Context.cpp revision 5da143cb0811357c0b781ed4fca28fc85ee9207a
1// Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2// 3// Licensed under the Apache License, Version 2.0 (the "License"); 4// you may not use this file except in compliance with the License. 5// You may obtain a copy of the License at 6// 7// http://www.apache.org/licenses/LICENSE-2.0 8// 9// Unless required by applicable law or agreed to in writing, software 10// distributed under the License is distributed on an "AS IS" BASIS, 11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12// See the License for the specific language governing permissions and 13// limitations under the License. 14 15// Context.cpp: Implements the es2::Context class, managing all GL state and performing 16// rendering operations. It is the GLES2 specific implementation of EGLContext. 17 18#include "Context.h" 19 20#include "main.h" 21#include "mathutil.h" 22#include "utilities.h" 23#include "ResourceManager.h" 24#include "Buffer.h" 25#include "Fence.h" 26#include "Framebuffer.h" 27#include "Program.h" 28#include "Query.h" 29#include "Renderbuffer.h" 30#include "Sampler.h" 31#include "Shader.h" 32#include "Texture.h" 33#include "TransformFeedback.h" 34#include "VertexArray.h" 35#include "VertexDataManager.h" 36#include "IndexDataManager.h" 37#include "libEGL/Display.h" 38#include "libEGL/EGLSurface.h" 39#include "Common/Half.hpp" 40 41#include <EGL/eglext.h> 42 43namespace es2 44{ 45Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion) 46 : egl::Context(display), clientVersion(clientVersion) 47{ 48 sw::Context *context = new sw::Context(); 49 device = new es2::Device(context); 50 51 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 52 53 mState.depthClearValue = 1.0f; 54 mState.stencilClearValue = 0; 55 56 mState.cullFaceEnabled = false; 57 mState.cullMode = GL_BACK; 58 mState.frontFace = GL_CCW; 59 mState.depthTestEnabled = false; 60 mState.depthFunc = GL_LESS; 61 mState.blendEnabled = false; 62 mState.sourceBlendRGB = GL_ONE; 63 mState.sourceBlendAlpha = GL_ONE; 64 mState.destBlendRGB = GL_ZERO; 65 mState.destBlendAlpha = GL_ZERO; 66 mState.blendEquationRGB = GL_FUNC_ADD; 67 mState.blendEquationAlpha = GL_FUNC_ADD; 68 mState.blendColor.red = 0; 69 mState.blendColor.green = 0; 70 mState.blendColor.blue = 0; 71 mState.blendColor.alpha = 0; 72 mState.stencilTestEnabled = false; 73 mState.stencilFunc = GL_ALWAYS; 74 mState.stencilRef = 0; 75 mState.stencilMask = 0xFFFFFFFFu; 76 mState.stencilWritemask = 0xFFFFFFFFu; 77 mState.stencilBackFunc = GL_ALWAYS; 78 mState.stencilBackRef = 0; 79 mState.stencilBackMask = 0xFFFFFFFFu; 80 mState.stencilBackWritemask = 0xFFFFFFFFu; 81 mState.stencilFail = GL_KEEP; 82 mState.stencilPassDepthFail = GL_KEEP; 83 mState.stencilPassDepthPass = GL_KEEP; 84 mState.stencilBackFail = GL_KEEP; 85 mState.stencilBackPassDepthFail = GL_KEEP; 86 mState.stencilBackPassDepthPass = GL_KEEP; 87 mState.polygonOffsetFillEnabled = false; 88 mState.polygonOffsetFactor = 0.0f; 89 mState.polygonOffsetUnits = 0.0f; 90 mState.sampleAlphaToCoverageEnabled = false; 91 mState.sampleCoverageEnabled = false; 92 mState.sampleCoverageValue = 1.0f; 93 mState.sampleCoverageInvert = false; 94 mState.scissorTestEnabled = false; 95 mState.ditherEnabled = true; 96 mState.primitiveRestartFixedIndexEnabled = false; 97 mState.rasterizerDiscardEnabled = false; 98 mState.generateMipmapHint = GL_DONT_CARE; 99 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 100 101 mState.lineWidth = 1.0f; 102 103 mState.viewportX = 0; 104 mState.viewportY = 0; 105 mState.viewportWidth = 0; 106 mState.viewportHeight = 0; 107 mState.zNear = 0.0f; 108 mState.zFar = 1.0f; 109 110 mState.scissorX = 0; 111 mState.scissorY = 0; 112 mState.scissorWidth = 0; 113 mState.scissorHeight = 0; 114 115 mState.colorMaskRed = true; 116 mState.colorMaskGreen = true; 117 mState.colorMaskBlue = true; 118 mState.colorMaskAlpha = true; 119 mState.depthMask = true; 120 121 if(shareContext) 122 { 123 mResourceManager = shareContext->mResourceManager; 124 mResourceManager->addRef(); 125 } 126 else 127 { 128 mResourceManager = new ResourceManager(); 129 } 130 131 // [OpenGL ES 2.0.24] section 3.7 page 83: 132 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 133 // and cube map texture state vectors respectively associated with them. 134 // In order that access to these initial textures not be lost, they are treated as texture 135 // objects all of whose names are 0. 136 137 mTexture2DZero = new Texture2D(0); 138 mTexture3DZero = new Texture3D(0); 139 mTexture2DArrayZero = new Texture2DArray(0); 140 mTextureCubeMapZero = new TextureCubeMap(0); 141 mTextureExternalZero = new TextureExternal(0); 142 143 mState.activeSampler = 0; 144 bindVertexArray(0); 145 bindArrayBuffer(0); 146 bindElementArrayBuffer(0); 147 bindTextureCubeMap(0); 148 bindTexture2D(0); 149 bindReadFramebuffer(0); 150 bindDrawFramebuffer(0); 151 bindRenderbuffer(0); 152 bindGenericUniformBuffer(0); 153 bindTransformFeedback(0); 154 155 mState.currentProgram = 0; 156 157 mState.packAlignment = 4; 158 mState.unpackInfo.alignment = 4; 159 mState.packRowLength = 0; 160 mState.packImageHeight = 0; 161 mState.packSkipPixels = 0; 162 mState.packSkipRows = 0; 163 mState.packSkipImages = 0; 164 mState.unpackInfo.rowLength = 0; 165 mState.unpackInfo.imageHeight = 0; 166 mState.unpackInfo.skipPixels = 0; 167 mState.unpackInfo.skipRows = 0; 168 mState.unpackInfo.skipImages = 0; 169 170 mVertexDataManager = nullptr; 171 mIndexDataManager = nullptr; 172 173 mInvalidEnum = false; 174 mInvalidValue = false; 175 mInvalidOperation = false; 176 mOutOfMemory = false; 177 mInvalidFramebufferOperation = false; 178 179 mHasBeenCurrent = false; 180 181 markAllStateDirty(); 182} 183 184Context::~Context() 185{ 186 if(mState.currentProgram != 0) 187 { 188 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 189 if(programObject) 190 { 191 programObject->release(); 192 } 193 mState.currentProgram = 0; 194 } 195 196 while(!mFramebufferNameSpace.empty()) 197 { 198 deleteFramebuffer(mFramebufferNameSpace.firstName()); 199 } 200 201 while(!mFenceNameSpace.empty()) 202 { 203 deleteFence(mFenceNameSpace.firstName()); 204 } 205 206 while(!mQueryNameSpace.empty()) 207 { 208 deleteQuery(mQueryNameSpace.firstName()); 209 } 210 211 while(!mVertexArrayNameSpace.empty()) 212 { 213 deleteVertexArray(mVertexArrayNameSpace.lastName()); 214 } 215 216 while(!mTransformFeedbackNameSpace.empty()) 217 { 218 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName()); 219 } 220 221 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 222 { 223 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 224 { 225 mState.samplerTexture[type][sampler] = nullptr; 226 } 227 } 228 229 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 230 { 231 mState.vertexAttribute[i].mBoundBuffer = nullptr; 232 } 233 234 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 235 { 236 mState.activeQuery[i] = nullptr; 237 } 238 239 mState.arrayBuffer = nullptr; 240 mState.copyReadBuffer = nullptr; 241 mState.copyWriteBuffer = nullptr; 242 mState.pixelPackBuffer = nullptr; 243 mState.pixelUnpackBuffer = nullptr; 244 mState.genericUniformBuffer = nullptr; 245 mState.renderbuffer = nullptr; 246 247 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 248 { 249 mState.sampler[i] = nullptr; 250 } 251 252 mTexture2DZero = nullptr; 253 mTexture3DZero = nullptr; 254 mTexture2DArrayZero = nullptr; 255 mTextureCubeMapZero = nullptr; 256 mTextureExternalZero = nullptr; 257 258 delete mVertexDataManager; 259 delete mIndexDataManager; 260 261 mResourceManager->release(); 262 delete device; 263} 264 265void Context::makeCurrent(egl::Surface *surface) 266{ 267 if(!mHasBeenCurrent) 268 { 269 mVertexDataManager = new VertexDataManager(this); 270 mIndexDataManager = new IndexDataManager(); 271 272 mState.viewportX = 0; 273 mState.viewportY = 0; 274 mState.viewportWidth = surface->getWidth(); 275 mState.viewportHeight = surface->getHeight(); 276 277 mState.scissorX = 0; 278 mState.scissorY = 0; 279 mState.scissorWidth = surface->getWidth(); 280 mState.scissorHeight = surface->getHeight(); 281 282 mHasBeenCurrent = true; 283 } 284 285 // Wrap the existing resources into GL objects and assign them to the '0' names 286 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 287 egl::Image *depthStencil = surface->getDepthStencil(); 288 289 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 290 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 291 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 292 293 setFramebufferZero(framebufferZero); 294 295 if(defaultRenderTarget) 296 { 297 defaultRenderTarget->release(); 298 } 299 300 if(depthStencil) 301 { 302 depthStencil->release(); 303 } 304 305 markAllStateDirty(); 306} 307 308EGLint Context::getClientVersion() const 309{ 310 return clientVersion; 311} 312 313// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 314void Context::markAllStateDirty() 315{ 316 mAppliedProgramSerial = 0; 317 318 mDepthStateDirty = true; 319 mMaskStateDirty = true; 320 mBlendStateDirty = true; 321 mStencilStateDirty = true; 322 mPolygonOffsetStateDirty = true; 323 mSampleStateDirty = true; 324 mDitherStateDirty = true; 325 mFrontFaceDirty = true; 326} 327 328void Context::setClearColor(float red, float green, float blue, float alpha) 329{ 330 mState.colorClearValue.red = red; 331 mState.colorClearValue.green = green; 332 mState.colorClearValue.blue = blue; 333 mState.colorClearValue.alpha = alpha; 334} 335 336void Context::setClearDepth(float depth) 337{ 338 mState.depthClearValue = depth; 339} 340 341void Context::setClearStencil(int stencil) 342{ 343 mState.stencilClearValue = stencil; 344} 345 346void Context::setCullFaceEnabled(bool enabled) 347{ 348 mState.cullFaceEnabled = enabled; 349} 350 351bool Context::isCullFaceEnabled() const 352{ 353 return mState.cullFaceEnabled; 354} 355 356void Context::setCullMode(GLenum mode) 357{ 358 mState.cullMode = mode; 359} 360 361void Context::setFrontFace(GLenum front) 362{ 363 if(mState.frontFace != front) 364 { 365 mState.frontFace = front; 366 mFrontFaceDirty = true; 367 } 368} 369 370void Context::setDepthTestEnabled(bool enabled) 371{ 372 if(mState.depthTestEnabled != enabled) 373 { 374 mState.depthTestEnabled = enabled; 375 mDepthStateDirty = true; 376 } 377} 378 379bool Context::isDepthTestEnabled() const 380{ 381 return mState.depthTestEnabled; 382} 383 384void Context::setDepthFunc(GLenum depthFunc) 385{ 386 if(mState.depthFunc != depthFunc) 387 { 388 mState.depthFunc = depthFunc; 389 mDepthStateDirty = true; 390 } 391} 392 393void Context::setDepthRange(float zNear, float zFar) 394{ 395 mState.zNear = zNear; 396 mState.zFar = zFar; 397} 398 399void Context::setBlendEnabled(bool enabled) 400{ 401 if(mState.blendEnabled != enabled) 402 { 403 mState.blendEnabled = enabled; 404 mBlendStateDirty = true; 405 } 406} 407 408bool Context::isBlendEnabled() const 409{ 410 return mState.blendEnabled; 411} 412 413void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 414{ 415 if(mState.sourceBlendRGB != sourceRGB || 416 mState.sourceBlendAlpha != sourceAlpha || 417 mState.destBlendRGB != destRGB || 418 mState.destBlendAlpha != destAlpha) 419 { 420 mState.sourceBlendRGB = sourceRGB; 421 mState.destBlendRGB = destRGB; 422 mState.sourceBlendAlpha = sourceAlpha; 423 mState.destBlendAlpha = destAlpha; 424 mBlendStateDirty = true; 425 } 426} 427 428void Context::setBlendColor(float red, float green, float blue, float alpha) 429{ 430 if(mState.blendColor.red != red || 431 mState.blendColor.green != green || 432 mState.blendColor.blue != blue || 433 mState.blendColor.alpha != alpha) 434 { 435 mState.blendColor.red = red; 436 mState.blendColor.green = green; 437 mState.blendColor.blue = blue; 438 mState.blendColor.alpha = alpha; 439 mBlendStateDirty = true; 440 } 441} 442 443void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 444{ 445 if(mState.blendEquationRGB != rgbEquation || 446 mState.blendEquationAlpha != alphaEquation) 447 { 448 mState.blendEquationRGB = rgbEquation; 449 mState.blendEquationAlpha = alphaEquation; 450 mBlendStateDirty = true; 451 } 452} 453 454void Context::setStencilTestEnabled(bool enabled) 455{ 456 if(mState.stencilTestEnabled != enabled) 457 { 458 mState.stencilTestEnabled = enabled; 459 mStencilStateDirty = true; 460 } 461} 462 463bool Context::isStencilTestEnabled() const 464{ 465 return mState.stencilTestEnabled; 466} 467 468void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 469{ 470 if(mState.stencilFunc != stencilFunc || 471 mState.stencilRef != stencilRef || 472 mState.stencilMask != stencilMask) 473 { 474 mState.stencilFunc = stencilFunc; 475 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 476 mState.stencilMask = stencilMask; 477 mStencilStateDirty = true; 478 } 479} 480 481void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 482{ 483 if(mState.stencilBackFunc != stencilBackFunc || 484 mState.stencilBackRef != stencilBackRef || 485 mState.stencilBackMask != stencilBackMask) 486 { 487 mState.stencilBackFunc = stencilBackFunc; 488 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 489 mState.stencilBackMask = stencilBackMask; 490 mStencilStateDirty = true; 491 } 492} 493 494void Context::setStencilWritemask(GLuint stencilWritemask) 495{ 496 if(mState.stencilWritemask != stencilWritemask) 497 { 498 mState.stencilWritemask = stencilWritemask; 499 mStencilStateDirty = true; 500 } 501} 502 503void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 504{ 505 if(mState.stencilBackWritemask != stencilBackWritemask) 506 { 507 mState.stencilBackWritemask = stencilBackWritemask; 508 mStencilStateDirty = true; 509 } 510} 511 512void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 513{ 514 if(mState.stencilFail != stencilFail || 515 mState.stencilPassDepthFail != stencilPassDepthFail || 516 mState.stencilPassDepthPass != stencilPassDepthPass) 517 { 518 mState.stencilFail = stencilFail; 519 mState.stencilPassDepthFail = stencilPassDepthFail; 520 mState.stencilPassDepthPass = stencilPassDepthPass; 521 mStencilStateDirty = true; 522 } 523} 524 525void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 526{ 527 if(mState.stencilBackFail != stencilBackFail || 528 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 529 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 530 { 531 mState.stencilBackFail = stencilBackFail; 532 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 533 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 534 mStencilStateDirty = true; 535 } 536} 537 538void Context::setPolygonOffsetFillEnabled(bool enabled) 539{ 540 if(mState.polygonOffsetFillEnabled != enabled) 541 { 542 mState.polygonOffsetFillEnabled = enabled; 543 mPolygonOffsetStateDirty = true; 544 } 545} 546 547bool Context::isPolygonOffsetFillEnabled() const 548{ 549 return mState.polygonOffsetFillEnabled; 550} 551 552void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 553{ 554 if(mState.polygonOffsetFactor != factor || 555 mState.polygonOffsetUnits != units) 556 { 557 mState.polygonOffsetFactor = factor; 558 