.x0 = srcX0; 3905 sourceRect.x1 = srcX1; 3906 } 3907 else 3908 { 3909 sourceRect.x0 = srcX1; 3910 sourceRect.x1 = srcX0; 3911 } 3912 3913 if(dstX0 < dstX1) 3914 { 3915 destRect.x0 = dstX0; 3916 destRect.x1 = dstX1; 3917 } 3918 else 3919 { 3920 destRect.x0 = dstX1; 3921 destRect.x1 = dstX0; 3922 } 3923 3924 if(srcY0 < srcY1) 3925 { 3926 sourceRect.y0 = srcY0; 3927 sourceRect.y1 = srcY1; 3928 } 3929 else 3930 { 3931 sourceRect.y0 = srcY1; 3932 sourceRect.y1 = srcY0; 3933 } 3934 3935 if(dstY0 < dstY1) 3936 { 3937 destRect.y0 = dstY0; 3938 destRect.y1 = dstY1; 3939 } 3940 else 3941 { 3942 destRect.y0 = dstY1; 3943 destRect.y1 = dstY0; 3944 } 3945 3946 sw::Rect sourceScissoredRect = sourceRect; 3947 sw::Rect destScissoredRect = destRect; 3948 3949 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3950 { 3951 if(destRect.x0 < mState.scissorX) 3952 { 3953 int xDiff = mState.scissorX - destRect.x0; 3954 destScissoredRect.x0 = mState.scissorX; 3955 sourceScissoredRect.x0 += xDiff; 3956 } 3957 3958 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3959 { 3960 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3961 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3962 sourceScissoredRect.x1 -= xDiff; 3963 } 3964 3965 if(destRect.y0 < mState.scissorY) 3966 { 3967 int yDiff = mState.scissorY - destRect.y0; 3968 destScissoredRect.y0 = mState.scissorY; 3969 sourceScissoredRect.y0 += yDiff; 3970 } 3971 3972 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3973 { 3974 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3975 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3976 sourceScissoredRect.y1 -= yDiff; 3977 } 3978 } 3979 3980 sw::Rect sourceTrimmedRect = sourceScissoredRect; 3981 sw::Rect destTrimmedRect = destScissoredRect; 3982 3983 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 3984 // the actual draw and read surfaces. 3985 if(sourceTrimmedRect.x0 < 0) 3986 { 3987 int xDiff = 0 - sourceTrimmedRect.x0; 3988 sourceTrimmedRect.x0 = 0; 3989 destTrimmedRect.x0 += xDiff; 3990 } 3991 3992 if(sourceTrimmedRect.x1 > readBufferWidth) 3993 { 3994 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 3995 sourceTrimmedRect.x1 = readBufferWidth; 3996 destTrimmedRect.x1 -= xDiff; 3997 } 3998 3999 if(sourceTrimmedRect.y0 < 0) 4000 { 4001 int yDiff = 0 - sourceTrimmedRect.y0; 4002 sourceTrimmedRect.y0 = 0; 4003 destTrimmedRect.y0 += yDiff; 4004 } 4005 4006 if(sourceTrimmedRect.y1 > readBufferHeight) 4007 { 4008 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 4009 sourceTrimmedRect.y1 = readBufferHeight; 4010 destTrimmedRect.y1 -= yDiff; 4011 } 4012 4013 if(destTrimmedRect.x0 < 0) 4014 { 4015 int xDiff = 0 - destTrimmedRect.x0; 4016 destTrimmedRect.x0 = 0; 4017 sourceTrimmedRect.x0 += xDiff; 4018 } 4019 4020 if(destTrimmedRect.x1 > drawBufferWidth) 4021 { 4022 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 4023 destTrimmedRect.x1 = drawBufferWidth; 4024 sourceTrimmedRect.x1 -= xDiff; 4025 } 4026 4027 if(destTrimmedRect.y0 < 0) 4028 { 4029 int yDiff = 0 - destTrimmedRect.y0; 4030 destTrimmedRect.y0 = 0; 4031 sourceTrimmedRect.y0 += yDiff; 4032 } 4033 4034 if(destTrimmedRect.y1 > drawBufferHeight) 4035 { 4036 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 4037 destTrimmedRect.y1 = drawBufferHeight; 4038 sourceTrimmedRect.y1 -= yDiff; 4039 } 4040 4041 bool partialBufferCopy = false; 4042 4043 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4044 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4045 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4046 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4047 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4048 { 4049 partialBufferCopy = true; 4050 } 4051 4052 bool blitRenderTarget = false; 4053 bool blitDepthStencil = false; 4054 4055 if(mask & GL_COLOR_BUFFER_BIT) 4056 { 4057 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()); 4058 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0); 4059 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType); 4060 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType); 4061 if(!validReadType || !validDrawType) 4062 { 4063 return error(GL_INVALID_OPERATION); 4064 } 4065 4066 if(partialBufferCopy && readBufferSamples > 1) 4067 { 4068 return error(GL_INVALID_OPERATION); 4069 } 4070 