Context.cpp revision 5a01c18c860e49a9fda7c4a4c1b6824a71ba5ff5
1// SwiftShader Software Renderer 2// 3// Copyright(c) 2005-2013 TransGaming Inc. 4// 5// All rights reserved. No part of this software may be copied, distributed, transmitted, 6// transcribed, stored in a retrieval system, translated into any human or computer 7// language by any means, or disclosed to third parties without the explicit written 8// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express 9// or implied, including but not limited to any patent rights, are granted to you. 10// 11 12// Context.cpp: Implements the es2::Context class, managing all GL state and performing 13// rendering operations. It is the GLES2 specific implementation of EGLContext. 14 15#include "Context.h" 16 17#include "main.h" 18#include "mathutil.h" 19#include "utilities.h" 20#include "ResourceManager.h" 21#include "Buffer.h" 22#include "Fence.h" 23#include "Framebuffer.h" 24#include "Program.h" 25#include "Query.h" 26#include "Renderbuffer.h" 27#include "Sampler.h" 28#include "Shader.h" 29#include "Texture.h" 30#include "TransformFeedback.h" 31#include "VertexArray.h" 32#include "VertexDataManager.h" 33#include "IndexDataManager.h" 34#include "libEGL/Display.h" 35#include "libEGL/Surface.h" 36#include "Common/Half.hpp" 37 38#include <EGL/eglext.h> 39 40#undef near 41#undef far 42 43namespace es2 44{ 45Context::Context(const egl::Config *config, const Context *shareContext, EGLint clientVersion) 46 : mConfig(config), clientVersion(clientVersion) 47{ 48 sw::Context *context = new sw::Context(); 49 device = new es2::Device(context); 50 51 mFenceNameSpace.setBaseHandle(0); 52 53 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 54 55 mState.depthClearValue = 1.0f; 56 mState.stencilClearValue = 0; 57 58 mState.cullFace = false; 59 mState.cullMode = GL_BACK; 60 mState.frontFace = GL_CCW; 61 mState.depthTest = false; 62 mState.depthFunc = GL_LESS; 63 mState.blend = false; 64 mState.sourceBlendRGB = GL_ONE; 65 mState.sourceBlendAlpha = GL_ONE; 66 mState.destBlendRGB = GL_ZERO; 67 mState.destBlendAlpha = GL_ZERO; 68 mState.blendEquationRGB = GL_FUNC_ADD; 69 mState.blendEquationAlpha = GL_FUNC_ADD; 70 mState.blendColor.red = 0; 71 mState.blendColor.green = 0; 72 mState.blendColor.blue = 0; 73 mState.blendColor.alpha = 0; 74 mState.stencilTest = false; 75 mState.stencilFunc = GL_ALWAYS; 76 mState.stencilRef = 0; 77 mState.stencilMask = -1; 78 mState.stencilWritemask = -1; 79 mState.stencilBackFunc = GL_ALWAYS; 80 mState.stencilBackRef = 0; 81 mState.stencilBackMask = - 1; 82 mState.stencilBackWritemask = -1; 83 mState.stencilFail = GL_KEEP; 84 mState.stencilPassDepthFail = GL_KEEP; 85 mState.stencilPassDepthPass = GL_KEEP; 86 mState.stencilBackFail = GL_KEEP; 87 mState.stencilBackPassDepthFail = GL_KEEP; 88 mState.stencilBackPassDepthPass = GL_KEEP; 89 mState.polygonOffsetFill = false; 90 mState.polygonOffsetFactor = 0.0f; 91 mState.polygonOffsetUnits = 0.0f; 92 mState.sampleAlphaToCoverage = false; 93 mState.sampleCoverage = false; 94 mState.sampleCoverageValue = 1.0f; 95 mState.sampleCoverageInvert = false; 96 mState.scissorTest = false; 97 mState.dither = true; 98 mState.primitiveRestartFixedIndex = false; 99 mState.rasterizerDiscard = false; 100 mState.generateMipmapHint = GL_DONT_CARE; 101 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 102 103 mState.lineWidth = 1.0f; 104 105 mState.viewportX = 0; 106 mState.viewportY = 0; 107 mState.viewportWidth = config->mDisplayMode.width; 108 mState.viewportHeight = config->mDisplayMode.height; 109 mState.zNear = 0.0f; 110 mState.zFar = 1.0f; 111 112 mState.scissorX = 0; 113 mState.scissorY = 0; 114 mState.scissorWidth = config->mDisplayMode.width; 115 mState.scissorHeight = config->mDisplayMode.height; 116 117 mState.colorMaskRed = true; 118 mState.colorMaskGreen = true; 119 mState.colorMaskBlue = true; 120 mState.colorMaskAlpha = true; 121 mState.depthMask = true; 122 123 if(shareContext != NULL) 124 { 125 mResourceManager = shareContext->mResourceManager; 126 mResourceManager->addRef(); 127 } 128 else 129 { 130 mResourceManager = new ResourceManager(); 131 } 132 133 // [OpenGL ES 2.0.24] section 3.7 page 83: 134 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 135 // and cube map texture state vectors respectively associated with them. 136 // In order that access to these initial textures not be lost, they are treated as texture 137 // objects all of whose names are 0. 138 139 mTexture2DZero = new Texture2D(0); 140 mTexture3DZero = new Texture3D(0); 141 mTextureCubeMapZero = new TextureCubeMap(0); 142 mTextureExternalZero = new TextureExternal(0); 143 144 mState.activeSampler = 0; 145 bindVertexArray(0); 146 bindArrayBuffer(0); 147 bindElementArrayBuffer(0); 148 bindTextureCubeMap(0); 149 bindTexture2D(0); 150 bindReadFramebuffer(0); 151 bindDrawFramebuffer(0); 152 bindRenderbuffer(0); 153 bindTransformFeedback(0); 154 155 mState.currentProgram = 0; 156 157 mState.packAlignment = 4; 158 mState.unpackAlignment = 4; 159 160 mVertexDataManager = NULL; 161 mIndexDataManager = NULL; 162 163 mInvalidEnum = false; 164 mInvalidValue = false; 165 mInvalidOperation = false; 166 mOutOfMemory = false; 167 mInvalidFramebufferOperation = false; 168 169 mHasBeenCurrent = false; 170 171 markAllStateDirty(); 172} 173 174Context::~Context() 175{ 176 if(mState.currentProgram != 0) 177 { 178 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 179 if(programObject) 180 { 181 programObject->release(); 182 } 183 mState.currentProgram = 0; 184 } 185 186 while(!mFramebufferMap.empty()) 187 { 188 deleteFramebuffer(mFramebufferMap.begin()->first); 189 } 190 191 while(!mFenceMap.empty()) 192 { 193 deleteFence(mFenceMap.begin()->first); 194 } 195 196 while(!mQueryMap.empty()) 197 { 198 deleteQuery(mQueryMap.begin()->first); 199 } 200 201 while(!mVertexArrayMap.empty()) 202 { 203 deleteVertexArray(mVertexArrayMap.begin()->first); 204 } 205 206 while(!mTransformFeedbackMap.empty()) 207 { 208 deleteTransformFeedback(mTransformFeedbackMap.begin()->first); 209 } 210 211 while(!mSamplerMap.empty()) 212 { 213 deleteSampler(mSamplerMap.begin()->first); 214 } 215 216 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 217 { 218 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 219 { 220 mState.samplerTexture[type][sampler] = NULL; 221 } 222 } 223 224 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 225 { 226 mState.vertexAttribute[i].mBoundBuffer = NULL; 227 } 228 229 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 230 { 231 mState.activeQuery[i] = NULL; 232 } 233 234 mState.arrayBuffer = NULL; 235 mState.copyReadBuffer = NULL; 236 mState.copyWriteBuffer = NULL; 237 mState.pixelPackBuffer = NULL; 238 mState.pixelUnpackBuffer = NULL; 239 mState.uniformBuffer = NULL; 240 mState.renderbuffer = NULL; 241 242 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 243 { 244 mState.sampler[i] = NULL; 245 } 246 247 mTexture2DZero = NULL; 248 mTexture3DZero = NULL; 249 mTextureCubeMapZero = NULL; 250 mTextureExternalZero = NULL; 251 252 delete mVertexDataManager; 253 delete mIndexDataManager; 254 255 mResourceManager->release(); 256 delete device; 257} 258 259void Context::makeCurrent(egl::Surface *surface) 260{ 261 if(!mHasBeenCurrent) 262 { 263 mVertexDataManager = new VertexDataManager(this); 264 mIndexDataManager = new IndexDataManager(); 265 266 mState.viewportX = 0; 267 mState.viewportY = 0; 268 mState.viewportWidth = surface->getWidth(); 269 mState.viewportHeight = surface->getHeight(); 270 271 mState.scissorX = 0; 272 mState.scissorY = 0; 273 mState.scissorWidth = surface->getWidth(); 274 mState.scissorHeight = surface->getHeight(); 275 276 mHasBeenCurrent = true; 277 } 278 279 // Wrap the existing resources into GL objects and assign them to the '0' names 280 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 281 egl::Image *depthStencil = surface->getDepthStencil(); 282 283 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 284 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 285 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 286 287 setFramebufferZero(framebufferZero); 288 289 if(defaultRenderTarget) 290 { 291 defaultRenderTarget->release(); 292 } 293 294 if(depthStencil) 295 { 296 depthStencil->release(); 297 } 298 299 markAllStateDirty(); 300} 301 302EGLint Context::getClientVersion() const 303{ 304 return clientVersion; 305} 306 307// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 308void Context::markAllStateDirty() 309{ 310 mAppliedProgramSerial = 0; 311 312 mDepthStateDirty = true; 313 mMaskStateDirty = true; 314 mBlendStateDirty = true; 315 mStencilStateDirty = true; 316 mPolygonOffsetStateDirty = true; 317 mSampleStateDirty = true; 318 mDitherStateDirty = true; 319 mFrontFaceDirty = true; 320} 321 322void Context::setClearColor(float red, float green, float blue, float alpha) 323{ 324 mState.colorClearValue.red = red; 325 mState.colorClearValue.green = green; 326 mState.colorClearValue.blue = blue; 327 mState.colorClearValue.alpha = alpha; 328} 329 330void Context::setClearDepth(float depth) 331{ 332 mState.depthClearValue = depth; 333} 334 335void Context::setClearStencil(int stencil) 336{ 337 mState.stencilClearValue = stencil; 338} 339 340void Context::setCullFace(bool enabled) 341{ 342 mState.cullFace = enabled; 343} 344 345bool Context::isCullFaceEnabled() const 346{ 347 return mState.cullFace; 348} 349 350void Context::setCullMode(GLenum mode) 351{ 352 mState.cullMode = mode; 353} 354 355void Context::setFrontFace(GLenum front) 356{ 357 if(mState.frontFace != front) 358 { 359 mState.frontFace = front; 360 mFrontFaceDirty = true; 361 } 362} 363 364void Context::setDepthTest(bool enabled) 365{ 366 if(mState.depthTest != enabled) 367 { 368 mState.depthTest = enabled; 369 mDepthStateDirty = true; 370 } 371} 372 373bool Context::isDepthTestEnabled() const 374{ 375 return mState.depthTest; 376} 377 378void Context::setDepthFunc(GLenum depthFunc) 379{ 380 if(mState.depthFunc != depthFunc) 381 { 382 mState.depthFunc = depthFunc; 383 mDepthStateDirty = true; 384 } 385} 386 387void Context::setDepthRange(float zNear, float zFar) 388{ 389 mState.zNear = zNear; 390 mState.zFar = zFar; 391} 392 393void Context::setBlend(bool enabled) 394{ 395 if(mState.blend != enabled) 396 { 397 mState.blend = enabled; 398 mBlendStateDirty = true; 399 } 400} 401 402bool Context::isBlendEnabled() const 403{ 404 return mState.blend; 405} 406 407void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 408{ 409 if(mState.sourceBlendRGB != sourceRGB || 410 mState.sourceBlendAlpha != sourceAlpha || 411 mState.destBlendRGB != destRGB || 412 mState.destBlendAlpha != destAlpha) 413 { 414 mState.sourceBlendRGB = sourceRGB; 415 mState.destBlendRGB = destRGB; 416 mState.sourceBlendAlpha = sourceAlpha; 417 mState.destBlendAlpha = destAlpha; 418 mBlendStateDirty = true; 419 } 420} 421 422void Context::setBlendColor(float red, float green, float blue, float alpha) 423{ 424 if(mState.blendColor.red != red || 425 mState.blendColor.green != green || 426 mState.blendColor.blue != blue || 427 mState.blendColor.alpha != alpha) 428 { 429 mState.blendColor.red = red; 430 mState.blendColor.green = green; 431 mState.blendColor.blue = blue; 432 mState.blendColor.alpha = alpha; 433 mBlendStateDirty = true; 434 } 435} 436 437void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 438{ 439 if(mState.blendEquationRGB != rgbEquation || 440 mState.blendEquationAlpha != alphaEquation) 441 { 442 mState.blendEquationRGB = rgbEquation; 443 mState.blendEquationAlpha = alphaEquation; 444 mBlendStateDirty = true; 445 } 446} 447 448void Context::setStencilTest(bool enabled) 449{ 450 if(mState.stencilTest != enabled) 451 { 452 mState.stencilTest = enabled; 453 mStencilStateDirty = true; 454 } 455} 456 457bool Context::isStencilTestEnabled() const 458{ 459 return mState.stencilTest; 460} 461 462void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 463{ 464 if(mState.stencilFunc != stencilFunc || 465 mState.stencilRef != stencilRef || 466 mState.stencilMask != stencilMask) 467 { 468 mState.stencilFunc = stencilFunc; 469 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 470 mState.stencilMask = stencilMask; 471 mStencilStateDirty = true; 472 } 473} 474 475void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 476{ 477 if(mState.stencilBackFunc != stencilBackFunc || 478 mState.stencilBackRef != stencilBackRef || 479 mState.stencilBackMask != stencilBackMask) 480 { 481 mState.stencilBackFunc = stencilBackFunc; 482 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 483 mState.stencilBackMask = stencilBackMask; 484 mStencilStateDirty = true; 485 } 486} 487 488void Context::setStencilWritemask(GLuint stencilWritemask) 489{ 490 if(mState.stencilWritemask != stencilWritemask) 491 { 492 mState.stencilWritemask = stencilWritemask; 493 mStencilStateDirty = true; 494 } 495} 496 497void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 498{ 499 if(mState.stencilBackWritemask != stencilBackWritemask) 500 { 501 mState.stencilBackWritemask = stencilBackWritemask; 502 mStencilStateDirty = true; 503 } 504} 505 506void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 507{ 508 if(mState.stencilFail != stencilFail || 509 mState.stencilPassDepthFail != stencilPassDepthFail || 510 mState.stencilPassDepthPass != stencilPassDepthPass) 511 { 512 mState.stencilFail = stencilFail; 513 mState.stencilPassDepthFail = stencilPassDepthFail; 514 mState.stencilPassDepthPass = stencilPassDepthPass; 515 mStencilStateDirty = true; 516 } 517} 518 519void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 520{ 521 if(mState.stencilBackFail != stencilBackFail || 522 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 523 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 524 { 525 mState.stencilBackFail = stencilBackFail; 526 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 527 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 528 mStencilStateDirty = true; 529 } 530} 531 532void Context::setPolygonOffsetFill(bool enabled) 533{ 534 if(mState.polygonOffsetFill != enabled) 535 { 536 mState.polygonOffsetFill = enabled; 537 