mState.polygonOffsetUnits = units; 559 mPolygonOffsetStateDirty = true; 560 } 561} 562 563void Context::setSampleAlphaToCoverageEnabled(bool enabled) 564{ 565 if(mState.sampleAlphaToCoverageEnabled != enabled) 566 { 567 mState.sampleAlphaToCoverageEnabled = enabled; 568 mSampleStateDirty = true; 569 } 570} 571 572bool Context::isSampleAlphaToCoverageEnabled() const 573{ 574 return mState.sampleAlphaToCoverageEnabled; 575} 576 577void Context::setSampleCoverageEnabled(bool enabled) 578{ 579 if(mState.sampleCoverageEnabled != enabled) 580 { 581 mState.sampleCoverageEnabled = enabled; 582 mSampleStateDirty = true; 583 } 584} 585 586bool Context::isSampleCoverageEnabled() const 587{ 588 return mState.sampleCoverageEnabled; 589} 590 591void Context::setSampleCoverageParams(GLclampf value, bool invert) 592{ 593 if(mState.sampleCoverageValue != value || 594 mState.sampleCoverageInvert != invert) 595 { 596 mState.sampleCoverageValue = value; 597 mState.sampleCoverageInvert = invert; 598 mSampleStateDirty = true; 599 } 600} 601 602void Context::setScissorTestEnabled(bool enabled) 603{ 604 mState.scissorTestEnabled = enabled; 605} 606 607bool Context::isScissorTestEnabled() const 608{ 609 return mState.scissorTestEnabled; 610} 611 612void Context::setDitherEnabled(bool enabled) 613{ 614 if(mState.ditherEnabled != enabled) 615 { 616 mState.ditherEnabled = enabled; 617 mDitherStateDirty = true; 618 } 619} 620 621bool Context::isDitherEnabled() const 622{ 623 return mState.ditherEnabled; 624} 625 626void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 627{ 628 UNIMPLEMENTED(); 629 mState.primitiveRestartFixedIndexEnabled = enabled; 630} 631 632bool Context::isPrimitiveRestartFixedIndexEnabled() const 633{ 634 return mState.primitiveRestartFixedIndexEnabled; 635} 636 637void Context::setRasterizerDiscardEnabled(bool enabled) 638{ 639 mState.rasterizerDiscardEnabled = enabled; 640} 641 642bool Context::isRasterizerDiscardEnabled() const 643{ 644 return mState.rasterizerDiscardEnabled; 645} 646 647void Context::setLineWidth(GLfloat width) 648{ 649 mState.lineWidth = width; 650 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 651} 652 653void Context::setGenerateMipmapHint(GLenum hint) 654{ 655 mState.generateMipmapHint = hint; 656} 657 658void Context::setFragmentShaderDerivativeHint(GLenum hint) 659{ 660 mState.fragmentShaderDerivativeHint = hint; 661 // TODO: Propagate the hint to shader translator so we can write 662 // ddx, ddx_coarse, or ddx_fine depending on the hint. 663 // Ignore for now. It is valid for implementations to ignore hint. 664} 665 666void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 667{ 668 mState.viewportX = x; 669 mState.viewportY = y; 670 mState.viewportWidth = width; 671 mState.viewportHeight = height; 672} 673 674void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 675{ 676 mState.scissorX = x; 677 mState.scissorY = y; 678 mState.scissorWidth = width; 679 mState.scissorHeight = height; 680} 681 682void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 683{ 684 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 685 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 686 { 687 mState.colorMaskRed = red; 688 mState.colorMaskGreen = green; 689 mState.colorMaskBlue = blue; 690 mState.colorMaskAlpha = alpha; 691 mMaskStateDirty = true; 692 } 693} 694 695unsigned int Context::getColorMask() const 696{ 697 return (mState.colorMaskRed ? 0x1 : 0) | 698 (mState.colorMaskGreen ? 0x2 : 0) | 699 (mState.colorMaskBlue ? 0x4 : 0) | 700 (mState.colorMaskAlpha ? 0x8 : 0); 701} 702 703void Context::setDepthMask(bool mask) 704{ 705 if(mState.depthMask != mask) 706 { 707 mState.depthMask = mask; 708 mMaskStateDirty = true; 709 } 710} 711 712void Context::setActiveSampler(unsigned int active) 713{ 714 mState.activeSampler = active; 715} 716 717GLuint Context::getReadFramebufferName() const 718{ 719 return mState.readFramebuffer; 720} 721 722GLuint Context::getDrawFramebufferName() const 723{ 724 return mState.drawFramebuffer; 725} 726 727GLuint Context::getRenderbufferName() const 728{ 729 return mState.renderbuffer.name(); 730} 731 732void Context::setFramebufferReadBuffer(GLuint buf) 733{ 734 getReadFramebuffer()->setReadBuffer(buf); 735} 736 737void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs) 738{ 739 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 740 741 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) 742 { 743 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE); 744 } 745} 746 747GLuint Context::getReadFramebufferColorIndex() const 748{ 749 GLenum buf = getReadFramebuffer()->getReadBuffer(); 750 switch(buf) 751 { 752 case GL_BACK: 753 return 0; 754 case GL_NONE: 755 return GL_INVALID_INDEX; 756 default: 757 return buf - GL_COLOR_ATTACHMENT0; 758} 759} 760 761GLuint Context::getArrayBufferName() const 762{ 763 return mState.arrayBuffer.name(); 764} 765 766GLuint Context::getElementArrayBufferName() const 767{ 768 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 769 return elementArrayBuffer ? elementArrayBuffer->name : 0; 770} 771 772GLuint Context::getActiveQuery(GLenum target) const 773{ 774 Query *queryObject = nullptr; 775 776 switch(target) 777 { 778 case GL_ANY_SAMPLES_PASSED_EXT: 779 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 780 break; 781 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 782 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 783 break; 784 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 785 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 786 break; 787 default: 788 ASSERT(false); 789 } 790 791 if(queryObject) 792 { 793 return queryObject->name; 794 } 795 796 return 0; 797} 798 799void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 800{ 801 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 802} 803 804void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 805{ 806 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 807} 808 809const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 810{ 811 return getCurrentVertexArray()->getVertexAttribute(attribNum); 812} 813 814void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 815 GLsizei stride, const void *pointer) 816{ 817 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 818} 819 820const void *Context::getVertexAttribPointer(unsigned int attribNum) const 821{ 822 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 823} 824 825const VertexAttributeArray &Context::getVertexArrayAttributes() 826{ 827 return getCurrentVertexArray()->getVertexAttributes(); 828} 829 830const VertexAttributeArray &Context::getCurrentVertexAttributes() 831{ 832 return mState.vertexAttribute; 833} 834 835void Context::setPackAlignment(GLint alignment) 836{ 837 mState.packAlignment = alignment; 838} 839 840void Context::setUnpackAlignment(GLint alignment) 841{ 842 mState.unpackInfo.alignment = alignment; 843} 844 845const egl::Image::UnpackInfo& Context::getUnpackInfo() const 846{ 847 return mState.unpackInfo; 848} 849 850void Context::setPackRowLength(GLint rowLength) 851{ 852 mState.packRowLength = rowLength; 853} 854 855void Context::setPackImageHeight(GLint imageHeight) 856{ 857 mState.packImageHeight = imageHeight; 858} 859 860void Context::setPackSkipPixels(GLint skipPixels) 861{ 862 mState.packSkipPixels = skipPixels; 863} 864 865void Context::setPackSkipRows(GLint skipRows) 866{ 867 mState.packSkipRows = skipRows; 868} 869 870void Context::setPackSkipImages(GLint skipImages) 871{ 872 mState.packSkipImages = skipImages; 873} 874 875void Context::setUnpackRowLength(GLint rowLength) 876{ 877 mState.unpackInfo.rowLength = rowLength; 878} 879 880void Context::setUnpackImageHeight(GLint imageHeight) 881{ 882 mState.unpackInfo.imageHeight = imageHeight; 883} 884 885void Context::setUnpackSkipPixels(GLint skipPixels) 886{ 887 mState.unpackInfo.skipPixels = skipPixels; 888} 889 890void Context::setUnpackSkipRows(GLint skipRows) 891{ 892 mState.unpackInfo.skipRows = skipRows; 893} 894 895void Context::setUnpackSkipImages(GLint skipImages) 896{ 897 mState.unpackInfo.skipImages = skipImages; 898} 899 900GLuint Context::createBuffer() 901{ 902 return mResourceManager->createBuffer(); 903} 904 905GLuint Context::createProgram() 906{ 907 return mResourceManager->createProgram(); 908} 909 910GLuint Context::createShader(GLenum type) 911{ 912 return mResourceManager->createShader(type); 913} 914 915GLuint Context::createTexture() 916{ 917 return mResourceManager->createTexture(); 918} 919 920GLuint Context::createRenderbuffer() 921{ 922 return mResourceManager->createRenderbuffer(); 923} 924 925// Returns an unused framebuffer name 926GLuint Context::createFramebuffer() 927{ 928 return mFramebufferNameSpace.allocate(); 929} 930 931GLuint Context::createFence() 932{ 933 return mFenceNameSpace.allocate(new Fence()); 934} 935 936// Returns an unused query name 937GLuint Context::createQuery() 938{ 939 return mQueryNameSpace.allocate(); 940} 941 942// Returns an unused vertex array name 943GLuint Context::createVertexArray() 944{ 945 return mVertexArrayNameSpace.allocate(); 946} 947 948GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 949{ 950 GLuint handle = mResourceManager->createFenceSync(condition, flags); 951 952 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 953} 954 955// Returns an unused transform feedback name 956GLuint Context::createTransformFeedback() 957{ 958 return mTransformFeedbackNameSpace.allocate(); 959} 960 961// Returns an unused sampler name 962GLuint Context::createSampler() 963{ 964 return mResourceManager->createSampler(); 965} 966 967void Context::deleteBuffer(GLuint buffer) 968{ 969 detachBuffer(buffer); 970 971 mResourceManager->deleteBuffer(buffer); 972} 973 974void Context::deleteShader(GLuint shader) 975{ 976 mResourceManager->deleteShader(shader); 977} 978 979void Context::deleteProgram(GLuint program) 980{ 981 mResourceManager->deleteProgram(program); 982} 983 984void Context::deleteTexture(GLuint texture) 985{ 986 detachTexture(texture); 987 988 mResourceManager->deleteTexture(texture); 989} 990 991void Context::deleteRenderbuffer(GLuint renderbuffer) 992{ 993 if(mResourceManager->getRenderbuffer(renderbuffer)) 994 { 995 detachRenderbuffer(renderbuffer); 996 } 997 998 mResourceManager->deleteRenderbuffer(renderbuffer); 999} 1000 1001void Context::deleteFramebuffer(GLuint framebuffer) 1002{ 1003 detachFramebuffer(framebuffer); 1004 1005 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); 1006 1007 if(framebufferObject) 1008 { 1009 delete framebufferObject; 1010 } 1011} 1012 1013void Context::deleteFence(GLuint fence) 1014{ 1015 Fence *fenceObject = mFenceNameSpace.remove(fence); 1016 1017 if(fenceObject) 1018 { 1019 delete fenceObject; 1020 } 1021} 1022 1023void Context::deleteQuery(GLuint query) 1024{ 1025 Query *queryObject = mQueryNameSpace.remove(query); 1026 1027 if(queryObject) 1028 { 1029 queryObject->release(); 1030 } 1031} 1032 1033void Context::deleteVertexArray(GLuint vertexArray) 1034{ 1035 // [OpenGL ES 3.0.2] section 2.10 page 43: 1036 // If a vertex array object that is currently bound is deleted, the binding 1037 // for that object reverts to zero and the default vertex array becomes current. 1038 if(getCurrentVertexArray()->name == vertexArray) 1039 { 1040 bindVertexArray(0); 1041 } 1042 1043 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray); 1044 1045 if(vertexArrayObject) 1046 { 1047 delete vertexArrayObject; 1048 } 1049} 1050 1051void Context::deleteFenceSync(GLsync fenceSync) 1052{ 1053 // The spec specifies the underlying Fence object is not deleted until all current 1054 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1055 // and since our API is currently designed for being called from a single thread, we can delete 1056 // the fence immediately. 1057 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1058} 1059 1060void Context::deleteTransformFeedback(GLuint transformFeedback) 1061{ 1062 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback); 1063 1064 if(transformFeedbackObject) 1065 { 1066 delete transformFeedbackObject; 1067 } 1068} 1069 1070void Context::deleteSampler(GLuint sampler) 1071{ 1072 detachSampler(sampler); 1073 1074 mResourceManager->deleteSampler(sampler); 1075} 1076 1077Buffer *Context::getBuffer(GLuint handle) const 1078{ 1079 return mResourceManager->getBuffer(handle); 1080} 1081 1082Shader *Context::getShader(GLuint handle) const 1083{ 1084 return mResourceManager->getShader(handle); 1085} 1086 1087Program *Context::getProgram(GLuint handle) const 1088{ 1089 return mResourceManager->getProgram(handle); 1090} 1091 1092Texture *Context::getTexture(GLuint handle) const 1093{ 1094 return mResourceManager->getTexture(handle); 1095} 1096 1097Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1098{ 1099 return mResourceManager->getRenderbuffer(handle); 1100} 1101 1102Framebuffer *Context::getReadFramebuffer() const 1103{ 1104 return getFramebuffer(mState.readFramebuffer); 1105} 1106 1107Framebuffer *Context::getDrawFramebuffer() const 1108{ 1109 return getFramebuffer(mState.drawFramebuffer); 1110} 1111 1112void Context::bindArrayBuffer(unsigned int buffer) 1113{ 1114 mResourceManager->checkBufferAllocation(buffer); 1115 1116 mState.arrayBuffer = getBuffer(buffer); 1117} 1118 1119void Context::bindElementArrayBuffer(unsigned int buffer) 1120{ 1121 mResourceManager->checkBufferAllocation(buffer); 1122 1123 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1124} 1125 1126void Context::bindCopyReadBuffer(GLuint buffer) 1127{ 1128 mResourceManager->checkBufferAllocation(buffer); 1129 1130 mState.copyReadBuffer = getBuffer(buffer); 1131} 1132 1133void Context::bindCopyWriteBuffer(GLuint buffer) 1134{ 1135 mResourceManager->checkBufferAllocation(buffer); 1136 1137 mState.copyWriteBuffer = getBuffer(buffer); 1138} 1139 1140void Context::bindPixelPackBuffer(GLuint buffer) 1141{ 1142 mResourceManager->checkBufferAllocation(buffer); 1143 1144 mState.pixelPackBuffer = getBuffer(buffer); 1145} 1146 1147void Context::bindPixelUnpackBuffer(GLuint buffer) 1148{ 1149 mResourceManager->checkBufferAllocation(buffer); 1150 1151 mState.pixelUnpackBuffer = getBuffer(buffer); 1152} 1153 1154void Context::bindTransformFeedbackBuffer(GLuint buffer) 1155{ 1156 mResourceManager->checkBufferAllocation(buffer); 1157 1158 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1159 1160 if(transformFeedback) 1161 { 1162 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1163 } 1164} 1165 1166void Context::bindTexture2D(GLuint texture) 1167{ 1168 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1169 1170 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1171} 1172 1173void Context::bindTextureCubeMap(GLuint texture) 1174{ 1175 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1176 1177 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1178} 1179 1180void Context::bindTextureExternal(GLuint texture) 1181{ 1182 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1183 1184 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1185} 1186 1187void Context::bindTexture3D(GLuint