Context.cpp revision 611615009b50a9bf868749da75f33363cbc69845
1// SwiftShader Software Renderer 2// 3// Copyright(c) 2005-2013 TransGaming Inc. 4// 5// All rights reserved. No part of this software may be copied, distributed, transmitted, 6// transcribed, stored in a retrieval system, translated into any human or computer 7// language by any means, or disclosed to third parties without the explicit written 8// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express 9// or implied, including but not limited to any patent rights, are granted to you. 10// 11 12// Context.cpp: Implements the es2::Context class, managing all GL state and performing 13// rendering operations. It is the GLES2 specific implementation of EGLContext. 14 15#include "Context.h" 16 17#include "main.h" 18#include "mathutil.h" 19#include "utilities.h" 20#include "ResourceManager.h" 21#include "Buffer.h" 22#include "Fence.h" 23#include "Framebuffer.h" 24#include "Program.h" 25#include "Query.h" 26#include "Renderbuffer.h" 27#include "Sampler.h" 28#include "Shader.h" 29#include "Texture.h" 30#include "TransformFeedback.h" 31#include "VertexArray.h" 32#include "VertexDataManager.h" 33#include "IndexDataManager.h" 34#include "libEGL/Display.h" 35#include "libEGL/Surface.h" 36#include "Common/Half.hpp" 37 38#include <EGL/eglext.h> 39 40#undef near 41#undef far 42 43namespace es2 44{ 45Context::Context(const egl::Config *config, const Context *shareContext, EGLint clientVersion) 46 : mConfig(config), clientVersion(clientVersion) 47{ 48 sw::Context *context = new sw::Context(); 49 device = new es2::Device(context); 50 51 mFenceNameSpace.setBaseHandle(0); 52 53 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 54 55 mState.depthClearValue = 1.0f; 56 mState.stencilClearValue = 0; 57 58 mState.cullFace = false; 59 mState.cullMode = GL_BACK; 60 mState.frontFace = GL_CCW; 61 mState.depthTest = false; 62 mState.depthFunc = GL_LESS; 63 mState.blend = false; 64 mState.sourceBlendRGB = GL_ONE; 65 mState.sourceBlendAlpha = GL_ONE; 66 mState.destBlendRGB = GL_ZERO; 67 mState.destBlendAlpha = GL_ZERO; 68 mState.blendEquationRGB = GL_FUNC_ADD; 69 mState.blendEquationAlpha = GL_FUNC_ADD; 70 mState.blendColor.red = 0; 71 mState.blendColor.green = 0; 72 mState.blendColor.blue = 0; 73 mState.blendColor.alpha = 0; 74 mState.stencilTest = false; 75 mState.stencilFunc = GL_ALWAYS; 76 mState.stencilRef = 0; 77 mState.stencilMask = -1; 78 mState.stencilWritemask = -1; 79 mState.stencilBackFunc = GL_ALWAYS; 80 mState.stencilBackRef = 0; 81 mState.stencilBackMask = - 1; 82 mState.stencilBackWritemask = -1; 83 mState.stencilFail = GL_KEEP; 84 mState.stencilPassDepthFail = GL_KEEP; 85 mState.stencilPassDepthPass = GL_KEEP; 86 mState.stencilBackFail = GL_KEEP; 87 mState.stencilBackPassDepthFail = GL_KEEP; 88 mState.stencilBackPassDepthPass = GL_KEEP; 89 mState.polygonOffsetFill = false; 90 mState.polygonOffsetFactor = 0.0f; 91 mState.polygonOffsetUnits = 0.0f; 92 mState.sampleAlphaToCoverage = false; 93 mState.sampleCoverage = false; 94 mState.sampleCoverageValue = 1.0f; 95 mState.sampleCoverageInvert = false; 96 mState.scissorTest = false; 97 mState.dither = true; 98 mState.primitiveRestartFixedIndex = false; 99 mState.rasterizerDiscard = false; 100 mState.generateMipmapHint = GL_DONT_CARE; 101 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 102 103 mState.lineWidth = 1.0f; 104 105 mState.viewportX = 0; 106 mState.viewportY = 0; 107 mState.viewportWidth = config->mDisplayMode.width; 108 mState.viewportHeight = config->mDisplayMode.height; 109 mState.zNear = 0.0f; 110 mState.zFar = 1.0f; 111 112 mState.scissorX = 0; 113 mState.scissorY = 0; 114 mState.scissorWidth = config->mDisplayMode.width; 115 mState.scissorHeight = config->mDisplayMode.height; 116 117 mState.colorMaskRed = true; 118 mState.colorMaskGreen = true; 119 mState.colorMaskBlue = true; 120 mState.colorMaskAlpha = true; 121 mState.depthMask = true; 122 123 if(shareContext != NULL) 124 { 125 mResourceManager = shareContext->mResourceManager; 126 mResourceManager->addRef(); 127 } 128 else 129 { 130 mResourceManager = new ResourceManager(); 131 } 132 133 // [OpenGL ES 2.0.24] section 3.7 page 83: 134 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 135 // and cube map texture state vectors respectively associated with them. 136 // In order that access to these initial textures not be lost, they are treated as texture 137 // objects all of whose names are 0. 138 139 mTexture2DZero = new Texture2D(0); 140 mTexture3DZero = new Texture3D(0); 141 mTexture2DArrayZero = new Texture2DArray(0); 142 mTextureCubeMapZero = new TextureCubeMap(0); 143 mTextureExternalZero = new TextureExternal(0); 144 145 mState.activeSampler = 0; 146 bindVertexArray(0); 147 bindArrayBuffer(0); 148 bindElementArrayBuffer(0); 149 bindTextureCubeMap(0); 150 bindTexture2D(0); 151 bindReadFramebuffer(0); 152 bindDrawFramebuffer(0); 153 bindRenderbuffer(0); 154 bindTransformFeedback(0); 155 156 mState.readFramebufferColorIndex = 0; 157 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; ++i) 158 { 159 mState.drawFramebufferColorIndices[i] = GL_NONE; 160 } 161 162 mState.currentProgram = 0; 163 164 mState.packAlignment = 4; 165 mState.unpackInfo.alignment = 4; 166 mState.packRowLength = 0; 167 mState.packSkipPixels = 0; 168 mState.packSkipRows = 0; 169 mState.unpackInfo.rowLength = 0; 170 mState.unpackInfo.imageHeight = 0; 171 mState.unpackInfo.skipPixels = 0; 172 mState.unpackInfo.skipRows = 0; 173 mState.unpackInfo.skipImages = 0; 174 175 mVertexDataManager = NULL; 176 mIndexDataManager = NULL; 177 178 mInvalidEnum = false; 179 mInvalidValue = false; 180 mInvalidOperation = false; 181 mOutOfMemory = false; 182 mInvalidFramebufferOperation = false; 183 184 mHasBeenCurrent = false; 185 186 markAllStateDirty(); 187} 188 189Context::~Context() 190{ 191 if(mState.currentProgram != 0) 192 { 193 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 194 if(programObject) 195 { 196 programObject->release(); 197 } 198 mState.currentProgram = 0; 199 } 200 201 while(!mFramebufferMap.empty()) 202 { 203 deleteFramebuffer(mFramebufferMap.begin()->first); 204 } 205 206 while(!mFenceMap.empty()) 207 { 208 deleteFence(mFenceMap.begin()->first); 209 } 210 211 while(!mQueryMap.empty()) 212 { 213 deleteQuery(mQueryMap.begin()->first); 214 } 215 216 while(!mVertexArrayMap.empty()) 217 { 218 deleteVertexArray(mVertexArrayMap.begin()->first); 219 } 220 221 while(!mTransformFeedbackMap.empty()) 222 { 223 deleteTransformFeedback(mTransformFeedbackMap.begin()->first); 224 } 225 226 while(!mSamplerMap.empty()) 227 { 228 deleteSampler(mSamplerMap.begin()->first); 229 } 230 231 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 232 { 233 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 234 { 235 mState.samplerTexture[type][sampler] = NULL; 236 } 237 } 238 239 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 240 { 241 mState.vertexAttribute[i].mBoundBuffer = NULL; 242 } 243 244 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 245 { 246 mState.activeQuery[i] = NULL; 247 } 248 249 mState.arrayBuffer = NULL; 250 mState.copyReadBuffer = NULL; 251 mState.copyWriteBuffer = NULL; 252 mState.pixelPackBuffer = NULL; 253 mState.pixelUnpackBuffer = NULL; 254 mState.uniformBuffer = NULL; 255 mState.renderbuffer = NULL; 256 257 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 258 { 259 mState.sampler[i] = NULL; 260 } 261 262 mTexture2DZero = NULL; 263 mTexture3DZero = NULL; 264 mTexture2DArrayZero = NULL; 265 mTextureCubeMapZero = NULL; 266 mTextureExternalZero = NULL; 267 268 delete mVertexDataManager; 269 delete mIndexDataManager; 270 271 mResourceManager->release(); 272 delete device; 273} 274 275void Context::makeCurrent(egl::Surface *surface) 276{ 277 if(!mHasBeenCurrent) 278 { 279 mVertexDataManager = new VertexDataManager(this); 280 mIndexDataManager = new IndexDataManager(); 281 282 mState.viewportX = 0; 283 mState.viewportY = 0; 284 mState.viewportWidth = surface->getWidth(); 285 mState.viewportHeight = surface->getHeight(); 286 287 mState.scissorX = 0; 288 mState.scissorY = 0; 289 mState.scissorWidth = surface->getWidth(); 290 mState.scissorHeight = surface->getHeight(); 291 292 mHasBeenCurrent = true; 293 } 294 295 // Wrap the existing resources into GL objects and assign them to the '0' names 296 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 297 egl::Image *depthStencil = surface->getDepthStencil(); 298 299 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 300 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 301 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 302 303 setFramebufferZero(framebufferZero); 304 305 if(defaultRenderTarget) 306 { 307 defaultRenderTarget->release(); 308 } 309 310 if(depthStencil) 311 { 312 depthStencil->release(); 313 } 314 315 markAllStateDirty(); 316} 317 318EGLint Context::getClientVersion() const 319{ 320 return clientVersion; 321} 322 323// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 324void Context::markAllStateDirty() 325{ 326 mAppliedProgramSerial = 0; 327 328 mDepthStateDirty = true; 329 mMaskStateDirty = true; 330 mBlendStateDirty = true; 331 mStencilStateDirty = true; 332 mPolygonOffsetStateDirty = true; 333 mSampleStateDirty = true; 334 mDitherStateDirty = true; 335 mFrontFaceDirty = true; 336} 337 338void Context::setClearColor(float red, float green, float blue, float alpha) 339{ 340 mState.colorClearValue.red = red; 341 mState.colorClearValue.green = green; 342 mState.colorClearValue.blue = blue; 343 mState.colorClearValue.alpha = alpha; 344} 345 346void Context::setClearDepth(float depth) 347{ 348 mState.depthClearValue = depth; 349} 350 351void Context::setClearStencil(int stencil) 352{ 353 mState.stencilClearValue = stencil; 354} 355 356void Context::setCullFace(bool enabled) 357{ 358 mState.cullFace = enabled; 359} 360 361bool Context::isCullFaceEnabled() const 362{ 363 return mState.cullFace; 364} 365 366void Context::setCullMode(GLenum mode) 367{ 368 mState.cullMode = mode; 369} 370 371void Context::setFrontFace(GLenum front) 372{ 373 if(mState.frontFace != front) 374 { 375 mState.frontFace = front; 376 mFrontFaceDirty = true; 377 } 378} 379 380void Context::setDepthTest(bool enabled) 381{ 382 if(mState.depthTest != enabled) 383 { 384 mState.depthTest = enabled; 385 mDepthStateDirty = true; 386 } 387} 388 389bool Context::isDepthTestEnabled() const 390{ 391 return mState.depthTest; 392} 393 394void Context::setDepthFunc(GLenum depthFunc) 395{ 396 if(mState.depthFunc != depthFunc) 397 { 398 mState.depthFunc = depthFunc; 399 mDepthStateDirty = true; 400 } 401} 402 403void Context::setDepthRange(float zNear, float zFar) 404{ 405 mState.zNear = zNear; 406 mState.zFar = zFar; 407} 408 409void Context::setBlend(bool enabled) 410{ 411 if(mState.blend != enabled) 412 { 413 mState.blend = enabled; 414 mBlendStateDirty = true; 415 } 416} 417 418bool Context::isBlendEnabled() const 419{ 420 return mState.blend; 421} 422 423void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 424{ 425 if(mState.sourceBlendRGB != sourceRGB || 426 mState.sourceBlendAlpha != sourceAlpha || 427 mState.destBlendRGB != destRGB || 428 mState.destBlendAlpha != destAlpha) 429 { 430 mState.sourceBlendRGB = sourceRGB; 431 mState.destBlendRGB = destRGB; 432 mState.sourceBlendAlpha = sourceAlpha; 433 mState.destBlendAlpha = destAlpha; 434 mBlendStateDirty = true; 435 } 436} 437 438void Context::setBlendColor(float red, float green, float blue, float alpha) 439{ 440 if(mState.blendColor.red != red || 441 mState.blendColor.green != green || 442 mState.blendColor.blue != blue || 443 mState.blendColor.alpha != alpha) 444 { 445 mState.blendColor.red = red; 446 mState.blendColor.green = green; 447 mState.blendColor.blue = blue; 448 mState.blendColor.alpha = alpha; 449 mBlendStateDirty = true; 450 } 451} 452 453void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 454{ 455 if(mState.blendEquationRGB != rgbEquation || 456 mState.blendEquationAlpha != alphaEquation) 457 { 458 mState.blendEquationRGB = rgbEquation; 459 mState.blendEquationAlpha = alphaEquation; 460 mBlendStateDirty = true; 461 } 462} 463 464void Context::setStencilTest(bool enabled) 465{ 466 if(mState.stencilTest != enabled) 467 { 468 mState.stencilTest = enabled; 469 mStencilStateDirty = true; 470 } 471} 472 473bool Context::isStencilTestEnabled() const 474{ 475 return mState.stencilTest; 476} 477 478void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 479{ 480 if(mState.stencilFunc != stencilFunc || 481 mState.stencilRef != stencilRef || 482 mState.stencilMask != stencilMask) 483 { 484 mState.stencilFunc = stencilFunc; 485 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 486 mState.stencilMask = stencilMask; 487 mStencilStateDirty = true; 488 } 489} 490 491void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 492{ 493 if(mState.stencilBackFunc != stencilBackFunc || 494 mState.stencilBackRef != stencilBackRef || 495 mState.stencilBackMask != stencilBackMask) 496 { 497 mState.stencilBackFunc = stencilBackFunc; 498 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 499 mState.stencilBackMask = stencilBackMask; 500 mStencilStateDirty = true; 501 } 502} 503 504void Context::setStencilWritemask(GLuint stencilWritemask) 505{ 506 if(mState.stencilWritemask != stencilWritemask) 507 { 508 mState.stencilWritemask = stencilWritemask; 509 mStencilStateDirty = true; 510 } 511} 512 513void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 514{ 515 if(mState.stencilBackWritemask != stencilBackWritemask) 516 { 517 mState.stencilBackWritemask = stencilBackWritemask; 518 mStencilStateDirty = true; 519 } 520} 521 522void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 523{ 524 if(mState.stencilFail != stencilFail || 525 mState.stencilPassDepthFail != stencilPassDepthFail || 526 mState.stencilPassDepthPass != stencilPassDepthPass) 527 { 528 mState.stencilFail = stencilFail; 529 mState.stencilPassDepthFail = stencilPassDepthFail; 530 mState.stencilPassDepthPass = stencilPassDepthPass; 531 mStencilStateDirty = true; 532 } 533} 534 535void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 536{ 537 if(mState.stencilBackFail != stencilBackFail || 538 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 539 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 540 { 541 mState.stencilBackFail = stencilBackFail; 542 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 543 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 544 mStencilStateDirty = true; 545 } 546} 547 548void Context::setPolygonOffsetFill(bool enabled) 549{ 550 if(mState.polygonOffsetFill != enabled) 551 { 552 mState.polygonOffsetFill = enabled; 553 