4071 blitRenderTarget = true; 4072 } 4073 4074 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4075 { 4076 Renderbuffer *readDSBuffer = nullptr; 4077 Renderbuffer *drawDSBuffer = nullptr; 4078 4079 if(mask & GL_DEPTH_BUFFER_BIT) 4080 { 4081 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4082 { 4083 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType()) 4084 { 4085 return error(GL_INVALID_OPERATION); 4086 } 4087 4088 blitDepthStencil = true; 4089 readDSBuffer = readFramebuffer->getDepthbuffer(); 4090 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4091 } 4092 } 4093 4094 if(mask & GL_STENCIL_BUFFER_BIT) 4095 { 4096 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4097 { 4098 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType()) 4099 { 4100 return error(GL_INVALID_OPERATION); 4101 } 4102 4103 blitDepthStencil = true; 4104 readDSBuffer = readFramebuffer->getStencilbuffer(); 4105 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4106 } 4107 } 4108 4109 if(partialBufferCopy) 4110 { 4111 ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); 4112 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4113 } 4114 4115 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4116 (readDSBuffer && readDSBuffer->getSamples() > 1)) 4117 { 4118 return error(GL_INVALID_OPERATION); 4119 } 4120 } 4121 4122 if(blitRenderTarget || blitDepthStencil) 4123 { 4124 if(blitRenderTarget) 4125 { 4126 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4127 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4128 4129 if(flipX) 4130 { 4131 swap(destRect.x0, destRect.x1); 4132 } 4133 if(flipy) 4134 { 4135 swap(destRect.y0, destRect.y1); 4136 } 4137 4138 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false); 4139 4140 readRenderTarget->release(); 4141 drawRenderTarget->release(); 4142 4143 if(!success) 4144 { 4145 ERR("BlitFramebuffer failed."); 4146 return; 4147 } 4148 } 4149 4150 if(blitDepthStencil) 4151 { 4152 bool success = device->stretchRect(readFramebuffer->getDepthBuffer(), nullptr, drawFramebuffer->getDepthBuffer(), nullptr, false); 4153 4154 if(!success) 4155 { 4156 ERR("BlitFramebuffer failed."); 4157 return; 4158 } 4159 } 4160 } 4161} 4162 4163void Context::bindTexImage(egl::Surface *surface) 4164{ 4165 es2::Texture2D *textureObject = getTexture2D(); 4166 4167 if(textureObject) 4168 { 4169 textureObject->bindTexImage(surface); 4170 } 4171} 4172 4173EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4174{ 4175 GLenum textureTarget = GL_NONE; 4176 4177 switch(target) 4178 { 4179 case EGL_GL_TEXTURE_2D_KHR: 4180 textureTarget = GL_TEXTURE_2D; 4181 break; 4182 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4183 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4184 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4185 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4186 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4187 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4188 textureTarget = GL_TEXTURE_CUBE_MAP; 4189 break; 4190 case EGL_GL_RENDERBUFFER_KHR: 4191 break; 4192 default: 4193 return EGL_BAD_PARAMETER; 4194 } 4195 4196 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4197 { 4198 return EGL_BAD_MATCH; 4199 } 4200 4201 if(textureTarget != GL_NONE) 4202 { 4203 es2::Texture *texture = getTexture(name); 4204 4205 if(!texture || texture->getTarget() != textureTarget) 4206 { 4207 return EGL_BAD_PARAMETER; 4208 } 4209 4210 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4211 { 4212 return EGL_BAD_ACCESS; 4213 } 4214 4215 if(textureLevel != 0 && !texture->isSamplerComplete()) 4216 { 4217 return EGL_BAD_PARAMETER; 4218 } 4219 4220 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4221 { 4222 return EGL_BAD_PARAMETER; 4223 } 4224 } 4225 else if(target == EGL_GL_RENDERBUFFER_KHR) 4226 { 4227 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4228 4229 if(!renderbuffer) 4230 { 4231 return EGL_BAD_PARAMETER; 4232 } 4233 4234 if(renderbuffer->isShared()) // Already an EGLImage sibling 4235 { 4236 return EGL_BAD_ACCESS; 4237 } 4238 } 4239 else UNREACHABLE(target); 4240 4241 return EGL_SUCCESS; 4242} 4243 4244egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4245{ 4246 GLenum textureTarget = GL_NONE; 4247 4248 switch(target) 4249 { 4250 