texture) 1188{ 1189 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1190 1191 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1192} 1193 1194void Context::bindTexture2DArray(GLuint texture) 1195{ 1196 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1197 1198 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1199} 1200 1201void Context::bindReadFramebuffer(GLuint framebuffer) 1202{ 1203 if(!getFramebuffer(framebuffer)) 1204 { 1205 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1206 } 1207 1208 mState.readFramebuffer = framebuffer; 1209} 1210 1211void Context::bindDrawFramebuffer(GLuint framebuffer) 1212{ 1213 if(!getFramebuffer(framebuffer)) 1214 { 1215 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1216 } 1217 1218 mState.drawFramebuffer = framebuffer; 1219} 1220 1221void Context::bindRenderbuffer(GLuint renderbuffer) 1222{ 1223 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1224 1225 mState.renderbuffer = getRenderbuffer(renderbuffer); 1226} 1227 1228void Context::bindVertexArray(GLuint array) 1229{ 1230 VertexArray *vertexArray = getVertexArray(array); 1231 1232 if(!vertexArray) 1233 { 1234 vertexArray = new VertexArray(array); 1235 mVertexArrayNameSpace.insert(array, vertexArray); 1236 } 1237 1238 mState.vertexArray = array; 1239} 1240 1241void Context::bindGenericUniformBuffer(GLuint buffer) 1242{ 1243 mResourceManager->checkBufferAllocation(buffer); 1244 1245 mState.genericUniformBuffer = getBuffer(buffer); 1246} 1247 1248void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1249{ 1250 mResourceManager->checkBufferAllocation(buffer); 1251 1252 Buffer* bufferObject = getBuffer(buffer); 1253 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size)); 1254} 1255 1256void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1257{ 1258 mResourceManager->checkBufferAllocation(buffer); 1259 1260 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1261} 1262 1263void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1264{ 1265 mResourceManager->checkBufferAllocation(buffer); 1266 1267 Buffer* bufferObject = getBuffer(buffer); 1268 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1269} 1270 1271void Context::bindTransformFeedback(GLuint id) 1272{ 1273 if(!getTransformFeedback(id)) 1274 { 1275 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id)); 1276 } 1277 1278 mState.transformFeedback = id; 1279} 1280 1281bool Context::bindSampler(GLuint unit, GLuint sampler) 1282{ 1283 mResourceManager->checkSamplerAllocation(sampler); 1284 1285 Sampler* samplerObject = getSampler(sampler); 1286 1287 mState.sampler[unit] = samplerObject; 1288 1289 return !!samplerObject; 1290} 1291 1292void Context::useProgram(GLuint program) 1293{ 1294 GLuint priorProgram = mState.currentProgram; 1295 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1296 1297 if(priorProgram != program) 1298 { 1299 Program *newProgram = mResourceManager->getProgram(program); 1300 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1301 1302 if(newProgram) 1303 { 1304 newProgram->addRef(); 1305 } 1306 1307 if(oldProgram) 1308 { 1309 oldProgram->release(); 1310 } 1311 } 1312} 1313 1314void Context::beginQuery(GLenum target, GLuint query) 1315{ 1316 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1317 // of zero, if the active query object name for <target> is non-zero (for the 1318 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1319 // the active query for either target is non-zero), if <id> is the name of an 1320 // existing query object whose type does not match <target>, or if <id> is the 1321 // active query object name for any query type, the error INVALID_OPERATION is 1322 // generated. 1323 1324 // Ensure no other queries are active 1325 // NOTE: If other queries than occlusion are supported, we will need to check 1326 // separately that: 1327 // a) The query ID passed is not the current active query for any target/type 1328 // b) There are no active queries for the requested target (and in the case 1329 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1330 // no query may be active for either if glBeginQuery targets either. 1331 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1332 { 1333 if(mState.activeQuery[i]) 1334 { 1335 return error(GL_INVALID_OPERATION); 1336 } 1337 } 1338 1339 QueryType qType; 1340 switch(target) 1341 { 1342 case GL_ANY_SAMPLES_PASSED_EXT: 1343 qType = QUERY_ANY_SAMPLES_PASSED; 1344 break; 1345 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1346 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1347 break; 1348 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1349 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1350 break; 1351 default: 1352 UNREACHABLE(target); 1353 return error(GL_INVALID_ENUM); 1354 } 1355 1356 Query *queryObject = createQuery(query, target); 1357 1358 // Check that name was obtained with glGenQueries 1359 if(!queryObject) 1360 { 1361 return error(GL_INVALID_OPERATION); 1362 } 1363 1364 // Check for type mismatch 1365 if(queryObject->getType() != target) 1366 { 1367 return error(GL_INVALID_OPERATION); 1368 } 1369 1370 // Set query as active for specified target 1371 mState.activeQuery[qType] = queryObject; 1372 1373 // Begin query 1374 queryObject->begin(); 1375} 1376 1377void Context::endQuery(GLenum target) 1378{ 1379 QueryType qType; 1380 1381 switch(target) 1382 { 1383 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1384 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1385 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1386 default: UNREACHABLE(target); return; 1387 } 1388 1389 Query *queryObject = mState.activeQuery[qType]; 1390 1391 if(!queryObject) 1392 { 1393 return error(GL_INVALID_OPERATION); 1394 } 1395 1396 queryObject->end(); 1397 1398 mState.activeQuery[qType] = nullptr; 1399} 1400 1401void Context::setFramebufferZero(Framebuffer *buffer) 1402{ 1403 delete mFramebufferNameSpace.remove(0); 1404 mFramebufferNameSpace.insert(0, buffer); 1405} 1406 1407void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1408{ 1409 Renderbuffer *renderbufferObject = mState.renderbuffer; 1410 renderbufferObject->setStorage(renderbuffer); 1411} 1412 1413Framebuffer *Context::getFramebuffer(unsigned int handle) const 1414{ 1415 return mFramebufferNameSpace.find(handle); 1416} 1417 1418Fence *Context::getFence(unsigned int handle) const 1419{ 1420 return mFenceNameSpace.find(handle); 1421} 1422 1423FenceSync *Context::getFenceSync(GLsync handle) const 1424{ 1425 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1426} 1427 1428Query *Context::getQuery(unsigned int handle) const 1429{ 1430 return mQueryNameSpace.find(handle); 1431} 1432 1433Query *Context::createQuery(unsigned int handle, GLenum type) 1434{ 1435 if(!mQueryNameSpace.isReserved(handle)) 1436 { 1437 return nullptr; 1438 } 1439 else 1440 { 1441 Query *query = mQueryNameSpace.find(handle); 1442 if(!query) 1443 { 1444 query = new Query(handle, type); 1445 query->addRef(); 1446 mQueryNameSpace.insert(handle, query); 1447 } 1448 1449 return query; 1450 } 1451} 1452 1453VertexArray *Context::getVertexArray(GLuint array) const 1454{ 1455 return mVertexArrayNameSpace.find(array); 1456} 1457 1458VertexArray *Context::getCurrentVertexArray() const 1459{ 1460 return getVertexArray(mState.vertexArray); 1461} 1462 1463bool Context::isVertexArray(GLuint array) const 1464{ 1465 return mVertexArrayNameSpace.isReserved(array); 1466} 1467 1468bool Context::hasZeroDivisor() const 1469{ 1470 // Verify there is at least one active attribute with a divisor of zero 1471 es2::Program *programObject = getCurrentProgram(); 1472 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1473 { 1474 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1475 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1476 { 1477 return true; 1478 } 1479 } 1480 1481 return false; 1482} 1483 1484TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1485{ 1486 return mTransformFeedbackNameSpace.find(transformFeedback); 1487} 1488 1489Sampler *Context::getSampler(GLuint sampler) const 1490{ 1491 return mResourceManager->getSampler(sampler); 1492} 1493 1494bool Context::isSampler(GLuint sampler) const 1495{ 1496 return mResourceManager->isSampler(sampler); 1497} 1498 1499Buffer *Context::getArrayBuffer() const 1500{ 1501 return mState.arrayBuffer; 1502} 1503 1504Buffer *Context::getElementArrayBuffer() const 1505{ 1506 return getCurrentVertexArray()->getElementArrayBuffer(); 1507} 1508 1509Buffer *Context::getCopyReadBuffer() const 1510{ 1511 return mState.copyReadBuffer; 1512} 1513 1514Buffer *Context::getCopyWriteBuffer() const 1515{ 1516 return mState.copyWriteBuffer; 1517} 1518 1519Buffer *Context::getPixelPackBuffer() const 1520{ 1521 return mState.pixelPackBuffer; 1522} 1523 1524Buffer *Context::getPixelUnpackBuffer() const 1525{ 1526 return mState.pixelUnpackBuffer; 1527} 1528 1529Buffer *Context::getGenericUniformBuffer() const 1530{ 1531 return mState.genericUniformBuffer; 1532} 1533 1534const GLvoid* Context::getPixels(const GLvoid* data) const 1535{ 1536 es2::Buffer* unpackBuffer = getPixelUnpackBuffer(); 1537 const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr; 1538 return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data; 1539} 1540 1541bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1542{ 1543 switch(target) 1544 { 1545 case GL_ARRAY_BUFFER: 1546 *buffer = getArrayBuffer(); 1547 break; 1548 case GL_ELEMENT_ARRAY_BUFFER: 1549 *buffer = getElementArrayBuffer(); 1550 break; 1551 case GL_COPY_READ_BUFFER: 1552 if(clientVersion >= 3) 1553 { 1554 *buffer = getCopyReadBuffer(); 1555 break; 1556 } 1557 else return false; 1558 case GL_COPY_WRITE_BUFFER: 1559 if(clientVersion >= 3) 1560 { 1561 *buffer = getCopyWriteBuffer(); 1562 break; 1563 } 1564 else return false; 1565 case GL_PIXEL_PACK_BUFFER: 1566 if(clientVersion >= 3) 1567 { 1568 *buffer = getPixelPackBuffer(); 1569 break; 1570 } 1571 else return false; 1572 case GL_PIXEL_UNPACK_BUFFER: 1573 if(clientVersion >= 3) 1574 { 1575 *buffer = getPixelUnpackBuffer(); 1576 break; 1577 } 1578 else return false; 1579 case GL_TRANSFORM_FEEDBACK_BUFFER: 1580 if(clientVersion >= 3) 1581 { 1582 TransformFeedback* transformFeedback = getTransformFeedback(); 1583 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1584 break; 1585 } 1586 else return false; 1587 case GL_UNIFORM_BUFFER: 1588 if(clientVersion >= 3) 1589 { 1590 *buffer = getGenericUniformBuffer(); 1591 break; 1592 } 1593 else return false; 1594 default: 1595 return false; 1596 } 1597 return true; 1598} 1599 1600TransformFeedback *Context::getTransformFeedback() const 1601{ 1602 return getTransformFeedback(mState.transformFeedback); 1603} 1604 1605Program *Context::getCurrentProgram() const 1606{ 1607 return mResourceManager->getProgram(mState.currentProgram); 1608} 1609 1610Texture2D *Context::getTexture2D() const 1611{ 1612 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1613} 1614 1615Texture3D *Context::getTexture3D() const 1616{ 1617 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1618} 1619 1620Texture2DArray *Context::getTexture2DArray() const 1621{ 1622 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1623} 1624 1625TextureCubeMap *Context::getTextureCubeMap() const 1626{ 1627 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1628} 1629 1630TextureExternal *Context::getTextureExternal() const 1631{ 1632 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1633} 1634 1635Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1636{ 1637 GLuint texid = mState.samplerTexture[type][sampler].name(); 1638 1639 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1640 { 1641 switch(type) 1642 { 1643 case TEXTURE_2D: return mTexture2DZero; 1644 case TEXTURE_3D: return mTexture3DZero; 1645 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1646 case TEXTURE_CUBE: return mTextureCubeMapZero; 1647 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1648 default: UNREACHABLE(type); 1649 } 1650 } 1651 1652 return mState.samplerTexture[type][sampler]; 1653} 1654 1655void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1656{ 1657 mResourceManager->checkSamplerAllocation(sampler); 1658 1659 Sampler *samplerObject = getSampler(sampler); 1660 ASSERT(samplerObject); 1661 1662 switch(pname) 1663 { 1664 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1665 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1666 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1667 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1668 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1669 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1670 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1671 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; 1672 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; 1673 default: UNREACHABLE(pname); break; 1674 } 1675} 1676 1677void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1678{ 1679 mResourceManager->checkSamplerAllocation(sampler); 1680 1681 Sampler *samplerObject = getSampler(sampler); 1682 ASSERT(samplerObject); 1683 1684 switch(pname) 1685 { 1686 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1687 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1688 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1689 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1690 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1691 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1692 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1693 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break; 1694 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break; 1695 default: UNREACHABLE(pname); break; 1696 } 1697} 1698 1699GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1700{ 1701 mResourceManager->checkSamplerAllocation(sampler); 1702 1703 Sampler *samplerObject = getSampler(sampler); 1704 ASSERT(samplerObject); 1705 1706 switch(pname) 1707 { 1708 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1709 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1710 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1711 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1712 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1713 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1714 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1715 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); 1716 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); 1717 default: UNREACHABLE(pname); return 0; 1718 } 1719} 1720 1721GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1722{ 1723 mResourceManager->checkSamplerAllocation(sampler); 1724 1725 Sampler *samplerObject = getSampler(sampler); 1726 ASSERT(samplerObject); 1727 1728 switch(pname) 1729 { 1730 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1731 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1732 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1733 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1734 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1735 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1736 