mPolygonOffsetStateDirty = true; 554 } 555} 556 557bool Context::isPolygonOffsetFillEnabled() const 558{ 559 return mState.polygonOffsetFill; 560} 561 562void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 563{ 564 if(mState.polygonOffsetFactor != factor || 565 mState.polygonOffsetUnits != units) 566 { 567 mState.polygonOffsetFactor = factor; 568 mState.polygonOffsetUnits = units; 569 mPolygonOffsetStateDirty = true; 570 } 571} 572 573void Context::setSampleAlphaToCoverage(bool enabled) 574{ 575 if(mState.sampleAlphaToCoverage != enabled) 576 { 577 mState.sampleAlphaToCoverage = enabled; 578 mSampleStateDirty = true; 579 } 580} 581 582bool Context::isSampleAlphaToCoverageEnabled() const 583{ 584 return mState.sampleAlphaToCoverage; 585} 586 587void Context::setSampleCoverage(bool enabled) 588{ 589 if(mState.sampleCoverage != enabled) 590 { 591 mState.sampleCoverage = enabled; 592 mSampleStateDirty = true; 593 } 594} 595 596bool Context::isSampleCoverageEnabled() const 597{ 598 return mState.sampleCoverage; 599} 600 601void Context::setSampleCoverageParams(GLclampf value, bool invert) 602{ 603 if(mState.sampleCoverageValue != value || 604 mState.sampleCoverageInvert != invert) 605 { 606 mState.sampleCoverageValue = value; 607 mState.sampleCoverageInvert = invert; 608 mSampleStateDirty = true; 609 } 610} 611 612void Context::setScissorTest(bool enabled) 613{ 614 mState.scissorTest = enabled; 615} 616 617bool Context::isScissorTestEnabled() const 618{ 619 return mState.scissorTest; 620} 621 622void Context::setDither(bool enabled) 623{ 624 if(mState.dither != enabled) 625 { 626 mState.dither = enabled; 627 mDitherStateDirty = true; 628 } 629} 630 631bool Context::isDitherEnabled() const 632{ 633 return mState.dither; 634} 635 636void Context::setPrimitiveRestartFixedIndex(bool enabled) 637{ 638 UNIMPLEMENTED(); 639 mState.primitiveRestartFixedIndex = enabled; 640} 641 642bool Context::isPrimitiveRestartFixedIndexEnabled() const 643{ 644 return mState.primitiveRestartFixedIndex; 645} 646 647void Context::setRasterizerDiscard(bool enabled) 648{ 649 UNIMPLEMENTED(); 650 mState.rasterizerDiscard = enabled; 651} 652 653bool Context::isRasterizerDiscardEnabled() const 654{ 655 return mState.rasterizerDiscard; 656} 657 658void Context::setLineWidth(GLfloat width) 659{ 660 mState.lineWidth = width; 661 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 662} 663 664void Context::setGenerateMipmapHint(GLenum hint) 665{ 666 mState.generateMipmapHint = hint; 667} 668 669void Context::setFragmentShaderDerivativeHint(GLenum hint) 670{ 671 mState.fragmentShaderDerivativeHint = hint; 672 // TODO: Propagate the hint to shader translator so we can write 673 // ddx, ddx_coarse, or ddx_fine depending on the hint. 674 // Ignore for now. It is valid for implementations to ignore hint. 675} 676 677void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 678{ 679 mState.viewportX = x; 680 mState.viewportY = y; 681 mState.viewportWidth = width; 682 mState.viewportHeight = height; 683} 684 685void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 686{ 687 mState.scissorX = x; 688 mState.scissorY = y; 689 mState.scissorWidth = width; 690 mState.scissorHeight = height; 691} 692 693void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 694{ 695 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 696 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 697 { 698 mState.colorMaskRed = red; 699 mState.colorMaskGreen = green; 700 mState.colorMaskBlue = blue; 701 mState.colorMaskAlpha = alpha; 702 mMaskStateDirty = true; 703 } 704} 705 706unsigned int Context::getColorMask() const 707{ 708 return (mState.colorMaskRed ? 0x1 : 0) | 709 (mState.colorMaskGreen ? 0x2 : 0) | 710 (mState.colorMaskBlue ? 0x4 : 0) | 711 (mState.colorMaskAlpha ? 0x8 : 0); 712} 713 714void Context::setDepthMask(bool mask) 715{ 716 if(mState.depthMask != mask) 717 { 718 mState.depthMask = mask; 719 mMaskStateDirty = true; 720 } 721} 722 723void Context::setActiveSampler(unsigned int active) 724{ 725 mState.activeSampler = active; 726} 727 728GLuint Context::getReadFramebufferName() const 729{ 730 return mState.readFramebuffer; 731} 732 733GLuint Context::getDrawFramebufferName() const 734{ 735 return mState.drawFramebuffer; 736} 737 738GLuint Context::getRenderbufferName() const 739{ 740 return mState.renderbuffer.name(); 741} 742 743void Context::setReadFramebufferColorIndex(GLuint index) 744{ 745 mState.readFramebufferColorIndex = index; 746} 747 748void Context::setDrawFramebufferColorIndices(GLsizei n, const GLenum *bufs) 749{ 750 for(int i = 0; i < n; ++i) 751 { 752 mState.drawFramebufferColorIndices[i] = ((bufs[i] == GL_BACK) || (bufs[i] == GL_NONE)) ? bufs[i] : i; 753 } 754} 755 756GLuint Context::getReadFramebufferColorIndex() const 757{ 758 return mState.readFramebufferColorIndex; 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 = NULL; 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::setEnableVertexAttribArray(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::setPackSkipPixels(GLint skipPixels) 856{ 857 mState.packSkipPixels = skipPixels; 858} 859 860void Context::setPackSkipRows(GLint skipRows) 861{ 862 mState.packSkipRows = skipRows; 863} 864 865void Context::setUnpackRowLength(GLint rowLength) 866{ 867 mState.unpackInfo.rowLength = rowLength; 868} 869 870void Context::setUnpackImageHeight(GLint imageHeight) 871{ 872 mState.unpackInfo.imageHeight = imageHeight; 873} 874 875void Context::setUnpackSkipPixels(GLint skipPixels) 876{ 877 mState.unpackInfo.skipPixels = skipPixels; 878} 879 880void Context::setUnpackSkipRows(GLint skipRows) 881{ 882 mState.unpackInfo.skipRows = skipRows; 883} 884 885void Context::setUnpackSkipImages(GLint skipImages) 886{ 887 mState.unpackInfo.skipImages = skipImages; 888} 889 890GLuint Context::createBuffer() 891{ 892 return mResourceManager->createBuffer(); 893} 894 895GLuint Context::createProgram() 896{ 897 return mResourceManager->createProgram(); 898} 899 900GLuint Context::createShader(GLenum type) 901{ 902 return mResourceManager->createShader(type); 903} 904 905GLuint Context::createTexture() 906{ 907 return mResourceManager->createTexture(); 908} 909 910GLuint Context::createRenderbuffer() 911{ 912 return mResourceManager->createRenderbuffer(); 913} 914 915// Returns an unused framebuffer name 916GLuint Context::createFramebuffer() 917{ 918 GLuint handle = mFramebufferNameSpace.allocate(); 919 920 mFramebufferMap[handle] = NULL; 921 922 return handle; 923} 924 925GLuint Context::createFence() 926{ 927 GLuint handle = mFenceNameSpace.allocate(); 928 929 mFenceMap[handle] = new Fence; 930 931 return handle; 932} 933 934// Returns an unused query name 935GLuint Context::createQuery() 936{ 937 GLuint handle = mQueryNameSpace.allocate(); 938 939 mQueryMap[handle] = NULL; 940 941 return handle; 942} 943 944// Returns an unused vertex array name 945GLuint Context::createVertexArray() 946{ 947 GLuint handle = mVertexArrayNameSpace.allocate(); 948 949 mVertexArrayMap[handle] = NULL; 950 951 return handle; 952} 953 954// Returns an unused transform feedback name 955GLuint Context::createTransformFeedback() 956{ 957 GLuint handle = mTransformFeedbackNameSpace.allocate(); 958 959 mTransformFeedbackMap[handle] = NULL; 960 961 return handle; 962} 963 964// Returns an unused sampler name 965GLuint Context::createSampler() 966{ 967 GLuint handle = mSamplerNameSpace.allocate(); 968 969 mSamplerMap[handle] = NULL; 970 971 return handle; 972} 973 974void Context::deleteBuffer(GLuint buffer) 975{ 976 if(mResourceManager->getBuffer(buffer)) 977 { 978 detachBuffer(buffer); 979 } 980 981 mResourceManager->deleteBuffer(buffer); 982} 983 984void Context::deleteShader(GLuint shader) 985{ 986 mResourceManager->deleteShader(shader); 987} 988 989void Context::deleteProgram(GLuint program) 990{ 991 mResourceManager->deleteProgram(program); 992} 993 994void Context::deleteTexture(GLuint texture) 995{ 996 if(mResourceManager->getTexture(texture)) 997 { 998 detachTexture(texture); 999 } 1000 1001 mResourceManager->deleteTexture(texture); 1002} 1003 1004void Context::deleteRenderbuffer(GLuint renderbuffer) 1005{ 1006 if(mResourceManager->getRenderbuffer(renderbuffer)) 1007 { 1008 detachRenderbuffer(renderbuffer); 1009 } 1010 1011 mResourceManager->deleteRenderbuffer(renderbuffer); 1012} 1013 1014void Context::deleteFramebuffer(GLuint framebuffer) 1015{ 1016 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); 1017 1018 if(framebufferObject != mFramebufferMap.end()) 1019 { 1020 detachFramebuffer(framebuffer); 1021 1022 mFramebufferNameSpace.release(framebufferObject->first); 1023 delete framebufferObject->second; 1024 mFramebufferMap.erase(framebufferObject); 1025 } 1026} 1027 1028void Context::deleteFence(GLuint fence) 1029{ 1030 FenceMap::iterator fenceObject = mFenceMap.find(fence); 1031 1032 if(fenceObject != mFenceMap.end()) 1033 { 1034 mFenceNameSpace.release(fenceObject->first); 1035 delete fenceObject->second; 1036 mFenceMap.erase(fenceObject); 1037 } 1038} 1039 1040void Context::deleteQuery(GLuint query) 1041{ 1042 QueryMap::iterator queryObject = mQueryMap.find(query); 1043 1044 if(queryObject != mQueryMap.end()) 1045 { 1046 mQueryNameSpace.release(queryObject->first); 1047 1048 if(queryObject->second) 1049 { 1050 queryObject->second->release(); 1051 } 1052 1053 mQueryMap.erase(queryObject); 1054 } 1055} 1056 1057void Context::deleteVertexArray(GLuint vertexArray) 1058{ 1059 VertexArrayMap::iterator vertexArrayObject = mVertexArrayMap.find(vertexArray); 1060 1061 if(vertexArrayObject != mVertexArrayMap.end()) 1062 { 1063 // Vertex array detachment is handled by Context, because 0 is a valid 1064 // VAO, and a pointer to it must be passed from Context to State at 1065 // binding time. 1066 1067 // [OpenGL ES 3.0.2] section 2.10 page 43: 1068 // If a vertex array object that is currently bound is deleted, the binding 1069 // for that object reverts to zero and the default vertex array becomes current. 1070 if(getCurrentVertexArray()->name == vertexArray) 1071 { 1072 bindVertexArray(0); 1073 } 1074 1075 mVertexArrayNameSpace.release(vertexArrayObject->first); 1076 delete vertexArrayObject->second; 1077 mVertexArrayMap.erase(vertexArrayObject); 1078 } 1079} 1080 1081void Context::deleteTransformFeedback(GLuint transformFeedback) 1082{ 1083 TransformFeedbackMap::iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1084 1085 if(transformFeedbackObject != mTransformFeedbackMap.end()) 1086 { 1087 mTransformFeedbackNameSpace.release(transformFeedbackObject->first); 1088 delete transformFeedbackObject->second; 1089 mTransformFeedbackMap.erase(transformFeedbackObject); 1090 } 1091} 1092 1093void Context::deleteSampler(GLuint sampler) 1094{ 1095 SamplerMap::iterator samplerObject = mSamplerMap.find(sampler); 1096 1097 if(samplerObject != mSamplerMap.end()) 1098 { 1099 mSamplerNameSpace.release(samplerObject->first); 1100 1101 if(samplerObject->second) 1102 { 1103 samplerObject->second->release(); 1104 } 1105 1106 mSamplerMap.erase(samplerObject); 1107 } 1108} 1109 1110Buffer *Context::getBuffer(GLuint handle) const 1111{ 1112 return mResourceManager->getBuffer(handle); 1113} 1114 1115Shader *Context::getShader(GLuint handle) const 1116{ 1117 return mResourceManager->getShader(handle); 1118} 1119 1120Program *Context::getProgram(GLuint handle) const 1121{ 1122 return mResourceManager->getProgram(handle); 1123} 1124 1125Texture *Context::getTexture(GLuint handle) const 1126{ 1127 return mResourceManager->getTexture(handle); 1128} 1129 1130Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1131{ 1132 return mResourceManager->getRenderbuffer(handle); 1133} 1134 1135Framebuffer *Context::getReadFramebuffer() const 1136{ 1137 return getFramebuffer(mState.readFramebuffer); 1138} 1139 1140Framebuffer *Context::getDrawFramebuffer() const 1141{ 1142 return getFramebuffer(mState.drawFramebuffer); 1143} 1144 1145void Context::bindArrayBuffer(unsigned int buffer) 1146{ 1147 mResourceManager->checkBufferAllocation(buffer); 1148 1149 mState.arrayBuffer = getBuffer(buffer); 1150} 1151 1152void Context::bindElementArrayBuffer(unsigned int buffer) 1153{ 1154 mResourceManager->checkBufferAllocation(buffer); 1155 1156 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1157} 1158 1159void Context::bindCopyReadBuffer(GLuint buffer) 1160{ 1161 mResourceManager->checkBufferAllocation(buffer); 1162 1163 mState.copyReadBuffer = getBuffer(buffer); 1164} 1165 1166void Context::bindCopyWriteBuffer(GLuint buffer) 1167{ 1168 mResourceManager->checkBufferAllocation(buffer); 1169 1170 mState.copyWriteBuffer = getBuffer(buffer); 1171} 1172 1173void Context::bindPixelPackBuffer(GLuint buffer) 1174{ 1175 mResourceManager->checkBufferAllocation(buffer); 1176 1177 mState.pixelPackBuffer = getBuffer(buffer); 1178} 1179 1180void Context::bindPixelUnpackBuffer(GLuint buffer) 1181{ 1182 mResourceManager->checkBufferAllocation(buffer); 1183 1184 mState.pixelUnpackBuffer = getBuffer(buffer); 1185} 1186 1187void Context::bindTransformFeedbackBuffer(GLuint buffer) 1188{ 1189 mResourceManager->checkBufferAllocation(buffer); 1190 1191 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1192 1193 if(transformFeedback) 1194 { 1195 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1196 } 1197} 1198 1199void Context::bindUniformBuffer(GLuint buffer) 1200{ 1201 mResourceManager->checkBufferAllocation(buffer); 1202 1203 mState.uniformBuffer = getBuffer(buffer); 1204} 1205 1206void Context::bindTexture2D(GLuint texture) 1207{ 1208 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1209 1210 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1211} 1212 1213void Context::bindTextureCubeMap(GLuint texture) 1214{ 1215 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1216 1217 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1218} 1219 1220void Context::bindTextureExternal(GLuint texture) 1221{ 1222 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1223 1224 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1225} 1226 1227void Context::bindTexture3D(GLuint texture) 1228{ 1229 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1230 1231 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1232} 1233 1234void Context::bindTexture2DArray(GLuint texture) 1235{ 1236 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1237 1238 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1239} 1240 1241void Context::bindReadFramebuffer(GLuint framebuffer) 1242{ 1243 if(!getFramebuffer(framebuffer)) 1244 { 1245 mFramebufferMap[framebuffer] = new Framebuffer(); 1246 } 1247 1248 mState.readFramebuffer = framebuffer; 1249} 1250 1251void Context::bindDrawFramebuffer(GLuint framebuffer) 1252{ 1253 if(!getFramebuffer(framebuffer)) 1254 { 1255 mFramebufferMap[framebuffer] = new Framebuffer(); 1256 } 1257 1258 mState.drawFramebuffer = framebuffer; 1259} 1260 1261void Context::bindRenderbuffer(GLuint renderbuffer) 1262{ 1263 mState.renderbuffer = getRenderbuffer(renderbuffer); 1264} 1265 1266bool Context::bindVertexArray(GLuint array) 1267{ 1268 VertexArray* vertexArray = getVertexArray(array); 1269 1270 if(!vertexArray) 1271 { 1272 vertexArray = new VertexArray(array); 1273 mVertexArrayMap[array] = vertexArray; 1274 } 1275 1276 mState.vertexArray = array; 1277 1278 return !!vertexArray; 1279} 1280 1281bool Context::bindTransformFeedback(GLuint id) 1282{ 1283 if(!getTransformFeedback(id)) 1284 { 1285 mTransformFeedbackMap[id] = new TransformFeedback(id); 1286 } 1287 1288 mState.transformFeedback = id; 1289 1290 return true; 1291} 1292 1293bool Context::bindSampler(GLuint unit, GLuint sampler) 1294{ 1295 Sampler* samplerObject = getSampler(sampler); 1296 1297 if(sampler) 1298 { 1299 mState.sampler[unit] = samplerObject; 1300 } 1301 1302 return !!samplerObject; 1303} 1304 1305void Context::useProgram(GLuint program) 1306{ 1307 GLuint priorProgram = mState.currentProgram; 1308 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1309 1310 if(priorProgram != program) 1311 { 1312 Program *newProgram = mResourceManager->getProgram(program); 1313 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1314 1315 if(newProgram) 1316 { 1317 newProgram->addRef(); 1318 } 1319 1320 if(oldProgram) 1321 { 1322 oldProgram->release(); 1323 } 1324 } 1325} 1326 1327void Context::beginQuery(GLenum target, GLuint query) 1328{ 1329 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1330 // of zero, if the active query object name for <target> is non-zero (for the 1331 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1332 // the active query for either target is non-zero), if <id> is the name of an 1333 // existing query object whose type does not match <target>, or if <id> is the 1334 // active query object name for any query type, the error INVALID_OPERATION is 1335 // generated. 