mPolygonOffsetStateDirty = true; 538 } 539} 540 541bool Context::isPolygonOffsetFillEnabled() const 542{ 543 return mState.polygonOffsetFill; 544} 545 546void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 547{ 548 if(mState.polygonOffsetFactor != factor || 549 mState.polygonOffsetUnits != units) 550 { 551 mState.polygonOffsetFactor = factor; 552 mState.polygonOffsetUnits = units; 553 mPolygonOffsetStateDirty = true; 554 } 555} 556 557void Context::setSampleAlphaToCoverage(bool enabled) 558{ 559 if(mState.sampleAlphaToCoverage != enabled) 560 { 561 mState.sampleAlphaToCoverage = enabled; 562 mSampleStateDirty = true; 563 } 564} 565 566bool Context::isSampleAlphaToCoverageEnabled() const 567{ 568 return mState.sampleAlphaToCoverage; 569} 570 571void Context::setSampleCoverage(bool enabled) 572{ 573 if(mState.sampleCoverage != enabled) 574 { 575 mState.sampleCoverage = enabled; 576 mSampleStateDirty = true; 577 } 578} 579 580bool Context::isSampleCoverageEnabled() const 581{ 582 return mState.sampleCoverage; 583} 584 585void Context::setSampleCoverageParams(GLclampf value, bool invert) 586{ 587 if(mState.sampleCoverageValue != value || 588 mState.sampleCoverageInvert != invert) 589 { 590 mState.sampleCoverageValue = value; 591 mState.sampleCoverageInvert = invert; 592 mSampleStateDirty = true; 593 } 594} 595 596void Context::setScissorTest(bool enabled) 597{ 598 mState.scissorTest = enabled; 599} 600 601bool Context::isScissorTestEnabled() const 602{ 603 return mState.scissorTest; 604} 605 606void Context::setDither(bool enabled) 607{ 608 if(mState.dither != enabled) 609 { 610 mState.dither = enabled; 611 mDitherStateDirty = true; 612 } 613} 614 615bool Context::isDitherEnabled() const 616{ 617 return mState.dither; 618} 619 620void Context::setPrimitiveRestartFixedIndex(bool enabled) 621{ 622 UNIMPLEMENTED(); 623 mState.primitiveRestartFixedIndex = enabled; 624} 625 626bool Context::isPrimitiveRestartFixedIndexEnabled() const 627{ 628 return mState.primitiveRestartFixedIndex; 629} 630 631void Context::setRasterizerDiscard(bool enabled) 632{ 633 UNIMPLEMENTED(); 634 mState.rasterizerDiscard = enabled; 635} 636 637bool Context::isRasterizerDiscardEnabled() const 638{ 639 return mState.rasterizerDiscard; 640} 641 642void Context::setLineWidth(GLfloat width) 643{ 644 mState.lineWidth = width; 645 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 646} 647 648void Context::setGenerateMipmapHint(GLenum hint) 649{ 650 mState.generateMipmapHint = hint; 651} 652 653void Context::setFragmentShaderDerivativeHint(GLenum hint) 654{ 655 mState.fragmentShaderDerivativeHint = hint; 656 // TODO: Propagate the hint to shader translator so we can write 657 // ddx, ddx_coarse, or ddx_fine depending on the hint. 658 // Ignore for now. It is valid for implementations to ignore hint. 659} 660 661void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 662{ 663 mState.viewportX = x; 664 mState.viewportY = y; 665 mState.viewportWidth = width; 666 mState.viewportHeight = height; 667} 668 669void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 670{ 671 mState.scissorX = x; 672 mState.scissorY = y; 673 mState.scissorWidth = width; 674 mState.scissorHeight = height; 675} 676 677void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 678{ 679 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 680 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 681 { 682 mState.colorMaskRed = red; 683 mState.colorMaskGreen = green; 684 mState.colorMaskBlue = blue; 685 mState.colorMaskAlpha = alpha; 686 mMaskStateDirty = true; 687 } 688} 689 690void Context::setDepthMask(bool mask) 691{ 692 if(mState.depthMask != mask) 693 { 694 mState.depthMask = mask; 695 mMaskStateDirty = true; 696 } 697} 698 699void Context::setActiveSampler(unsigned int active) 700{ 701 mState.activeSampler = active; 702} 703 704GLuint Context::getReadFramebufferName() const 705{ 706 return mState.readFramebuffer; 707} 708 709GLuint Context::getDrawFramebufferName() const 710{ 711 return mState.drawFramebuffer; 712} 713 714GLuint Context::getRenderbufferName() const 715{ 716 return mState.renderbuffer.name(); 717} 718 719GLuint Context::getArrayBufferName() const 720{ 721 return mState.arrayBuffer.name(); 722} 723 724GLuint Context::getElementArrayBufferName() const 725{ 726 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 727 return elementArrayBuffer ? elementArrayBuffer->name : 0; 728} 729 730GLuint Context::getActiveQuery(GLenum target) const 731{ 732 Query *queryObject = NULL; 733 734 switch(target) 735 { 736 case GL_ANY_SAMPLES_PASSED_EXT: 737 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 738 break; 739 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 740 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 741 break; 742 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 743 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 744 break; 745 default: 746 ASSERT(false); 747 } 748 749 if(queryObject) 750 { 751 return queryObject->name; 752 } 753 754 return 0; 755} 756 757void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled) 758{ 759 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 760} 761 762void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 763{ 764 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 765} 766 767const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 768{ 769 return getCurrentVertexArray()->getVertexAttribute(attribNum); 770} 771 772void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 773 GLsizei stride, const void *pointer) 774{ 775 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 776} 777 778const void *Context::getVertexAttribPointer(unsigned int attribNum) const 779{ 780 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 781} 782 783const VertexAttributeArray &Context::getVertexArrayAttributes() 784{ 785 return getCurrentVertexArray()->getVertexAttributes(); 786} 787 788const VertexAttributeArray &Context::getCurrentVertexAttributes() 789{ 790 return mState.vertexAttribute; 791} 792 793void Context::setPackAlignment(GLint alignment) 794{ 795 mState.packAlignment = alignment; 796} 797 798GLint Context::getPackAlignment() const 799{ 800 return mState.packAlignment; 801} 802 803void Context::setUnpackAlignment(GLint alignment) 804{ 805 mState.unpackAlignment = alignment; 806} 807 808GLint Context::getUnpackAlignment() const 809{ 810 return mState.unpackAlignment; 811} 812 813GLuint Context::createBuffer() 814{ 815 return mResourceManager->createBuffer(); 816} 817 818GLuint Context::createProgram() 819{ 820 return mResourceManager->createProgram(); 821} 822 823GLuint Context::createShader(GLenum type) 824{ 825 return mResourceManager->createShader(type); 826} 827 828GLuint Context::createTexture() 829{ 830 return mResourceManager->createTexture(); 831} 832 833GLuint Context::createRenderbuffer() 834{ 835 return mResourceManager->createRenderbuffer(); 836} 837 838// Returns an unused framebuffer name 839GLuint Context::createFramebuffer() 840{ 841 GLuint handle = mFramebufferNameSpace.allocate(); 842 843 mFramebufferMap[handle] = NULL; 844 845 return handle; 846} 847 848GLuint Context::createFence() 849{ 850 GLuint handle = mFenceNameSpace.allocate(); 851 852 mFenceMap[handle] = new Fence; 853 854 return handle; 855} 856 857// Returns an unused query name 858GLuint Context::createQuery() 859{ 860 GLuint handle = mQueryNameSpace.allocate(); 861 862 mQueryMap[handle] = NULL; 863 864 return handle; 865} 866 867// Returns an unused vertex array name 868GLuint Context::createVertexArray() 869{ 870 GLuint handle = mVertexArrayNameSpace.allocate(); 871 872 mVertexArrayMap[handle] = NULL; 873 874 return handle; 875} 876 877// Returns an unused transform feedback name 878GLuint Context::createTransformFeedback() 879{ 880 GLuint handle = mTransformFeedbackNameSpace.allocate(); 881 882 mTransformFeedbackMap[handle] = NULL; 883 884 return handle; 885} 886 887// Returns an unused sampler name 888GLuint Context::createSampler() 889{ 890 GLuint handle = mSamplerNameSpace.allocate(); 891 892 mSamplerMap[handle] = NULL; 893 894 return handle; 895} 896 897void Context::deleteBuffer(GLuint buffer) 898{ 899 if(mResourceManager->getBuffer(buffer)) 900 { 901 detachBuffer(buffer); 902 } 903 904 mResourceManager->deleteBuffer(buffer); 905} 906 907void Context::deleteShader(GLuint shader) 908{ 909 mResourceManager->deleteShader(shader); 910} 911 912void Context::deleteProgram(GLuint program) 913{ 914 mResourceManager->deleteProgram(program); 915} 916 917void Context::deleteTexture(GLuint texture) 918{ 919 if(mResourceManager->getTexture(texture)) 920 { 921 detachTexture(texture); 922 } 923 924 mResourceManager->deleteTexture(texture); 925} 926 927void Context::deleteRenderbuffer(GLuint renderbuffer) 928{ 929 if(mResourceManager->getRenderbuffer(renderbuffer)) 930 { 931 detachRenderbuffer(renderbuffer); 932 } 933 934 mResourceManager->deleteRenderbuffer(renderbuffer); 935} 936 937void Context::deleteFramebuffer(GLuint framebuffer) 938{ 939 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); 940 941 if(framebufferObject != mFramebufferMap.end()) 942 { 943 detachFramebuffer(framebuffer); 944 945 mFramebufferNameSpace.release(framebufferObject->first); 946 delete framebufferObject->second; 947 mFramebufferMap.erase(framebufferObject); 948 } 949} 950 951void Context::deleteFence(GLuint fence) 952{ 953 FenceMap::iterator fenceObject = mFenceMap.find(fence); 954 955 if(fenceObject != mFenceMap.end()) 956 { 957 mFenceNameSpace.release(fenceObject->first); 958 delete fenceObject->second; 959 mFenceMap.erase(fenceObject); 960 } 961} 962 963void Context::deleteQuery(GLuint query) 964{ 965 QueryMap::iterator queryObject = mQueryMap.find(query); 966 967 if(queryObject != mQueryMap.end()) 968 { 969 mQueryNameSpace.release(queryObject->first); 970 971 if(queryObject->second) 972 { 973 queryObject->second->release(); 974 } 975 976 mQueryMap.erase(queryObject); 977 } 978} 979 980void Context::deleteVertexArray(GLuint vertexArray) 981{ 982 VertexArrayMap::iterator vertexArrayObject = mVertexArrayMap.find(vertexArray); 983 984 if(vertexArrayObject != mVertexArrayMap.end()) 985 { 986 // Vertex array detachment is handled by Context, because 0 is a valid 987 // VAO, and a pointer to it must be passed from Context to State at 988 // binding time. 989 990 // [OpenGL ES 3.0.2] section 2.10 page 43: 991 // If a vertex array object that is currently bound is deleted, the binding 992 // for that object reverts to zero and the default vertex array becomes current. 993 if(getCurrentVertexArray()->name == vertexArray) 994 { 995 bindVertexArray(0); 996 } 997 998 mVertexArrayNameSpace.release(vertexArrayObject->first); 999 delete vertexArrayObject->second; 1000 mVertexArrayMap.erase(vertexArrayObject); 1001 } 1002} 1003 1004void Context::deleteTransformFeedback(GLuint transformFeedback) 1005{ 1006 TransformFeedbackMap::iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1007 1008 if(transformFeedbackObject != mTransformFeedbackMap.end()) 1009 { 1010 mTransformFeedbackNameSpace.release(transformFeedbackObject->first); 1011 delete transformFeedbackObject->second; 1012 mTransformFeedbackMap.erase(transformFeedbackObject); 1013 } 1014} 1015 1016void Context::deleteSampler(GLuint sampler) 1017{ 1018 SamplerMap::iterator samplerObject = mSamplerMap.find(sampler); 1019 1020 if(samplerObject != mSamplerMap.end()) 1021 { 1022 mSamplerNameSpace.release(samplerObject->first); 1023 1024 if(samplerObject->second) 1025 { 1026 samplerObject->second->release(); 1027 } 1028 1029 mSamplerMap.erase(samplerObject); 1030 } 1031} 1032 1033Buffer *Context::getBuffer(GLuint handle) const 1034{ 1035 return mResourceManager->getBuffer(handle); 1036} 1037 1038Shader *Context::getShader(GLuint handle) const 1039{ 1040 return mResourceManager->getShader(handle); 1041} 1042 1043Program *Context::getProgram(GLuint handle) const 1044{ 1045 return mResourceManager->getProgram(handle); 1046} 1047 1048Texture *Context::getTexture(GLuint handle) const 1049{ 1050 return mResourceManager->getTexture(handle); 1051} 1052 1053Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1054{ 1055 return mResourceManager->getRenderbuffer(handle); 1056} 1057 1058Framebuffer *Context::getReadFramebuffer() const 1059{ 1060 return getFramebuffer(mState.readFramebuffer); 1061} 1062 1063Framebuffer *Context::getDrawFramebuffer() const 1064{ 1065 return getFramebuffer(mState.drawFramebuffer); 1066} 1067 1068void Context::bindArrayBuffer(unsigned int buffer) 1069{ 1070 mResourceManager->checkBufferAllocation(buffer); 1071 1072 mState.arrayBuffer = getBuffer(buffer); 1073} 1074 1075void Context::bindElementArrayBuffer(unsigned int buffer) 1076{ 1077 mResourceManager->checkBufferAllocation(buffer); 1078 1079 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1080} 1081 1082void Context::bindCopyReadBuffer(GLuint buffer) 1083{ 1084 mResourceManager->checkBufferAllocation(buffer); 1085 1086 mState.copyReadBuffer = getBuffer(buffer); 1087} 1088 1089void Context::bindCopyWriteBuffer(GLuint buffer) 1090{ 1091 mResourceManager->checkBufferAllocation(buffer); 1092 1093 mState.copyWriteBuffer = getBuffer(buffer); 1094} 1095 1096void Context::bindPixelPackBuffer(GLuint buffer) 1097{ 1098 mResourceManager->checkBufferAllocation(buffer); 1099 1100 mState.pixelPackBuffer = getBuffer(buffer); 1101} 1102 1103void Context::bindPixelUnpackBuffer(GLuint buffer) 1104{ 1105 mResourceManager->checkBufferAllocation(buffer); 1106 1107 mState.pixelUnpackBuffer = getBuffer(buffer); 1108} 1109 1110void Context::bindTransformFeedbackBuffer(GLuint buffer) 1111{ 1112 mResourceManager->checkBufferAllocation(buffer); 1113 1114 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1115 1116 if(transformFeedback) 1117 { 1118 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1119 } 1120} 1121 1122void Context::bindUniformBuffer(GLuint buffer) 1123{ 1124 mResourceManager->checkBufferAllocation(buffer); 1125 1126 mState.uniformBuffer = getBuffer(buffer); 1127} 1128 1129void Context::bindTexture2D(GLuint texture) 1130{ 1131 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1132 