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1737 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); 1738 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); 1739 default: UNREACHABLE(pname); return 0; 1740 } 1741} 1742 1743bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1744{ 1745 switch(pname) 1746 { 1747 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1748 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1749 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1750 case GL_COLOR_WRITEMASK: 1751 params[0] = mState.colorMaskRed; 1752 params[1] = mState.colorMaskGreen; 1753 params[2] = mState.colorMaskBlue; 1754 params[3] = mState.colorMaskAlpha; 1755 break; 1756 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1757 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1758 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1759 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1760 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1761 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1762 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1763 case GL_BLEND: *params = mState.blendEnabled; break; 1764 case GL_DITHER: *params = mState.ditherEnabled; break; 1765 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1766 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1767 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1768 { 1769 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1770 if(transformFeedback) 1771 { 1772 *params = transformFeedback->isActive(); 1773 break; 1774 } 1775 else return false; 1776 } 1777 case GL_TRANSFORM_FEEDBACK_PAUSED: 1778 { 1779 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1780 if(transformFeedback) 1781 { 1782 *params = transformFeedback->isPaused(); 1783 break; 1784 } 1785 else return false; 1786 } 1787 default: 1788 return false; 1789 } 1790 1791 return true; 1792} 1793 1794bool Context::getFloatv(GLenum pname, GLfloat *params) const 1795{ 1796 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1797 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1798 // GetIntegerv as its native query function. As it would require conversion in any 1799 // case, this should make no difference to the calling application. 1800 switch(pname) 1801 { 1802 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1803 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1804 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1805 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1806 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1807 case GL_ALIASED_LINE_WIDTH_RANGE: 1808 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1809 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1810 break; 1811 case GL_ALIASED_POINT_SIZE_RANGE: 1812 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1813 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1814 break; 1815 case GL_DEPTH_RANGE: 1816 params[0] = mState.zNear; 1817 params[1] = mState.zFar; 1818 break; 1819 case GL_COLOR_CLEAR_VALUE: 1820 params[0] = mState.colorClearValue.red; 1821 params[1] = mState.colorClearValue.green; 1822 params[2] = mState.colorClearValue.blue; 1823 params[3] = mState.colorClearValue.alpha; 1824 break; 1825 case GL_BLEND_COLOR: 1826 params[0] = mState.blendColor.red; 1827 params[1] = mState.blendColor.green; 1828 params[2] = mState.blendColor.blue; 1829 params[3] = mState.blendColor.alpha; 1830 break; 1831 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1832 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1833 break; 1834 default: 1835 return false; 1836 } 1837 1838 return true; 1839} 1840 1841template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1842template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1843 1844template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1845{ 1846 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1847 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1848 // GetIntegerv as its native query function. As it would require conversion in any 1849 // case, this should make no difference to the calling application. You may find it in 1850 // Context::getFloatv. 1851 switch(pname) 1852 { 1853 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break; 1854 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break; 1855 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break; 1856 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; 1857 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break; 1858 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break; 1859 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break; 1860 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break; 1861 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; 1862 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; 1863 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); break; 1864 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); break; 1865// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1866 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; 1867 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; 1868 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); break; 1869 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; 1870 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1871 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; break; 1872 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1873 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; 1874 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1875 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1876 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1877 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); break; 1878 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; 1879 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; 1880 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); break; 1881 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1882 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1883 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1884 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; 1885 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; 1886 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; 1887 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1888 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; 1889 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; 1890 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; 1891 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; 1892 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; 1893 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; 1894 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); break; 1895 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); break; 1896 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1897 case GL_SUBPIXEL_BITS: *params = 4; break; 1898 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1899 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break; 1900 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1901 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break; 1902 case GL_SAMPLE_BUFFERS: 1903 case GL_SAMPLES: 1904 { 1905 Framebuffer *framebuffer = getDrawFramebuffer(); 1906 int width, height, samples; 1907 1908 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1909 { 1910 switch(pname) 1911 { 1912 case GL_SAMPLE_BUFFERS: 1913 if(samples > 1) 1914 { 1915 *params = 1; 1916 } 1917 else 1918 { 1919 *params = 0; 1920 } 1921 break; 1922 case GL_SAMPLES: 1923 *params = samples; 1924 break; 1925 } 1926 } 1927 else 1928 { 1929 *params = 0; 1930 } 1931 } 1932 break; 1933 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 1934 { 1935 Framebuffer *framebuffer = getReadFramebuffer(); 1936 *params = framebuffer->getImplementationColorReadType(); 1937 } 1938 break; 1939 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 1940 { 1941 Framebuffer *framebuffer = getReadFramebuffer(); 1942 *params = framebuffer->getImplementationColorReadFormat(); 1943 } 1944 break; 1945 case GL_MAX_VIEWPORT_DIMS: 1946 { 1947 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 1948 params[0] = maxDimension; 1949 params[1] = maxDimension; 1950 } 1951 break; 1952 case GL_COMPRESSED_TEXTURE_FORMATS: 1953 { 1954 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 1955 { 1956 params[i] = compressedTextureFormats[i]; 1957 } 1958 } 1959 break; 1960 case GL_VIEWPORT: 1961 params[0] = mState.viewportX; 1962 params[1] = mState.viewportY; 1963 params[2] = mState.viewportWidth; 1964 params[3] = mState.viewportHeight; 1965 break; 1966 case GL_SCISSOR_BOX: 1967 params[0] = mState.scissorX; 1968 params[1] = mState.scissorY; 1969 params[2] = mState.scissorWidth; 1970 params[3] = mState.scissorHeight; 1971 break; 1972 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 1973 case GL_FRONT_FACE: *params = mState.frontFace; break; 1974 case GL_RED_BITS: 1975 case GL_GREEN_BITS: 1976 case GL_BLUE_BITS: 1977 case GL_ALPHA_BITS: 1978 { 1979 Framebuffer *framebuffer = getDrawFramebuffer(); 1980 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 1981 1982 if(colorbuffer) 1983 { 1984 switch(pname) 1985 { 1986 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 1987 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 1988 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 1989 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 1990 } 1991 } 1992 else 1993 { 1994 *params = 0; 1995 } 1996 } 1997 break; 1998 case GL_DEPTH_BITS: 1999 { 2000 Framebuffer *framebuffer = getDrawFramebuffer(); 2001 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2002 2003 if(depthbuffer) 2004 { 2005 *params = depthbuffer->getDepthSize(); 2006 } 2007 else 2008 { 2009 *params = 0; 2010 } 2011 } 2012 break; 2013 case GL_STENCIL_BITS: 2014 { 2015 Framebuffer *framebuffer = getDrawFramebuffer(); 2016 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2017 2018 if(stencilbuffer) 2019 { 2020 *params = stencilbuffer->getStencilSize(); 2021 } 2022 else 2023 { 2024 *params = 0; 2025 } 2026 } 2027 break; 2028 case GL_TEXTURE_BINDING_2D: 2029 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2030 { 2031 error(GL_INVALID_OPERATION); 2032 return false; 2033 } 2034 2035 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2036 break; 2037 case GL_TEXTURE_BINDING_CUBE_MAP: 2038 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2039 { 2040 error(GL_INVALID_OPERATION); 2041 return false; 2042 } 2043 2044 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2045 break; 2046 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2047 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2048 { 2049 error(GL_INVALID_OPERATION); 2050 return false; 2051 } 2052 2053 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2054 break; 2055 case GL_TEXTURE_BINDING_3D_OES: 2056 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2057 { 2058 error(GL_INVALID_OPERATION); 2059 return false; 2060 } 2061 2062 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2063 break; 2064 case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0 2065 if(clientVersion < 3) 2066 { 2067 return false; 2068 } 2069 else if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2070 { 2071 error(GL_INVALID_OPERATION); 2072 return false; 2073 } 2074 2075 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name(); 2076 break; 2077 case GL_COPY_READ_BUFFER_BINDING: // name, initially 0 2078 if(clientVersion >= 3) 2079 { 2080 *params = mState.copyReadBuffer.name(); 2081 } 2082 else 2083 { 2084 return false; 2085 } 2086 break; 2087 case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0 2088 if(clientVersion >= 3) 2089 { 2090 *params = mState.copyWriteBuffer.name(); 2091 } 2092 else 2093 { 2094 return false; 2095 } 2096 break; 2097 case GL_DRAW_BUFFER0: 2098 case GL_DRAW_BUFFER1: 2099 case GL_DRAW_BUFFER2: 2100 case GL_DRAW_BUFFER3: 2101 case GL_DRAW_BUFFER4: 2102 case GL_DRAW_BUFFER5: 2103 case GL_DRAW_BUFFER6: 2104 case GL_DRAW_BUFFER7: 2105 case GL_DRAW_BUFFER8: 2106 case GL_DRAW_BUFFER9: 2107 case GL_DRAW_BUFFER10: 2108 case GL_DRAW_BUFFER11: 2109 case GL_DRAW_BUFFER12: 2110 case GL_DRAW_BUFFER13: 2111 case GL_DRAW_BUFFER14: 2112 case GL_DRAW_BUFFER15: 2113 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0); 2114 break; 2115 case GL_MAJOR_VERSION: 2116 if(clientVersion >= 3) 2117 { 2118 *params = clientVersion; 2119 } 2120 else 2121 { 2122 return false; 2123 } 2124 break; 2125 case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048 2126 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2127 break; 2128 case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048 2129 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2130 break; 2131 case GL_MAX_COLOR_ATTACHMENTS: 2132 *params = MAX_COLOR_ATTACHMENTS; 2133 break; 2134 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048 2135 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2136 break; 2137 case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70 2138 UNIMPLEMENTED(); 2139 *params = 70; 2140 break; 2141 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176 2142 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2143 break; 2144 case GL_MAX_DRAW_BUFFERS: 2145 *params = MAX_DRAW_BUFFERS; 2146 break; 2147 case GL_MAX_ELEMENT_INDEX: 2148 *params = MAX_ELEMENT_INDEX; 2149 break; 2150 case GL_MAX_ELEMENTS_INDICES: 2151 *params = MAX_ELEMENTS_INDICES; 2152 break; 2153 case GL_MAX_ELEMENTS_VERTICES: 2154 *params = MAX_ELEMENTS_VERTICES; 2155 break; 2156 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128 2157 UNIMPLEMENTED(); 2158 *params = 128; 2159 break; 2160 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12 2161 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2162 break; 2163 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 896 2164 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2165 break; 2166 case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7 2167 UNIMPLEMENTED(); 2168 *params = 7; 2169 break; 2170 case GL_MAX_SERVER_WAIT_TIMEOUT: // integer 2171 UNIMPLEMENTED(); 2172 *params = 0; 2173 break; 2174 case GL_MAX_TEXTURE_LOD_BIAS: // integer, at least 2.0 2175 UNIMPLEMENTED(); 2176 *params = 2; 2177 break; 2178 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64 2179 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; 2180 break; 2181 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4 2182 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2183 break; 2184 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4 2185 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS; 2186 break; 2187 case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384 2188 *params = MAX_UNIFORM_BLOCK_SIZE; 2189 break; 2190 case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 24 2191 *params = MAX_UNIFORM_BUFFER_BINDINGS; 2192 break; 2193 case GL_MAX_VARYING_COMPONENTS: // integer, at least 60 2194 UNIMPLEMENTED(); 2195 *params = 60; 2196 break; 2197 