1336 1337 // Ensure no other queries are active 1338 // NOTE: If other queries than occlusion are supported, we will need to check 1339 // separately that: 1340 // a) The query ID passed is not the current active query for any target/type 1341 // b) There are no active queries for the requested target (and in the case 1342 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1343 // no query may be active for either if glBeginQuery targets either. 1344 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1345 { 1346 if(mState.activeQuery[i] != NULL) 1347 { 1348 return error(GL_INVALID_OPERATION); 1349 } 1350 } 1351 1352 QueryType qType; 1353 switch(target) 1354 { 1355 case GL_ANY_SAMPLES_PASSED_EXT: 1356 qType = QUERY_ANY_SAMPLES_PASSED; 1357 break; 1358 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1359 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1360 break; 1361 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1362 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1363 break; 1364 default: 1365 ASSERT(false); 1366 } 1367 1368 Query *queryObject = createQuery(query, target); 1369 1370 // Check that name was obtained with glGenQueries 1371 if(!queryObject) 1372 { 1373 return error(GL_INVALID_OPERATION); 1374 } 1375 1376 // Check for type mismatch 1377 if(queryObject->getType() != target) 1378 { 1379 return error(GL_INVALID_OPERATION); 1380 } 1381 1382 // Set query as active for specified target 1383 mState.activeQuery[qType] = queryObject; 1384 1385 // Begin query 1386 queryObject->begin(); 1387} 1388 1389void Context::endQuery(GLenum target) 1390{ 1391 QueryType qType; 1392 1393 switch(target) 1394 { 1395 case GL_ANY_SAMPLES_PASSED_EXT: 1396 qType = QUERY_ANY_SAMPLES_PASSED; 1397 break; 1398 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1399 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1400 break; 1401 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1402 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1403 break; 1404 default: 1405 ASSERT(false); 1406 } 1407 1408 Query *queryObject = mState.activeQuery[qType]; 1409 1410 if(queryObject == NULL) 1411 { 1412 return error(GL_INVALID_OPERATION); 1413 } 1414 1415 queryObject->end(); 1416 1417 mState.activeQuery[qType] = NULL; 1418} 1419 1420void Context::setFramebufferZero(Framebuffer *buffer) 1421{ 1422 delete mFramebufferMap[0]; 1423 mFramebufferMap[0] = buffer; 1424} 1425 1426void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1427{ 1428 Renderbuffer *renderbufferObject = mState.renderbuffer; 1429 renderbufferObject->setStorage(renderbuffer); 1430} 1431 1432Framebuffer *Context::getFramebuffer(unsigned int handle) const 1433{ 1434 FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle); 1435 1436 if(framebuffer == mFramebufferMap.end()) 1437 { 1438 return NULL; 1439 } 1440 else 1441 { 1442 return framebuffer->second; 1443 } 1444} 1445 1446Fence *Context::getFence(unsigned int handle) const 1447{ 1448 FenceMap::const_iterator fence = mFenceMap.find(handle); 1449 1450 if(fence == mFenceMap.end()) 1451 { 1452 return NULL; 1453 } 1454 else 1455 { 1456 return fence->second; 1457 } 1458} 1459 1460Query *Context::getQuery(unsigned int handle) const 1461{ 1462 QueryMap::const_iterator query = mQueryMap.find(handle); 1463 1464 if(query == mQueryMap.end()) 1465 { 1466 return NULL; 1467 } 1468 else 1469 { 1470 return query->second; 1471 } 1472} 1473 1474Query *Context::createQuery(unsigned int handle, GLenum type) 1475{ 1476 QueryMap::iterator query = mQueryMap.find(handle); 1477 1478 if(query == mQueryMap.end()) 1479 { 1480 return NULL; 1481 } 1482 else 1483 { 1484 if(!query->second) 1485 { 1486 query->second = new Query(handle, type); 1487 query->second->addRef(); 1488 } 1489 1490 return query->second; 1491 } 1492} 1493 1494VertexArray *Context::getVertexArray(GLuint array) const 1495{ 1496 VertexArrayMap::const_iterator vertexArray = mVertexArrayMap.find(array); 1497 1498 return (vertexArray == mVertexArrayMap.end()) ? NULL : vertexArray->second; 1499} 1500 1501VertexArray *Context::getCurrentVertexArray() const 1502{ 1503 return getVertexArray(mState.vertexArray); 1504} 1505 1506bool Context::hasZeroDivisor() const 1507{ 1508 // Verify there is at least one active attribute with a divisor of zero 1509 es2::Program *programObject = getCurrentProgram(); 1510 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1511 { 1512 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1513 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1514 { 1515 return true; 1516 } 1517 } 1518 1519 return false; 1520} 1521 1522TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1523{ 1524 TransformFeedbackMap::const_iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1525 1526 return (transformFeedbackObject == mTransformFeedbackMap.end()) ? NULL : transformFeedbackObject->second; 1527} 1528 1529Sampler *Context::getSampler(GLuint sampler) const 1530{ 1531 SamplerMap::const_iterator samplerObject = mSamplerMap.find(sampler); 1532 1533 return (samplerObject == mSamplerMap.end()) ? NULL : samplerObject->second; 1534} 1535 1536Buffer *Context::getArrayBuffer() const 1537{ 1538 return mState.arrayBuffer; 1539} 1540 1541Buffer *Context::getElementArrayBuffer() const 1542{ 1543 return getCurrentVertexArray()->getElementArrayBuffer(); 1544} 1545 1546Buffer *Context::getCopyReadBuffer() const 1547{ 1548 return mState.copyReadBuffer; 1549} 1550 1551Buffer *Context::getCopyWriteBuffer() const 1552{ 1553 return mState.copyWriteBuffer; 1554} 1555 1556Buffer *Context::getPixelPackBuffer() const 1557{ 1558 return mState.pixelPackBuffer; 1559} 1560 1561Buffer *Context::getPixelUnpackBuffer() const 1562{ 1563 return mState.pixelUnpackBuffer; 1564} 1565 1566Buffer *Context::getUniformBuffer() const 1567{ 1568 return mState.uniformBuffer; 1569} 1570 1571bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1572{ 1573 switch(target) 1574 { 1575 case GL_ARRAY_BUFFER: 1576 *buffer = getArrayBuffer(); 1577 break; 1578 case GL_ELEMENT_ARRAY_BUFFER: 1579 *buffer = getElementArrayBuffer(); 1580 break; 1581 case GL_COPY_READ_BUFFER: 1582 if(clientVersion >= 3) 1583 { 1584 *buffer = getCopyReadBuffer(); 1585 break; 1586 } 1587 else return false; 1588 case GL_COPY_WRITE_BUFFER: 1589 if(clientVersion >= 3) 1590 { 1591 *buffer = getCopyWriteBuffer(); 1592 break; 1593 } 1594 else return false; 1595 case GL_PIXEL_PACK_BUFFER: 1596 if(clientVersion >= 3) 1597 { 1598 *buffer = getPixelPackBuffer(); 1599 break; 1600 } 1601 else return false; 1602 case GL_PIXEL_UNPACK_BUFFER: 1603 if(clientVersion >= 3) 1604 { 1605 *buffer = getPixelUnpackBuffer(); 1606 break; 1607 } 1608 else return false; 1609 case GL_TRANSFORM_FEEDBACK_BUFFER: 1610 if(clientVersion >= 3) 1611 { 1612 TransformFeedback* transformFeedback = getTransformFeedback(); 1613 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1614 break; 1615 } 1616 else return false; 1617 case GL_UNIFORM_BUFFER: 1618 if(clientVersion >= 3) 1619 { 1620 *buffer = getUniformBuffer(); 1621 break; 1622 } 1623 else return false; 1624 default: 1625 return false; 1626 } 1627 return true; 1628} 1629 1630TransformFeedback *Context::getTransformFeedback() const 1631{ 1632 return getTransformFeedback(mState.transformFeedback); 1633} 1634 1635Program *Context::getCurrentProgram() const 1636{ 1637 return mResourceManager->getProgram(mState.currentProgram); 1638} 1639 1640Texture2D *Context::getTexture2D() const 1641{ 1642 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1643} 1644 1645Texture3D *Context::getTexture3D() const 1646{ 1647 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1648} 1649 1650Texture2DArray *Context::getTexture2DArray() const 1651{ 1652 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1653} 1654 1655TextureCubeMap *Context::getTextureCubeMap() const 1656{ 1657 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1658} 1659 1660TextureExternal *Context::getTextureExternal() const 1661{ 1662 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1663} 1664 1665Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1666{ 1667 GLuint texid = mState.samplerTexture[type][sampler].name(); 1668 1669 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1670 { 1671 switch (type) 1672 { 1673 case TEXTURE_2D: return mTexture2DZero; 1674 case TEXTURE_3D: return mTexture3DZero; 1675 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1676 case TEXTURE_CUBE: return mTextureCubeMapZero; 1677 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1678 default: UNREACHABLE(); 1679 } 1680 } 1681 1682 return mState.samplerTexture[type][sampler]; 1683} 1684 1685bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1686{ 1687 switch (pname) 1688 { 1689 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1690 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1691 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1692 case GL_COLOR_WRITEMASK: 1693 params[0] = mState.colorMaskRed; 1694 params[1] = mState.colorMaskGreen; 1695 params[2] = mState.colorMaskBlue; 1696 params[3] = mState.colorMaskAlpha; 1697 break; 1698 case GL_CULL_FACE: *params = mState.cullFace; break; 1699 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break; 1700 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break; 1701 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break; 1702 case GL_SCISSOR_TEST: *params = mState.scissorTest; break; 1703 case GL_STENCIL_TEST: *params = mState.stencilTest; break; 1704 case GL_DEPTH_TEST: *params = mState.depthTest; break; 1705 case GL_BLEND: *params = mState.blend; break; 1706 case GL_DITHER: *params = mState.dither; break; 1707 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndex; break; 1708 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscard; break; 1709 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1710 { 1711 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1712 if(transformFeedback) 1713 { 1714 *params = transformFeedback->isActive(); 1715 break; 1716 } 1717 else return false; 1718 } 1719 case GL_TRANSFORM_FEEDBACK_PAUSED: 1720 { 1721 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1722 if(transformFeedback) 1723 { 1724 *params = transformFeedback->isPaused(); 1725 break; 1726 } 1727 else return false; 1728 } 1729 default: 1730 return false; 1731 } 1732 1733 return true; 1734} 1735 1736bool Context::getFloatv(GLenum pname, GLfloat *params) const 1737{ 1738 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1739 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1740 // GetIntegerv as its native query function. As it would require conversion in any 1741 // case, this should make no difference to the calling application. 1742 switch (pname) 1743 { 1744 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1745 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1746 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1747 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1748 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1749 case GL_ALIASED_LINE_WIDTH_RANGE: 1750 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1751 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1752 break; 1753 case GL_ALIASED_POINT_SIZE_RANGE: 1754 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1755 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1756 break; 1757 case GL_DEPTH_RANGE: 1758 params[0] = mState.zNear; 1759 params[1] = mState.zFar; 1760 break; 1761 case GL_COLOR_CLEAR_VALUE: 1762 params[0] = mState.colorClearValue.red; 1763 params[1] = mState.colorClearValue.green; 1764 params[2] = mState.colorClearValue.blue; 1765 params[3] = mState.colorClearValue.alpha; 1766 break; 1767 case GL_BLEND_COLOR: 1768 params[0] = mState.blendColor.red; 1769 params[1] = mState.blendColor.green; 1770 params[2] = mState.blendColor.blue; 1771 params[3] = mState.blendColor.alpha; 1772 break; 1773 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1774 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1775 break; 1776 default: 1777 return false; 1778 } 1779 1780 return true; 1781} 1782 1783template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1784template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1785 1786template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1787{ 1788 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1789 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1790 // GetIntegerv as its native query function. As it would require conversion in any 1791 // case, this should make no difference to the calling application. You may find it in 1792 // Context::getFloatv. 