1133 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1134} 1135 1136void Context::bindTextureCubeMap(GLuint texture) 1137{ 1138 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1139 1140 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1141} 1142 1143void Context::bindTextureExternal(GLuint texture) 1144{ 1145 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1146 1147 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1148} 1149 1150void Context::bindTexture3D(GLuint texture) 1151{ 1152 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1153 1154 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1155} 1156 1157void Context::bindReadFramebuffer(GLuint framebuffer) 1158{ 1159 if(!getFramebuffer(framebuffer)) 1160 { 1161 mFramebufferMap[framebuffer] = new Framebuffer(); 1162 } 1163 1164 mState.readFramebuffer = framebuffer; 1165} 1166 1167void Context::bindDrawFramebuffer(GLuint framebuffer) 1168{ 1169 if(!getFramebuffer(framebuffer)) 1170 { 1171 mFramebufferMap[framebuffer] = new Framebuffer(); 1172 } 1173 1174 mState.drawFramebuffer = framebuffer; 1175} 1176 1177void Context::bindRenderbuffer(GLuint renderbuffer) 1178{ 1179 mState.renderbuffer = getRenderbuffer(renderbuffer); 1180} 1181 1182bool Context::bindVertexArray(GLuint array) 1183{ 1184 VertexArray* vertexArray = getVertexArray(array); 1185 1186 if(!vertexArray) 1187 { 1188 vertexArray = new VertexArray(array); 1189 mVertexArrayMap[array] = vertexArray; 1190 } 1191 1192 mState.vertexArray = array; 1193 1194 return !!vertexArray; 1195} 1196 1197bool Context::bindTransformFeedback(GLuint id) 1198{ 1199 if(!getTransformFeedback(id)) 1200 { 1201 mTransformFeedbackMap[id] = new TransformFeedback(id); 1202 } 1203 1204 mState.transformFeedback = id; 1205 1206 return true; 1207} 1208 1209bool Context::bindSampler(GLuint unit, GLuint sampler) 1210{ 1211 Sampler* samplerObject = getSampler(sampler); 1212 1213 if(sampler) 1214 { 1215 mState.sampler[unit] = samplerObject; 1216 } 1217 1218 return !!samplerObject; 1219} 1220 1221void Context::useProgram(GLuint program) 1222{ 1223 GLuint priorProgram = mState.currentProgram; 1224 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1225 1226 if(priorProgram != program) 1227 { 1228 Program *newProgram = mResourceManager->getProgram(program); 1229 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1230 1231 if(newProgram) 1232 { 1233 newProgram->addRef(); 1234 } 1235 1236 if(oldProgram) 1237 { 1238 oldProgram->release(); 1239 } 1240 } 1241} 1242 1243void Context::beginQuery(GLenum target, GLuint query) 1244{ 1245 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1246 // of zero, if the active query object name for <target> is non-zero (for the 1247 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1248 // the active query for either target is non-zero), if <id> is the name of an 1249 // existing query object whose type does not match <target>, or if <id> is the 1250 // active query object name for any query type, the error INVALID_OPERATION is 1251 // generated. 1252 1253 // Ensure no other queries are active 1254 // NOTE: If other queries than occlusion are supported, we will need to check 1255 // separately that: 1256 // a) The query ID passed is not the current active query for any target/type 1257 // b) There are no active queries for the requested target (and in the case 1258 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1259 // no query may be active for either if glBeginQuery targets either. 1260 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1261 { 1262 if(mState.activeQuery[i] != NULL) 1263 { 1264 return error(GL_INVALID_OPERATION); 1265 } 1266 } 1267 1268 QueryType qType; 1269 switch(target) 1270 { 1271 case GL_ANY_SAMPLES_PASSED_EXT: 1272 qType = QUERY_ANY_SAMPLES_PASSED; 1273 break; 1274 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1275 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1276 break; 1277 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1278 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1279 break; 1280 default: 1281 ASSERT(false); 1282 } 1283 1284 Query *queryObject = createQuery(query, target); 1285 1286 // Check that name was obtained with glGenQueries 1287 if(!queryObject) 1288 { 1289 return error(GL_INVALID_OPERATION); 1290 } 1291 1292 // Check for type mismatch 1293 if(queryObject->getType() != target) 1294 { 1295 return error(GL_INVALID_OPERATION); 1296 } 1297 1298 // Set query as active for specified target 1299 mState.activeQuery[qType] = queryObject; 1300 1301 // Begin query 1302 queryObject->begin(); 1303} 1304 1305void Context::endQuery(GLenum target) 1306{ 1307 QueryType qType; 1308 1309 switch(target) 1310 { 1311 case GL_ANY_SAMPLES_PASSED_EXT: 1312 qType = QUERY_ANY_SAMPLES_PASSED; 1313 break; 1314 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1315 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1316 break; 1317 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1318 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1319 break; 1320 default: 1321 ASSERT(false); 1322 } 1323 1324 Query *queryObject = mState.activeQuery[qType]; 1325 1326 if(queryObject == NULL) 1327 { 1328 return error(GL_INVALID_OPERATION); 1329 } 1330 1331 queryObject->end(); 1332 1333 mState.activeQuery[qType] = NULL; 1334} 1335 1336void Context::setFramebufferZero(Framebuffer *buffer) 1337{ 1338 delete mFramebufferMap[0]; 1339 mFramebufferMap[0] = buffer; 1340} 1341 1342void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1343{ 1344 Renderbuffer *renderbufferObject = mState.renderbuffer; 1345 renderbufferObject->setStorage(renderbuffer); 1346} 1347 1348Framebuffer *Context::getFramebuffer(unsigned int handle) const 1349{ 1350 FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle); 1351 1352 if(framebuffer == mFramebufferMap.end()) 1353 { 1354 return NULL; 1355 } 1356 else 1357 { 1358 return framebuffer->second; 1359 } 1360} 1361 1362Fence *Context::getFence(unsigned int handle) const 1363{ 1364 FenceMap::const_iterator fence = mFenceMap.find(handle); 1365 1366 if(fence == mFenceMap.end()) 1367 { 1368 return NULL; 1369 } 1370 else 1371 { 1372 return fence->second; 1373 } 1374} 1375 1376Query *Context::getQuery(unsigned int handle) const 1377{ 1378 QueryMap::const_iterator query = mQueryMap.find(handle); 1379 1380 if(query == mQueryMap.end()) 1381 { 1382 return NULL; 1383 } 1384 else 1385 { 1386 return query->second; 1387 } 1388} 1389 1390Query *Context::createQuery(unsigned int handle, GLenum type) 1391{ 1392 QueryMap::iterator query = mQueryMap.find(handle); 1393 1394 if(query == mQueryMap.end()) 1395 { 1396 return NULL; 1397 } 1398 else 1399 { 1400 if(!query->second) 1401 { 1402 query->second = new Query(handle, type); 1403 query->second->addRef(); 1404 } 1405 1406 return query->second; 1407 } 1408} 1409 1410VertexArray *Context::getVertexArray(GLuint array) const 1411{ 1412 VertexArrayMap::const_iterator vertexArray = mVertexArrayMap.find(array); 1413 1414 return (vertexArray == mVertexArrayMap.end()) ? NULL : vertexArray->second; 1415} 1416 1417VertexArray *Context::getCurrentVertexArray() const 1418{ 1419 return getVertexArray(mState.vertexArray); 1420} 1421 1422bool Context::hasZeroDivisor() const 1423{ 1424 // Verify there is at least one active attribute with a divisor of zero 1425 es2::Program *programObject = getCurrentProgram(); 1426 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1427 { 1428 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1429 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1430 { 1431 return true; 1432 } 1433 } 1434 1435 return false; 1436} 1437 1438TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1439{ 1440 TransformFeedbackMap::const_iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1441 1442 return (transformFeedbackObject == mTransformFeedbackMap.end()) ? NULL : transformFeedbackObject->second; 1443} 1444 1445Sampler *Context::getSampler(GLuint sampler) const 1446{ 1447 SamplerMap::const_iterator samplerObject = mSamplerMap.find(sampler); 1448 1449 return (samplerObject == mSamplerMap.end()) ? NULL : samplerObject->second; 1450} 1451 1452Buffer *Context::getArrayBuffer() const 1453{ 1454 return mState.arrayBuffer; 1455} 1456 1457Buffer *Context::getElementArrayBuffer() const 1458{ 1459 return getCurrentVertexArray()->getElementArrayBuffer(); 1460} 1461 1462Buffer *Context::getCopyReadBuffer() const 1463{ 1464 return mState.copyReadBuffer; 1465} 1466 1467Buffer *Context::getCopyWriteBuffer() const 1468{ 1469 return mState.copyWriteBuffer; 1470} 1471 1472Buffer *Context::getPixelPackBuffer() const 1473{ 1474 return mState.pixelPackBuffer; 1475} 1476 1477Buffer *Context::getPixelUnpackBuffer() const 1478{ 1479 return mState.pixelUnpackBuffer; 1480} 1481 1482Buffer *Context::getUniformBuffer() const 1483{ 1484 return mState.uniformBuffer; 1485} 1486 1487bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1488{ 1489 switch(target) 1490 { 1491 case GL_ARRAY_BUFFER: 1492 *buffer = getArrayBuffer(); 1493 break; 1494 case GL_ELEMENT_ARRAY_BUFFER: 1495 *buffer = getElementArrayBuffer(); 1496 break; 1497 case GL_COPY_READ_BUFFER: 1498 if(clientVersion >= 3) 1499 { 1500 *buffer = getCopyReadBuffer(); 1501 break; 1502 } 1503 else return false; 1504 case GL_COPY_WRITE_BUFFER: 1505 if(clientVersion >= 3) 1506 { 1507 *buffer = getCopyWriteBuffer(); 1508 break; 1509 } 1510 else return false; 1511 case GL_PIXEL_PACK_BUFFER: 1512 if(clientVersion >= 3) 1513 { 1514 *buffer = getPixelPackBuffer(); 1515 break; 1516 } 1517 else return false; 1518 case GL_PIXEL_UNPACK_BUFFER: 1519 if(clientVersion >= 3) 1520 { 1521 *buffer = getPixelUnpackBuffer(); 1522 break; 1523 } 1524 else return false; 1525 case GL_TRANSFORM_FEEDBACK_BUFFER: 1526 if(clientVersion >= 3) 1527 { 1528 TransformFeedback* transformFeedback = getTransformFeedback(); 1529 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1530 break; 1531 } 1532 else return false; 1533 case GL_UNIFORM_BUFFER: 1534 if(clientVersion >= 3) 1535 { 1536 *buffer = getUniformBuffer(); 1537 break; 1538 } 1539 else return false; 1540 default: 1541 return false; 1542 } 1543 return true; 1544} 1545 1546TransformFeedback *Context::getTransformFeedback() const 1547{ 1548 return getTransformFeedback(mState.transformFeedback); 1549} 1550 1551Program *Context::getCurrentProgram() const 1552{ 1553 return mResourceManager->getProgram(mState.currentProgram); 1554} 1555 1556Texture2D *Context::getTexture2D() const 1557{ 1558 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1559} 1560 1561Texture3D *Context::getTexture3D() const 1562{ 1563 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1564} 1565 1566TextureCubeMap *Context::getTextureCubeMap() const 1567{ 1568 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1569} 1570 1571TextureExternal *Context::getTextureExternal() const 1572{ 1573 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1574} 1575 1576Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1577{ 1578 GLuint texid = mState.samplerTexture[type][sampler].name(); 1579 1580 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1581 { 1582 switch (type) 1583 { 1584 case TEXTURE_2D: return mTexture2DZero; 1585 case TEXTURE_3D: return mTexture3DZero; 1586 case TEXTURE_CUBE: return mTextureCubeMapZero; 1587 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1588 default: UNREACHABLE(); 1589 } 1590 } 1591 1592 return mState.samplerTexture[type][sampler]; 1593} 1594 1595bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1596{ 1597 switch (pname) 1598 { 1599 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1600 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1601 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1602 case GL_COLOR_WRITEMASK: 1603 params[0] = mState.colorMaskRed; 1604 params[1] = mState.colorMaskGreen; 1605 params[2] = mState.colorMaskBlue; 1606 params[3] = mState.colorMaskAlpha; 1607 break; 1608 case GL_CULL_FACE: *params = mState.cullFace; break; 1609 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break; 1610 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break; 1611 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break; 1612 case GL_SCISSOR_TEST: *params = mState.scissorTest; break; 1613 case GL_STENCIL_TEST: *params = mState.stencilTest; break; 1614 case GL_DEPTH_TEST: *params = mState.depthTest; break; 1615 case GL_BLEND: *params = mState.blend; break; 1616 case GL_DITHER: *params = mState.dither; break; 1617 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndex; break; 1618 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscard; break; 1619 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1620 { 1621 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1622 if(transformFeedback) 1623 { 1624 *params = transformFeedback->isActive(); 1625 break; 1626 } 1627 else return false; 1628 } 1629 case GL_TRANSFORM_FEEDBACK_PAUSED: 1630 { 1631 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1632 if(transformFeedback) 1633 { 1634 *params = transformFeedback->isPaused(); 1635 break; 1636 } 1637 else return false; 1638 } 1639 default: 1640 return false; 1641 } 1642 1643 return true; 1644} 1645 1646bool Context::getFloatv(GLenum pname, GLfloat *params) const 1647{ 1648 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1649 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1650 // GetIntegerv as its native query function. As it would require conversion in any 1651 // case, this should make no difference to the calling application. 