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer, at least 64 2198 UNIMPLEMENTED(); 2199 *params = 64; 2200 break; 2201 case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer, at least 12 2202 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2203 break; 2204 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer, at least 1024 2205 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2206 break; 2207 case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8 2208 UNIMPLEMENTED(); 2209 *params = -8; 2210 break; 2211 case GL_MINOR_VERSION: // integer 2212 UNIMPLEMENTED(); 2213 *params = 0; 2214 break; 2215 case GL_NUM_EXTENSIONS: // integer 2216 GLuint numExtensions; 2217 getExtensions(0, &numExtensions); 2218 *params = numExtensions; 2219 break; 2220 case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0 2221 UNIMPLEMENTED(); 2222 *params = 0; 2223 break; 2224 case GL_PACK_ROW_LENGTH: // integer, initially 0 2225 *params = mState.packRowLength; 2226 break; 2227 case GL_PACK_SKIP_PIXELS: // integer, initially 0 2228 *params = mState.packSkipPixels; 2229 break; 2230 case GL_PACK_SKIP_ROWS: // integer, initially 0 2231 *params = mState.packSkipRows; 2232 break; 2233 case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0 2234 if(clientVersion >= 3) 2235 { 2236 *params = mState.pixelPackBuffer.name(); 2237 } 2238 else 2239 { 2240 return false; 2241 } 2242 break; 2243 case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0 2244 if(clientVersion >= 3) 2245 { 2246 *params = mState.pixelUnpackBuffer.name(); 2247 } 2248 else 2249 { 2250 return false; 2251 } 2252 break; 2253 case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS] 2254 UNIMPLEMENTED(); 2255 *params = 0; 2256 break; 2257 case GL_READ_BUFFER: // symbolic constant, initial value is GL_BACK 2258 *params = getReadFramebuffer()->getReadBuffer(); 2259 break; 2260 case GL_SAMPLER_BINDING: // GLint, default 0 2261 *params = mState.sampler[mState.activeSampler].name(); 2262 break; 2263 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2264 if(clientVersion >= 3) 2265 { 2266 *params = mState.genericUniformBuffer.name(); 2267 } 2268 else 2269 { 2270 return false; 2271 } 2272 break; 2273 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1 2274 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2275 break; 2276 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2277 if(clientVersion >= 3) 2278 { 2279 *params = static_cast<T>(mState.genericUniformBuffer->size()); 2280 } 2281 else 2282 { 2283 return false; 2284 } 2285 break; 2286 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2287 if(clientVersion >= 3) 2288 { 2289 *params = static_cast<T>(mState.genericUniformBuffer->offset()); 2290 } 2291 else 2292 { 2293 return false; 2294 } 2295 *params = 0; 2296 break; 2297 case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0 2298 *params = mState.unpackInfo.imageHeight; 2299 break; 2300 case GL_UNPACK_ROW_LENGTH: // integer, initially 0 2301 *params = mState.unpackInfo.rowLength; 2302 break; 2303 case GL_UNPACK_SKIP_IMAGES: // integer, initially 0 2304 *params = mState.unpackInfo.skipImages; 2305 break; 2306 case GL_UNPACK_SKIP_PIXELS: // integer, initially 0 2307 *params = mState.unpackInfo.skipPixels; 2308 break; 2309 case GL_UNPACK_SKIP_ROWS: // integer, initially 0 2310 *params = mState.unpackInfo.skipRows; 2311 break; 2312 case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0 2313 *params = getCurrentVertexArray()->name; 2314 break; 2315 case GL_TRANSFORM_FEEDBACK_BINDING: 2316 { 2317 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2318 if(transformFeedback) 2319 { 2320 *params = transformFeedback->name; 2321 } 2322 else 2323 { 2324 return false; 2325 } 2326 } 2327 break; 2328 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2329 { 2330 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2331 if(transformFeedback) 2332 { 2333 *params = transformFeedback->getGenericBufferName(); 2334 } 2335 else 2336 { 2337 return false; 2338 } 2339 } 2340 break; 2341 default: 2342 return false; 2343 } 2344 2345 return true; 2346} 2347 2348template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2349template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2350 2351template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2352{ 2353 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2354 if(!transformFeedback) 2355 { 2356 return false; 2357 } 2358 2359 switch(pname) 2360 { 2361 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2362 *param = transformFeedback->name; 2363 break; 2364 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2365 *param = transformFeedback->isActive(); 2366 break; 2367 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2368 *param = transformFeedback->getBufferName(index); 2369 break; 2370 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2371 *param = transformFeedback->isPaused(); 2372 break; 2373 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2374 if(transformFeedback->getBuffer(index)) 2375 { 2376 *param = transformFeedback->getSize(index); 2377 break; 2378 } 2379 else return false; 2380 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2381 if(transformFeedback->getBuffer(index)) 2382 { 2383 *param = transformFeedback->getOffset(index); 2384 break; 2385 } 2386 else return false; 2387 default: 2388 return false; 2389 } 2390 2391 return true; 2392} 2393 2394template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2395template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2396 2397template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2398{ 2399 const BufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2400 2401 switch(pname) 2402 { 2403 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2404 *param = uniformBuffer.get().name(); 2405 break; 2406 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2407 *param = uniformBuffer.getSize(); 2408 break; 2409 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2410 *param = uniformBuffer.getOffset(); 2411 break; 2412 default: 2413 return false; 2414 } 2415 2416 return true; 2417} 2418 2419bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2420{ 2421 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2422 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2423 // to the fact that it is stored internally as a float, and so would require conversion 2424 // if returned from Context::getIntegerv. Since this conversion is already implemented 2425 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2426 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2427 // application. 2428 switch(pname) 2429 { 2430 case GL_COMPRESSED_TEXTURE_FORMATS: 2431 { 2432 *type = GL_INT; 2433 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2434 } 2435 break; 2436 case GL_SHADER_BINARY_FORMATS: 2437 { 2438 *type = GL_INT; 2439 *numParams = 0; 2440 } 2441 break; 2442 case GL_MAX_VERTEX_ATTRIBS: 2443 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2444 case GL_MAX_VARYING_VECTORS: 2445 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2446 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2447 case GL_MAX_TEXTURE_IMAGE_UNITS: 2448 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2449 case GL_MAX_RENDERBUFFER_SIZE: 2450 case GL_NUM_SHADER_BINARY_FORMATS: 2451 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2452 case GL_ARRAY_BUFFER_BINDING: 2453 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2454 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2455 case GL_RENDERBUFFER_BINDING: 2456 case GL_CURRENT_PROGRAM: 2457 case GL_PACK_ALIGNMENT: 2458 case GL_UNPACK_ALIGNMENT: 2459 case GL_GENERATE_MIPMAP_HINT: 2460 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2461 case GL_RED_BITS: 2462 case GL_GREEN_BITS: 2463 case GL_BLUE_BITS: 2464 case GL_ALPHA_BITS: 2465 case GL_DEPTH_BITS: 2466 case GL_STENCIL_BITS: 2467 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2468 case GL_CULL_FACE_MODE: 2469 case GL_FRONT_FACE: 2470 case GL_ACTIVE_TEXTURE: 2471 case GL_STENCIL_FUNC: 2472 case GL_STENCIL_VALUE_MASK: 2473 case GL_STENCIL_REF: 2474 case GL_STENCIL_FAIL: 2475 case GL_STENCIL_PASS_DEPTH_FAIL: 2476 case GL_STENCIL_PASS_DEPTH_PASS: 2477 case GL_STENCIL_BACK_FUNC: 2478 case GL_STENCIL_BACK_VALUE_MASK: 2479 case GL_STENCIL_BACK_REF: 2480 case GL_STENCIL_BACK_FAIL: 2481 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2482 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2483 case GL_DEPTH_FUNC: 2484 case GL_BLEND_SRC_RGB: 2485 case GL_BLEND_SRC_ALPHA: 2486 case GL_BLEND_DST_RGB: 2487 case GL_BLEND_DST_ALPHA: 2488 case GL_BLEND_EQUATION_RGB: 2489 case GL_BLEND_EQUATION_ALPHA: 2490 case GL_STENCIL_WRITEMASK: 2491 case GL_STENCIL_BACK_WRITEMASK: 2492 case GL_STENCIL_CLEAR_VALUE: 2493 case GL_SUBPIXEL_BITS: 2494 case GL_MAX_TEXTURE_SIZE: 2495 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2496 case GL_SAMPLE_BUFFERS: 2497 case GL_SAMPLES: 2498 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2499 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2500 case GL_TEXTURE_BINDING_2D: 2501 case GL_TEXTURE_BINDING_CUBE_MAP: 2502 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2503 case GL_TEXTURE_BINDING_3D_OES: 2504 case GL_COPY_READ_BUFFER_BINDING: 2505 case GL_COPY_WRITE_BUFFER_BINDING: 2506 case GL_DRAW_BUFFER0: 2507 case GL_DRAW_BUFFER1: 2508 case GL_DRAW_BUFFER2: 2509 case GL_DRAW_BUFFER3: 2510 case GL_DRAW_BUFFER4: 2511 case GL_DRAW_BUFFER5: 2512 case GL_DRAW_BUFFER6: 2513 case GL_DRAW_BUFFER7: 2514 case GL_DRAW_BUFFER8: 2515 case GL_DRAW_BUFFER9: 2516 case GL_DRAW_BUFFER10: 2517 case GL_DRAW_BUFFER11: 2518 case GL_DRAW_BUFFER12: 2519 case GL_DRAW_BUFFER13: 2520 case GL_DRAW_BUFFER14: 2521 case GL_DRAW_BUFFER15: 2522 case GL_MAJOR_VERSION: 2523 case GL_MAX_3D_TEXTURE_SIZE: 2524 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2525 case GL_MAX_COLOR_ATTACHMENTS: 2526 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2527 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2528 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2529 case GL_MAX_DRAW_BUFFERS: 2530 case GL_MAX_ELEMENT_INDEX: 2531 case GL_MAX_ELEMENTS_INDICES: 2532 case GL_MAX_ELEMENTS_VERTICES: 2533 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2534 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2535 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2536 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2537 case GL_MAX_SERVER_WAIT_TIMEOUT: 2538 case GL_MAX_TEXTURE_LOD_BIAS: 2539 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2540 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2541 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2542 case GL_MAX_UNIFORM_BLOCK_SIZE: 2543 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2544 case GL_MAX_VARYING_COMPONENTS: 2545 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2546 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2547 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2548 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2549 case GL_MINOR_VERSION: 2550 case GL_NUM_EXTENSIONS: 2551 case GL_NUM_PROGRAM_BINARY_FORMATS: 2552 case GL_PACK_ROW_LENGTH: 2553 case GL_PACK_SKIP_PIXELS: 2554 case GL_PACK_SKIP_ROWS: 2555 case GL_PIXEL_PACK_BUFFER_BINDING: 2556 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2557 case GL_PROGRAM_BINARY_FORMATS: 2558 case GL_READ_BUFFER: 2559 case GL_SAMPLER_BINDING: 2560 case GL_TEXTURE_BINDING_2D_ARRAY: 2561 case GL_UNIFORM_BUFFER_BINDING: 2562 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2563 case GL_UNIFORM_BUFFER_SIZE: 2564 case GL_UNIFORM_BUFFER_START: 2565 case GL_UNPACK_IMAGE_HEIGHT: 2566 case GL_UNPACK_ROW_LENGTH: 2567 case GL_UNPACK_SKIP_IMAGES: 2568 case GL_UNPACK_SKIP_PIXELS: 2569 case GL_UNPACK_SKIP_ROWS: 2570 case GL_VERTEX_ARRAY_BINDING: 2571 case GL_TRANSFORM_FEEDBACK_BINDING: 2572 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2573 { 2574 *type = GL_INT; 2575 *numParams = 1; 2576 } 2577 break; 2578 case GL_MAX_SAMPLES_ANGLE: 2579 { 2580 *type = GL_INT; 2581 *numParams = 1; 2582 } 2583 break; 2584 case GL_MAX_VIEWPORT_DIMS: 2585 { 2586 *type = GL_INT; 2587 *numParams = 2; 2588 } 2589 break; 2590 case GL_VIEWPORT: 2591 case GL_SCISSOR_BOX: 2592 { 2593 *type = GL_INT; 2594 *numParams = 4; 2595 } 2596 break; 2597 case GL_SHADER_COMPILER: 2598 case GL_SAMPLE_COVERAGE_INVERT: 2599 case GL_DEPTH_WRITEMASK: 2600 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2601 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2602 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2603 case GL_SAMPLE_COVERAGE: 2604 case GL_SCISSOR_TEST: 2605 case GL_STENCIL_TEST: 2606 case GL_DEPTH_TEST: 2607 case GL_BLEND: 2608 case GL_DITHER: 2609 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2610 case GL_RASTERIZER_DISCARD: 2611 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2612 case GL_TRANSFORM_FEEDBACK_PAUSED: 2613 { 2614 *type = GL_BOOL; 2615 *numParams = 1; 2616 } 2617 break; 2618 case GL_COLOR_WRITEMASK: 2619 { 2620 *type = GL_BOOL; 2621 *numParams = 4; 2622 } 2623 break; 2624 case GL_POLYGON_OFFSET_FACTOR: 2625 case GL_POLYGON_OFFSET_UNITS: 2626 case GL_SAMPLE_COVERAGE_VALUE: 2627 case GL_DEPTH_CLEAR_VALUE: 2628 case GL_LINE_WIDTH: 2629 { 2630 *type = GL_FLOAT; 2631 *numParams = 1; 2632 } 2633 break; 2634 case GL_ALIASED_LINE_WIDTH_RANGE: 2635 case GL_ALIASED_POINT_SIZE_RANGE: 2636 case GL_DEPTH_RANGE: 2637 { 2638 *type = GL_FLOAT; 2639 *numParams = 2; 2640 } 2641 break; 2642 case GL_COLOR_CLEAR_VALUE: 2643 case GL_BLEND_COLOR: 2644 { 2645 *type = GL_FLOAT; 2646 *numParams = 4; 2647 } 2648 break; 2649 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2650 *type = GL_FLOAT; 2651 *numParams = 1; 2652 break; 2653 default: 2654 return false; 2655 } 2656 2657 return true; 2658} 2659 2660void Context::applyScissor(int width, int height) 2661{ 2662 if(mState.scissorTestEnabled) 2663 { 2664 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2665 scissor.clip(0, 0, width, height); 2666 2667 device->setScissorRect(scissor); 2668 device->setScissorEnable(true); 2669 } 2670 else 2671 { 2672 device->setScissorEnable(false); 2673 } 2674} 2675 2676// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2677bool Context::applyRenderTarget() 2678{ 2679 Framebuffer *framebuffer = getDrawFramebuffer(); 2680 int width, height, samples; 2681 2682 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2683 { 2684 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2685 } 2686 2687 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2688 { 2689 if(framebuffer->getDrawBuffer(i) != GL_NONE) 2690 { 2691 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2692 device->setRenderTarget(i, renderTarget); 2693 if(renderTarget) renderTarget->release(); 2694 } 2695 else 2696 { 2697 device->setRenderTarget(i, nullptr); 2698 } 2699 } 2700 2701 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 2702 device->setDepthBuffer(depthBuffer); 2703 if(depthBuffer) depthBuffer->release(); 2704 2705 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 2706 device->setStencilBuffer(stencilBuffer); 2707 