1793 switch (pname) 1794 { 1795 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break; 1796 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break; 1797 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break; 1798 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; 1799 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break; 1800 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break; 1801 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break; 1802 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break; 1803 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; 1804 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; 1805 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); break; 1806 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); break; 1807// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1808 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; 1809 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; 1810 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); break; 1811 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; 1812 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1813 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; break; 1814 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1815 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; 1816 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1817 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1818 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1819 case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break; 1820 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; 1821 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; 1822 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break; 1823 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1824 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1825 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1826 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; 1827 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; 1828 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; 1829 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1830 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; 1831 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; 1832 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; 1833 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; 1834 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; 1835 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; 1836 case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break; 1837 case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break; 1838 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1839 case GL_SUBPIXEL_BITS: *params = 4; break; 1840 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1841 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break; 1842 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1843 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break; 1844 case GL_SAMPLE_BUFFERS: 1845 case GL_SAMPLES: 1846 { 1847 Framebuffer *framebuffer = getDrawFramebuffer(); 1848 int width, height, samples; 1849 1850 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1851 { 1852 switch(pname) 1853 { 1854 case GL_SAMPLE_BUFFERS: 1855 if(samples > 1) 1856 { 1857 *params = 1; 1858 } 1859 else 1860 { 1861 *params = 0; 1862 } 1863 break; 1864 case GL_SAMPLES: 1865 *params = samples & ~1; 1866 break; 1867 } 1868 } 1869 else 1870 { 1871 *params = 0; 1872 } 1873 } 1874 break; 1875 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 1876 { 1877 Framebuffer *framebuffer = getReadFramebuffer(); 1878 *params = framebuffer->getImplementationColorReadType(); 1879 } 1880 break; 1881 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 1882 { 1883 Framebuffer *framebuffer = getReadFramebuffer(); 1884 *params = framebuffer->getImplementationColorReadFormat(); 1885 } 1886 break; 1887 case GL_MAX_VIEWPORT_DIMS: 1888 { 1889 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 1890 params[0] = maxDimension; 1891 params[1] = maxDimension; 1892 } 1893 break; 1894 case GL_COMPRESSED_TEXTURE_FORMATS: 1895 { 1896 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 1897 { 1898 params[i] = compressedTextureFormats[i]; 1899 } 1900 } 1901 break; 1902 case GL_VIEWPORT: 1903 params[0] = mState.viewportX; 1904 params[1] = mState.viewportY; 1905 params[2] = mState.viewportWidth; 1906 params[3] = mState.viewportHeight; 1907 break; 1908 case GL_SCISSOR_BOX: 1909 params[0] = mState.scissorX; 1910 params[1] = mState.scissorY; 1911 params[2] = mState.scissorWidth; 1912 params[3] = mState.scissorHeight; 1913 break; 1914 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 1915 case GL_FRONT_FACE: *params = mState.frontFace; break; 1916 case GL_RED_BITS: 1917 case GL_GREEN_BITS: 1918 case GL_BLUE_BITS: 1919 case GL_ALPHA_BITS: 1920 { 1921 Framebuffer *framebuffer = getDrawFramebuffer(); 1922 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 1923 1924 if(colorbuffer) 1925 { 1926 switch (pname) 1927 { 1928 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 1929 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 1930 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 1931 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 1932 } 1933 } 1934 else 1935 { 1936 *params = 0; 1937 } 1938 } 1939 break; 1940 case GL_DEPTH_BITS: 1941 { 1942 Framebuffer *framebuffer = getDrawFramebuffer(); 1943 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 1944 1945 if(depthbuffer) 1946 { 1947 *params = depthbuffer->getDepthSize(); 1948 } 1949 else 1950 { 1951 *params = 0; 1952 } 1953 } 1954 break; 1955 case GL_STENCIL_BITS: 1956 { 1957 Framebuffer *framebuffer = getDrawFramebuffer(); 1958 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 1959 1960 if(stencilbuffer) 1961 { 1962 *params = stencilbuffer->getStencilSize(); 1963 } 1964 else 1965 { 1966 *params = 0; 1967 } 1968 } 1969 break; 1970 case GL_TEXTURE_BINDING_2D: 1971 { 1972 if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 1973 { 1974 error(GL_INVALID_OPERATION); 1975 return false; 1976 } 1977 1978 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 1979 } 1980 break; 1981 case GL_TEXTURE_BINDING_CUBE_MAP: 1982 { 1983 if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 1984 { 1985 error(GL_INVALID_OPERATION); 1986 return false; 1987 } 1988 1989 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 1990 } 1991 break; 1992 case GL_TEXTURE_BINDING_EXTERNAL_OES: 1993 { 1994 if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 1995 { 1996 error(GL_INVALID_OPERATION); 1997 return false; 1998 } 1999 2000 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2001 } 2002 break; 2003 case GL_TEXTURE_BINDING_3D_OES: 2004 case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0 2005 { 2006 if(mState.activeSampler < 0 || mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2007 { 2008 error(GL_INVALID_OPERATION); 2009 return false; 2010 } 2011 2012 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2013 } 2014 break; 2015 case GL_COPY_READ_BUFFER_BINDING: // name, initially 0 2016 if(clientVersion >= 3) 2017 { 2018 *params = mState.copyReadBuffer.name(); 2019 } 2020 else 2021 { 2022 return false; 2023 } 2024 break; 2025 case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0 2026 if(clientVersion >= 3) 2027 { 2028 *params = mState.copyWriteBuffer.name(); 2029 } 2030 else 2031 { 2032 return false; 2033 } 2034 break; 2035 case GL_DRAW_BUFFER0: // symbolic constant, initial value is GL_BACK 2036 UNIMPLEMENTED(); 2037 *params = GL_BACK; 2038 break; 2039 case GL_DRAW_BUFFER1: // symbolic constant, initial value is GL_NONE 2040 case GL_DRAW_BUFFER2: 2041 case GL_DRAW_BUFFER3: 2042 case GL_DRAW_BUFFER4: 2043 case GL_DRAW_BUFFER5: 2044 case GL_DRAW_BUFFER6: 2045 case GL_DRAW_BUFFER7: 2046 case GL_DRAW_BUFFER8: 2047 case GL_DRAW_BUFFER9: 2048 case GL_DRAW_BUFFER10: 2049 case GL_DRAW_BUFFER11: 2050 case GL_DRAW_BUFFER12: 2051 case GL_DRAW_BUFFER13: 2052 case GL_DRAW_BUFFER14: 2053 case GL_DRAW_BUFFER15: 2054 UNIMPLEMENTED(); 2055 *params = GL_NONE; 2056 break; 2057 case GL_MAJOR_VERSION: // integer, at least 3 2058 UNIMPLEMENTED(); 2059 *params = 3; 2060 break; 2061 case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048 2062 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2063 break; 2064 case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048 2065 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2066 break; 2067 case GL_MAX_COLOR_ATTACHMENTS: // integer, at least 8 2068 UNIMPLEMENTED(); 2069 *params = IMPLEMENTATION_MAX_COLOR_ATTACHMENTS; 2070 break; 2071 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048 2072 UNIMPLEMENTED(); 2073 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2074 break; 2075 case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70 2076 UNIMPLEMENTED(); 2077 *params = 70; 2078 break; 2079 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176 2080 UNIMPLEMENTED(); 2081 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2082 break; 2083 case GL_MAX_DRAW_BUFFERS: // integer, at least 8 2084 UNIMPLEMENTED(); 2085 *params = IMPLEMENTATION_MAX_DRAW_BUFFERS; 2086 break; 2087 case GL_MAX_ELEMENT_INDEX: 2088 *params = MAX_ELEMENT_INDEX; 2089 break; 2090 case GL_MAX_ELEMENTS_INDICES: 2091 *params = MAX_ELEMENTS_INDICES; 2092 break; 2093 case GL_MAX_ELEMENTS_VERTICES: 2094 *params = MAX_ELEMENTS_VERTICES; 2095 break; 2096 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128 2097 UNIMPLEMENTED(); 2098 *params = 128; 2099 break; 2100 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12 2101 UNIMPLEMENTED(); 2102 *params = 12; 2103 break; 2104 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 1024 2105 UNIMPLEMENTED(); 2106 *params = 1024; 2107 break; 2108 case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7 2109 UNIMPLEMENTED(); 2110 *params = 7; 2111 break; 2112 case GL_MAX_SERVER_WAIT_TIMEOUT: // integer 2113 UNIMPLEMENTED(); 2114 *params = 0; 2115 break; 2116 case GL_MAX_TEXTURE_LOD_BIAS: // integer, at least 2.0 2117 UNIMPLEMENTED(); 2118 *params = 2; 2119 break; 2120 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64 2121 UNIMPLEMENTED(); 2122 *params = 64; 2123 break; 2124 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4 2125 UNIMPLEMENTED(); 2126 *params = IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2127 break; 2128 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4 2129 UNIMPLEMENTED(); 2130 *params = 4; 2131 break; 2132 case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384 2133 UNIMPLEMENTED(); 2134 *params = 16384; 2135 break; 2136 case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 36 2137 UNIMPLEMENTED(); 2138 *params = IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; 2139 break; 2140 case GL_MAX_VARYING_COMPONENTS: // integer, at least 60 2141 UNIMPLEMENTED(); 2142 *params = 60; 2143 break; 2144 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer, at least 64 2145 UNIMPLEMENTED(); 2146 *params = 64; 2147 break; 2148 case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer, at least 12 2149 UNIMPLEMENTED(); 2150 *params = 12; 2151 break; 2152 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer, at least 1024 2153 UNIMPLEMENTED(); 2154 *params = 1024; 2155 break; 2156 case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8 2157 UNIMPLEMENTED(); 2158 *params = -8; 2159 break; 2160 case GL_MINOR_VERSION: // integer 2161 UNIMPLEMENTED(); 2162 *params = 0; 2163 break; 2164 case GL_NUM_EXTENSIONS: // integer 2165 GLuint numExtensions; 2166 getExtensions(0, &numExtensions); 2167 *params = numExtensions; 2168 break; 2169 case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0 2170 UNIMPLEMENTED(); 2171 *params = 0; 2172 break; 2173 case GL_PACK_ROW_LENGTH: // integer, initially 0 2174 *params = mState.packRowLength; 2175 break; 2176 case GL_PACK_SKIP_PIXELS: // integer, initially 0 2177 *params = mState.packSkipPixels; 2178 break; 2179 case GL_PACK_SKIP_ROWS: // integer, initially 0 2180 *params = mState.packSkipRows; 2181 break; 2182 case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0 2183 if(clientVersion >= 3) 2184 { 2185 *params = mState.pixelPackBuffer.name(); 2186 } 2187 else 2188 { 2189 return false; 2190 } 2191 break; 2192 case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0 2193 if(clientVersion >= 3) 2194 { 2195 *params = mState.pixelUnpackBuffer.name(); 2196 } 2197 else 2198 { 2199 return false; 2200 } 2201 break; 2202 case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS] 2203 UNIMPLEMENTED(); 2204 *params = 0; 2205 break; 2206 case GL_READ_BUFFER: // symbolic constant, initial value is GL_BACK 2207 UNIMPLEMENTED(); 2208 *params = GL_BACK; 2209 break; 2210 case GL_SAMPLER_BINDING: // GLint, default 0 2211 UNIMPLEMENTED(); 2212 *params = 0; 2213 break; 2214 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2215 if(clientVersion >= 3) 2216 { 2217 *params = mState.uniformBuffer.name(); 2218 } 2219 else 2220 { 2221 return false; 2222 } 2223 break; 2224 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1 2225 UNIMPLEMENTED(); 2226 *params = IMPLEMENTATION_UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2227 break; 2228 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2229 UNIMPLEMENTED(); 2230 *params = 0; 2231 break; 2232 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2233 UNIMPLEMENTED(); 2234 *params = 0; 2235 break; 2236 case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0 2237 *params = mState.unpackInfo.imageHeight; 2238 break; 2239 case GL_UNPACK_ROW_LENGTH: // integer, initially 0 2240 *params = mState.unpackInfo.rowLength; 2241 break; 2242 case GL_UNPACK_SKIP_IMAGES: // integer, initially 0 2243 *params = mState.unpackInfo.skipImages; 2244 break; 2245 case GL_UNPACK_SKIP_PIXELS: // integer, initially 0 2246 *params = mState.unpackInfo.skipPixels; 2247 break; 2248 case GL_UNPACK_SKIP_ROWS: // integer, initially 0 2249 *params = mState.unpackInfo.skipRows; 2250 break; 2251 case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0 2252 *params = getCurrentVertexArray()->name; 2253 break; 2254 default: 2255 return false; 2256 } 2257 2258 return true; 2259} 2260 2261template bool Context::getTransformFeedbackiv<GLint>(GLuint xfb, GLenum pname, GLint *param) const; 2262template bool Context::getTransformFeedbackiv<GLint64>(GLuint xfb, GLenum pname, GLint64 *param) const; 2263 2264template<typename T> bool Context::getTransformFeedbackiv(GLuint xfb, GLenum pname, T *param) const 2265{ 2266 UNIMPLEMENTED(); 2267 2268 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2269 if(!transformFeedback) 2270 { 2271 return false; 2272 } 2273 2274 switch(pname) 2275 { 2276 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2277 *param = 0; 2278 break; 2279 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2280 *param = transformFeedback->isActive(); 2281 break; 2282 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2283 *param = transformFeedback->name; 2284 break; 2285 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2286 *param = transformFeedback->isPaused(); 2287 break; 2288 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2289 if(transformFeedback->getGenericBuffer()) 2290 { 2291 *param = transformFeedback->getGenericBuffer()->size(); 2292 break; 2293 } 2294 else return false; 2295 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2296 *param = 0; 2297 break; 2298 default: 2299 return false; 2300 } 2301 2302 return true; 2303} 2304 2305bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2306{ 2307 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2308 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2309 // to the fact that it is stored internally as a float, and so would require conversion 2310 // if returned from Context::getIntegerv. Since this conversion is already implemented 2311 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2312 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2313 // application. 