1652 switch (pname) 1653 { 1654 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1655 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1656 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1657 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1658 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1659 case GL_ALIASED_LINE_WIDTH_RANGE: 1660 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1661 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1662 break; 1663 case GL_ALIASED_POINT_SIZE_RANGE: 1664 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1665 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1666 break; 1667 case GL_DEPTH_RANGE: 1668 params[0] = mState.zNear; 1669 params[1] = mState.zFar; 1670 break; 1671 case GL_COLOR_CLEAR_VALUE: 1672 params[0] = mState.colorClearValue.red; 1673 params[1] = mState.colorClearValue.green; 1674 params[2] = mState.colorClearValue.blue; 1675 params[3] = mState.colorClearValue.alpha; 1676 break; 1677 case GL_BLEND_COLOR: 1678 params[0] = mState.blendColor.red; 1679 params[1] = mState.blendColor.green; 1680 params[2] = mState.blendColor.blue; 1681 params[3] = mState.blendColor.alpha; 1682 break; 1683 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1684 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1685 break; 1686 default: 1687 return false; 1688 } 1689 1690 return true; 1691} 1692 1693template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1694template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1695 1696template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1697{ 1698 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1699 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1700 // GetIntegerv as its native query function. As it would require conversion in any 1701 // case, this should make no difference to the calling application. You may find it in 1702 // Context::getFloatv. 1703 switch (pname) 1704 { 1705 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break; 1706 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break; 1707 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break; 1708 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; 1709 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break; 1710 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break; 1711 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break; 1712 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break; 1713 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; 1714 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; 1715 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); break; 1716 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); break; 1717// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1718 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; 1719 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; 1720 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); break; 1721 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; 1722 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1723 case GL_UNPACK_ALIGNMENT: *params = mState.unpackAlignment; break; 1724 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1725 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; 1726 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1727 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1728 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1729 case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break; 1730 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; 1731 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; 1732 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break; 1733 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1734 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1735 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1736 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; 1737 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; 1738 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; 1739 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1740 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; 1741 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; 1742 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; 1743 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; 1744 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; 1745 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; 1746 case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break; 1747 case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break; 1748 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1749 case GL_SUBPIXEL_BITS: *params = 4; break; 1750 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1751 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break; 1752 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1753 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break; 1754 case GL_SAMPLE_BUFFERS: 1755 case GL_SAMPLES: 1756 { 1757 Framebuffer *framebuffer = getDrawFramebuffer(); 1758 int width, height, samples; 1759 1760 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1761 { 1762 switch(pname) 1763 { 1764 case GL_SAMPLE_BUFFERS: 1765 if(samples > 1) 1766 { 1767 *params = 1; 1768 } 1769 else 1770 { 1771 *params = 0; 1772 } 1773 break; 1774 case GL_SAMPLES: 1775 *params = samples & ~1; 1776 break; 1777 } 1778 } 1779 else 1780 { 1781 *params = 0; 1782 } 1783 } 1784 break; 1785 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 1786 { 1787 Framebuffer *framebuffer = getReadFramebuffer(); 1788 *params = framebuffer->getImplementationColorReadType(); 1789 } 1790 break; 1791 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 1792 { 1793 Framebuffer *framebuffer = getReadFramebuffer(); 1794 *params = framebuffer->getImplementationColorReadFormat(); 1795 } 1796 break; 1797 case GL_MAX_VIEWPORT_DIMS: 1798 { 1799 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 1800 params[0] = maxDimension; 1801 params[1] = maxDimension; 1802 } 1803 break; 1804 case GL_COMPRESSED_TEXTURE_FORMATS: 1805 { 1806 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 1807 { 1808 params[i] = compressedTextureFormats[i]; 1809 } 1810 } 1811 break; 1812 case GL_VIEWPORT: 1813 params[0] = mState.viewportX; 1814 params[1] = mState.viewportY; 1815 params[2] = mState.viewportWidth; 1816 params[3] = mState.viewportHeight; 1817 break; 1818 case GL_SCISSOR_BOX: 1819 params[0] = mState.scissorX; 1820 params[1] = mState.scissorY; 1821 params[2] = mState.scissorWidth; 1822 params[3] = mState.scissorHeight; 1823 break; 1824 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 1825 case GL_FRONT_FACE: *params = mState.frontFace; break; 1826 case GL_RED_BITS: 1827 case GL_GREEN_BITS: 1828 case GL_BLUE_BITS: 1829 case GL_ALPHA_BITS: 1830 { 1831 Framebuffer *framebuffer = getDrawFramebuffer(); 1832 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(); 1833 1834 if(colorbuffer) 1835 { 1836 switch (pname) 1837 { 1838 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 1839 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 1840 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 1841 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 1842 } 1843 } 1844 else 1845 { 1846 *params = 0; 1847 } 1848 } 1849 break; 1850 case GL_DEPTH_BITS: 1851 { 1852 Framebuffer *framebuffer = getDrawFramebuffer(); 1853 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 1854 1855 if(depthbuffer) 1856 { 1857 *params = depthbuffer->getDepthSize(); 1858 } 1859 else 1860 { 1861 *params = 0; 1862 } 1863 } 1864 break; 1865 case GL_STENCIL_BITS: 1866 { 1867 Framebuffer *framebuffer = getDrawFramebuffer(); 1868 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 1869 1870 if(stencilbuffer) 1871 { 1872 *params = stencilbuffer->getStencilSize(); 1873 } 1874 else 1875 { 1876 *params = 0; 1877 } 1878 } 1879 break; 1880 case GL_TEXTURE_BINDING_2D: 1881 { 1882 if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 1883 { 1884 error(GL_INVALID_OPERATION); 1885 return false; 1886 } 1887 1888 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 1889 } 1890 break; 1891 case GL_TEXTURE_BINDING_CUBE_MAP: 1892 { 1893 if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 1894 { 1895 error(GL_INVALID_OPERATION); 1896 return false; 1897 } 1898 1899 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 1900 } 1901 break; 1902 case GL_TEXTURE_BINDING_EXTERNAL_OES: 1903 { 1904 if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 1905 { 1906 error(GL_INVALID_OPERATION); 1907 return false; 1908 } 1909 1910 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 1911 } 1912 break; 1913 case GL_TEXTURE_BINDING_3D_OES: 1914 case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0 1915 { 1916 if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 1917 { 1918 error(GL_INVALID_OPERATION); 1919 return false; 1920 } 1921 1922 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 1923 } 1924 break; 1925 case GL_COPY_READ_BUFFER_BINDING: // name, initially 0 1926 if(clientVersion >= 3) 1927 { 1928 *params = mState.copyReadBuffer.name(); 1929 } 1930 else 1931 { 1932 return false; 1933 } 1934 break; 1935 case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0 1936 if(clientVersion >= 3) 1937 { 1938 *params = mState.copyWriteBuffer.name(); 1939 } 1940 else 1941 { 1942 return false; 1943 } 1944 break; 1945 case GL_DRAW_BUFFER0: // symbolic constant, initial value is GL_BACK 1946 UNIMPLEMENTED(); 1947 *params = GL_BACK; 1948 break; 1949 case GL_DRAW_BUFFER1: // symbolic constant, initial value is GL_NONE 1950 case GL_DRAW_BUFFER2: 1951 case GL_DRAW_BUFFER3: 1952 case GL_DRAW_BUFFER4: 1953 case GL_DRAW_BUFFER5: 1954 case GL_DRAW_BUFFER6: 1955 case GL_DRAW_BUFFER7: 1956 case GL_DRAW_BUFFER8: 1957 case GL_DRAW_BUFFER9: 1958 case GL_DRAW_BUFFER10: 1959 case GL_DRAW_BUFFER11: 1960 case GL_DRAW_BUFFER12: 1961 case GL_DRAW_BUFFER13: 1962 case GL_DRAW_BUFFER14: 1963 case GL_DRAW_BUFFER15: 1964 UNIMPLEMENTED(); 1965 *params = GL_NONE; 1966 break; 1967 case GL_MAJOR_VERSION: // integer, at least 3 1968 UNIMPLEMENTED(); 1969 *params = 3; 1970 break; 1971 case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048 1972 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 1973 break; 1974 case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048 1975 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 1976 break; 1977 case GL_MAX_COLOR_ATTACHMENTS: // integer, at least 8 1978 UNIMPLEMENTED(); 1979 *params = IMPLEMENTATION_MAX_COLOR_ATTACHMENTS; 1980 break; 1981 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048 1982 UNIMPLEMENTED(); 1983 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 1984 break; 1985 case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70 1986 UNIMPLEMENTED(); 1987 *params = 70; 1988 break; 1989 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176 1990 UNIMPLEMENTED(); 1991 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 1992 break; 1993 case GL_MAX_DRAW_BUFFERS: // integer, at least 8 1994 UNIMPLEMENTED(); 1995 *params = IMPLEMENTATION_MAX_DRAW_BUFFERS; 1996 break; 1997 case GL_MAX_ELEMENT_INDEX: 1998 *params = MAX_ELEMENT_INDEX; 1999 break; 2000 case GL_MAX_ELEMENTS_INDICES: 2001 *params = MAX_ELEMENTS_INDICES; 2002 break; 2003 case GL_MAX_ELEMENTS_VERTICES: 2004 *params = MAX_ELEMENTS_VERTICES; 2005 break; 2006 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128 2007 UNIMPLEMENTED(); 2008 *params = 128; 2009 break; 2010 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12 2011 UNIMPLEMENTED(); 2012 *params = 12; 2013 break; 2014 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 1024 2015 UNIMPLEMENTED(); 2016 *params = 1024; 2017 break; 2018 case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7 2019 UNIMPLEMENTED(); 2020 *params = 7; 2021 break; 2022 case GL_MAX_SERVER_WAIT_TIMEOUT: // integer 2023 UNIMPLEMENTED(); 2024 *params = 0; 2025 break; 2026 case GL_MAX_TEXTURE_LOD_BIAS: // integer, at least 2.0 2027 UNIMPLEMENTED(); 2028 *params = 2; 2029 break; 2030 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64 2031 UNIMPLEMENTED(); 2032 *params = 64; 2033 break; 2034 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4 2035 UNIMPLEMENTED(); 2036 *params = IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2037 break; 2038 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4 2039 UNIMPLEMENTED(); 2040 *params = 4; 2041 break; 2042 case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384 2043 UNIMPLEMENTED(); 2044 *params = 16384; 2045 break; 2046 case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 36 2047 UNIMPLEMENTED(); 2048 *params = IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; 2049 break; 2050 case GL_MAX_VARYING_COMPONENTS: // integer, at least 60 2051 UNIMPLEMENTED(); 2052 *params = 60; 2053 break; 2054 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer, at least 64 2055 UNIMPLEMENTED(); 2056 *params = 64; 2057 break; 2058 case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer, at least 12 2059 UNIMPLEMENTED(); 2060 *params = 12; 2061 break; 2062 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer, at least 1024 2063 UNIMPLEMENTED(); 2064 *params = 1024; 2065 break; 2066 case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8 2067 UNIMPLEMENTED(); 2068 *params = -8; 2069 break; 2070 case GL_MINOR_VERSION: // integer 2071 UNIMPLEMENTED(); 2072 *params = 0; 2073 break; 2074 case GL_NUM_EXTENSIONS: // integer 2075 GLuint numExtensions; 2076 getExtensions(0, &numExtensions); 2077 *params = numExtensions; 2078 break; 2079 case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0 2080 UNIMPLEMENTED(); 2081 *params = 0; 2082 break; 2083 case GL_PACK_ROW_LENGTH: // integer, initially 0 2084 UNIMPLEMENTED(); 2085 *params = 0; 2086 break; 2087 case GL_PACK_SKIP_PIXELS: // integer, initially 0 2088 UNIMPLEMENTED(); 2089 *params = 0; 2090 break; 2091 case GL_PACK_SKIP_ROWS: // integer, initially 0 2092 UNIMPLEMENTED(); 2093 *params = 0; 2094 break; 2095 case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0 2096 if(clientVersion >= 3) 2097 { 2098 *params = mState.pixelPackBuffer.name(); 2099 } 2100 else 2101 { 2102 return false; 2103 } 2104 break; 2105 case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0 2106 if(clientVersion >= 3) 2107 { 2108 *params = mState.pixelUnpackBuffer.name(); 2109 } 2110 else 2111 { 2112 return false; 2113 } 2114 break; 2115 case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS] 2116 UNIMPLEMENTED(); 2117 *params = 0; 2118 break; 2119 case GL_READ_BUFFER: // symbolic constant, initial value is GL_BACK 2120 UNIMPLEMENTED(); 2121 *params = GL_BACK; 2122 break; 2123 case GL_SAMPLER_BINDING: // GLint, default 0 2124 UNIMPLEMENTED(); 