if(stencilBuffer) stencilBuffer->release(); 2708 2709 Viewport viewport; 2710 float zNear = clamp01(mState.zNear); 2711 float zFar = clamp01(mState.zFar); 2712 2713 viewport.x0 = mState.viewportX; 2714 viewport.y0 = mState.viewportY; 2715 viewport.width = mState.viewportWidth; 2716 viewport.height = mState.viewportHeight; 2717 viewport.minZ = zNear; 2718 viewport.maxZ = zFar; 2719 2720 device->setViewport(viewport); 2721 2722 applyScissor(width, height); 2723 2724 Program *program = getCurrentProgram(); 2725 2726 if(program) 2727 { 2728 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2729 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2730 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2731 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2732 } 2733 2734 return true; 2735} 2736 2737// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2738void Context::applyState(GLenum drawMode) 2739{ 2740 Framebuffer *framebuffer = getDrawFramebuffer(); 2741 2742 if(mState.cullFaceEnabled) 2743 { 2744 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2745 } 2746 else 2747 { 2748 device->setCullMode(sw::CULL_NONE); 2749 } 2750 2751 if(mDepthStateDirty) 2752 { 2753 if(mState.depthTestEnabled) 2754 { 2755 device->setDepthBufferEnable(true); 2756 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2757 } 2758 else 2759 { 2760 device->setDepthBufferEnable(false); 2761 } 2762 2763 mDepthStateDirty = false; 2764 } 2765 2766 if(mBlendStateDirty) 2767 { 2768 if(mState.blendEnabled) 2769 { 2770 device->setAlphaBlendEnable(true); 2771 device->setSeparateAlphaBlendEnable(true); 2772 2773 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2774 2775 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2776 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2777 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2778 2779 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2780 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2781 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2782 } 2783 else 2784 { 2785 device->setAlphaBlendEnable(false); 2786 } 2787 2788 mBlendStateDirty = false; 2789 } 2790 2791 if(mStencilStateDirty || mFrontFaceDirty) 2792 { 2793 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2794 { 2795 device->setStencilEnable(true); 2796 device->setTwoSidedStencil(true); 2797 2798 // get the maximum size of the stencil ref 2799 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2800 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2801 2802 if(mState.frontFace == GL_CCW) 2803 { 2804 device->setStencilWriteMask(mState.stencilWritemask); 2805 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2806 2807 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2808 device->setStencilMask(mState.stencilMask); 2809 2810 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2811 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2812 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2813 2814 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2815 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2816 2817 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2818 device->setStencilMaskCCW(mState.stencilBackMask); 2819 2820 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2821 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2822 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2823 } 2824 else 2825 { 2826 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2827 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2828 2829 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2830 device->setStencilMaskCCW(mState.stencilMask); 2831 2832 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2833 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2834 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2835 2836 device->setStencilWriteMask(mState.stencilBackWritemask); 2837 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2838 2839 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2840 device->setStencilMask(mState.stencilBackMask); 2841 2842 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2843 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2844 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2845 } 2846 } 2847 else 2848 { 2849 device->setStencilEnable(false); 2850 } 2851 2852 mStencilStateDirty = false; 2853 mFrontFaceDirty = false; 2854 } 2855 2856 if(mMaskStateDirty) 2857 { 2858 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2859 { 2860 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2861 } 2862 2863 device->setDepthWriteEnable(mState.depthMask); 2864 2865 mMaskStateDirty = false; 2866 } 2867 2868 if(mPolygonOffsetStateDirty) 2869 { 2870 if(mState.polygonOffsetFillEnabled) 2871 { 2872 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2873 if(depthbuffer) 2874 { 2875 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2876 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 2877 device->setDepthBias(depthBias); 2878 } 2879 } 2880 else 2881 { 2882 device->setSlopeDepthBias(0); 2883 device->setDepthBias(0); 2884 } 2885 2886 mPolygonOffsetStateDirty = false; 2887 } 2888 2889 if(mSampleStateDirty) 2890 { 2891 if(mState.sampleAlphaToCoverageEnabled) 2892 { 2893 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2894 } 2895 else 2896 { 2897 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2898 } 2899 2900 if(mState.sampleCoverageEnabled) 2901 { 2902 unsigned int mask = 0; 2903 if(mState.sampleCoverageValue != 0) 2904 { 2905 int width, height, samples; 2906 framebuffer->completeness(width, height, samples); 2907 2908 float threshold = 0.5f; 2909 2910 for(int i = 0; i < samples; i++) 2911 { 2912 mask <<= 1; 2913 2914 if((i + 1) * mState.sampleCoverageValue >= threshold) 2915 { 2916 threshold += 1.0f; 2917 mask |= 1; 2918 } 2919 } 2920 } 2921 2922 if(mState.sampleCoverageInvert) 2923 { 2924 mask = ~mask; 2925 } 2926 2927 device->setMultiSampleMask(mask); 2928 } 2929 else 2930 { 2931 device->setMultiSampleMask(0xFFFFFFFF); 2932 } 2933 2934 mSampleStateDirty = false; 2935 } 2936 2937 if(mDitherStateDirty) 2938 { 2939 // UNIMPLEMENTED(); // FIXME 2940 2941 mDitherStateDirty = false; 2942 } 2943 2944 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled); 2945} 2946 2947GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2948{ 2949 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2950 2951 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2952 if(err != GL_NO_ERROR) 2953 { 2954 return err; 2955 } 2956 2957 Program *program = getCurrentProgram(); 2958 2959 device->resetInputStreams(false); 2960 2961 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2962 { 2963 if(program->getAttributeStream(i) == -1) 2964 { 2965 continue; 2966 } 2967 2968 sw::Resource *resource = attributes[i].vertexBuffer; 2969 const void *buffer = (char*)resource->data() + attributes[i].offset; 2970 2971 int stride = attributes[i].stride; 2972 2973 buffer = (char*)buffer + stride * base; 2974 2975 sw::Stream attribute(resource, buffer, stride); 2976 2977 attribute.type = attributes[i].type; 2978 attribute.count = attributes[i].count; 2979 attribute.normalized = attributes[i].normalized; 2980 2981 int stream = program->getAttributeStream(i); 2982 device->setInputStream(stream, attribute); 2983 } 2984 2985 return GL_NO_ERROR; 2986} 2987 2988// Applies the indices and element array bindings 2989GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 2990{ 2991 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo); 2992 2993 if(err == GL_NO_ERROR) 2994 { 2995 device->setIndexBuffer(indexInfo->indexBuffer); 2996 } 2997 2998 return err; 2999} 3000 3001// Applies the shaders and shader constants 3002void Context::applyShaders() 3003{ 3004 Program *programObject = getCurrentProgram(); 3005 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3006 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3007 3008 device->setVertexShader(vertexShader); 3009 device->setPixelShader(pixelShader); 3010 3011 if(programObject->getSerial() != mAppliedProgramSerial) 3012 { 3013 programObject->dirtyAllUniforms(); 3014 mAppliedProgramSerial = programObject->getSerial(); 3015 } 3016 3017 programObject->applyTransformFeedback(getTransformFeedback()); 3018 programObject->applyUniformBuffers(mState.uniformBuffers); 3019 programObject->applyUniforms(); 3020} 3021 3022void Context::applyTextures() 3023{ 3024 applyTextures(sw::SAMPLER_PIXEL); 3025 applyTextures(sw::SAMPLER_VERTEX); 3026} 3027 3028void Context::applyTextures(sw::SamplerType samplerType) 3029{ 3030 Program *programObject = getCurrentProgram(); 3031 3032 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3033 3034 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3035 { 3036 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3037 3038 if(textureUnit != -1) 3039 { 3040 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3041 3042 Texture *texture = getSamplerTexture(textureUnit, textureType); 3043 3044 if(texture->isSamplerComplete()) 3045 { 3046 GLenum wrapS, wrapT, wrapR, minFilter, magFilter; 3047 GLfloat minLOD, maxLOD; 3048 3049 Sampler *samplerObject = mState.sampler[textureUnit]; 3050 if(samplerObject) 3051 { 3052 wrapS = samplerObject->getWrapS(); 3053 wrapT = samplerObject->getWrapT(); 3054 wrapR = samplerObject->getWrapR(); 3055 minFilter = samplerObject->getMinFilter(); 3056 magFilter = samplerObject->getMagFilter(); 3057 minLOD = samplerObject->getMinLod(); 3058 maxLOD = samplerObject->getMaxLod(); 3059 } 3060 else 3061 { 3062 wrapS = texture->getWrapS(); 3063 wrapT = texture->getWrapT(); 3064 wrapR = texture->getWrapR(); 3065 minFilter = texture->getMinFilter(); 3066 magFilter = texture->getMagFilter(); 3067 minLOD = texture->getMinLOD(); 3068 maxLOD = texture->getMaxLOD(); 3069 } 3070 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3071 3072 GLint baseLevel = texture->getBaseLevel(); 3073 GLint maxLevel = texture->getMaxLevel(); 3074 GLenum swizzleR = texture->getSwizzleR(); 3075 GLenum swizzleG = texture->getSwizzleG(); 3076 GLenum swizzleB = texture->getSwizzleB(); 3077 GLenum swizzleA = texture->getSwizzleA(); 3078 3079 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3080 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3081 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3082 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3083 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3084 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3085 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3086 device->setMinLod(samplerType, samplerIndex, minLOD); 3087 device->setMaxLod(samplerType, samplerIndex, maxLOD); 3088 device->setBaseLevel(samplerType, samplerIndex, baseLevel); 3089 device->setMaxLevel(samplerType, samplerIndex, maxLevel); 3090 3091 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3092 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3093 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3094 3095 applyTexture(samplerType, samplerIndex, texture); 3096 } 3097 else 3098 { 3099 applyTexture(samplerType, samplerIndex, nullptr); 3100 } 3101 } 3102 else 3103 { 3104 applyTexture(samplerType, samplerIndex, nullptr); 3105 } 3106 } 3107} 3108 3109void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3110{ 3111 Program *program = getCurrentProgram(); 3112 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3113 bool textureUsed = false; 3114 3115 if(type == sw::SAMPLER_PIXEL) 3116 { 3117 textureUsed = program->getPixelShader()->usesSampler(index); 3118 } 3119 else if(type == sw::SAMPLER_VERTEX) 3120 { 3121 textureUsed = program->getVertexShader()->usesSampler(index); 3122 } 3123 else UNREACHABLE(type); 3124 3125 sw::Resource *resource = 0; 3126 3127 if(baseTexture && textureUsed) 3128 { 3129 resource = baseTexture->getResource(); 3130 } 3131 3132 device->setTextureResource(sampler, resource); 3133 3134 if(baseTexture && textureUsed) 3135 { 3136 int levelCount = baseTexture->getLevelCount(); 3137 3138 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3139 { 3140 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3141 3142 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3143 { 3144 int surfaceLevel = mipmapLevel; 3145 3146 if(surfaceLevel < 0) 3147 { 3148 surfaceLevel = 0; 3149 } 3150 else if(surfaceLevel >= levelCount) 3151 { 3152 surfaceLevel = levelCount - 1; 3153 } 3154 3155 egl::Image *surface = texture->getImage(surfaceLevel); 3156 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3157 } 3158 } 3159 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3160 { 3161 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3162 3163 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3164 { 3165 int surfaceLevel = mipmapLevel; 3166 3167 if(surfaceLevel < 0) 3168 { 3169 surfaceLevel = 0; 3170 } 3171 else if(surfaceLevel >= levelCount) 3172 { 3173 surfaceLevel = levelCount - 1; 3174 } 3175 3176 egl::Image *surface = texture->getImage(surfaceLevel); 3177 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3178 } 3179 } 3180 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3181 { 3182 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3183 3184 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3185 { 3186 int surfaceLevel = mipmapLevel; 3187 3188 if(surfaceLevel < 0) 3189 { 3190 surfaceLevel = 0; 3191 } 3192 else if(surfaceLevel >= levelCount) 3193 { 3194 surfaceLevel = levelCount - 1; 3195 } 3196 3197 egl::Image *surface = texture->getImage(surfaceLevel); 3198 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3199 } 3200 } 3201 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3202 { 3203 for(int face = 0; face < 6; face++) 3204 { 3205 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3206 3207 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3208 { 3209 int surfaceLevel = mipmapLevel; 3210 3211 if(surfaceLevel < 0) 3212 { 3213 surfaceLevel = 0; 3214 } 3215 else if(surfaceLevel >= levelCount) 3216 { 3217 surfaceLevel = levelCount - 1; 3218 } 3219 3220 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3221 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3222 } 3223 } 3224 } 3225 else UNIMPLEMENTED(); 3226 } 3227 else 3228 { 3229 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3230 } 3231} 3232 3233void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3234{ 3235 Framebuffer *framebuffer = getReadFramebuffer(); 3236 int framebufferWidth, framebufferHeight, framebufferSamples; 3237 3238 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3239 { 3240 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3241 } 3242 3243 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3244 { 3245 return error(GL_INVALID_OPERATION); 3246 } 3247 3248 GLenum readFormat = GL_NONE; 3249 GLenum readType = GL_NONE; 3250 switch(format) 3251 { 3252 case GL_DEPTH_COMPONENT: 3253 readFormat = framebuffer->getDepthReadFormat(); 3254 readType = framebuffer->getDepthReadType(); 3255 break; 3256 default: 3257 readFormat = framebuffer->getImplementationColorReadFormat(); 3258 readType = framebuffer->getImplementationColorReadType(); 3259 break; 