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4251 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4252 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4253 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4254 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4255 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4256 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4257 } 4258 4259 if(textureTarget != GL_NONE) 4260 { 4261 es2::Texture *texture = getTexture(name); 4262 4263 return texture->createSharedImage(textureTarget, textureLevel); 4264 } 4265 else if(target == EGL_GL_RENDERBUFFER_KHR) 4266 { 4267 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4268 4269 return renderbuffer->createSharedImage(); 4270 } 4271 else UNREACHABLE(target); 4272 4273 return nullptr; 4274} 4275 4276egl::Image *Context::getSharedImage(GLeglImageOES image) 4277{ 4278 return display->getSharedImage(image); 4279} 4280 4281Device *Context::getDevice() 4282{ 4283 return device; 4284} 4285 4286const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const 4287{ 4288 // Keep list sorted in following order: 4289 // OES extensions 4290 // EXT extensions 4291 // Vendor extensions 4292 static const GLubyte* extensions[] = { 4293 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture", 4294 (const GLubyte*)"GL_OES_depth24", 4295 (const GLubyte*)"GL_OES_depth32", 4296 (const GLubyte*)"GL_OES_depth_texture", 4297 (const GLubyte*)"GL_OES_depth_texture_cube_map", 4298 (const GLubyte*)"GL_OES_EGL_image", 4299 (const GLubyte*)"GL_OES_EGL_image_external", 4300 (const GLubyte*)"GL_OES_EGL_sync", 4301 (const GLubyte*)"GL_OES_element_index_uint", 4302 (const GLubyte*)"GL_OES_framebuffer_object", 4303 (const GLubyte*)"GL_OES_packed_depth_stencil", 4304 (const GLubyte*)"GL_OES_rgb8_rgba8", 4305 (const GLubyte*)"GL_OES_standard_derivatives", 4306 (const GLubyte*)"GL_OES_texture_float", 4307 (const GLubyte*)"GL_OES_texture_float_linear", 4308 (const GLubyte*)"GL_OES_texture_half_float", 4309 (const GLubyte*)"GL_OES_texture_half_float_linear", 4310 (const GLubyte*)"GL_OES_texture_npot", 4311 (const GLubyte*)"GL_OES_texture_3D", 4312 (const GLubyte*)"GL_EXT_blend_minmax", 4313 (const GLubyte*)"GL_EXT_color_buffer_half_float", 4314 (const GLubyte*)"GL_EXT_draw_buffers", 4315 (const GLubyte*)"GL_EXT_occlusion_query_boolean", 4316 (const GLubyte*)"GL_EXT_read_format_bgra", 4317#if (S3TC_SUPPORT) 4318 (const GLubyte*)"GL_EXT_texture_compression_dxt1", 4319#endif 4320 (const GLubyte*)"GL_EXT_texture_filter_anisotropic", 4321 (const GLubyte*)"GL_EXT_texture_format_BGRA8888", 4322 (const GLubyte*)"GL_ANGLE_framebuffer_blit", 4323 (const GLubyte*)"GL_NV_framebuffer_blit", 4324 (const GLubyte*)"GL_ANGLE_framebuffer_multisample", 4325#if (S3TC_SUPPORT) 4326 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3", 4327 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5", 4328#endif 4329 (const GLubyte*)"GL_NV_fence", 4330 (const GLubyte*)"GL_NV_read_depth", 4331 (const GLubyte*)"GL_EXT_instanced_arrays", 4332 (const GLubyte*)"GL_ANGLE_instanced_arrays", 4333 }; 4334 static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions); 4335 4336 if(numExt) 4337 { 4338 *numExt = numExtensions; 4339 return nullptr; 4340 } 4341 4342 if(index == GL_INVALID_INDEX) 4343 { 4344 static GLubyte* extensionsCat = nullptr; 4345 if(!extensionsCat && (numExtensions > 0)) 4346 { 4347 size_t totalLength = numExtensions; // 1 space between each extension name + terminating null 4348 for(unsigned int i = 0; i < numExtensions; i++) 4349 { 4350 totalLength += strlen(reinterpret_cast<const char*>(extensions[i])); 4351 } 4352 extensionsCat = new GLubyte[totalLength]; 4353 extensionsCat[0] = '\0'; 4354 for(unsigned int i = 0; i < numExtensions; i++) 4355 { 4356 if(i != 0) 4357 { 4358 strcat(reinterpret_cast<char*>(extensionsCat), " "); 4359 } 4360 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i])); 4361 } 4362 } 4363 return extensionsCat; 4364 } 4365 4366 if(index >= numExtensions) 4367 { 4368 return nullptr; 4369 } 4370 4371 return extensions[index]; 4372} 4373 4374} 4375 4376egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion) 4377{ 4378 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4379 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion); 4380} 4381