2125 *params = 0; 2126 break; 2127 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2128 if(clientVersion >= 3) 2129 { 2130 *params = mState.uniformBuffer.name(); 2131 } 2132 else 2133 { 2134 return false; 2135 } 2136 break; 2137 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1 2138 UNIMPLEMENTED(); 2139 *params = IMPLEMENTATION_UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2140 break; 2141 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2142 UNIMPLEMENTED(); 2143 *params = 0; 2144 break; 2145 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2146 UNIMPLEMENTED(); 2147 *params = 0; 2148 break; 2149 case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0 2150 UNIMPLEMENTED(); 2151 *params = 0; 2152 break; 2153 case GL_UNPACK_ROW_LENGTH: // integer, initially 0 2154 UNIMPLEMENTED(); 2155 *params = 0; 2156 break; 2157 case GL_UNPACK_SKIP_IMAGES: // integer, initially 0 2158 UNIMPLEMENTED(); 2159 *params = 0; 2160 break; 2161 case GL_UNPACK_SKIP_PIXELS: // integer, initially 0 2162 UNIMPLEMENTED(); 2163 *params = 0; 2164 break; 2165 case GL_UNPACK_SKIP_ROWS: // integer, initially 0 2166 UNIMPLEMENTED(); 2167 *params = 0; 2168 break; 2169 case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0 2170 *params = getCurrentVertexArray()->name; 2171 break; 2172 default: 2173 return false; 2174 } 2175 2176 return true; 2177} 2178 2179template bool Context::getTransformFeedbackiv<GLint>(GLuint xfb, GLenum pname, GLint *param) const; 2180template bool Context::getTransformFeedbackiv<GLint64>(GLuint xfb, GLenum pname, GLint64 *param) const; 2181 2182template<typename T> bool Context::getTransformFeedbackiv(GLuint xfb, GLenum pname, T *param) const 2183{ 2184 UNIMPLEMENTED(); 2185 2186 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2187 if(!transformFeedback) 2188 { 2189 return false; 2190 } 2191 2192 switch(pname) 2193 { 2194 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2195 *param = 0; 2196 break; 2197 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2198 *param = transformFeedback->isActive(); 2199 break; 2200 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2201 *param = transformFeedback->name; 2202 break; 2203 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2204 *param = transformFeedback->isPaused(); 2205 break; 2206 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2207 if(transformFeedback->getGenericBuffer()) 2208 { 2209 *param = transformFeedback->getGenericBuffer()->size(); 2210 break; 2211 } 2212 else return false; 2213 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2214 *param = 0; 2215 break; 2216 default: 2217 return false; 2218 } 2219 2220 return true; 2221} 2222 2223bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2224{ 2225 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2226 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2227 // to the fact that it is stored internally as a float, and so would require conversion 2228 // if returned from Context::getIntegerv. Since this conversion is already implemented 2229 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2230 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2231 // application. 2232 switch (pname) 2233 { 2234 case GL_COMPRESSED_TEXTURE_FORMATS: 2235 { 2236 *type = GL_INT; 2237 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2238 } 2239 break; 2240 case GL_SHADER_BINARY_FORMATS: 2241 { 2242 *type = GL_INT; 2243 *numParams = 0; 2244 } 2245 break; 2246 case GL_MAX_VERTEX_ATTRIBS: 2247 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2248 case GL_MAX_VARYING_VECTORS: 2249 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2250 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2251 case GL_MAX_TEXTURE_IMAGE_UNITS: 2252 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2253 case GL_MAX_RENDERBUFFER_SIZE: 2254 case GL_NUM_SHADER_BINARY_FORMATS: 2255 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2256 case GL_ARRAY_BUFFER_BINDING: 2257 case GL_FRAMEBUFFER_BINDING: 2258 case GL_RENDERBUFFER_BINDING: 2259 case GL_CURRENT_PROGRAM: 2260 case GL_PACK_ALIGNMENT: 2261 case GL_UNPACK_ALIGNMENT: 2262 case GL_GENERATE_MIPMAP_HINT: 2263 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2264 case GL_RED_BITS: 2265 case GL_GREEN_BITS: 2266 case GL_BLUE_BITS: 2267 case GL_ALPHA_BITS: 2268 case GL_DEPTH_BITS: 2269 case GL_STENCIL_BITS: 2270 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2271 case GL_CULL_FACE_MODE: 2272 case GL_FRONT_FACE: 2273 case GL_ACTIVE_TEXTURE: 2274 case GL_STENCIL_FUNC: 2275 case GL_STENCIL_VALUE_MASK: 2276 case GL_STENCIL_REF: 2277 case GL_STENCIL_FAIL: 2278 case GL_STENCIL_PASS_DEPTH_FAIL: 2279 case GL_STENCIL_PASS_DEPTH_PASS: 2280 case GL_STENCIL_BACK_FUNC: 2281 case GL_STENCIL_BACK_VALUE_MASK: 2282 case GL_STENCIL_BACK_REF: 2283 case GL_STENCIL_BACK_FAIL: 2284 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2285 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2286 case GL_DEPTH_FUNC: 2287 case GL_BLEND_SRC_RGB: 2288 case GL_BLEND_SRC_ALPHA: 2289 case GL_BLEND_DST_RGB: 2290 case GL_BLEND_DST_ALPHA: 2291 case GL_BLEND_EQUATION_RGB: 2292 case GL_BLEND_EQUATION_ALPHA: 2293 case GL_STENCIL_WRITEMASK: 2294 case GL_STENCIL_BACK_WRITEMASK: 2295 case GL_STENCIL_CLEAR_VALUE: 2296 case GL_SUBPIXEL_BITS: 2297 case GL_MAX_TEXTURE_SIZE: 2298 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2299 case GL_SAMPLE_BUFFERS: 2300 case GL_SAMPLES: 2301 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2302 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2303 case GL_TEXTURE_BINDING_2D: 2304 case GL_TEXTURE_BINDING_CUBE_MAP: 2305 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2306 case GL_TEXTURE_BINDING_3D_OES: 2307 case GL_COPY_READ_BUFFER_BINDING: 2308 case GL_COPY_WRITE_BUFFER_BINDING: 2309 case GL_DRAW_BUFFER0: 2310 case GL_DRAW_BUFFER1: 2311 case GL_DRAW_BUFFER2: 2312 case GL_DRAW_BUFFER3: 2313 case GL_DRAW_BUFFER4: 2314 case GL_DRAW_BUFFER5: 2315 case GL_DRAW_BUFFER6: 2316 case GL_DRAW_BUFFER7: 2317 case GL_DRAW_BUFFER8: 2318 case GL_DRAW_BUFFER9: 2319 case GL_DRAW_BUFFER10: 2320 case GL_DRAW_BUFFER11: 2321 case GL_DRAW_BUFFER12: 2322 case GL_DRAW_BUFFER13: 2323 case GL_DRAW_BUFFER14: 2324 case GL_DRAW_BUFFER15: 2325 case GL_MAJOR_VERSION: 2326 case GL_MAX_3D_TEXTURE_SIZE: 2327 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2328 case GL_MAX_COLOR_ATTACHMENTS: 2329 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2330 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2331 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2332 case GL_MAX_DRAW_BUFFERS: 2333 case GL_MAX_ELEMENT_INDEX: 2334 case GL_MAX_ELEMENTS_INDICES: 2335 case GL_MAX_ELEMENTS_VERTICES: 2336 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2337 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2338 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2339 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2340 case GL_MAX_SERVER_WAIT_TIMEOUT: 2341 case GL_MAX_TEXTURE_LOD_BIAS: 2342 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2343 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2344 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2345 case GL_MAX_UNIFORM_BLOCK_SIZE: 2346 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2347 case GL_MAX_VARYING_COMPONENTS: 2348 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2349 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2350 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2351 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2352 case GL_MINOR_VERSION: 2353 case GL_NUM_EXTENSIONS: 2354 case GL_NUM_PROGRAM_BINARY_FORMATS: 2355 case GL_PACK_ROW_LENGTH: 2356 case GL_PACK_SKIP_PIXELS: 2357 case GL_PACK_SKIP_ROWS: 2358 case GL_PIXEL_PACK_BUFFER_BINDING: 2359 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2360 case GL_PROGRAM_BINARY_FORMATS: 2361 case GL_READ_BUFFER: 2362 case GL_SAMPLER_BINDING: 2363 case GL_TEXTURE_BINDING_2D_ARRAY: 2364 case GL_UNIFORM_BUFFER_BINDING: 2365 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2366 case GL_UNIFORM_BUFFER_SIZE: 2367 case GL_UNIFORM_BUFFER_START: 2368 case GL_UNPACK_IMAGE_HEIGHT: 2369 case GL_UNPACK_ROW_LENGTH: 2370 case GL_UNPACK_SKIP_IMAGES: 2371 case GL_UNPACK_SKIP_PIXELS: 2372 case GL_UNPACK_SKIP_ROWS: 2373 case GL_VERTEX_ARRAY_BINDING: 2374 { 2375 *type = GL_INT; 2376 *numParams = 1; 2377 } 2378 break; 2379 case GL_MAX_SAMPLES_ANGLE: 2380 { 2381 *type = GL_INT; 2382 *numParams = 1; 2383 } 2384 break; 2385 case GL_MAX_VIEWPORT_DIMS: 2386 { 2387 *type = GL_INT; 2388 *numParams = 2; 2389 } 2390 break; 2391 case GL_VIEWPORT: 2392 case GL_SCISSOR_BOX: 2393 { 2394 *type = GL_INT; 2395 *numParams = 4; 2396 } 2397 break; 2398 case GL_SHADER_COMPILER: 2399 case GL_SAMPLE_COVERAGE_INVERT: 2400 case GL_DEPTH_WRITEMASK: 2401 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2402 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2403 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2404 case GL_SAMPLE_COVERAGE: 2405 case GL_SCISSOR_TEST: 2406 case GL_STENCIL_TEST: 2407 case GL_DEPTH_TEST: 2408 case GL_BLEND: 2409 case GL_DITHER: 2410 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2411 case GL_RASTERIZER_DISCARD: 2412 { 2413 *type = GL_BOOL; 2414 *numParams = 1; 2415 } 2416 break; 2417 case GL_COLOR_WRITEMASK: 2418 { 2419 *type = GL_BOOL; 2420 *numParams = 4; 2421 } 2422 break; 2423 case GL_POLYGON_OFFSET_FACTOR: 2424 case GL_POLYGON_OFFSET_UNITS: 2425 case GL_SAMPLE_COVERAGE_VALUE: 2426 case GL_DEPTH_CLEAR_VALUE: 2427 case GL_LINE_WIDTH: 2428 { 2429 *type = GL_FLOAT; 2430 *numParams = 1; 2431 } 2432 break; 2433 case GL_ALIASED_LINE_WIDTH_RANGE: 2434 case GL_ALIASED_POINT_SIZE_RANGE: 2435 case GL_DEPTH_RANGE: 2436 { 2437 *type = GL_FLOAT; 2438 *numParams = 2; 2439 } 2440 break; 2441 case GL_COLOR_CLEAR_VALUE: 2442 case GL_BLEND_COLOR: 2443 { 2444 *type = GL_FLOAT; 2445 *numParams = 4; 2446 } 2447 break; 2448 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2449 *type = GL_FLOAT; 2450 *numParams = 1; 2451 break; 2452 default: 2453 return false; 2454 } 2455 2456 return true; 2457} 2458 2459// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2460bool Context::applyRenderTarget() 2461{ 2462 Framebuffer *framebuffer = getDrawFramebuffer(); 2463 int width, height, samples; 2464 2465 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2466 { 2467 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2468 } 2469 2470 egl::Image *renderTarget = framebuffer->getRenderTarget(); 2471 device->setRenderTarget(renderTarget); 2472 if(renderTarget) renderTarget->release(); 2473 2474 egl::Image *depthStencil = framebuffer->getDepthStencil(); 2475 device->setDepthStencilSurface(depthStencil); 2476 if(depthStencil) depthStencil->release(); 2477 2478 Viewport viewport; 2479 float zNear = clamp01(mState.zNear); 2480 float zFar = clamp01(mState.zFar); 2481 2482 viewport.x0 = mState.viewportX; 2483 viewport.y0 = mState.viewportY; 2484 viewport.width = mState.viewportWidth; 2485 viewport.height = mState.viewportHeight; 2486 viewport.minZ = zNear; 2487 viewport.maxZ = zFar; 2488 2489 device->setViewport(viewport); 2490 2491 if(mState.scissorTest) 2492 { 2493 sw::Rect scissor = {mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight}; 2494 scissor.clip(0, 0, width, height); 2495 2496 device->setScissorRect(scissor); 2497 device->setScissorEnable(true); 2498 } 2499 else 2500 { 2501 device->setScissorEnable(false); 2502 } 2503 2504 Program *program = getCurrentProgram(); 2505 2506 if(program) 2507 { 2508 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2509 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2510 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2511 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2512 } 2513 2514 return true; 2515} 2516 2517// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2518void Context::applyState(GLenum drawMode) 2519{ 2520 Framebuffer *framebuffer = getDrawFramebuffer(); 2521 2522 if(mState.cullFace) 2523 { 2524 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2525 } 2526 else 2527 { 2528 device->setCullMode(sw::CULL_NONE); 2529 } 2530 2531 if(mDepthStateDirty) 2532 { 2533 if(mState.depthTest) 2534 { 2535 device->setDepthBufferEnable(true); 2536 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2537 } 2538 else 2539 { 2540 device->setDepthBufferEnable(false); 2541 } 2542 2543 mDepthStateDirty = false; 2544 } 2545 2546 if(mBlendStateDirty) 2547 { 2548 if(mState.blend) 2549 { 2550 device->setAlphaBlendEnable(true); 2551 device->setSeparateAlphaBlendEnable(true); 2552 2553 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2554 2555 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2556 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2557 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2558 2559 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2560 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2561 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2562 } 2563 else 2564 { 2565 device->setAlphaBlendEnable(false); 2566 } 2567 2568 mBlendStateDirty = false; 2569 } 2570 2571 if(mStencilStateDirty || mFrontFaceDirty) 2572 { 2573 if(mState.stencilTest && framebuffer->hasStencil()) 2574 { 2575 device->setStencilEnable(true); 2576 device->setTwoSidedStencil(true); 2577 2578 if(mState.stencilWritemask != mState.stencilBackWritemask || 2579 mState.stencilRef != mState.stencilBackRef || 2580 mState.stencilMask != mState.stencilBackMask) 2581 { 2582 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL."); 2583 return error(GL_INVALID_OPERATION); 2584 } 2585 2586 // get the maximum size of the stencil ref 2587 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2588 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2589 2590 if(mState.frontFace == GL_CCW) 2591 { 2592 device->setStencilWriteMask(mState.stencilWritemask); 2593 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2594 2595 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2596 device->setStencilMask(mState.stencilMask); 2597 2598 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2599 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2600 