2314 switch (pname) 2315 { 2316 case GL_COMPRESSED_TEXTURE_FORMATS: 2317 { 2318 *type = GL_INT; 2319 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2320 } 2321 break; 2322 case GL_SHADER_BINARY_FORMATS: 2323 { 2324 *type = GL_INT; 2325 *numParams = 0; 2326 } 2327 break; 2328 case GL_MAX_VERTEX_ATTRIBS: 2329 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2330 case GL_MAX_VARYING_VECTORS: 2331 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2332 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2333 case GL_MAX_TEXTURE_IMAGE_UNITS: 2334 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2335 case GL_MAX_RENDERBUFFER_SIZE: 2336 case GL_NUM_SHADER_BINARY_FORMATS: 2337 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2338 case GL_ARRAY_BUFFER_BINDING: 2339 case GL_FRAMEBUFFER_BINDING: 2340 case GL_RENDERBUFFER_BINDING: 2341 case GL_CURRENT_PROGRAM: 2342 case GL_PACK_ALIGNMENT: 2343 case GL_UNPACK_ALIGNMENT: 2344 case GL_GENERATE_MIPMAP_HINT: 2345 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2346 case GL_RED_BITS: 2347 case GL_GREEN_BITS: 2348 case GL_BLUE_BITS: 2349 case GL_ALPHA_BITS: 2350 case GL_DEPTH_BITS: 2351 case GL_STENCIL_BITS: 2352 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2353 case GL_CULL_FACE_MODE: 2354 case GL_FRONT_FACE: 2355 case GL_ACTIVE_TEXTURE: 2356 case GL_STENCIL_FUNC: 2357 case GL_STENCIL_VALUE_MASK: 2358 case GL_STENCIL_REF: 2359 case GL_STENCIL_FAIL: 2360 case GL_STENCIL_PASS_DEPTH_FAIL: 2361 case GL_STENCIL_PASS_DEPTH_PASS: 2362 case GL_STENCIL_BACK_FUNC: 2363 case GL_STENCIL_BACK_VALUE_MASK: 2364 case GL_STENCIL_BACK_REF: 2365 case GL_STENCIL_BACK_FAIL: 2366 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2367 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2368 case GL_DEPTH_FUNC: 2369 case GL_BLEND_SRC_RGB: 2370 case GL_BLEND_SRC_ALPHA: 2371 case GL_BLEND_DST_RGB: 2372 case GL_BLEND_DST_ALPHA: 2373 case GL_BLEND_EQUATION_RGB: 2374 case GL_BLEND_EQUATION_ALPHA: 2375 case GL_STENCIL_WRITEMASK: 2376 case GL_STENCIL_BACK_WRITEMASK: 2377 case GL_STENCIL_CLEAR_VALUE: 2378 case GL_SUBPIXEL_BITS: 2379 case GL_MAX_TEXTURE_SIZE: 2380 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2381 case GL_SAMPLE_BUFFERS: 2382 case GL_SAMPLES: 2383 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2384 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2385 case GL_TEXTURE_BINDING_2D: 2386 case GL_TEXTURE_BINDING_CUBE_MAP: 2387 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2388 case GL_TEXTURE_BINDING_3D_OES: 2389 case GL_COPY_READ_BUFFER_BINDING: 2390 case GL_COPY_WRITE_BUFFER_BINDING: 2391 case GL_DRAW_BUFFER0: 2392 case GL_DRAW_BUFFER1: 2393 case GL_DRAW_BUFFER2: 2394 case GL_DRAW_BUFFER3: 2395 case GL_DRAW_BUFFER4: 2396 case GL_DRAW_BUFFER5: 2397 case GL_DRAW_BUFFER6: 2398 case GL_DRAW_BUFFER7: 2399 case GL_DRAW_BUFFER8: 2400 case GL_DRAW_BUFFER9: 2401 case GL_DRAW_BUFFER10: 2402 case GL_DRAW_BUFFER11: 2403 case GL_DRAW_BUFFER12: 2404 case GL_DRAW_BUFFER13: 2405 case GL_DRAW_BUFFER14: 2406 case GL_DRAW_BUFFER15: 2407 case GL_MAJOR_VERSION: 2408 case GL_MAX_3D_TEXTURE_SIZE: 2409 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2410 case GL_MAX_COLOR_ATTACHMENTS: 2411 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2412 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2413 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2414 case GL_MAX_DRAW_BUFFERS: 2415 case GL_MAX_ELEMENT_INDEX: 2416 case GL_MAX_ELEMENTS_INDICES: 2417 case GL_MAX_ELEMENTS_VERTICES: 2418 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2419 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2420 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2421 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2422 case GL_MAX_SERVER_WAIT_TIMEOUT: 2423 case GL_MAX_TEXTURE_LOD_BIAS: 2424 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2425 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2426 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2427 case GL_MAX_UNIFORM_BLOCK_SIZE: 2428 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2429 case GL_MAX_VARYING_COMPONENTS: 2430 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2431 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2432 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2433 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2434 case GL_MINOR_VERSION: 2435 case GL_NUM_EXTENSIONS: 2436 case GL_NUM_PROGRAM_BINARY_FORMATS: 2437 case GL_PACK_ROW_LENGTH: 2438 case GL_PACK_SKIP_PIXELS: 2439 case GL_PACK_SKIP_ROWS: 2440 case GL_PIXEL_PACK_BUFFER_BINDING: 2441 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2442 case GL_PROGRAM_BINARY_FORMATS: 2443 case GL_READ_BUFFER: 2444 case GL_SAMPLER_BINDING: 2445 case GL_TEXTURE_BINDING_2D_ARRAY: 2446 case GL_UNIFORM_BUFFER_BINDING: 2447 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2448 case GL_UNIFORM_BUFFER_SIZE: 2449 case GL_UNIFORM_BUFFER_START: 2450 case GL_UNPACK_IMAGE_HEIGHT: 2451 case GL_UNPACK_ROW_LENGTH: 2452 case GL_UNPACK_SKIP_IMAGES: 2453 case GL_UNPACK_SKIP_PIXELS: 2454 case GL_UNPACK_SKIP_ROWS: 2455 case GL_VERTEX_ARRAY_BINDING: 2456 { 2457 *type = GL_INT; 2458 *numParams = 1; 2459 } 2460 break; 2461 case GL_MAX_SAMPLES_ANGLE: 2462 { 2463 *type = GL_INT; 2464 *numParams = 1; 2465 } 2466 break; 2467 case GL_MAX_VIEWPORT_DIMS: 2468 { 2469 *type = GL_INT; 2470 *numParams = 2; 2471 } 2472 break; 2473 case GL_VIEWPORT: 2474 case GL_SCISSOR_BOX: 2475 { 2476 *type = GL_INT; 2477 *numParams = 4; 2478 } 2479 break; 2480 case GL_SHADER_COMPILER: 2481 case GL_SAMPLE_COVERAGE_INVERT: 2482 case GL_DEPTH_WRITEMASK: 2483 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2484 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2485 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2486 case GL_SAMPLE_COVERAGE: 2487 case GL_SCISSOR_TEST: 2488 case GL_STENCIL_TEST: 2489 case GL_DEPTH_TEST: 2490 case GL_BLEND: 2491 case GL_DITHER: 2492 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2493 case GL_RASTERIZER_DISCARD: 2494 { 2495 *type = GL_BOOL; 2496 *numParams = 1; 2497 } 2498 break; 2499 case GL_COLOR_WRITEMASK: 2500 { 2501 *type = GL_BOOL; 2502 *numParams = 4; 2503 } 2504 break; 2505 case GL_POLYGON_OFFSET_FACTOR: 2506 case GL_POLYGON_OFFSET_UNITS: 2507 case GL_SAMPLE_COVERAGE_VALUE: 2508 case GL_DEPTH_CLEAR_VALUE: 2509 case GL_LINE_WIDTH: 2510 { 2511 *type = GL_FLOAT; 2512 *numParams = 1; 2513 } 2514 break; 2515 case GL_ALIASED_LINE_WIDTH_RANGE: 2516 case GL_ALIASED_POINT_SIZE_RANGE: 2517 case GL_DEPTH_RANGE: 2518 { 2519 *type = GL_FLOAT; 2520 *numParams = 2; 2521 } 2522 break; 2523 case GL_COLOR_CLEAR_VALUE: 2524 case GL_BLEND_COLOR: 2525 { 2526 *type = GL_FLOAT; 2527 *numParams = 4; 2528 } 2529 break; 2530 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2531 *type = GL_FLOAT; 2532 *numParams = 1; 2533 break; 2534 default: 2535 return false; 2536 } 2537 2538 return true; 2539} 2540 2541void Context::applyScissor(int width, int height) 2542{ 2543 if(mState.scissorTest) 2544 { 2545 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2546 scissor.clip(0, 0, width, height); 2547 2548 device->setScissorRect(scissor); 2549 device->setScissorEnable(true); 2550 } 2551 else 2552 { 2553 device->setScissorEnable(false); 2554 } 2555} 2556 2557egl::Image *Context::getScissoredImage(GLint drawbuffer, int &x0, int &y0, int &width, int &height, bool depthStencil) 2558{ 2559 Framebuffer* framebuffer = getFramebuffer(drawbuffer); 2560 egl::Image* image = depthStencil ? framebuffer->getDepthStencil() : framebuffer->getRenderTarget(0); 2561 2562 applyScissor(image->getWidth(), image->getHeight()); 2563 2564 device->getScissoredRegion(image, x0, y0, width, height); 2565 2566 return image; 2567} 2568 2569// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2570bool Context::applyRenderTarget() 2571{ 2572 Framebuffer *framebuffer = getDrawFramebuffer(); 2573 int width, height, samples; 2574 2575 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2576 { 2577 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2578 } 2579 2580 egl::Image *renderTarget = framebuffer->getRenderTarget(0); 2581 device->setRenderTarget(renderTarget); 2582 if(renderTarget) renderTarget->release(); 2583 2584 egl::Image *depthStencil = framebuffer->getDepthStencil(); 2585 device->setDepthStencilSurface(depthStencil); 2586 if(depthStencil) depthStencil->release(); 2587 2588 Viewport viewport; 2589 float zNear = clamp01(mState.zNear); 2590 float zFar = clamp01(mState.zFar); 2591 2592 viewport.x0 = mState.viewportX; 2593 viewport.y0 = mState.viewportY; 2594 viewport.width = mState.viewportWidth; 2595 viewport.height = mState.viewportHeight; 2596 viewport.minZ = zNear; 2597 viewport.maxZ = zFar; 2598 2599 device->setViewport(viewport); 2600 2601 applyScissor(width, height); 2602 2603 Program *program = getCurrentProgram(); 2604 2605 if(program) 2606 { 2607 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2608 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2609 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2610 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2611 } 2612 2613 return true; 2614} 2615 2616// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2617void Context::applyState(GLenum drawMode) 2618{ 2619 Framebuffer *framebuffer = getDrawFramebuffer(); 2620 2621 if(mState.cullFace) 2622 { 2623 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2624 } 2625 else 2626 { 2627 device->setCullMode(sw::CULL_NONE); 2628 } 2629 2630 if(mDepthStateDirty) 2631 { 2632 if(mState.depthTest) 2633 { 2634 device->setDepthBufferEnable(true); 2635 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2636 } 2637 else 2638 { 2639 device->setDepthBufferEnable(false); 2640 } 2641 2642 mDepthStateDirty = false; 2643 } 2644 2645 if(mBlendStateDirty) 2646 { 2647 if(mState.blend) 2648 { 2649 device->setAlphaBlendEnable(true); 2650 device->setSeparateAlphaBlendEnable(true); 2651 2652 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2653 2654 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2655 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2656 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2657 2658 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2659 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2660 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2661 } 2662 else 2663 { 2664 device->setAlphaBlendEnable(false); 2665 } 2666 2667 mBlendStateDirty = false; 2668 } 2669 2670 if(mStencilStateDirty || mFrontFaceDirty) 2671 { 2672 if(mState.stencilTest && framebuffer->hasStencil()) 2673 { 2674 device->setStencilEnable(true); 2675 device->setTwoSidedStencil(true); 2676 2677 if(mState.stencilWritemask != mState.stencilBackWritemask || 2678 mState.stencilRef != mState.stencilBackRef || 2679 mState.stencilMask != mState.stencilBackMask) 2680 { 2681 ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL."); 2682 return error(GL_INVALID_OPERATION); 2683 } 2684 2685 // get the maximum size of the stencil ref 2686 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2687 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2688 2689 if(mState.frontFace == GL_CCW) 2690 { 2691 device->setStencilWriteMask(mState.stencilWritemask); 2692 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2693 2694 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2695 device->setStencilMask(mState.stencilMask); 2696 2697 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2698 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2699 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2700 2701 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2702 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2703 2704 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2705 device->setStencilMaskCCW(mState.stencilBackMask); 2706 2707 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2708 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2709 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2710 } 2711 else 2712 { 2713 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2714 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2715 2716 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2717 device->setStencilMaskCCW(mState.stencilMask); 2718 2719 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2720 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2721 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2722 2723 device->setStencilWriteMask(mState.stencilBackWritemask); 2724 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2725 2726 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2727 device->setStencilMask(mState.stencilBackMask); 2728 2729 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2730 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2731 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2732 } 2733 } 2734 else 2735 { 2736 device->setStencilEnable(false); 2737 } 2738 2739 mStencilStateDirty = false; 2740 mFrontFaceDirty = false; 2741 } 2742 2743 if(mMaskStateDirty) 2744 { 2745 device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2746 device->setDepthWriteEnable(mState.depthMask); 2747 2748 mMaskStateDirty = false; 2749 } 2750 2751 if(mPolygonOffsetStateDirty) 2752 { 2753 if(mState.polygonOffsetFill) 2754 { 2755 