3260 } 3261 3262 if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion)) 3263 { 3264 return error(GL_INVALID_OPERATION); 3265 } 3266 3267 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width; 3268 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment); 3269 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3270 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3271 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels); 3272 3273 // Sized query sanity check 3274 if(bufSize) 3275 { 3276 int requiredSize = outputPitch * height; 3277 if(requiredSize > *bufSize) 3278 { 3279 return error(GL_INVALID_OPERATION); 3280 } 3281 } 3282 3283 egl::Image *renderTarget = nullptr; 3284 switch(format) 3285 { 3286 case GL_DEPTH_COMPONENT: 3287 renderTarget = framebuffer->getDepthBuffer(); 3288 break; 3289 default: 3290 renderTarget = framebuffer->getReadRenderTarget(); 3291 break; 3292 } 3293 3294 if(!renderTarget) 3295 { 3296 return error(GL_INVALID_OPERATION); 3297 } 3298 3299 sw::Rect rect = {x, y, x + width, y + height}; 3300 sw::Rect dstRect = { 0, 0, width, height }; 3301 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3302 3303 sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3304 sw::SliceRect sliceRect(rect); 3305 sw::SliceRect dstSliceRect(dstRect); 3306 device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false); 3307 3308 renderTarget->release(); 3309} 3310 3311void Context::clear(GLbitfield mask) 3312{ 3313 if(mState.rasterizerDiscardEnabled) 3314 { 3315 return; 3316 } 3317 3318 Framebuffer *framebuffer = getDrawFramebuffer(); 3319 3320 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3321 { 3322 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3323 } 3324 3325 if(!applyRenderTarget()) 3326 { 3327 return; 3328 } 3329 3330 if(mask & GL_COLOR_BUFFER_BIT) 3331 { 3332 unsigned int rgbaMask = getColorMask(); 3333 3334 if(rgbaMask != 0) 3335 { 3336 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3337 } 3338 } 3339 3340 if(mask & GL_DEPTH_BUFFER_BIT) 3341 { 3342 if(mState.depthMask != 0) 3343 { 3344 float depth = clamp01(mState.depthClearValue); 3345 device->clearDepth(depth); 3346 } 3347 } 3348 3349 if(mask & GL_STENCIL_BUFFER_BIT) 3350 { 3351 if(mState.stencilWritemask != 0) 3352 { 3353 int stencil = mState.stencilClearValue & 0x000000FF; 3354 device->clearStencil(stencil, mState.stencilWritemask); 3355 } 3356 } 3357} 3358 3359void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3360{ 3361 unsigned int rgbaMask = getColorMask(); 3362 if(rgbaMask && !mState.rasterizerDiscardEnabled) 3363 { 3364 Framebuffer *framebuffer = getDrawFramebuffer(); 3365 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer); 3366 3367 if(colorbuffer) 3368 { 3369 sw::SliceRect clearRect = colorbuffer->getRect(); 3370 3371 if(mState.scissorTestEnabled) 3372 { 3373 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3374 } 3375 3376 device->clear(value, format, colorbuffer, clearRect, rgbaMask); 3377 3378 colorbuffer->release(); 3379 } 3380 } 3381} 3382 3383void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3384{ 3385 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3386} 3387 3388void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3389{ 3390 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3391} 3392 3393void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3394{ 3395 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3396} 3397 3398void Context::clearDepthBuffer(const GLfloat value) 3399{ 3400 if(mState.depthMask && !mState.rasterizerDiscardEnabled) 3401 { 3402 Framebuffer *framebuffer = getDrawFramebuffer(); 3403 egl::Image *depthbuffer = framebuffer->getDepthBuffer(); 3404 3405 if(depthbuffer) 3406 { 3407 float depth = clamp01(value); 3408 sw::SliceRect clearRect = depthbuffer->getRect(); 3409 3410 if(mState.scissorTestEnabled) 3411 { 3412 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3413 } 3414 3415 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3416 3417 depthbuffer->release(); 3418 } 3419 } 3420} 3421 3422void Context::clearStencilBuffer(const GLint value) 3423{ 3424 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled) 3425 { 3426 Framebuffer *framebuffer = getDrawFramebuffer(); 3427 egl::Image *stencilbuffer = framebuffer->getStencilBuffer(); 3428 3429 if(stencilbuffer) 3430 { 3431 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF); 3432 sw::SliceRect clearRect = stencilbuffer->getRect(); 3433 3434 if(mState.scissorTestEnabled) 3435 { 3436 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3437 } 3438 3439 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3440 3441 stencilbuffer->release(); 3442 } 3443 } 3444} 3445 3446void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3447{ 3448 if(!mState.currentProgram) 3449 { 3450 return error(GL_INVALID_OPERATION); 3451 } 3452 3453 sw::DrawType primitiveType; 3454 int primitiveCount; 3455 int verticesPerPrimitive; 3456 3457 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive)) 3458 return error(GL_INVALID_ENUM); 3459 3460 if(primitiveCount <= 0) 3461 { 3462 return; 3463 } 3464 3465 if(!applyRenderTarget()) 3466 { 3467 return; 3468 } 3469 3470 applyState(mode); 3471 3472 for(int i = 0; i < instanceCount; ++i) 3473 { 3474 device->setInstanceID(i); 3475 3476 GLenum err = applyVertexBuffer(0, first, count, i); 3477 if(err != GL_NO_ERROR) 3478 { 3479 return error(err); 3480 } 3481 3482 applyShaders(); 3483 applyTextures(); 3484 3485 if(!getCurrentProgram()->validateSamplers(false)) 3486 { 3487 return error(GL_INVALID_OPERATION); 3488 } 3489 3490 TransformFeedback* transformFeedback = getTransformFeedback(); 3491 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3492 { 3493 device->drawPrimitive(primitiveType, primitiveCount); 3494 } 3495 if(transformFeedback) 3496 { 3497 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3498 } 3499 } 3500} 3501 3502void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3503{ 3504 if(!mState.currentProgram) 3505 { 3506 return error(GL_INVALID_OPERATION); 3507 } 3508 3509 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3510 { 3511 return error(GL_INVALID_OPERATION); 3512 } 3513 3514 sw::DrawType primitiveType; 3515 int primitiveCount; 3516 int verticesPerPrimitive; 3517 3518 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive)) 3519 return error(GL_INVALID_ENUM); 3520 3521 if(primitiveCount <= 0) 3522 { 3523 return; 3524 } 3525 3526 if(!applyRenderTarget()) 3527 { 3528 return; 3529 } 3530 3531 applyState(mode); 3532 3533 for(int i = 0; i < instanceCount; ++i) 3534 { 3535 device->setInstanceID(i); 3536 3537 TranslatedIndexData indexInfo; 3538 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3539 if(err != GL_NO_ERROR) 3540 { 3541 return error(err); 3542 } 3543 3544 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3545 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3546 if(err != GL_NO_ERROR) 3547 { 3548 return error(err); 3549 } 3550 3551 applyShaders(); 3552 applyTextures(); 3553 3554 if(!getCurrentProgram()->validateSamplers(false)) 3555 { 3556 return error(GL_INVALID_OPERATION); 3557 } 3558 3559 TransformFeedback* transformFeedback = getTransformFeedback(); 3560 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3561 { 3562 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount); 3563 } 3564 if(transformFeedback) 3565 { 3566 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3567 } 3568 } 3569} 3570 3571void Context::finish() 3572{ 3573 device->finish(); 3574} 3575 3576void Context::flush() 3577{ 3578 // We don't queue anything without processing it as fast as possible 3579} 3580 3581void Context::recordInvalidEnum() 3582{ 3583 mInvalidEnum = true; 3584} 3585 3586void Context::recordInvalidValue() 3587{ 3588 mInvalidValue = true; 3589} 3590 3591void Context::recordInvalidOperation() 3592{ 3593 mInvalidOperation = true; 3594} 3595 3596void Context::recordOutOfMemory() 3597{ 3598 mOutOfMemory = true; 3599} 3600 3601void Context::recordInvalidFramebufferOperation() 3602{ 3603 mInvalidFramebufferOperation = true; 3604} 3605 3606// Get one of the recorded errors and clear its flag, if any. 3607// [OpenGL ES 2.0.24] section 2.5 page 13. 3608GLenum Context::getError() 3609{ 3610 if(mInvalidEnum) 3611 { 3612 mInvalidEnum = false; 3613 3614 return GL_INVALID_ENUM; 3615 } 3616 3617 if(mInvalidValue) 3618 { 3619 mInvalidValue = false; 3620 3621 return GL_INVALID_VALUE; 3622 } 3623 3624 if(mInvalidOperation) 3625 { 3626 mInvalidOperation = false; 3627 3628 return GL_INVALID_OPERATION; 3629 } 3630 3631 if(mOutOfMemory) 3632 { 3633 mOutOfMemory = false; 3634 3635 return GL_OUT_OF_MEMORY; 3636 } 3637 3638 if(mInvalidFramebufferOperation) 3639 { 3640 mInvalidFramebufferOperation = false; 3641 3642 return GL_INVALID_FRAMEBUFFER_OPERATION; 3643 } 3644 3645 return GL_NO_ERROR; 3646} 3647 3648int Context::getSupportedMultisampleCount(int requested) 3649{ 3650 int supported = 0; 3651 3652 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3653 { 3654 if(supported >= requested) 3655 { 3656 return supported; 3657 } 3658 3659 supported = multisampleCount[i]; 3660 } 3661 3662 return supported; 3663} 3664 3665void Context::detachBuffer(GLuint buffer) 3666{ 3667 // [OpenGL ES 2.0.24] section 2.9 page 22: 3668 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3669 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3670 3671 if(mState.copyReadBuffer.name() == buffer) 3672 { 3673 mState.copyReadBuffer = nullptr; 3674 } 3675 3676 if(mState.copyWriteBuffer.name() == buffer) 3677 { 3678 mState.copyWriteBuffer = nullptr; 3679 } 3680 3681 if(mState.pixelPackBuffer.name() == buffer) 3682 { 3683 mState.pixelPackBuffer = nullptr; 3684 } 3685 3686 if(mState.pixelUnpackBuffer.name() == buffer) 3687 { 3688 mState.pixelUnpackBuffer = nullptr; 3689 } 3690 3691 if(mState.genericUniformBuffer.name() == buffer) 3692 { 3693 mState.genericUniformBuffer = nullptr; 3694 } 3695 3696 if(getArrayBufferName() == buffer) 3697 { 3698 mState.arrayBuffer = nullptr; 3699 } 3700 3701 // Only detach from the current transform feedback 3702 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3703 if(currentTransformFeedback) 3704 { 3705 currentTransformFeedback->detachBuffer(buffer); 3706 } 3707 3708 // Only detach from the current vertex array 3709 VertexArray* currentVertexArray = getCurrentVertexArray(); 3710 if(currentVertexArray) 3711 { 3712 currentVertexArray->detachBuffer(buffer); 3713 } 3714 3715 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3716 { 3717 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3718 { 3719 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 3720 } 3721 } 3722} 3723 3724void Context::detachTexture(GLuint texture) 3725{ 3726 // [OpenGL ES 2.0.24] section 3.8 page 84: 3727 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3728 // rebound to texture object zero 3729 3730 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3731 { 3732 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3733 { 3734 if(mState.samplerTexture[type][sampler].name() == texture) 3735 { 3736 mState.samplerTexture[type][sampler] = nullptr; 3737 } 3738 } 3739 } 3740 3741 // [OpenGL ES 2.0.24] section 4.4 page 112: 3742 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3743 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3744 // image was attached in the currently bound framebuffer. 3745 3746 Framebuffer *readFramebuffer = getReadFramebuffer(); 3747 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3748 3749 if(readFramebuffer) 3750 { 3751 readFramebuffer->detachTexture(texture); 3752 } 3753 3754 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3755 { 3756 drawFramebuffer->detachTexture(texture); 3757 } 3758} 3759 3760void Context::detachFramebuffer(GLuint framebuffer) 3761{ 3762 // [OpenGL ES 2.0.24] section 4.4 page 107: 3763 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3764 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3765 3766 if(mState.readFramebuffer == framebuffer) 3767 { 3768 bindReadFramebuffer(0); 3769 } 3770 3771 if(mState.drawFramebuffer == framebuffer) 3772 { 3773 bindDrawFramebuffer(0); 3774 } 3775} 3776 3777void Context::detachRenderbuffer(GLuint renderbuffer) 3778{ 3779 // [OpenGL ES 2.0.24] section 4.4 page 109: 3780 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3781 // had been executed with the target RENDERBUFFER and name of zero. 3782 3783 if(mState.renderbuffer.name() == renderbuffer) 3784 { 3785 bindRenderbuffer(0); 3786 } 3787 3788 // [OpenGL ES 2.0.24] section 4.4 page 111: 3789 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3790 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3791 // point to which this image was attached in the currently bound framebuffer. 3792 3793 Framebuffer *readFramebuffer = getReadFramebuffer(); 3794 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3795 3796 if(readFramebuffer) 3797 { 3798 readFramebuffer->detachRenderbuffer(renderbuffer); 3799 } 3800 3801 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3802 { 3803 drawFramebuffer->detachRenderbuffer(renderbuffer); 3804 } 3805} 3806 3807void Context::detachSampler(GLuint sampler) 3808{ 3809 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3810 // If a sampler object that is currently bound to one or more texture units is 3811 // deleted, it is as though BindSampler is called once for each texture unit to 3812 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3813 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3814 { 3815 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3816 if(samplerBinding.name() == sampler) 3817 { 3818 samplerBinding = nullptr; 3819 } 3820 } 3821} 3822 3823bool Context::cullSkipsDraw(GLenum drawMode) 3824{ 3825 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3826} 3827 3828bool Context::isTriangleMode(GLenum drawMode) 3829{ 3830 switch(drawMode) 3831 { 3832 case GL_TRIANGLES: 3833 case GL_TRIANGLE_FAN: 3834 case GL_TRIANGLE_STRIP: 3835 return true; 3836 case GL_POINTS: 3837 case GL_LINES: 3838 case GL_LINE_LOOP: 3839 case GL_LINE_STRIP: 3840 return false; 3841 default: UNREACHABLE(drawMode); 3842 } 3843 3844 return false; 3845} 3846 3847void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3848{ 3849 ASSERT(index < MAX_VERTEX_ATTRIBS); 3850 3851 mState.vertexAttribute[index].setCurrentValue(values); 3852 3853 mVertexDataManager->dirtyCurrentValue(index); 3854} 3855 3856void Context::setVertexAttrib(GLuint index, const GLint *values) 3857{ 3858 ASSERT(index < MAX_VERTEX_ATTRIBS); 3859 3860 mState.vertexAttribute[index].setCurrentValue(values); 3861 3862 mVertexDataManager->dirtyCurrentValue(index); 3863} 3864 3865void Context::setVertexAttrib(GLuint index, const GLuint *values) 3866{ 3867 ASSERT(index < MAX_VERTEX_ATTRIBS); 3868 3869 mState.vertexAttribute[index].setCurrentValue(values); 3870 3871 mVertexDataManager->dirtyCurrentValue(index); 3872} 3873 3874void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3875 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3876 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit) 3877{ 3878 Framebuffer *readFramebuffer = getReadFramebuffer(); 3879 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3880 3881 int readBufferWidth, readBufferHeight, readBufferSamples; 3882 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3883 3884 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3885 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3886 { 3887 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3888 } 3889 3890 if(drawBufferSamples > 1) 3891 { 3892 return error(GL_INVALID_OPERATION); 3893 } 3894 3895 sw::SliceRect sourceRect; 3896 sw::SliceRect destRect; 3897 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3898 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3899 3900 if(srcX0 < srcX1) 3901 { 3902 sourceRect.x0 = srcX0; 3903 sourceRect.x1 = srcX1; 3904 } 3905 else 3906 { 3907 sourceRect.x0 = srcX1; 3908 sourceRect.x1 = srcX0; 3909 } 3910 3911 if(dstX0 < dstX1) 3912 { 3913 destRect.x0 = dstX0; 3914 destRect.x1 = dstX1; 3915 } 3916 else 3917 { 3918 destRect.x0 = dstX1; 3919 destRect.x1 = dstX0; 3920 } 3921 3922 if(srcY0 < srcY1) 3923 { 3924 sourceRect.y0 = srcY0; 3925 sourceRect.y1 = srcY1; 3926 } 3927 else 3928 { 3929 sourceRect.y0 = srcY1; 3930 sourceRect.y1 = srcY0; 3931 } 3932 3933 if(dstY0 < dstY1) 3934 { 3935 destRect.y0 = dstY0; 3936 destRect.y1 = dstY1; 3937 } 3938 else 3939 { 3940 destRect.y0 = dstY1; 3941 destRect.y1 = dstY0; 3942 } 3943 3944 sw::Rect sourceScissoredRect = sourceRect; 3945 sw::Rect destScissoredRect = destRect; 3946 3947 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3948 { 3949 if(destRect.x0 < mState.scissorX) 3950 { 3951 int xDiff = mState.scissorX - destRect.x0; 3952 destScissoredRect.x0 = mState.scissorX; 3953 sourceScissoredRect.x0 += xDiff; 3954 } 3955 3956 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3957 { 3958 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3959 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3960 sourceScissoredRect.x1 -= xDiff; 3961 } 3962 3963 if(destRect.y0 < mState.scissorY) 3964 { 3965 int yDiff = mState.scissorY - destRect.y0; 3966 destScissoredRect.y0 = mState.scissorY; 3967 sourceScissoredRect.y0 += yDiff; 3968 } 3969 3970 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3971 { 3972 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3973 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3974 sourceScissoredRect.y1 -= yDiff; 3975 } 3976 } 3977 3978 sw::Rect sourceTrimmedRect = sourceScissoredRect; 3979 sw::Rect destTrimmedRect = destScissoredRect; 3980 3981 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 3982 // the actual draw and read surfaces. 3983 if(sourceTrimmedRect.x0 < 0) 3984 { 3985 int xDiff = 0 - sourceTrimmedRect.x0; 3986 sourceTrimmedRect.x0 = 0; 3987 destTrimmedRect.x0 += xDiff; 3988 } 3989 3990 if(sourceTrimmedRect.x1 > readBufferWidth) 3991 { 3992 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 3993 sourceTrimmedRect.x1 = readBufferWidth; 3994 destTrimmedRect.x1 -= xDiff; 3995 } 3996 3997 if(sourceTrimmedRect.y0 < 0) 3998 { 3999 int yDiff = 0 - sourceTrimmedRect.y0; 4000 sourceTrimmedRect.y0 = 0; 4001 destTrimmedRect.y0 += yDiff; 4002 } 4003 4004 if(sourceTrimmedRect.y1 > readBufferHeight) 4005 { 4006 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 4007 sourceTrimmedRect.y1 = readBufferHeight; 4008 destTrimmedRect.y1 -= yDiff; 4009 } 4010 4011 if(destTrimmedRect.x0 < 0) 4012 { 4013 int xDiff = 0 - destTrimmedRect.x0; 4014 destTrimmedRect.x0 = 0; 4015 sourceTrimmedRect.x0 += xDiff; 4016 } 4017 4018 if(destTrimmedRect.x1 > drawBufferWidth) 4019 { 4020 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 4021 destTrimmedRect.x1 = drawBufferWidth; 4022 sourceTrimmedRect.x1 -= xDiff; 4023 } 4024 4025 if(destTrimmedRect.y0 < 0) 4026 { 4027 int yDiff = 0 - destTrimmedRect.y0; 4028 destTrimmedRect.y0 = 0; 4029 sourceTrimmedRect.y0 += yDiff; 4030 } 4031 4032 if(destTrimmedRect.y1 > drawBufferHeight) 4033 { 4034 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 4035 destTrimmedRect.y1 = drawBufferHeight; 4036 sourceTrimmedRect.y1 -= yDiff; 4037 } 4038 4039 bool partialBufferCopy = false; 4040 4041 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4042 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4043 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4044 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4045 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4046 { 4047 partialBufferCopy = true; 4048 } 4049 4050 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1); 4051 bool blitRenderTarget = false; 4052 bool blitDepth = false; 4053 bool blitStencil = false; 4054 4055 if(mask & GL_COLOR_BUFFER_BIT) 4056 { 4057 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()); 4058 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0); 4059 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType); 4060 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType); 4061 if(!validReadType || !validDrawType) 4062 { 4063 return error(GL_INVALID_OPERATION); 4064 } 4065 4066 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds) 4067 { 4068 return error(GL_INVALID_OPERATION); 4069 } 4070 4071 blitRenderTarget = true; 4072 } 4073 4074 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4075 { 4076 Renderbuffer *readDSBuffer = nullptr; 4077 Renderbuffer *drawDSBuffer = nullptr; 4078 4079 if(mask & GL_DEPTH_BUFFER_BIT) 4080 { 4081 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4082 { 4083 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType(); 4084 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType(); 4085 if((readDepthBufferType != drawDepthBufferType) && 4086 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType))) 4087 { 4088 return error(GL_INVALID_OPERATION); 4089 } 4090 4091 blitDepth = true; 4092 readDSBuffer = readFramebuffer->getDepthbuffer(); 4093 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4094 } 4095 } 4096 4097 if(mask & GL_STENCIL_BUFFER_BIT) 4098 { 4099 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4100 { 4101 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType(); 4102 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType(); 4103 if((readStencilBufferType != drawStencilBufferType) && 4104 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType))) 4105 { 4106 return error(GL_INVALID_OPERATION); 4107 } 4108 4109 blitStencil = true; 4110 readDSBuffer = readFramebuffer->getStencilbuffer(); 4111 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4112 } 4113 } 4114 4115 if(partialBufferCopy && !allowPartialDepthStencilBlit) 4116 { 4117 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit."); 4118 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4119 } 4120 4121 // OpenGL ES 3.0.4 spec, p.199: 4122 // ...an INVALID_OPERATION error is generated if the formats of the read 4123 // and draw framebuffers are not identical or if the source and destination 4124 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds. 4125 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an 4126 // INVALID_OPERATION error is generated. 4127 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4128 ((readDSBuffer && readDSBuffer->getSamples() > 1) && 4129 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat())))) 4130 { 4131 return error(GL_INVALID_OPERATION); 4132 } 4133 } 4134 4135 if(blitRenderTarget || blitDepth || blitStencil) 4136 { 4137 if(blitRenderTarget) 4138 { 4139 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4140 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4141 4142 if(flipX) 4143 { 4144 swap(destRect.x0, destRect.x1); 4145 } 4146 if(flipy) 4147 { 4148 swap(destRect.y0, destRect.y1); 4149 } 4150 4151 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER); 4152 4153 readRenderTarget->release(); 4154 drawRenderTarget->release(); 4155 4156 if(!success) 4157 { 4158 ERR("BlitFramebuffer failed."); 4159 return; 4160 } 4161 } 4162 4163 if(blitDepth) 4164 { 4165 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer(); 4166 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer(); 4167 4168 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER); 4169 4170 readRenderTarget->release(); 4171 drawRenderTarget->release(); 4172 4173 if(!success) 4174 { 4175 ERR("BlitFramebuffer failed."); 4176 return; 4177 } 4178 } 4179 4180 if(blitStencil) 4181 { 4182 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer(); 4183 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer(); 4184 4185 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER); 4186 4187 readRenderTarget->release(); 4188 drawRenderTarget->release(); 4189 4190 if(!success) 4191 { 4192 ERR("BlitFramebuffer failed."); 4193 return; 4194 } 4195 } 4196 } 4197} 4198 4199void Context::bindTexImage(egl::Surface *surface) 4200{ 4201 es2::Texture2D *textureObject = getTexture2D(); 4202 4203 if(textureObject) 4204 { 4205 textureObject->bindTexImage(surface); 4206 } 4207} 4208 4209EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4210{ 4211 GLenum textureTarget = GL_NONE; 4212 4213 switch(target) 4214 { 4215 case EGL_GL_TEXTURE_2D_KHR: 4216 textureTarget = GL_TEXTURE_2D; 4217 break; 4218 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4219 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4220 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4221 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4222 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4223 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4224 textureTarget = GL_TEXTURE_CUBE_MAP; 4225 break; 4226 case EGL_GL_RENDERBUFFER_KHR: 4227 break; 4228 default: 4229 return EGL_BAD_PARAMETER; 4230 } 4231 4232 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4233 { 4234 return EGL_BAD_MATCH; 4235 } 4236 4237 if(textureTarget != GL_NONE) 4238 { 4239 es2::Texture *texture = getTexture(name); 4240 4241 if(!texture || texture->getTarget() != textureTarget) 4242 { 4243 return EGL_BAD_PARAMETER; 4244 } 4245 4246 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4247 { 4248 return EGL_BAD_ACCESS; 4249 } 4250 4251 if(textureLevel != 0 && !texture->isSamplerComplete()) 4252 { 4253 return EGL_BAD_PARAMETER; 4254 } 4255 4256 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4257 { 4258 return EGL_BAD_PARAMETER; 4259 } 4260 } 4261 else if(target == EGL_GL_RENDERBUFFER_KHR) 4262 { 4263 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4264 4265 if(!renderbuffer) 4266 { 4267 return EGL_BAD_PARAMETER; 4268 } 4269 4270 if(renderbuffer->isShared()) // Already an EGLImage sibling 4271 { 4272 return EGL_BAD_ACCESS; 4273 } 4274 } 4275 else UNREACHABLE(target); 4276 4277 return EGL_SUCCESS; 4278} 4279 4280egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4281{ 4282 GLenum textureTarget = GL_NONE; 4283 4284 switch(target) 4285 { 4286 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4287 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4288 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4289 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4290 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4291 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4292 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4293 } 4294 4295 if(textureTarget != GL_NONE) 4296 { 4297 es2::Texture *texture = getTexture(name); 4298 4299 return texture->createSharedImage(textureTarget, textureLevel); 4300 } 4301 else if(target == EGL_GL_RENDERBUFFER_KHR) 4302 { 4303 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4304 4305 return renderbuffer->createSharedImage(); 4306 } 4307 else UNREACHABLE(target); 4308 4309 return nullptr; 4310} 4311 4312egl::Image *Context::getSharedImage(GLeglImageOES image) 4313{ 4314 return display->getSharedImage(image); 4315} 4316 4317Device *Context::getDevice() 4318{ 4319 return device; 4320} 4321 4322const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const 4323{ 4324 // Keep list sorted in following order: 4325 // OES extensions 4326 // EXT extensions 4327 // Vendor extensions 4328 static const GLubyte* extensions[] = { 4329 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture", 4330 (const GLubyte*)"GL_OES_depth24", 4331 (const GLubyte*)"GL_OES_depth32", 4332 (const GLubyte*)"GL_OES_depth_texture", 4333 (const GLubyte*)"GL_OES_depth_texture_cube_map", 4334 (const GLubyte*)"GL_OES_EGL_image", 4335 (const GLubyte*)"GL_OES_EGL_image_external", 4336 (const GLubyte*)"GL_OES_EGL_sync", 4337 (const GLubyte*)"GL_OES_element_index_uint", 4338 (const GLubyte*)"GL_OES_framebuffer_object", 4339 (const GLubyte*)"GL_OES_packed_depth_stencil", 4340 (const GLubyte*)"GL_OES_rgb8_rgba8", 4341 (const GLubyte*)"GL_OES_standard_derivatives", 4342 (const GLubyte*)"GL_OES_texture_float", 4343 (const GLubyte*)"GL_OES_texture_float_linear", 4344 (const GLubyte*)"GL_OES_texture_half_float", 4345 (const GLubyte*)"GL_OES_texture_half_float_linear", 4346 (const GLubyte*)"GL_OES_texture_npot", 4347 (const GLubyte*)"GL_OES_texture_3D", 4348 (const GLubyte*)"GL_EXT_blend_minmax", 4349 (const GLubyte*)"GL_EXT_color_buffer_half_float", 4350 (const GLubyte*)"GL_EXT_draw_buffers", 4351 (const GLubyte*)"GL_EXT_occlusion_query_boolean", 4352 (const GLubyte*)"GL_EXT_read_format_bgra", 4353#if (S3TC_SUPPORT) 4354 (const GLubyte*)"GL_EXT_texture_compression_dxt1", 4355#endif 4356 (const GLubyte*)"GL_EXT_texture_filter_anisotropic", 4357 (const GLubyte*)"GL_EXT_texture_format_BGRA8888", 4358 (const GLubyte*)"GL_ANGLE_framebuffer_blit", 4359 (const GLubyte*)"GL_NV_framebuffer_blit", 4360 (const GLubyte*)"GL_ANGLE_framebuffer_multisample", 4361#if (S3TC_SUPPORT) 4362 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3", 4363 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5", 4364#endif 4365 (const GLubyte*)"GL_NV_fence", 4366 (const GLubyte*)"GL_NV_read_depth", 4367 (const GLubyte*)"GL_EXT_instanced_arrays", 4368 (const GLubyte*)"GL_ANGLE_instanced_arrays", 4369 }; 4370 static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions); 4371 4372 if(numExt) 4373 { 4374 *numExt = numExtensions; 4375 return nullptr; 4376 } 4377 4378 if(index == GL_INVALID_INDEX) 4379 { 4380 static GLubyte* extensionsCat = nullptr; 4381 if(!extensionsCat && (numExtensions > 0)) 4382 { 4383 size_t totalLength = numExtensions; // 1 space between each extension name + terminating null 4384 for(unsigned int i = 0; i < numExtensions; i++) 4385 { 4386 totalLength += strlen(reinterpret_cast<const char*>(extensions[i])); 4387 } 4388 extensionsCat = new GLubyte[totalLength]; 4389 extensionsCat[0] = '\0'; 4390 for(unsigned int i = 0; i < numExtensions; i++) 4391 { 4392 if(i != 0) 4393 { 4394 strcat(reinterpret_cast<char*>(extensionsCat), " "); 4395 } 4396 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i])); 4397 } 4398 } 4399 return extensionsCat; 4400 } 4401 4402 if(index >= numExtensions) 4403 { 4404 return nullptr; 4405 } 4406 4407 return extensions[index]; 4408} 4409 4410} 4411 4412egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion) 4413{ 4414 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4415 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion); 4416} 4417