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2601 2602 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2603 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2604 2605 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2606 device->setStencilMaskCCW(mState.stencilBackMask); 2607 2608 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2609 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2610 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2611 } 2612 else 2613 { 2614 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2615 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2616 2617 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2618 device->setStencilMaskCCW(mState.stencilMask); 2619 2620 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2621 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2622 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2623 2624 device->setStencilWriteMask(mState.stencilBackWritemask); 2625 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2626 2627 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2628 device->setStencilMask(mState.stencilBackMask); 2629 2630 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2631 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2632 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2633 } 2634 } 2635 else 2636 { 2637 device->setStencilEnable(false); 2638 } 2639 2640 mStencilStateDirty = false; 2641 mFrontFaceDirty = false; 2642 } 2643 2644 if(mMaskStateDirty) 2645 { 2646 device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2647 device->setDepthWriteEnable(mState.depthMask); 2648 2649 mMaskStateDirty = false; 2650 } 2651 2652 if(mPolygonOffsetStateDirty) 2653 { 2654 if(mState.polygonOffsetFill) 2655 { 2656 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2657 if(depthbuffer) 2658 { 2659 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2660 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 2661 device->setDepthBias(depthBias); 2662 } 2663 } 2664 else 2665 { 2666 device->setSlopeDepthBias(0); 2667 device->setDepthBias(0); 2668 } 2669 2670 mPolygonOffsetStateDirty = false; 2671 } 2672 2673 if(mSampleStateDirty) 2674 { 2675 if(mState.sampleAlphaToCoverage) 2676 { 2677 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2678 } 2679 else 2680 { 2681 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2682 } 2683 2684 if(mState.sampleCoverage) 2685 { 2686 unsigned int mask = 0; 2687 if(mState.sampleCoverageValue != 0) 2688 { 2689 int width, height, samples; 2690 framebuffer->completeness(width, height, samples); 2691 2692 float threshold = 0.5f; 2693 2694 for(int i = 0; i < samples; i++) 2695 { 2696 mask <<= 1; 2697 2698 if((i + 1) * mState.sampleCoverageValue >= threshold) 2699 { 2700 threshold += 1.0f; 2701 mask |= 1; 2702 } 2703 } 2704 } 2705 2706 if(mState.sampleCoverageInvert) 2707 { 2708 mask = ~mask; 2709 } 2710 2711 device->setMultiSampleMask(mask); 2712 } 2713 else 2714 { 2715 device->setMultiSampleMask(0xFFFFFFFF); 2716 } 2717 2718 mSampleStateDirty = false; 2719 } 2720 2721 if(mDitherStateDirty) 2722 { 2723 // UNIMPLEMENTED(); // FIXME 2724 2725 mDitherStateDirty = false; 2726 } 2727} 2728 2729GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2730{ 2731 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2732 2733 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2734 if(err != GL_NO_ERROR) 2735 { 2736 return err; 2737 } 2738 2739 Program *program = getCurrentProgram(); 2740 2741 device->resetInputStreams(false); 2742 2743 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2744 { 2745 if(program->getAttributeStream(i) == -1) 2746 { 2747 continue; 2748 } 2749 2750 sw::Resource *resource = attributes[i].vertexBuffer; 2751 const void *buffer = (char*)resource->data() + attributes[i].offset; 2752 2753 int stride = attributes[i].stride; 2754 2755 buffer = (char*)buffer + stride * base; 2756 2757 sw::Stream attribute(resource, buffer, stride); 2758 2759 attribute.type = attributes[i].type; 2760 attribute.count = attributes[i].count; 2761 attribute.normalized = attributes[i].normalized; 2762 2763 int stream = program->getAttributeStream(i); 2764 device->setInputStream(stream, attribute); 2765 } 2766 2767 return GL_NO_ERROR; 2768} 2769 2770// Applies the indices and element array bindings 2771GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 2772{ 2773 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo); 2774 2775 if(err == GL_NO_ERROR) 2776 { 2777 device->setIndexBuffer(indexInfo->indexBuffer); 2778 } 2779 2780 return err; 2781} 2782 2783// Applies the shaders and shader constants 2784void Context::applyShaders() 2785{ 2786 Program *programObject = getCurrentProgram(); 2787 sw::VertexShader *vertexShader = programObject->getVertexShader(); 2788 sw::PixelShader *pixelShader = programObject->getPixelShader(); 2789 2790 device->setVertexShader(vertexShader); 2791 device->setPixelShader(pixelShader); 2792 2793 if(programObject->getSerial() != mAppliedProgramSerial) 2794 { 2795 programObject->dirtyAllUniforms(); 2796 mAppliedProgramSerial = programObject->getSerial(); 2797 } 2798 2799 programObject->applyUniforms(); 2800} 2801 2802void Context::applyTextures() 2803{ 2804 applyTextures(sw::SAMPLER_PIXEL); 2805 applyTextures(sw::SAMPLER_VERTEX); 2806} 2807 2808void Context::applyTextures(sw::SamplerType samplerType) 2809{ 2810 Program *programObject = getCurrentProgram(); 2811 2812 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 2813 2814 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 2815 { 2816 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 2817 2818 if(textureUnit != -1) 2819 { 2820 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 2821 2822 Texture *texture = getSamplerTexture(textureUnit, textureType); 2823 2824 if(texture->isSamplerComplete()) 2825 { 2826 GLenum wrapS = texture->getWrapS(); 2827 GLenum wrapT = texture->getWrapT(); 2828 GLenum wrapR = texture->getWrapR(); 2829 GLenum texFilter = texture->getMinFilter(); 2830 GLenum magFilter = texture->getMagFilter(); 2831 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 2832 2833 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 2834 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 2835 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 2836 2837 sw::FilterType minFilter; 2838 sw::MipmapType mipFilter; 2839 es2sw::ConvertMinFilter(texFilter, &minFilter, &mipFilter, maxAnisotropy); 2840 // ASSERT(minFilter == es2sw::ConvertMagFilter(magFilter)); 2841 2842 device->setTextureFilter(samplerType, samplerIndex, minFilter); 2843 // device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertMagFilter(magFilter)); 2844 device->setMipmapFilter(samplerType, samplerIndex, mipFilter); 2845 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 2846 2847 applyTexture(samplerType, samplerIndex, texture); 2848 } 2849 else 2850 { 2851 applyTexture(samplerType, samplerIndex, 0); 2852 } 2853 } 2854 else 2855 { 2856 applyTexture(samplerType, samplerIndex, NULL); 2857 } 2858 } 2859} 2860 2861void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 2862{ 2863 Program *program = getCurrentProgram(); 2864 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 2865 bool textureUsed = false; 2866 2867 if(type == sw::SAMPLER_PIXEL) 2868 { 2869 textureUsed = program->getPixelShader()->usesSampler(index); 2870 } 2871 else if(type == sw::SAMPLER_VERTEX) 2872 { 2873 textureUsed = program->getVertexShader()->usesSampler(index); 2874 } 2875 else UNREACHABLE(); 2876 2877 sw::Resource *resource = 0; 2878 2879 if(baseTexture && textureUsed) 2880 { 2881 resource = baseTexture->getResource(); 2882 } 2883 2884 device->setTextureResource(sampler, resource); 2885 2886 if(baseTexture && textureUsed) 2887 { 2888 int levelCount = baseTexture->getLevelCount(); 2889 2890 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 2891 { 2892 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 2893 2894 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 2895 { 2896 int surfaceLevel = mipmapLevel; 2897 2898 if(surfaceLevel < 0) 2899 { 2900 surfaceLevel = 0; 2901 } 2902 else if(surfaceLevel >= levelCount) 2903 { 2904 surfaceLevel = levelCount - 1; 2905 } 2906 2907 egl::Image *surface = texture->getImage(surfaceLevel); 2908 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 2909 } 2910 } 2911 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 2912 { 2913 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 2914 2915 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 2916 { 2917 int surfaceLevel = mipmapLevel; 2918 2919 if(surfaceLevel < 0) 2920 { 2921 surfaceLevel = 0; 2922 } 2923 else if(surfaceLevel >= levelCount) 2924 { 2925 surfaceLevel = levelCount - 1; 2926 } 2927 2928 egl::Image *surface = texture->getImage(surfaceLevel); 2929 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 2930 } 2931 } 2932 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 2933 { 2934 for(int face = 0; face < 6; face++) 2935 { 2936 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 2937 2938 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 2939 { 2940 int surfaceLevel = mipmapLevel; 2941 2942 if(surfaceLevel < 0) 2943 { 2944 surfaceLevel = 0; 2945 } 2946 else if(surfaceLevel >= levelCount) 2947 { 2948 surfaceLevel = levelCount - 1; 2949 } 2950 2951 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 2952 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 2953 } 2954 } 2955 } 2956 else UNIMPLEMENTED(); 2957 } 2958 else 2959 { 2960 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 2961 } 2962} 2963 2964void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, 2965 GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 2966{ 2967 Framebuffer *framebuffer = getReadFramebuffer(); 2968 int framebufferWidth, framebufferHeight, framebufferSamples; 2969 2970 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 2971 { 2972 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 2973 } 2974 2975 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 2976 { 2977 return error(GL_INVALID_OPERATION); 2978 } 2979 2980 if(format != GL_RGBA || type != GL_UNSIGNED_BYTE) 2981 { 2982 if(format != framebuffer->getImplementationColorReadFormat() || type != framebuffer->getImplementationColorReadType()) 2983 { 2984 return error(GL_INVALID_OPERATION); 2985 } 2986 } 2987 2988 GLsizei outputPitch = egl::ComputePitch(width, format, type, mState.packAlignment); 2989 2990 // Sized query sanity check 2991 if(bufSize) 2992 { 2993 int requiredSize = outputPitch * height; 2994 if(requiredSize > *bufSize) 2995 { 2996 return error(GL_INVALID_OPERATION); 2997 } 2998 } 2999 3000 egl::Image *renderTarget = framebuffer->getRenderTarget(); 3001 3002 if(!renderTarget) 3003 { 3004 return error(GL_OUT_OF_MEMORY); 3005 } 3006 3007 sw::Rect rect = {x, y, x + width, y + height}; 3008 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3009 3010 unsigned char *source = (unsigned char*)renderTarget->lock(rect.x0, rect.y0, sw::LOCK_READONLY); 3011 unsigned char *dest = (unsigned char*)pixels; 3012 int inputPitch = (int)renderTarget->getPitch(); 3013 3014 for(int j = 0; j < rect.y1 - rect.y0; j++) 3015 { 3016 unsigned short *dest16 = (unsigned short*)dest; 3017 unsigned int *dest32 = (unsigned int*)dest; 3018 3019 if(renderTarget->getInternalFormat() == sw::FORMAT_A8B8G8R8 && 3020 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 3021 { 3022 memcpy(dest, source, (rect.x1 - rect.x0) * 4); 3023 } 3024 else if(renderTarget->getInternalFormat() == sw::FORMAT_A8R8G8B8 && 3025 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 3026 { 3027 for(int i = 0; i < rect.x1 - rect.x0; i++) 3028 { 3029 unsigned int argb = *(unsigned int*)(source + 4 * i); 3030 3031 dest32[i] = (argb & 0xFF00FF00) | ((argb & 0x000000FF) << 16) | ((argb & 0x00FF0000) >> 16); 3032 } 3033 } 3034 else if(renderTarget->getInternalFormat() == sw::FORMAT_X8R8G8B8 && 3035 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 3036 { 3037 for(int i = 0; i < rect.x1 - rect.x0; i++) 3038 { 3039 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 3040 3041 dest32[i] = (xrgb & 0xFF00FF00) | ((xrgb & 0x000000FF) << 16) | ((xrgb & 0x00FF0000) >> 16) | 0xFF000000; 3042 } 3043 } 3044 else if(renderTarget->getInternalFormat() == sw::FORMAT_X8R8G8B8 && 3045 format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) 3046 { 3047 for(int i = 0; i < rect.x1 - rect.x0; i++) 3048 { 3049 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 3050 3051 dest32[i] = xrgb | 0xFF000000; 3052 } 3053 } 3054 else if(renderTarget->getInternalFormat() == sw::FORMAT_A8R8G8B8 && 3055 format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) 3056 { 3057 memcpy(dest, source, (rect.x1 - rect.x0) * 4); 3058 } 3059 else if(renderTarget->getInternalFormat() == sw::FORMAT_A16B16G16R16F && 3060 format == GL_RGBA && type == GL_HALF_FLOAT_OES) 3061 { 3062 memcpy(dest, source, (rect.x1 - rect.x0) * 8); 3063 } 3064 else if(renderTarget->getInternalFormat() == sw::FORMAT_A32B32G32R32F && 3065 format == GL_RGBA && type == GL_FLOAT) 3066 { 3067 memcpy(dest, source, (rect.x1 - rect.x0) * 16); 3068 } 3069 else if(renderTarget->getInternalFormat() == sw::FORMAT_A1R5G5B5 && 3070 format == GL_BGRA_EXT && type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT) 3071 { 3072 memcpy(dest, source, (rect.x1 - rect.x0) * 2); 3073 } 3074 else if(renderTarget->getInternalFormat() == sw::FORMAT_R5G6B5 && 3075 format == 0x80E0 && type == GL_UNSIGNED_SHORT_5_6_5) // GL_BGR_EXT 3076 { 3077 memcpy(dest, source, (rect.x1 - rect.x0) * 2); 3078 } 3079 else 3080 { 3081 for(int i = 0; i < rect.x1 - rect.x0; i++) 3082 { 3083 float r; 3084 float g; 3085 float b; 3086 float a; 3087 3088 switch(renderTarget->getInternalFormat()) 3089 { 3090 case sw::FORMAT_R5G6B5: 3091 { 3092 unsigned short rgb = *(unsigned short*)(source + 2 * i); 3093 3094 a = 1.0f; 3095 b = (rgb & 0x001F) * (1.0f / 0x001F); 3096 g = (rgb & 0x07E0) * (1.0f / 0x07E0); 3097 r = (rgb & 0xF800) * (1.0f / 0xF800); 3098 } 3099 break; 3100 case sw::FORMAT_A1R5G5B5: 3101 { 3102 unsigned short argb = *(unsigned short*)(source + 2 * i); 3103 3104 a = (argb & 0x8000) ? 