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2756 if(depthbuffer) 2757 { 2758 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2759 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 2760 device->setDepthBias(depthBias); 2761 } 2762 } 2763 else 2764 { 2765 device->setSlopeDepthBias(0); 2766 device->setDepthBias(0); 2767 } 2768 2769 mPolygonOffsetStateDirty = false; 2770 } 2771 2772 if(mSampleStateDirty) 2773 { 2774 if(mState.sampleAlphaToCoverage) 2775 { 2776 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2777 } 2778 else 2779 { 2780 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2781 } 2782 2783 if(mState.sampleCoverage) 2784 { 2785 unsigned int mask = 0; 2786 if(mState.sampleCoverageValue != 0) 2787 { 2788 int width, height, samples; 2789 framebuffer->completeness(width, height, samples); 2790 2791 float threshold = 0.5f; 2792 2793 for(int i = 0; i < samples; i++) 2794 { 2795 mask <<= 1; 2796 2797 if((i + 1) * mState.sampleCoverageValue >= threshold) 2798 { 2799 threshold += 1.0f; 2800 mask |= 1; 2801 } 2802 } 2803 } 2804 2805 if(mState.sampleCoverageInvert) 2806 { 2807 mask = ~mask; 2808 } 2809 2810 device->setMultiSampleMask(mask); 2811 } 2812 else 2813 { 2814 device->setMultiSampleMask(0xFFFFFFFF); 2815 } 2816 2817 mSampleStateDirty = false; 2818 } 2819 2820 if(mDitherStateDirty) 2821 { 2822 // UNIMPLEMENTED(); // FIXME 2823 2824 mDitherStateDirty = false; 2825 } 2826} 2827 2828GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2829{ 2830 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2831 2832 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2833 if(err != GL_NO_ERROR) 2834 { 2835 return err; 2836 } 2837 2838 Program *program = getCurrentProgram(); 2839 2840 device->resetInputStreams(false); 2841 2842 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2843 { 2844 if(program->getAttributeStream(i) == -1) 2845 { 2846 continue; 2847 } 2848 2849 sw::Resource *resource = attributes[i].vertexBuffer; 2850 const void *buffer = (char*)resource->data() + attributes[i].offset; 2851 2852 int stride = attributes[i].stride; 2853 2854 buffer = (char*)buffer + stride * base; 2855 2856 sw::Stream attribute(resource, buffer, stride); 2857 2858 attribute.type = attributes[i].type; 2859 attribute.count = attributes[i].count; 2860 attribute.normalized = attributes[i].normalized; 2861 2862 int stream = program->getAttributeStream(i); 2863 device->setInputStream(stream, attribute); 2864 } 2865 2866 return GL_NO_ERROR; 2867} 2868 2869// Applies the indices and element array bindings 2870GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 2871{ 2872 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo); 2873 2874 if(err == GL_NO_ERROR) 2875 { 2876 device->setIndexBuffer(indexInfo->indexBuffer); 2877 } 2878 2879 return err; 2880} 2881 2882// Applies the shaders and shader constants 2883void Context::applyShaders() 2884{ 2885 Program *programObject = getCurrentProgram(); 2886 sw::VertexShader *vertexShader = programObject->getVertexShader(); 2887 sw::PixelShader *pixelShader = programObject->getPixelShader(); 2888 2889 device->setVertexShader(vertexShader); 2890 device->setPixelShader(pixelShader); 2891 2892 if(programObject->getSerial() != mAppliedProgramSerial) 2893 { 2894 programObject->dirtyAllUniforms(); 2895 mAppliedProgramSerial = programObject->getSerial(); 2896 } 2897 2898 programObject->applyUniforms(); 2899} 2900 2901void Context::applyTextures() 2902{ 2903 applyTextures(sw::SAMPLER_PIXEL); 2904 applyTextures(sw::SAMPLER_VERTEX); 2905} 2906 2907void Context::applyTextures(sw::SamplerType samplerType) 2908{ 2909 Program *programObject = getCurrentProgram(); 2910 2911 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 2912 2913 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 2914 { 2915 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 2916 2917 if(textureUnit != -1) 2918 { 2919 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 2920 2921 Texture *texture = getSamplerTexture(textureUnit, textureType); 2922 2923 if(texture->isSamplerComplete()) 2924 { 2925 GLenum wrapS = texture->getWrapS(); 2926 GLenum wrapT = texture->getWrapT(); 2927 GLenum wrapR = texture->getWrapR(); 2928 GLenum texFilter = texture->getMinFilter(); 2929 GLenum magFilter = texture->getMagFilter(); 2930 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 2931 2932 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 2933 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 2934 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 2935 2936 sw::FilterType minFilter; 2937 sw::MipmapType mipFilter; 2938 es2sw::ConvertMinFilter(texFilter, &minFilter, &mipFilter, maxAnisotropy); 2939 // ASSERT(minFilter == es2sw::ConvertMagFilter(magFilter)); 2940 2941 device->setTextureFilter(samplerType, samplerIndex, minFilter); 2942 // device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertMagFilter(magFilter)); 2943 device->setMipmapFilter(samplerType, samplerIndex, mipFilter); 2944 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 2945 2946 applyTexture(samplerType, samplerIndex, texture); 2947 } 2948 else 2949 { 2950 applyTexture(samplerType, samplerIndex, 0); 2951 } 2952 } 2953 else 2954 { 2955 applyTexture(samplerType, samplerIndex, NULL); 2956 } 2957 } 2958} 2959 2960void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 2961{ 2962 Program *program = getCurrentProgram(); 2963 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 2964 bool textureUsed = false; 2965 2966 if(type == sw::SAMPLER_PIXEL) 2967 { 2968 textureUsed = program->getPixelShader()->usesSampler(index); 2969 } 2970 else if(type == sw::SAMPLER_VERTEX) 2971 { 2972 textureUsed = program->getVertexShader()->usesSampler(index); 2973 } 2974 else UNREACHABLE(); 2975 2976 sw::Resource *resource = 0; 2977 2978 if(baseTexture && textureUsed) 2979 { 2980 resource = baseTexture->getResource(); 2981 } 2982 2983 device->setTextureResource(sampler, resource); 2984 2985 if(baseTexture && textureUsed) 2986 { 2987 int levelCount = baseTexture->getLevelCount(); 2988 2989 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 2990 { 2991 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 2992 2993 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 2994 { 2995 int surfaceLevel = mipmapLevel; 2996 2997 if(surfaceLevel < 0) 2998 { 2999 surfaceLevel = 0; 3000 } 3001 else if(surfaceLevel >= levelCount) 3002 { 3003 surfaceLevel = levelCount - 1; 3004 } 3005 3006 egl::Image *surface = texture->getImage(surfaceLevel); 3007 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3008 } 3009 } 3010 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3011 { 3012 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3013 3014 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3015 { 3016 int surfaceLevel = mipmapLevel; 3017 3018 if(surfaceLevel < 0) 3019 { 3020 surfaceLevel = 0; 3021 } 3022 else if(surfaceLevel >= levelCount) 3023 { 3024 surfaceLevel = levelCount - 1; 3025 } 3026 3027 egl::Image *surface = texture->getImage(surfaceLevel); 3028 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3029 } 3030 } 3031 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3032 { 3033 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3034 3035 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3036 { 3037 int surfaceLevel = mipmapLevel; 3038 3039 if(surfaceLevel < 0) 3040 { 3041 surfaceLevel = 0; 3042 } 3043 else if(surfaceLevel >= levelCount) 3044 { 3045 surfaceLevel = levelCount - 1; 3046 } 3047 3048 egl::Image *surface = texture->getImage(surfaceLevel); 3049 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3050 } 3051 } 3052 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3053 { 3054 for(int face = 0; face < 6; face++) 3055 { 3056 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3057 3058 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3059 { 3060 int surfaceLevel = mipmapLevel; 3061 3062 if(surfaceLevel < 0) 3063 { 3064 surfaceLevel = 0; 3065 } 3066 else if(surfaceLevel >= levelCount) 3067 { 3068 surfaceLevel = levelCount - 1; 3069 } 3070 3071 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3072 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3073 } 3074 } 3075 } 3076 else UNIMPLEMENTED(); 3077 } 3078 else 3079 { 3080 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3081 } 3082} 3083 3084void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, 3085 GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3086{ 3087 Framebuffer *framebuffer = getReadFramebuffer(); 3088 int framebufferWidth, framebufferHeight, framebufferSamples; 3089 3090 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3091 { 3092 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3093 } 3094 3095 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3096 { 3097 return error(GL_INVALID_OPERATION); 3098 } 3099 3100 if(format != GL_RGBA || type != GL_UNSIGNED_BYTE) 3101 { 3102 if(format != framebuffer->getImplementationColorReadFormat() || type != framebuffer->getImplementationColorReadType()) 3103 { 3104 return error(GL_INVALID_OPERATION); 3105 } 3106 } 3107 3108 GLsizei outputPitch = (mState.packRowLength > 0) ? mState.packRowLength : egl::ComputePitch(width, format, type, mState.packAlignment); 3109 3110 // Sized query sanity check 3111 if(bufSize) 3112 { 3113 int requiredSize = outputPitch * height; 3114 if(requiredSize > *bufSize) 3115 { 3116 return error(GL_INVALID_OPERATION); 3117 } 3118 } 3119 3120 egl::Image *renderTarget = framebuffer->getRenderTarget(0); 3121 3122 if(!renderTarget) 3123 { 3124 return error(GL_OUT_OF_MEMORY); 3125 } 3126 3127 x += mState.packSkipPixels; 3128 y += mState.packSkipRows; 3129 sw::Rect rect = {x, y, x + width, y + height}; 3130 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3131 3132 unsigned char *source = (unsigned char*)renderTarget->lock(rect.x0, rect.y0, sw::LOCK_READONLY); 3133 unsigned char *dest = (unsigned char*)pixels; 3134 int inputPitch = (int)renderTarget->getPitch(); 3135 3136 for(int j = 0; j < rect.y1 - rect.y0; j++) 3137 { 3138 unsigned short *dest16 = (unsigned short*)dest; 3139 unsigned int *dest32 = (unsigned int*)dest; 3140 3141 if(renderTarget->getInternalFormat() == sw::FORMAT_A8B8G8R8 && 3142 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 3143 { 3144 memcpy(dest, source, (rect.x1 - rect.x0) * 4); 3145 } 3146 else if(renderTarget->getInternalFormat() == sw::FORMAT_A8R8G8B8 && 3147 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 3148 { 3149 for(int i = 0; i < rect.x1 - rect.x0; i++) 3150 { 3151 unsigned int argb = *(unsigned int*)(source + 4 * i); 3152 3153 dest32[i] = (argb & 0xFF00FF00) | ((argb & 0x000000FF) << 16) | ((argb & 0x00FF0000) >> 16); 3154 } 3155 } 3156 else if(renderTarget->getInternalFormat() == sw::FORMAT_X8R8G8B8 && 3157 format == GL_RGBA && type == GL_UNSIGNED_BYTE) 3158 { 3159 for(int i = 0; i < rect.x1 - rect.x0; i++) 3160 { 3161 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 3162 3163 dest32[i] = (xrgb & 0xFF00FF00) | ((xrgb & 0x000000FF) << 16) | ((xrgb & 0x00FF0000) >> 16) | 0xFF000000; 3164 } 3165 } 3166 else if(renderTarget->getInternalFormat() == sw::FORMAT_X8R8G8B8 && 3167 format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) 3168 { 3169 for(int i = 0; i < rect.x1 - rect.x0; i++) 3170 { 3171 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 3172 3173 dest32[i] = xrgb | 0xFF000000; 3174 } 3175 } 3176 else if(renderTarget->getInternalFormat() == sw::FORMAT_A8R8G8B8 && 3177 format == GL_BGRA_EXT && type == GL_UNSIGNED_BYTE) 3178 { 3179 memcpy(dest, source, (rect.x1 - rect.x0) * 4); 3180 } 3181 else if(renderTarget->getInternalFormat() == sw::FORMAT_A16B16G16R16F && 3182 format == GL_RGBA && (type == GL_HALF_FLOAT || type == GL_HALF_FLOAT_OES)) 3183 { 3184 memcpy(dest, source, (rect.x1 - rect.x0) * 8); 3185 } 3186 else if(renderTarget->getInternalFormat() == sw::FORMAT_A32B32G32R32F && 3187 format == GL_RGBA && type == GL_FLOAT) 3188 { 3189 memcpy(dest, source, (rect.x1 - rect.x0) * 16); 3190 } 3191 else if(renderTarget->getInternalFormat() == sw::FORMAT_A1R5G5B5 && 3192 format == GL_BGRA_EXT && type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT) 3193 { 3194 memcpy(dest, source, (rect.x1 - rect.x0) * 2); 3195 } 3196 else if(renderTarget->getInternalFormat() == sw::FORMAT_R5G6B5 && 3197 format == 0x80E0 && type == GL_UNSIGNED_SHORT_5_6_5) // GL_BGR_EXT 3198 { 3199 memcpy(dest, source, (rect.x1 - rect.x0) * 2); 3200 } 3201 else 3202 { 3203 for(int i = 0; i < rect.x1 - rect.x0; i++) 3204 { 3205 float r; 3206 float g; 3207 float b; 3208 float a; 3209 3210 switch(renderTarget->getInternalFormat()) 3211 { 3212 case sw::FORMAT_R5G6B5: 3213 { 3214 unsigned short rgb = *(unsigned short*)(source + 2 * i); 3215 3216 a = 1.0f; 3217 b = (rgb & 0x001F) * (1.0f / 0x001F); 3218 g = (rgb & 0x07E0) * (1.0f / 0x07E0); 3219 r = (rgb & 0xF800) * (1.0f / 0xF800); 3220 } 3221 break; 3222 case sw::FORMAT_A1R5G5B5: 3223 { 3224 unsigned short argb = *(unsigned short*)(source + 2 * i); 3225 3226 a = (argb & 0x8000) ? 1.0f : 0.0f; 3227 b = (argb & 0x001F) * (1.0f / 0x001F); 3228 g = (argb & 0x03E0) * (1.0f / 0x03E0); 3229 r = (argb & 0x7C00) * (1.0f / 0x7C00); 3230 } 3231 break; 3232 case sw::FORMAT_A8R8G8B8: 3233 { 3234 unsigned int argb = *(unsigned int*)(source + 4 * i); 3235 3236 a = (argb & 0xFF000000) * (1.0f / 0xFF000000); 3237 b = (argb & 0x000000FF) * (1.0f / 0x000000FF); 3238 g = (argb & 0x0000FF00) * (1.0f / 0x0000FF00); 3239 r = (argb & 0x00FF0000) * (1.0f / 0x00FF0000); 3240 } 3241 break; 3242 case sw::FORMAT_A8B8G8R8: 3243 { 3244 unsigned int abgr = *(unsigned int*)(source + 4 * i); 3245 3246 a = (abgr & 0xFF000000) * (1.0f / 0xFF000000); 3247 b = (abgr & 0x00FF0000) * (1.0f / 0x00FF0000); 3248 g = (abgr & 0x0000FF00) * (1.0f / 0x0000FF00); 3249 r = (abgr & 0x000000FF) * (1.0f / 0x000000FF); 3250 } 3251 break; 3252 case sw::FORMAT_X8R8G8B8: 3253 { 3254 unsigned int xrgb = *(unsigned int*)(source + 4 * i); 3255 3256 a = 1.0f; 3257 b = (xrgb & 0x000000FF) * (1.0f / 0x000000FF); 3258 g = (xrgb & 0x0000FF00) * (1.0f / 0x0000FF00); 3259 r = (xrgb & 0x00FF0000) * (1.0f / 0x00FF0000); 3260 } 3261 break; 3262 case sw::FORMAT_X8B8G8R8: 3263 { 3264 unsigned int xbgr = *(unsigned int*)(source + 4 * i); 3265 3266 a = 1.0f; 3267 b = (xbgr & 0x00FF0000) * (1.0f / 0x00FF0000); 3268 g = (xbgr & 0x0000FF00) * (1.0f / 0x0000FF00); 3269 r = (xbgr & 0x000000FF) * (1.0f / 0x000000FF); 3270 } 3271 break; 3272 case sw::FORMAT_A2R10G10B10: 3273 { 3274 unsigned int argb = *(unsigned int*)(source + 4 * i); 3275 3276 a = (argb & 0xC0000000) * (1.0f / 0xC0000000); 3277 b = (argb & 0x000003FF) * (1.0f / 0x000003FF); 3278 g = (argb & 0x000FFC00) * (1.0f / 0x000FFC00); 3279 r = (argb & 0x3FF00000) * (1.0f / 0x3FF00000); 3280 } 3281 break; 3282 case sw::FORMAT_A32B32G32R32F: 3283 { 3284 r = *((float*)(source + 16 * i) + 0); 3285 g = *((float*)(source + 16 * i) + 1); 3286 b = *((float*)(source + 16 * i) + 2); 3287 a = *((float*)(source + 16 * i) + 3); 3288 } 3289 break; 3290 case sw::FORMAT_A16B16G16R16F: 3291 { 3292 r = (float)*((sw::half*)(source + 8 * i) + 0); 3293 g = (float)*((sw::half*)(source + 8 * i) + 1); 3294 b = (float)*((sw::half*)(source + 8 * i) + 2); 3295 a = (float)*((sw::half*)(source + 8 * i) + 3); 3296 } 3297 break; 3298 default: 3299 UNIMPLEMENTED(); // FIXME 3300 UNREACHABLE(); 3301 } 3302 3303 switch(format) 3304 { 3305 case GL_RGBA: 3306 switch(type) 3307 { 3308 case GL_UNSIGNED_BYTE: 3309 dest[4 * i + 0] = (unsigned char)(255 * r + 0.5f); 3310 dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); 3311 dest[4 * i + 2] = (unsigned char)(255 * b + 0.5f); 3312 dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f); 3313 break; 3314 default: UNREACHABLE(); 3315 } 3316 break; 3317 case GL_BGRA_EXT: 3318 switch(type) 3319 { 3320 case GL_UNSIGNED_BYTE: 3321 dest[4 * i + 0] = (unsigned char)(255 * b + 0.5f); 3322 dest[4 * i + 1] = (unsigned char)(255 * g + 0.5f); 3323 dest[4 * i + 2] = (unsigned char)(255 * r + 0.5f); 3324 dest[4 * i + 3] = (unsigned char)(255 * a + 0.5f); 3325 break; 3326 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: 3327 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section 3328 // this type is packed as follows: 3329 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 3330 // -------------------------------------------------------------------------------- 3331 // | 4th | 3rd | 2nd | 1st component | 3332 // -------------------------------------------------------------------------------- 3333 // in the case of BGRA_EXT, B is the first component, G the second, and so forth. 3334 dest16[i] = 3335 ((unsigned short)(15 * a + 0.5f) << 12)| 3336 ((unsigned short)(15 * r + 0.5f) << 8) | 3337 ((unsigned short)(15 * g + 0.5f) << 4) | 3338 ((unsigned short)(15 * b + 0.5f) << 0); 3339 break; 3340 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: 3341 // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section 3342 // this type is packed as follows: 3343 // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 3344 // -------------------------------------------------------------------------------- 3345 // | 4th | 3rd | 2nd | 1st component | 3346 // -------------------------------------------------------------------------------- 3347 // in the case of BGRA_EXT, B is the first component, G the second, and so forth. 3348 dest16[i] = 3349 ((unsigned short)( a + 0.5f) << 15) | 3350 ((unsigned short)(31 * r + 0.5f) << 10) | 3351 ((unsigned short)(31 * g + 0.5f) << 5) | 3352 ((unsigned short)(31 * b + 0.5f) << 0); 3353 break; 3354 default: UNREACHABLE(); 3355 } 3356 break; 3357 case GL_RGB: 3358 switch(type) 3359 { 3360 case GL_UNSIGNED_SHORT_5_6_5: 3361 dest16[i] = 3362 ((unsigned short)(31 * b + 0.5f) << 0) | 3363 ((unsigned short)(63 * g + 0.5f) << 5) | 3364 ((unsigned short)(31 * r + 0.5f) << 11); 3365 break; 3366 default: UNREACHABLE(); 3367 } 3368 break; 3369 default: UNREACHABLE(); 3370 } 3371 } 3372 } 3373 3374 source += inputPitch; 3375 dest += outputPitch; 3376 } 3377 3378 renderTarget->unlock(); 3379 renderTarget->release(); 3380} 3381 3382void Context::clear(GLbitfield mask) 3383{ 3384 Framebuffer *framebuffer = getDrawFramebuffer(); 3385 3386 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3387 { 3388 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3389 } 3390 3391 if(!applyRenderTarget()) 3392 { 3393 return; 3394 } 3395 3396 if(mask & GL_COLOR_BUFFER_BIT) 3397 { 3398 unsigned int rgbaMask = getColorMask(); 3399 3400 if(rgbaMask != 0) 3401 { 3402 unsigned int color = (unorm<8>(mState.colorClearValue.alpha) << 24) | 3403 (unorm<8>(mState.colorClearValue.red) << 16) | 3404 (unorm<8>(mState.colorClearValue.green) << 8) | 3405 (unorm<8>(mState.colorClearValue.blue) << 0); 3406 device->clearColor(color, rgbaMask); 3407 } 3408 } 3409 3410 if(mask & GL_DEPTH_BUFFER_BIT) 3411 { 3412 if(mState.depthMask != 0) 3413 { 3414 float depth = clamp01(mState.depthClearValue); 3415 device->clearDepth(depth); 3416 } 3417 } 3418 3419 if(mask & GL_STENCIL_BUFFER_BIT) 3420 { 3421 if(mState.stencilWritemask != 0) 3422 { 3423 int stencil = mState.stencilClearValue & 0x000000FF; 3424 device->clearStencil(stencil, mState.stencilWritemask); 3425 } 3426 } 3427} 3428 3429void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3430{ 3431 unsigned int rgbaMask = getColorMask(); 3432 if(device && rgbaMask) 3433 { 3434 int x0(0), y0(0), width(0), height(0); 3435 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, false); 3436 3437 unsigned int color = (value[0] < 0 ? 0 : (value[0] & 0x7F800000) << 1) | 3438 (value[1] < 0 ? 0 : (value[1] & 0x7F800000) >> 7) | 3439 (value[2] < 0 ? 0 : (value[2] & 0x7F800000) >> 15) | 3440 (value[3] < 0 ? 0 : (value[3] & 0x7F800000) >> 23); 3441 image->clearColorBuffer(color, rgbaMask, x0, y0, width, height); 3442 } 3443} 3444 3445void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3446{ 3447 unsigned int rgbaMask = getColorMask(); 3448 if(device && rgbaMask) 3449 { 3450 int x0(0), y0(0), width(0), height(0); 3451 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, false); 3452 3453 unsigned int color = (value[0] & 0xFF000000) >> 0 | 3454 (value[1] & 0xFF000000) >> 8 | 3455 (value[2] & 0xFF000000) >> 16 | 3456 (value[3] & 0xFF000000) >> 24; 3457 image->clearColorBuffer(color, rgbaMask, x0, y0, width, height); 3458 } 3459} 3460 3461void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3462{ 3463 unsigned int rgbaMask = getColorMask(); 3464 if(device && rgbaMask) 3465 { 3466 int x0(0), y0(0), width(0), height(0); 3467 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, false); 3468 3469 unsigned int color = (unorm<8>(value[0]) << 24) | 3470 (unorm<8>(value[1]) << 16) | 3471 (unorm<8>(value[2]) << 8) | 3472 (unorm<8>(value[3]) << 0); 3473 image->clearColorBuffer(color, rgbaMask, x0, y0, width, height); 3474 } 3475} 3476 3477void Context::clearDepthBuffer(GLint drawbuffer, const GLfloat *value) 3478{ 3479 if(device && mState.depthMask) 3480 { 3481 int x0(0), y0(0), width(0), height(0); 3482 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3483 3484 float depth = clamp01(value[0]); 3485 image->clearDepthBuffer(depth, x0, y0, width, height); 3486 } 3487} 3488 3489void Context::clearStencilBuffer(GLint drawbuffer, const GLint *value) 3490{ 3491 if(device && mState.stencilWritemask) 3492 { 3493 int x0(0), y0(0), width(0), height(0); 3494 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3495 3496 unsigned char stencil = value[0] < 0 ? 0 : static_cast<unsigned char>(value[0] & 0x000000FF); 3497 image->clearStencilBuffer(stencil, static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3498 } 3499} 3500 3501void Context::clearDepthStencilBuffer(GLint drawbuffer, GLfloat depth, GLint stencil) 3502{ 3503 if(device && (mState.depthMask || mState.stencilWritemask)) 3504 { 3505 int x0(0), y0(0), width(0), height(0); 3506 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3507 3508 if(mState.stencilWritemask) 3509 { 3510 image->clearStencilBuffer(static_cast<unsigned char>(stencil & 0x000000FF), static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3511 } 3512 3513 if(mState.depthMask) 3514 { 3515 image->clearDepthBuffer(clamp01(depth), x0, y0, width, height); 3516 } 3517 } 3518} 3519 3520void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3521{ 3522 if(!mState.currentProgram) 3523 { 3524 return error(GL_INVALID_OPERATION); 3525 } 3526 3527 PrimitiveType primitiveType; 3528 int primitiveCount; 3529 3530 if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) 3531 return error(GL_INVALID_ENUM); 3532 3533 if(primitiveCount <= 0) 3534 { 3535 return; 3536 } 3537 3538 if(!applyRenderTarget()) 3539 { 3540 return; 3541 } 3542 3543 applyState(mode); 3544 3545 for(int i = 0; i < instanceCount; ++i) 3546 { 3547 GLenum err = applyVertexBuffer(0, first, count, i); 3548 if(err != GL_NO_ERROR) 3549 { 3550 return error(err); 3551 } 3552 3553 applyShaders(); 3554 applyTextures(); 3555 3556 if(!getCurrentProgram()->validateSamplers(false)) 3557 { 3558 return error(GL_INVALID_OPERATION); 3559 } 3560 3561 if(!cullSkipsDraw(mode)) 3562 { 3563 device->drawPrimitive(primitiveType, primitiveCount); 3564 } 3565 } 3566} 3567 3568void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3569{ 3570 if(!mState.currentProgram) 3571 { 3572 return error(GL_INVALID_OPERATION); 3573 } 3574 3575 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3576 { 3577 return error(GL_INVALID_OPERATION); 3578 } 3579 3580 PrimitiveType primitiveType; 3581 int primitiveCount; 3582 3583 if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) 3584 return error(GL_INVALID_ENUM); 3585 3586 if(primitiveCount <= 0) 3587 { 3588 return; 3589 } 3590 3591 if(!applyRenderTarget()) 3592 { 3593 return; 3594 } 3595 3596 applyState(mode); 3597 3598 for(int i = 0; i < instanceCount; ++i) 3599 { 3600 TranslatedIndexData indexInfo; 3601 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3602 if(err != GL_NO_ERROR) 3603 { 3604 return error(err); 3605 } 3606 3607 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3608 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3609 if(err != GL_NO_ERROR) 3610 { 3611 return error(err); 3612 } 3613 3614 applyShaders(); 3615 applyTextures(); 3616 3617 if(!getCurrentProgram()->validateSamplers(false)) 3618 { 3619 return error(GL_INVALID_OPERATION); 3620 } 3621 3622 if(!cullSkipsDraw(mode)) 3623 { 3624 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount, IndexDataManager::typeSize(type)); 3625 } 3626 } 3627} 3628 3629void Context::finish() 3630{ 3631 device->finish(); 3632} 3633 3634void Context::flush() 3635{ 3636 // We don't queue anything without processing it as fast as possible 3637} 3638 3639void Context::recordInvalidEnum() 3640{ 3641 mInvalidEnum = true; 3642} 3643 3644void Context::recordInvalidValue() 3645{ 3646 mInvalidValue = true; 3647} 3648 3649void Context::recordInvalidOperation() 3650{ 3651 mInvalidOperation = true; 3652} 3653 3654void Context::recordOutOfMemory() 3655{ 3656 mOutOfMemory = true; 3657} 3658 3659void Context::recordInvalidFramebufferOperation() 3660{ 3661 mInvalidFramebufferOperation = true; 3662} 3663 3664// Get one of the recorded errors and clear its flag, if any. 3665// [OpenGL ES 2.0.24] section 2.5 page 13. 3666GLenum Context::getError() 3667{ 3668 if(mInvalidEnum) 3669 { 3670 mInvalidEnum = false; 3671 3672 return GL_INVALID_ENUM; 3673 } 3674 3675 if(mInvalidValue) 3676 { 3677 mInvalidValue = false; 3678 3679 return GL_INVALID_VALUE; 3680 } 3681 3682 if(mInvalidOperation) 3683 { 3684 mInvalidOperation = false; 3685 3686 return GL_INVALID_OPERATION; 3687 } 3688 3689 if(mOutOfMemory) 3690 { 3691 mOutOfMemory = false; 3692 3693 return GL_OUT_OF_MEMORY; 3694 } 3695 3696 if(mInvalidFramebufferOperation) 3697 { 3698 mInvalidFramebufferOperation = false; 3699 3700 return GL_INVALID_FRAMEBUFFER_OPERATION; 3701 } 3702 3703 return GL_NO_ERROR; 3704} 3705 3706int Context::getSupportedMultiSampleDepth(sw::Format format, int requested) 3707{ 3708 if(requested <= 1) 3709 { 3710 return 1; 3711 } 3712 3713 if(requested == 2) 3714 { 3715 return 2; 3716 } 3717 3718 return 4; 3719} 3720 3721void Context::detachBuffer(GLuint buffer) 3722{ 3723 // [OpenGL ES 2.0.24] section 2.9 page 22: 3724 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3725 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3726 3727 if(getArrayBufferName() == buffer) 3728 { 3729 mState.arrayBuffer = NULL; 3730 } 3731 3732 for(auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++) 3733 { 3734 vaoIt->second->detachBuffer(buffer); 3735 } 3736 3737 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3738 { 3739 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3740 { 3741 mState.vertexAttribute[attribute].mBoundBuffer = NULL; 3742 } 3743 } 3744} 3745 3746void Context::detachTexture(GLuint texture) 3747{ 3748 // [OpenGL ES 2.0.24] section 3.8 page 84: 3749 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3750 // rebound to texture object zero 3751 3752 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3753 { 3754 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3755 { 3756 if(mState.samplerTexture[type][sampler].name() == texture) 3757 { 3758 mState.samplerTexture[type][sampler] = NULL; 3759 } 3760 } 3761 } 3762 3763 // [OpenGL ES 2.0.24] section 4.4 page 112: 3764 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3765 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3766 // image was attached in the currently bound framebuffer. 3767 3768 Framebuffer *readFramebuffer = getReadFramebuffer(); 3769 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3770 3771 if(readFramebuffer) 3772 { 3773 readFramebuffer->detachTexture(texture); 3774 } 3775 3776 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3777 { 3778 drawFramebuffer->detachTexture(texture); 3779 } 3780} 3781 3782void Context::detachFramebuffer(GLuint framebuffer) 3783{ 3784 // [OpenGL ES 2.0.24] section 4.4 page 107: 3785 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3786 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3787 3788 if(mState.readFramebuffer == framebuffer) 3789 { 3790 bindReadFramebuffer(0); 3791 } 3792 3793 if(mState.drawFramebuffer == framebuffer) 3794 { 3795 bindDrawFramebuffer(0); 3796 } 3797} 3798 3799void Context::detachRenderbuffer(GLuint renderbuffer) 3800{ 3801 // [OpenGL ES 2.0.24] section 4.4 page 109: 3802 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3803 // had been executed with the target RENDERBUFFER and name of zero. 3804 3805 if(mState.renderbuffer.name() == renderbuffer) 3806 { 3807 bindRenderbuffer(0); 3808 } 3809 3810 // [OpenGL ES 2.0.24] section 4.4 page 111: 3811 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3812 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3813 // point to which this image was attached in the currently bound framebuffer. 