1.0f : 0.0f; 3105 b = (argb & 0x001F) * (1.0f / 0x001F); 3106 g = (argb & 0x03E0) * (1.0f / 0x03E0); 3107 r = (argb & 0x7C00) * (1.0f / 0x7C00); 3108 } 3109 break; 3110 case sw::FORMAT_A8R8G8B8: 3111 { 3112 unsigned int argb = *(unsigned int*)(source + 4 * i); 3113 3114 a = (argb & 0xFF000000) * (1.0f / 0xFF000000); 3115 b = (argb & 0x000000FF) * (1.0f / 0x000000FF); 3116 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00); 3117 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000); 3118 } 3119 break; 3120 case sw::FORMAT_A8B8G8R8: 3121 { 3122 unsigned int abgr = *(unsigned int*)(source + 4 * i); 3123 3124 a = (abgr & 0xFF000000) * (1.0f / 0xFF000000); 3125 b = (abgr & 0x00FF0000) * (1.0f / 0x00FF0000); 3126 g = (abgr & 0x0000FF00) * (1.0f / 0x0000FF00); 3127 r = (abgr & 0x000000FF) * (1.0f / 0x000000FF); 3128 } 3129 break; 3130 case sw::FORMAT_X8R8G8B8: 3131 { 3132 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 3133 3134 a = 1.0f; 3135 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF); 3136 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00); 3137 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000); 3138 } 3139 break; 3140 case sw::FORMAT_X8B8G8R8: 3141 { 3142 unsigned int xbgr = *(unsigned int*)(source + 4 * i); 3143 3144 a = 1.0f; 3145 b = (xbgr & 0x00FF0000) * (1.0f / 0x00FF0000); 3146 g = (xbgr & 0x0000FF00) * (1.0f / 0x0000FF00); 3147 r = (xbgr & 0x000000FF) * (1.0f / 0x000000FF); 3148 } 3149 break; 3150 case sw::FORMAT_A2R10G10B10: 3151 { 3152 unsigned int argb = *(unsigned int*)(source + 4 * i); 3153 3154 a = (argb & 0xC0000000) * (1.0f / 0xC0000000); 3155 b = (argb & 0x000003FF) * (1.0f / 0x000003FF); 3156 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00); 3157 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000); 3158 } 3159 break; 3160 case sw::FORMAT_A32B32G32R32F: 3161 { 3162 r = *((float*)(source + 16 * i) + 0); 3163 g = *((float*)(source + 16 * i) + 1); 3164 b = *((float*)(source + 16 * i) + 2); 3165 a = *((float*)(source + 16 * i) + 3); 3166 } 3167 break; 3168 case sw::FORMAT_A16B16G16R16F: 3169 { 3170 r = (float)*((sw::half*)(source + 8 * i) + 0); 3171 g = (float)*((sw::half*)(source + 8 * i) + 1); 3172 b = (float)*((sw::half*)(source + 8 * i) + 2); 3173 a = (float)*((sw::half*)(source + 8 * i) + 3); 3174 } 3175 break; 3176 default: 3177 UNIMPLEMENTED(); // FIXME 3178 UNREACHABLE(); 3179 } 3180 3181 switch(format) 3182 { 3183 case GL_RGBA: 3184 switch(type) 3185 { 3186 case GL_UNSIGNED_BYTE: 3187 dest[4 * i + 0] = (unsigned char)(255 * r + 0.5f); 3188 dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); 3189 dest[4 * i + 2] = (unsigned char)(255 * b + 0.5f); 3190 dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f); 3191 break; 3192 default: UNREACHABLE(); 3193 } 3194 break; 3195 case GL_BGRA_EXT: 3196 switch(type) 3197 { 3198 case GL_UNSIGNED_BYTE: 3199 dest[4 * i + 0] = (unsigned char)(255 * b + 0.5f); 3200 dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); 3201 dest[4 * i + 2] = (unsigned char)(255 * r + 0.5f); 3202 dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f); 3203 break; 3204 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: 3205 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section 3206 // this type is packed as follows: 3207 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 3208 // -------------------------------------------------------------------------------- 3209 // | 4th | 3rd | 2nd | 1st component | 3210 // -------------------------------------------------------------------------------- 3211 // in the case of BGRA_EXT, B is the first component, G the second, and so forth. 3212 dest16[i] = 3213 ((unsigned short)(15 * a + 0.5f) << 12)| 3214 ((unsigned short)(15 * r + 0.5f) << 8) | 3215 ((unsigned short)(15 * g + 0.5f) << 4) | 3216 ((unsigned short)(15 * b + 0.5f) << 0); 3217 break; 3218 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: 3219 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section 3220 // this type is packed as follows: 3221 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 3222 // -------------------------------------------------------------------------------- 3223 // | 4th | 3rd | 2nd | 1st component | 3224 // -------------------------------------------------------------------------------- 3225 // in the case of BGRA_EXT, B is the first component, G the second, and so forth. 3226 dest16[i] = 3227 ((unsigned short)( a + 0.5f) << 15) | 3228 ((unsigned short)(31 * r + 0.5f) << 10) | 3229 ((unsigned short)(31 * g + 0.5f) << 5) | 3230 ((unsigned short)(31 * b + 0.5f) << 0); 3231 break; 3232 default: UNREACHABLE(); 3233 } 3234 break; 3235 case GL_RGB: 3236 switch(type) 3237 { 3238 case GL_UNSIGNED_SHORT_5_6_5: 3239 dest16[i] = 3240 ((unsigned short)(31 * b + 0.5f) << 0) | 3241 ((unsigned short)(63 * g + 0.5f) << 5) | 3242 ((unsigned short)(31 * r + 0.5f) << 11); 3243 break; 3244 default: UNREACHABLE(); 3245 } 3246 break; 3247 default: UNREACHABLE(); 3248 } 3249 } 3250 } 3251 3252 source += inputPitch; 3253 dest += outputPitch; 3254 } 3255 3256 renderTarget->unlock(); 3257 renderTarget->release(); 3258} 3259 3260void Context::clear(GLbitfield mask) 3261{ 3262 Framebuffer *framebuffer = getDrawFramebuffer(); 3263 3264 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3265 { 3266 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3267 } 3268 3269 if(!applyRenderTarget()) 3270 { 3271 return; 3272 } 3273 3274 unsigned int color = (unorm<8>(mState.colorClearValue.alpha) << 24) | 3275 (unorm<8>(mState.colorClearValue.red) << 16) | 3276 (unorm<8>(mState.colorClearValue.green) << 8) | 3277 (unorm<8>(mState.colorClearValue.blue) << 0); 3278 float depth = clamp01(mState.depthClearValue); 3279 int stencil = mState.stencilClearValue & 0x000000FF; 3280 3281 if(mask & GL_COLOR_BUFFER_BIT) 3282 { 3283 unsigned int rgbaMask = (mState.colorMaskRed ? 0x1 : 0) | 3284 (mState.colorMaskGreen ? 0x2 : 0) | 3285 (mState.colorMaskBlue ? 0x4 : 0) | 3286 (mState.colorMaskAlpha ? 0x8 : 0); 3287 3288 if(rgbaMask != 0) 3289 { 3290 device->clearColor(color, rgbaMask); 3291 } 3292 } 3293 3294 if(mask & GL_DEPTH_BUFFER_BIT) 3295 { 3296 if(mState.depthMask != 0) 3297 { 3298 device->clearDepth(depth); 3299 } 3300 } 3301 3302 if(mask & GL_STENCIL_BUFFER_BIT) 3303 { 3304 if(mState.stencilWritemask != 0) 3305 { 3306 device->clearStencil(stencil, mState.stencilWritemask); 3307 } 3308 } 3309} 3310 3311void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3312{ 3313 if(!mState.currentProgram) 3314 { 3315 return error(GL_INVALID_OPERATION); 3316 } 3317 3318 PrimitiveType primitiveType; 3319 int primitiveCount; 3320 3321 if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) 3322 return error(GL_INVALID_ENUM); 3323 3324 if(primitiveCount <= 0) 3325 { 3326 return; 3327 } 3328 3329 if(!applyRenderTarget()) 3330 { 3331 return; 3332 } 3333 3334 applyState(mode); 3335 3336 for(int i = 0; i < instanceCount; ++i) 3337 { 3338 GLenum err = applyVertexBuffer(0, first, count, i); 3339 if(err != GL_NO_ERROR) 3340 { 3341 return error(err); 3342 } 3343 3344 applyShaders(); 3345 applyTextures(); 3346 3347 if(!getCurrentProgram()->validateSamplers(false)) 3348 { 3349 return error(GL_INVALID_OPERATION); 3350 } 3351 3352 if(!cullSkipsDraw(mode)) 3353 { 3354 device->drawPrimitive(primitiveType, primitiveCount); 3355 } 3356 } 3357} 3358 3359void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3360{ 3361 if(!mState.currentProgram) 3362 { 3363 return error(GL_INVALID_OPERATION); 3364 } 3365 3366 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3367 { 3368 return error(GL_INVALID_OPERATION); 3369 } 3370 3371 PrimitiveType primitiveType; 3372 int primitiveCount; 3373 3374 if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) 3375 return error(GL_INVALID_ENUM); 3376 3377 if(primitiveCount <= 0) 3378 { 3379 return; 3380 } 3381 3382 if(!applyRenderTarget()) 3383 { 3384 return; 3385 } 3386 3387 applyState(mode); 3388 3389 for(int i = 0; i < instanceCount; ++i) 3390 { 3391 TranslatedIndexData indexInfo; 3392 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3393 if(err != GL_NO_ERROR) 3394 { 3395 return error(err); 3396 } 3397 3398 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3399 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3400 if(err != GL_NO_ERROR) 3401 { 3402 return error(err); 3403 } 3404 3405 applyShaders(); 3406 applyTextures(); 3407 3408 if(!getCurrentProgram()->validateSamplers(false)) 3409 { 3410 return error(GL_INVALID_OPERATION); 3411 } 3412 3413 if(!cullSkipsDraw(mode)) 3414 { 3415 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount, IndexDataManager::typeSize(type)); 3416 } 3417 } 3418} 3419 3420void Context::finish() 3421{ 3422 device->finish(); 3423} 3424 3425void Context::flush() 3426{ 3427 // We don't queue anything without processing it as fast as possible 3428} 3429 3430void Context::recordInvalidEnum() 3431{ 3432 mInvalidEnum = true; 3433} 3434 3435void Context::recordInvalidValue() 3436{ 3437 mInvalidValue = true; 3438} 3439 3440void Context::recordInvalidOperation() 3441{ 3442 mInvalidOperation = true; 3443} 3444 3445void Context::recordOutOfMemory() 3446{ 3447 mOutOfMemory = true; 3448} 3449 3450void Context::recordInvalidFramebufferOperation() 3451{ 3452 mInvalidFramebufferOperation = true; 3453} 3454 3455// Get one of the recorded errors and clear its flag, if any. 3456// [OpenGL ES 2.0.24] section 2.5 page 13. 3457GLenum Context::getError() 3458{ 3459 if(mInvalidEnum) 3460 { 3461 mInvalidEnum = false; 3462 3463 return GL_INVALID_ENUM; 3464 } 3465 3466 if(mInvalidValue) 3467 { 3468 mInvalidValue = false; 3469 3470 return GL_INVALID_VALUE; 3471 } 3472 3473 if(mInvalidOperation) 3474 { 3475 mInvalidOperation = false; 3476 3477 return GL_INVALID_OPERATION; 3478 } 3479 3480 if(mOutOfMemory) 3481 { 3482 mOutOfMemory = false; 3483 3484 return GL_OUT_OF_MEMORY; 3485 } 3486 3487 if(mInvalidFramebufferOperation) 3488 { 3489 mInvalidFramebufferOperation = false; 3490 3491 return GL_INVALID_FRAMEBUFFER_OPERATION; 3492 } 3493 3494 return GL_NO_ERROR; 3495} 3496 3497int Context::getSupportedMultiSampleDepth(sw::Format format, int requested) 3498{ 3499 if(requested <= 1) 3500 { 3501 return 1; 3502 } 3503 3504 if(requested == 2) 3505 { 3506 return 2; 3507 } 3508 3509 return 4; 3510} 3511 3512void Context::detachBuffer(GLuint buffer) 3513{ 3514 // [OpenGL ES 2.0.24] section 2.9 page 22: 3515 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3516 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3517 3518 if(getArrayBufferName() == buffer) 3519 { 3520 mState.arrayBuffer = NULL; 3521 } 3522 3523 for(auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++) 3524 { 3525 vaoIt->second->detachBuffer(buffer); 3526 } 3527 3528 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3529 { 3530 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3531 { 3532 mState.vertexAttribute[attribute].mBoundBuffer = NULL; 3533 } 3534 } 3535} 3536 3537void Context::detachTexture(GLuint texture) 3538{ 3539 // [OpenGL ES 2.0.24] section 3.8 page 84: 3540 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3541 // rebound to texture object zero 3542 3543 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3544 { 3545 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3546 { 3547 if(mState.samplerTexture[type][sampler].name() == texture) 3548 { 3549 mState.samplerTexture[type][sampler] = NULL; 3550 } 3551 } 3552 } 3553 3554 // [OpenGL ES 2.0.24] section 4.4 page 112: 3555 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3556 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3557 // image was attached in the currently bound framebuffer. 3558 3559 Framebuffer *readFramebuffer = getReadFramebuffer(); 3560 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3561 3562 if(readFramebuffer) 3563 { 3564 readFramebuffer->detachTexture(texture); 3565 } 3566 3567 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3568 { 3569 drawFramebuffer->detachTexture(texture); 3570 } 3571} 3572 3573void Context::detachFramebuffer(GLuint framebuffer) 3574{ 3575 // [OpenGL ES 2.0.24] section 4.4 page 107: 3576 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3577 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3578 3579 if(mState.readFramebuffer == framebuffer) 3580 { 3581 bindReadFramebuffer(0); 3582 } 3583 3584 if(mState.drawFramebuffer == framebuffer) 3585 { 3586 bindDrawFramebuffer(0); 3587 } 3588} 3589 3590void Context::detachRenderbuffer(GLuint renderbuffer) 3591{ 3592 // [OpenGL ES 2.0.24] section 4.4 page 109: 3593 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3594 // had been executed with the target RENDERBUFFER and name of zero. 3595 3596 if(mState.renderbuffer.name() == renderbuffer) 3597 { 3598 bindRenderbuffer(0); 3599 } 3600 3601 // [OpenGL ES 2.0.24] section 4.4 page 111: 3602 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3603 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3604 // point to which this image was attached in the currently bound framebuffer. 