3814 3815 Framebuffer *readFramebuffer = getReadFramebuffer(); 3816 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3817 3818 if(readFramebuffer) 3819 { 3820 readFramebuffer->detachRenderbuffer(renderbuffer); 3821 } 3822 3823 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3824 { 3825 drawFramebuffer->detachRenderbuffer(renderbuffer); 3826 } 3827} 3828 3829bool Context::cullSkipsDraw(GLenum drawMode) 3830{ 3831 return mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3832} 3833 3834bool Context::isTriangleMode(GLenum drawMode) 3835{ 3836 switch (drawMode) 3837 { 3838 case GL_TRIANGLES: 3839 case GL_TRIANGLE_FAN: 3840 case GL_TRIANGLE_STRIP: 3841 return true; 3842 case GL_POINTS: 3843 case GL_LINES: 3844 case GL_LINE_LOOP: 3845 case GL_LINE_STRIP: 3846 return false; 3847 default: UNREACHABLE(); 3848 } 3849 3850 return false; 3851} 3852 3853void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3854{ 3855 ASSERT(index < MAX_VERTEX_ATTRIBS); 3856 3857 mState.vertexAttribute[index].setCurrentValue(values); 3858 3859 mVertexDataManager->dirtyCurrentValue(index); 3860} 3861 3862void Context::setVertexAttrib(GLuint index, const GLint *values) 3863{ 3864 ASSERT(index < MAX_VERTEX_ATTRIBS); 3865 3866 mState.vertexAttribute[index].setCurrentValue(values); 3867 3868 mVertexDataManager->dirtyCurrentValue(index); 3869} 3870 3871void Context::setVertexAttrib(GLuint index, const GLuint *values) 3872{ 3873 ASSERT(index < MAX_VERTEX_ATTRIBS); 3874 3875 mState.vertexAttribute[index].setCurrentValue(values); 3876 3877 mVertexDataManager->dirtyCurrentValue(index); 3878} 3879 3880void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3881 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3882 GLbitfield mask) 3883{ 3884 Framebuffer *readFramebuffer = getReadFramebuffer(); 3885 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3886 3887 int readBufferWidth, readBufferHeight, readBufferSamples; 3888 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3889 3890 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3891 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3892 { 3893 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3894 } 3895 3896 if(drawBufferSamples > 1) 3897 { 3898 return error(GL_INVALID_OPERATION); 3899 } 3900 3901 sw::SliceRect sourceRect; 3902 sw::SliceRect destRect; 3903 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3904 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3905 3906 if(srcX0 < srcX1) 3907 { 3908 sourceRect.x0 = srcX0; 3909 sourceRect.x1 = srcX1; 3910 } 3911 else 3912 { 3913 sourceRect.x0 = srcX1; 3914 sourceRect.x1 = srcX0; 3915 } 3916 3917 if(dstX0 < dstX1) 3918 { 3919 destRect.x0 = dstX0; 3920 destRect.x1 = dstX1; 3921 } 3922 else 3923 { 3924 destRect.x0 = dstX1; 3925 destRect.x1 = dstX0; 3926 } 3927 3928 if(srcY0 < srcY1) 3929 { 3930 sourceRect.y0 = srcY0; 3931 sourceRect.y1 = srcY1; 3932 } 3933 else 3934 { 3935 sourceRect.y0 = srcY1; 3936 sourceRect.y1 = srcY0; 3937 } 3938 3939 if(dstY0 < dstY1) 3940 { 3941 destRect.y0 = dstY0; 3942 destRect.y1 = dstY1; 3943 } 3944 else 3945 { 3946 destRect.y0 = dstY1; 3947 destRect.y1 = dstY0; 3948 } 3949 3950 sw::Rect sourceScissoredRect = sourceRect; 3951 sw::Rect destScissoredRect = destRect; 3952 3953 if(mState.scissorTest) // Only write to parts of the destination framebuffer which pass the scissor test 3954 { 3955 if(destRect.x0 < mState.scissorX) 3956 { 3957 int xDiff = mState.scissorX - destRect.x0; 3958 destScissoredRect.x0 = mState.scissorX; 3959 sourceScissoredRect.x0 += xDiff; 3960 } 3961 3962 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3963 { 3964 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3965 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3966 sourceScissoredRect.x1 -= xDiff; 3967 } 3968 3969 if(destRect.y0 < mState.scissorY) 3970 { 3971 int yDiff = mState.scissorY - destRect.y0; 3972 destScissoredRect.y0 = mState.scissorY; 3973 sourceScissoredRect.y0 += yDiff; 3974 } 3975 3976 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3977 { 3978 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3979 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3980 sourceScissoredRect.y1 -= yDiff; 3981 } 3982 } 3983 3984 sw::Rect sourceTrimmedRect = sourceScissoredRect; 3985 sw::Rect destTrimmedRect = destScissoredRect; 3986 3987 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 3988 // the actual draw and read surfaces. 3989 if(sourceTrimmedRect.x0 < 0) 3990 { 3991 int xDiff = 0 - sourceTrimmedRect.x0; 3992 sourceTrimmedRect.x0 = 0; 3993 destTrimmedRect.x0 += xDiff; 3994 } 3995 3996 if(sourceTrimmedRect.x1 > readBufferWidth) 3997 { 3998 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 3999 sourceTrimmedRect.x1 = readBufferWidth; 4000 destTrimmedRect.x1 -= xDiff; 4001 } 4002 4003 if(sourceTrimmedRect.y0 < 0) 4004 { 4005 int yDiff = 0 - sourceTrimmedRect.y0; 4006 sourceTrimmedRect.y0 = 0; 4007 destTrimmedRect.y0 += yDiff; 4008 } 4009 4010 if(sourceTrimmedRect.y1 > readBufferHeight) 4011 { 4012 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 4013 sourceTrimmedRect.y1 = readBufferHeight; 4014 destTrimmedRect.y1 -= yDiff; 4015 } 4016 4017 if(destTrimmedRect.x0 < 0) 4018 { 4019 int xDiff = 0 - destTrimmedRect.x0; 4020 destTrimmedRect.x0 = 0; 4021 sourceTrimmedRect.x0 += xDiff; 4022 } 4023 4024 if(destTrimmedRect.x1 > drawBufferWidth) 4025 { 4026 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 4027 destTrimmedRect.x1 = drawBufferWidth; 4028 sourceTrimmedRect.x1 -= xDiff; 4029 } 4030 4031 if(destTrimmedRect.y0 < 0) 4032 { 4033 int yDiff = 0 - destTrimmedRect.y0; 4034 destTrimmedRect.y0 = 0; 4035 sourceTrimmedRect.y0 += yDiff; 4036 } 4037 4038 if(destTrimmedRect.y1 > drawBufferHeight) 4039 { 4040 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 4041 destTrimmedRect.y1 = drawBufferHeight; 4042 sourceTrimmedRect.y1 -= yDiff; 4043 } 4044 4045 bool partialBufferCopy = false; 4046 4047 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4048 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4049 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4050 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4051 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4052 { 4053 partialBufferCopy = true; 4054 } 4055 4056 bool blitRenderTarget = false; 4057 bool blitDepthStencil = false; 4058 4059 if(mask & GL_COLOR_BUFFER_BIT) 4060 { 4061 const bool validReadType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()) == GL_TEXTURE_2D || 4062 readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()) == GL_RENDERBUFFER; 4063 const bool validDrawType = drawFramebuffer->getColorbufferType(0) == GL_TEXTURE_2D || 4064 drawFramebuffer->getColorbufferType(0) == GL_RENDERBUFFER; 4065 if(!validReadType || !validDrawType) 4066 { 4067 return error(GL_INVALID_OPERATION); 4068 } 4069 4070 if(partialBufferCopy && readBufferSamples > 1) 4071 { 4072 return error(GL_INVALID_OPERATION); 4073 } 4074 4075 blitRenderTarget = true; 4076 } 4077 4078 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4079 { 4080 Renderbuffer *readDSBuffer = NULL; 4081 Renderbuffer *drawDSBuffer = NULL; 4082 4083 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have 4084 // both a depth and stencil buffer, it will be the same buffer. 4085 4086 if(mask & GL_DEPTH_BUFFER_BIT) 4087 { 4088 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4089 { 4090 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType()) 4091 { 4092 return error(GL_INVALID_OPERATION); 4093 } 4094 4095 blitDepthStencil = true; 4096 readDSBuffer = readFramebuffer->getDepthbuffer(); 4097 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4098 } 4099 } 4100 4101 if(mask & GL_STENCIL_BUFFER_BIT) 4102 { 4103 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4104 { 4105 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType()) 4106 { 4107 return error(GL_INVALID_OPERATION); 4108 } 4109 4110 blitDepthStencil = true; 4111 readDSBuffer = readFramebuffer->getStencilbuffer(); 4112 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4113 } 4114 } 4115 4116 if(partialBufferCopy) 4117 { 4118 ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); 4119 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4120 } 4121 4122 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4123 (readDSBuffer && readDSBuffer->getSamples() > 1)) 4124 { 4125 return error(GL_INVALID_OPERATION); 4126 } 4127 } 4128 4129 if(blitRenderTarget || blitDepthStencil) 4130 { 4131 if(blitRenderTarget) 4132 { 4133 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4134 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4135 4136 if(flipX) 4137 { 4138 swap(destRect.x0, destRect.x1); 4139 } 4140 if(flipy) 4141 { 4142 swap(destRect.y0, destRect.y1); 4143 } 4144 4145 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false); 4146 4147 readRenderTarget->release(); 4148 drawRenderTarget->release(); 4149 4150 if(!success) 4151 { 4152 ERR("BlitFramebuffer failed."); 4153 return; 4154 } 4155 } 4156 4157 if(blitDepthStencil) 4158 { 4159 bool success = device->stretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, false); 4160 4161 if(!success) 4162 { 4163 ERR("BlitFramebuffer failed."); 4164 return; 4165 } 4166 } 4167 } 4168} 4169 4170void Context::bindTexImage(egl::Surface *surface) 4171{ 4172 es2::Texture2D *textureObject = getTexture2D(); 4173 4174 if(textureObject) 4175 { 4176 textureObject->bindTexImage(surface); 4177 } 4178} 4179 4180EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4181{ 4182 GLenum textureTarget = GL_NONE; 4183 4184 switch(target) 4185 { 4186 case EGL_GL_TEXTURE_2D_KHR: 4187 textureTarget = GL_TEXTURE_2D; 4188 break; 4189 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4190 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4191 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4192 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4193 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4194 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4195 textureTarget = GL_TEXTURE_CUBE_MAP; 4196 break; 4197 case EGL_GL_RENDERBUFFER_KHR: 4198 break; 4199 default: 4200 return EGL_BAD_PARAMETER; 4201 } 4202 4203 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4204 { 4205 return EGL_BAD_MATCH; 4206 } 4207 4208 if(textureTarget != GL_NONE) 4209 { 4210 es2::Texture *texture = getTexture(name); 4211 4212 if(!texture || texture->getTarget() != textureTarget) 4213 { 4214 return EGL_BAD_PARAMETER; 4215 } 4216 4217 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4218 { 4219 return EGL_BAD_ACCESS; 4220 } 4221 4222 if(textureLevel != 0 && !texture->isSamplerComplete()) 4223 { 4224 return EGL_BAD_PARAMETER; 4225 } 4226 4227 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4228 { 4229 return EGL_BAD_PARAMETER; 4230 } 4231 } 4232 else if(target == EGL_GL_RENDERBUFFER_KHR) 4233 { 4234 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4235 4236 if(!renderbuffer) 4237 { 4238 return EGL_BAD_PARAMETER; 4239 } 4240 4241 if(renderbuffer->isShared()) // Already an EGLImage sibling 4242 { 4243 return EGL_BAD_ACCESS; 4244 } 4245 } 4246 else UNREACHABLE(); 4247 4248 return EGL_SUCCESS; 4249} 4250 4251egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4252{ 4253 GLenum textureTarget = GL_NONE; 4254 4255 switch(target) 4256 { 4257 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4258 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4259 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4260 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4261 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4262 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4263 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4264 } 4265 4266 if(textureTarget != GL_NONE) 4267 { 4268 es2::Texture *texture = getTexture(name); 4269 4270 return texture->createSharedImage(textureTarget, textureLevel); 4271 } 4272 else if(target == EGL_GL_RENDERBUFFER_KHR) 4273 { 4274 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4275 4276 return renderbuffer->createSharedImage(); 4277 } 4278 else UNREACHABLE(); 4279 4280 return 0; 4281} 4282 4283Device *Context::getDevice() 4284{ 4285 return device; 4286} 4287 4288const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const 4289{ 4290 // Keep list sorted in following order: 4291 // OES extensions 4292 // EXT extensions 4293 // Vendor extensions 4294 static const GLubyte* extensions[] = { 4295 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture", 4296 (const GLubyte*)"GL_OES_depth_texture", 4297 (const GLubyte*)"GL_OES_depth_texture_cube_map", 4298 (const GLubyte*)"GL_OES_EGL_image", 4299 (const GLubyte*)"GL_OES_EGL_image_external", 4300 (const GLubyte*)"GL_OES_element_index_uint", 4301 (const GLubyte*)"GL_OES_packed_depth_stencil", 4302 (const GLubyte*)"GL_OES_rgb8_rgba8", 4303 (const GLubyte*)"GL_OES_standard_derivatives", 4304 (const GLubyte*)"GL_OES_texture_float", 4305 (const GLubyte*)"GL_OES_texture_float_linear", 4306 (const GLubyte*)"GL_OES_texture_half_float", 4307 (const GLubyte*)"GL_OES_texture_half_float_linear", 4308 (const GLubyte*)"GL_OES_texture_npot", 4309 (const GLubyte*)"GL_OES_texture_3D", 4310 (const GLubyte*)"GL_EXT_blend_minmax", 4311 (const GLubyte*)"GL_EXT_occlusion_query_boolean", 4312 (const GLubyte*)"GL_EXT_read_format_bgra", 4313#if (S3TC_SUPPORT) 4314 (const GLubyte*)"GL_EXT_texture_compression_dxt1", 4315#endif 4316 (const GLubyte*)"GL_EXT_texture_filter_anisotropic", 4317 (const GLubyte*)"GL_EXT_texture_format_BGRA8888", 4318 (const GLubyte*)"GL_ANGLE_framebuffer_blit", 4319 (const GLubyte*)"GL_NV_framebuffer_blit", 4320 (const GLubyte*)"GL_ANGLE_framebuffer_multisample", 4321#if (S3TC_SUPPORT) 4322 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3", 4323 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5", 4324#endif 4325 (const GLubyte*)"GL_NV_fence", 4326 (const GLubyte*)"GL_EXT_instanced_arrays", 4327 (const GLubyte*)"GL_ANGLE_instanced_arrays", 4328 }; 4329 static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions); 4330 4331 if(numExt) 4332 { 4333 *numExt = numExtensions; 4334 return nullptr; 4335 } 4336 4337 if(index == GL_INVALID_INDEX) 4338 { 4339 static GLubyte* extensionsCat = nullptr; 4340 if((extensionsCat == nullptr) && (numExtensions > 0)) 4341 { 4342 int totalLength = numExtensions; // 1 space between each extension name + terminating null 4343 for(int i = 0; i < numExtensions; ++i) 4344 { 4345 totalLength += strlen(reinterpret_cast<const char*>(extensions[i])); 4346 } 4347 extensionsCat = new GLubyte[totalLength]; 4348 extensionsCat[0] = '\0'; 4349 for(int i = 0; i < numExtensions; ++i) 4350 { 4351 if(i != 0) 4352 { 4353 strcat(reinterpret_cast<char*>(extensionsCat), " "); 4354 } 4355 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i])); 4356 } 4357 } 4358 return extensionsCat; 4359 } 4360 4361 if(index >= numExtensions) 4362 { 4363 return nullptr; 4364 } 4365 4366 return extensions[index]; 4367} 4368 4369} 4370 4371egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion) 4372{ 4373 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4374 return new es2::Context(config, static_cast<const es2::Context*>(shareContext), clientVersion); 4375} 4376