3605 3606 Framebuffer *readFramebuffer = getReadFramebuffer(); 3607 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3608 3609 if(readFramebuffer) 3610 { 3611 readFramebuffer->detachRenderbuffer(renderbuffer); 3612 } 3613 3614 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3615 { 3616 drawFramebuffer->detachRenderbuffer(renderbuffer); 3617 } 3618} 3619 3620bool Context::cullSkipsDraw(GLenum drawMode) 3621{ 3622 return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3623} 3624 3625bool Context::isTriangleMode(GLenum drawMode) 3626{ 3627 switch (drawMode) 3628 { 3629 case GL_TRIANGLES: 3630 case GL_TRIANGLE_FAN: 3631 case GL_TRIANGLE_STRIP: 3632 return true; 3633 case GL_POINTS: 3634 case GL_LINES: 3635 case GL_LINE_LOOP: 3636 case GL_LINE_STRIP: 3637 return false; 3638 default: UNREACHABLE(); 3639 } 3640 3641 return false; 3642} 3643 3644void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3645{ 3646 ASSERT(index < MAX_VERTEX_ATTRIBS); 3647 3648 mState.vertexAttribute[index].setCurrentValue(values); 3649 3650 mVertexDataManager->dirtyCurrentValue(index); 3651} 3652 3653void Context::setVertexAttrib(GLuint index, const GLint *values) 3654{ 3655 ASSERT(index < MAX_VERTEX_ATTRIBS); 3656 3657 mState.vertexAttribute[index].setCurrentValue(values); 3658 3659 mVertexDataManager->dirtyCurrentValue(index); 3660} 3661 3662void Context::setVertexAttrib(GLuint index, const GLuint *values) 3663{ 3664 ASSERT(index < MAX_VERTEX_ATTRIBS); 3665 3666 mState.vertexAttribute[index].setCurrentValue(values); 3667 3668 mVertexDataManager->dirtyCurrentValue(index); 3669} 3670 3671void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3672 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3673 GLbitfield mask) 3674{ 3675 Framebuffer *readFramebuffer = getReadFramebuffer(); 3676 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3677 3678 int readBufferWidth, readBufferHeight, readBufferSamples; 3679 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3680 3681 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3682 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3683 { 3684 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3685 } 3686 3687 if(drawBufferSamples > 1) 3688 { 3689 return error(GL_INVALID_OPERATION); 3690 } 3691 3692 sw::SliceRect sourceRect; 3693 sw::SliceRect destRect; 3694 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3695 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3696 3697 if(srcX0 < srcX1) 3698 { 3699 sourceRect.x0 = srcX0; 3700 sourceRect.x1 = srcX1; 3701 } 3702 else 3703 { 3704 sourceRect.x0 = srcX1; 3705 sourceRect.x1 = srcX0; 3706 } 3707 3708 if(dstX0 < dstX1) 3709 { 3710 destRect.x0 = dstX0; 3711 destRect.x1 = dstX1; 3712 } 3713 else 3714 { 3715 destRect.x0 = dstX1; 3716 destRect.x1 = dstX0; 3717 } 3718 3719 if(srcY0 < srcY1) 3720 { 3721 sourceRect.y0 = srcY0; 3722 sourceRect.y1 = srcY1; 3723 } 3724 else 3725 { 3726 sourceRect.y0 = srcY1; 3727 sourceRect.y1 = srcY0; 3728 } 3729 3730 if(dstY0 < dstY1) 3731 { 3732 destRect.y0 = dstY0; 3733 destRect.y1 = dstY1; 3734 } 3735 else 3736 { 3737 destRect.y0 = dstY1; 3738 destRect.y1 = dstY0; 3739 } 3740 3741 sw::Rect sourceScissoredRect = sourceRect; 3742 sw::Rect destScissoredRect = destRect; 3743 3744 if(mState.scissorTest) // Only write to parts of the destination framebuffer which pass the scissor test 3745 { 3746 if(destRect.x0 < mState.scissorX) 3747 { 3748 int xDiff = mState.scissorX - destRect.x0; 3749 destScissoredRect.x0 = mState.scissorX; 3750 sourceScissoredRect.x0 += xDiff; 3751 } 3752 3753 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3754 { 3755 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3756 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3757 sourceScissoredRect.x1 -= xDiff; 3758 } 3759 3760 if(destRect.y0 < mState.scissorY) 3761 { 3762 int yDiff = mState.scissorY - destRect.y0; 3763 destScissoredRect.y0 = mState.scissorY; 3764 sourceScissoredRect.y0 += yDiff; 3765 } 3766 3767 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3768 { 3769 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3770 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3771 sourceScissoredRect.y1 -= yDiff; 3772 } 3773 } 3774 3775 sw::Rect sourceTrimmedRect = sourceScissoredRect; 3776 sw::Rect destTrimmedRect = destScissoredRect; 3777 3778 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 3779 // the actual draw and read surfaces. 3780 if(sourceTrimmedRect.x0 < 0) 3781 { 3782 int xDiff = 0 - sourceTrimmedRect.x0; 3783 sourceTrimmedRect.x0 = 0; 3784 destTrimmedRect.x0 += xDiff; 3785 } 3786 3787 if(sourceTrimmedRect.x1 > readBufferWidth) 3788 { 3789 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 3790 sourceTrimmedRect.x1 = readBufferWidth; 3791 destTrimmedRect.x1 -= xDiff; 3792 } 3793 3794 if(sourceTrimmedRect.y0 < 0) 3795 { 3796 int yDiff = 0 - sourceTrimmedRect.y0; 3797 sourceTrimmedRect.y0 = 0; 3798 destTrimmedRect.y0 += yDiff; 3799 } 3800 3801 if(sourceTrimmedRect.y1 > readBufferHeight) 3802 { 3803 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 3804 sourceTrimmedRect.y1 = readBufferHeight; 3805 destTrimmedRect.y1 -= yDiff; 3806 } 3807 3808 if(destTrimmedRect.x0 < 0) 3809 { 3810 int xDiff = 0 - destTrimmedRect.x0; 3811 destTrimmedRect.x0 = 0; 3812 sourceTrimmedRect.x0 += xDiff; 3813 } 3814 3815 if(destTrimmedRect.x1 > drawBufferWidth) 3816 { 3817 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 3818 destTrimmedRect.x1 = drawBufferWidth; 3819 sourceTrimmedRect.x1 -= xDiff; 3820 } 3821 3822 if(destTrimmedRect.y0 < 0) 3823 { 3824 int yDiff = 0 - destTrimmedRect.y0; 3825 destTrimmedRect.y0 = 0; 3826 sourceTrimmedRect.y0 += yDiff; 3827 } 3828 3829 if(destTrimmedRect.y1 > drawBufferHeight) 3830 { 3831 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 3832 destTrimmedRect.y1 = drawBufferHeight; 3833 sourceTrimmedRect.y1 -= yDiff; 3834 } 3835 3836 bool partialBufferCopy = false; 3837 3838 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 3839 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 3840 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 3841 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 3842 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 3843 { 3844 partialBufferCopy = true; 3845 } 3846 3847 bool blitRenderTarget = false; 3848 bool blitDepthStencil = false; 3849 3850 if(mask & GL_COLOR_BUFFER_BIT) 3851 { 3852 const bool validReadType = readFramebuffer->getColorbufferType() == GL_TEXTURE_2D || 3853 readFramebuffer->getColorbufferType() == GL_RENDERBUFFER; 3854 const bool validDrawType = drawFramebuffer->getColorbufferType() == GL_TEXTURE_2D || 3855 drawFramebuffer->getColorbufferType() == GL_RENDERBUFFER; 3856 if(!validReadType || !validDrawType) 3857 { 3858 return error(GL_INVALID_OPERATION); 3859 } 3860 3861 if(partialBufferCopy && readBufferSamples > 1) 3862 { 3863 return error(GL_INVALID_OPERATION); 3864 } 3865 3866 blitRenderTarget = true; 3867 } 3868 3869 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 3870 { 3871 Renderbuffer *readDSBuffer = NULL; 3872 Renderbuffer *drawDSBuffer = NULL; 3873 3874 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have 3875 // both a depth and stencil buffer, it will be the same buffer. 3876 3877 if(mask & GL_DEPTH_BUFFER_BIT) 3878 { 3879 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 3880 { 3881 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType()) 3882 { 3883 return error(GL_INVALID_OPERATION); 3884 } 3885 3886 blitDepthStencil = true; 3887 readDSBuffer = readFramebuffer->getDepthbuffer(); 3888 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 3889 } 3890 } 3891 3892 if(mask & GL_STENCIL_BUFFER_BIT) 3893 { 3894 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 3895 { 3896 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType()) 3897 { 3898 return error(GL_INVALID_OPERATION); 3899 } 3900 3901 blitDepthStencil = true; 3902 readDSBuffer = readFramebuffer->getStencilbuffer(); 3903 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 3904 } 3905 } 3906 3907 if(partialBufferCopy) 3908 { 3909 ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); 3910 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 3911 } 3912 3913 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 3914 (readDSBuffer && readDSBuffer->getSamples() > 1)) 3915 { 3916 return error(GL_INVALID_OPERATION); 3917 } 3918 } 3919 3920 if(blitRenderTarget || blitDepthStencil) 3921 { 3922 if(blitRenderTarget) 3923 { 3924 egl::Image *readRenderTarget = readFramebuffer->getRenderTarget(); 3925 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(); 3926 3927 if(flipX) 3928 { 3929 swap(destRect.x0, destRect.x1); 3930 } 3931 if(flipy) 3932 { 3933 swap(destRect.y0, destRect.y1); 3934 } 3935 3936 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false); 3937 3938 readRenderTarget->release(); 3939 drawRenderTarget->release(); 3940 3941 if(!success) 3942 { 3943 ERR("BlitFramebuffer failed."); 3944 return; 3945 } 3946 } 3947 3948 if(blitDepthStencil) 3949 { 3950 bool success = device->stretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, false); 3951 3952 if(!success) 3953 { 3954 ERR("BlitFramebuffer failed."); 3955 return; 3956 } 3957 } 3958 } 3959} 3960 3961void Context::bindTexImage(egl::Surface *surface) 3962{ 3963 es2::Texture2D *textureObject = getTexture2D(); 3964 3965 if(textureObject) 3966 { 3967 textureObject->bindTexImage(surface); 3968 } 3969} 3970 3971EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 3972{ 3973 GLenum textureTarget = GL_NONE; 3974 3975 switch(target) 3976 { 3977 case EGL_GL_TEXTURE_2D_KHR: 3978 textureTarget = GL_TEXTURE_2D; 3979 break; 3980 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 3981 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 3982 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 3983 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 3984 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 3985 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 3986 textureTarget = GL_TEXTURE_CUBE_MAP; 3987 break; 3988 case EGL_GL_RENDERBUFFER_KHR: 3989 break; 3990 default: 3991 return EGL_BAD_PARAMETER; 3992 } 3993 3994 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 3995 { 3996 return EGL_BAD_MATCH; 3997 } 3998 3999 if(textureTarget != GL_NONE) 4000 { 4001 es2::Texture *texture = getTexture(name); 4002 4003 if(!texture || texture->getTarget() != textureTarget) 4004 { 4005 return EGL_BAD_PARAMETER; 4006 } 4007 4008 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4009 { 4010 return EGL_BAD_ACCESS; 4011 } 4012 4013 if(textureLevel != 0 && !texture->isSamplerComplete()) 4014 { 4015 return EGL_BAD_PARAMETER; 4016 } 4017 4018 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4019 { 4020 return EGL_BAD_PARAMETER; 4021 } 4022 } 4023 else if(target == EGL_GL_RENDERBUFFER_KHR) 4024 { 4025 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4026 4027 if(!renderbuffer) 4028 { 4029 return EGL_BAD_PARAMETER; 4030 } 4031 4032 if(renderbuffer->isShared()) // Already an EGLImage sibling 4033 { 4034 return EGL_BAD_ACCESS; 4035 } 4036 } 4037 else UNREACHABLE(); 4038 4039 return EGL_SUCCESS; 4040} 4041 4042egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4043{ 4044 GLenum textureTarget = GL_NONE; 4045 4046 switch(target) 4047 { 4048 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4049 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4050 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4051 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4052 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4053 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4054 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4055 } 4056 4057 if(textureTarget != GL_NONE) 4058 { 4059 es2::Texture *texture = getTexture(name); 4060 4061 return texture->createSharedImage(textureTarget, textureLevel); 4062 } 4063 else if(target == EGL_GL_RENDERBUFFER_KHR) 4064 { 4065 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4066 4067 return renderbuffer->createSharedImage(); 4068 } 4069 else UNREACHABLE(); 4070 4071 return 0; 4072} 4073 4074Device *Context::getDevice() 4075{ 4076 return device; 4077} 4078 4079const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const 4080{ 4081 // Keep list sorted in following order: 4082 // OES extensions 4083 // EXT extensions 4084 // Vendor extensions 4085 static const GLubyte* extensions[] = { 4086 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture", 4087 (const GLubyte*)"GL_OES_depth_texture", 4088 (const GLubyte*)"GL_OES_depth_texture_cube_map", 4089 (const GLubyte*)"GL_OES_EGL_image", 4090 (const GLubyte*)"GL_OES_EGL_image_external", 4091 (const GLubyte*)"GL_OES_element_index_uint", 4092 (const GLubyte*)"GL_OES_packed_depth_stencil", 4093 (const GLubyte*)"GL_OES_rgb8_rgba8", 4094 (const GLubyte*)"GL_OES_standard_derivatives", 4095 (const GLubyte*)"GL_OES_texture_float", 4096 (const GLubyte*)"GL_OES_texture_float_linear", 4097 (const GLubyte*)"GL_OES_texture_half_float", 4098 (const GLubyte*)"GL_OES_texture_half_float_linear", 4099 (const GLubyte*)"GL_OES_texture_npot", 4100 (const GLubyte*)"GL_OES_texture_3D", 4101 (const GLubyte*)"GL_EXT_blend_minmax", 4102 (const GLubyte*)"GL_EXT_occlusion_query_boolean", 4103 (const GLubyte*)"GL_EXT_read_format_bgra", 4104#if (S3TC_SUPPORT) 4105 (const GLubyte*)"GL_EXT_texture_compression_dxt1", 4106#endif 4107 (const GLubyte*)"GL_EXT_texture_filter_anisotropic", 4108 (const GLubyte*)"GL_EXT_texture_format_BGRA8888", 4109 (const GLubyte*)"GL_ANGLE_framebuffer_blit", 4110 (const GLubyte*)"GL_NV_framebuffer_blit", 4111 (const GLubyte*)"GL_ANGLE_framebuffer_multisample", 4112#if (S3TC_SUPPORT) 4113 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3", 4114 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5", 4115#endif 4116 (const GLubyte*)"GL_NV_fence", 4117 (const GLubyte*)"GL_EXT_instanced_arrays", 4118 (const GLubyte*)"GL_ANGLE_instanced_arrays", 4119 }; 4120 static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions); 4121 4122 if(numExt) 4123 { 4124 *numExt = numExtensions; 4125 return nullptr; 4126 } 4127 4128 if(index == GL_INVALID_INDEX) 4129 { 4130 static GLubyte* extensionsCat = nullptr; 4131 if((extensionsCat == nullptr) && (numExtensions > 0)) 4132 { 4133 int totalLength = numExtensions; // 1 space between each extension name + terminating null 4134 for(int i = 0; i < numExtensions; ++i) 4135 { 4136 totalLength += strlen(reinterpret_cast<const char*>(extensions[i])); 4137 } 4138 extensionsCat = new GLubyte[totalLength]; 4139 extensionsCat[0] = '\0'; 4140 for(int i = 0; i < numExtensions; ++i) 4141 { 4142 if(i != 0) 4143 { 4144 strcat(reinterpret_cast<char*>(extensionsCat), " "); 4145 } 4146 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i])); 4147 } 4148 } 4149 return extensionsCat; 4150 } 4151 4152 if(index >= numExtensions) 4153 { 4154 return nullptr; 4155 } 4156 4157 return extensions[index]; 4158} 4159 4160} 4161 4162egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion) 4163{ 4164 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4165 return new es2::Context(config, static_cast<const es2::Context*>(shareContext), clientVersion); 4166} 4167