Context.cpp revision 7155963e9a21d7f9e97bd8c49bd8f590e2695883
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 40namespace es2 41{ 42Context::Context(const egl::Config *config, const Context *shareContext, EGLint clientVersion) 43 : clientVersion(clientVersion), mConfig(config) 44{ 45 sw::Context *context = new sw::Context(); 46 device = new es2::Device(context); 47 48 mFenceNameSpace.setBaseHandle(0); 49 50 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 51 52 mState.depthClearValue = 1.0f; 53 mState.stencilClearValue = 0; 54 55 mState.cullFaceEnabled = false; 56 mState.cullMode = GL_BACK; 57 mState.frontFace = GL_CCW; 58 mState.depthTestEnabled = false; 59 mState.depthFunc = GL_LESS; 60 mState.blendEnabled = false; 61 mState.sourceBlendRGB = GL_ONE; 62 mState.sourceBlendAlpha = GL_ONE; 63 mState.destBlendRGB = GL_ZERO; 64 mState.destBlendAlpha = GL_ZERO; 65 mState.blendEquationRGB = GL_FUNC_ADD; 66 mState.blendEquationAlpha = GL_FUNC_ADD; 67 mState.blendColor.red = 0; 68 mState.blendColor.green = 0; 69 mState.blendColor.blue = 0; 70 mState.blendColor.alpha = 0; 71 mState.stencilTestEnabled = false; 72 mState.stencilFunc = GL_ALWAYS; 73 mState.stencilRef = 0; 74 mState.stencilMask = -1; 75 mState.stencilWritemask = -1; 76 mState.stencilBackFunc = GL_ALWAYS; 77 mState.stencilBackRef = 0; 78 mState.stencilBackMask = - 1; 79 mState.stencilBackWritemask = -1; 80 mState.stencilFail = GL_KEEP; 81 mState.stencilPassDepthFail = GL_KEEP; 82 mState.stencilPassDepthPass = GL_KEEP; 83 mState.stencilBackFail = GL_KEEP; 84 mState.stencilBackPassDepthFail = GL_KEEP; 85 mState.stencilBackPassDepthPass = GL_KEEP; 86 mState.polygonOffsetFillEnabled = false; 87 mState.polygonOffsetFactor = 0.0f; 88 mState.polygonOffsetUnits = 0.0f; 89 mState.sampleAlphaToCoverageEnabled = false; 90 mState.sampleCoverageEnabled = false; 91 mState.sampleCoverageValue = 1.0f; 92 mState.sampleCoverageInvert = false; 93 mState.scissorTestEnabled = false; 94 mState.ditherEnabled = true; 95 mState.primitiveRestartFixedIndexEnabled = false; 96 mState.rasterizerDiscardEnabled = false; 97 mState.generateMipmapHint = GL_DONT_CARE; 98 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 99 100 mState.lineWidth = 1.0f; 101 102 mState.viewportX = 0; 103 mState.viewportY = 0; 104 mState.viewportWidth = 0; 105 mState.viewportHeight = 0; 106 mState.zNear = 0.0f; 107 mState.zFar = 1.0f; 108 109 mState.scissorX = 0; 110 mState.scissorY = 0; 111 mState.scissorWidth = 0; 112 mState.scissorHeight = 0; 113 114 mState.colorMaskRed = true; 115 mState.colorMaskGreen = true; 116 mState.colorMaskBlue = true; 117 mState.colorMaskAlpha = true; 118 mState.depthMask = true; 119 120 if(shareContext != NULL) 121 { 122 mResourceManager = shareContext->mResourceManager; 123 mResourceManager->addRef(); 124 } 125 else 126 { 127 mResourceManager = new ResourceManager(); 128 } 129 130 // [OpenGL ES 2.0.24] section 3.7 page 83: 131 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 132 // and cube map texture state vectors respectively associated with them. 133 // In order that access to these initial textures not be lost, they are treated as texture 134 // objects all of whose names are 0. 135 136 mTexture2DZero = new Texture2D(0); 137 mTexture3DZero = new Texture3D(0); 138 mTexture2DArrayZero = new Texture2DArray(0); 139 mTextureCubeMapZero = new TextureCubeMap(0); 140 mTextureExternalZero = new TextureExternal(0); 141 142 mState.activeSampler = 0; 143 bindVertexArray(0); 144 bindArrayBuffer(0); 145 bindElementArrayBuffer(0); 146 bindTextureCubeMap(0); 147 bindTexture2D(0); 148 bindReadFramebuffer(0); 149 bindDrawFramebuffer(0); 150 bindRenderbuffer(0); 151 bindGenericUniformBuffer(0); 152 bindTransformFeedback(0); 153 154 mState.currentProgram = 0; 155 156 mState.packAlignment = 4; 157 mState.unpackInfo.alignment = 4; 158 mState.packRowLength = 0; 159 mState.packImageHeight = 0; 160 mState.packSkipPixels = 0; 161 mState.packSkipRows = 0; 162 mState.packSkipImages = 0; 163 mState.unpackInfo.rowLength = 0; 164 mState.unpackInfo.imageHeight = 0; 165 mState.unpackInfo.skipPixels = 0; 166 mState.unpackInfo.skipRows = 0; 167 mState.unpackInfo.skipImages = 0; 168 169 mVertexDataManager = NULL; 170 mIndexDataManager = NULL; 171 172 mInvalidEnum = false; 173 mInvalidValue = false; 174 mInvalidOperation = false; 175 mOutOfMemory = false; 176 mInvalidFramebufferOperation = false; 177 178 mHasBeenCurrent = false; 179 180 markAllStateDirty(); 181} 182 183Context::~Context() 184{ 185 if(mState.currentProgram != 0) 186 { 187 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 188 if(programObject) 189 { 190 programObject->release(); 191 } 192 mState.currentProgram = 0; 193 } 194 195 while(!mFramebufferMap.empty()) 196 { 197 deleteFramebuffer(mFramebufferMap.begin()->first); 198 } 199 200 while(!mFenceMap.empty()) 201 { 202 deleteFence(mFenceMap.begin()->first); 203 } 204 205 while(!mQueryMap.empty()) 206 { 207 deleteQuery(mQueryMap.begin()->first); 208 } 209 210 while(!mVertexArrayMap.empty()) 211 { 212 deleteVertexArray(mVertexArrayMap.begin()->first); 213 } 214 215 while(!mTransformFeedbackMap.empty()) 216 { 217 deleteTransformFeedback(mTransformFeedbackMap.begin()->first); 218 } 219 220 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 221 { 222 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 223 { 224 mState.samplerTexture[type][sampler] = NULL; 225 } 226 } 227 228 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 229 { 230 mState.vertexAttribute[i].mBoundBuffer = NULL; 231 } 232 233 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 234 { 235 mState.activeQuery[i] = NULL; 236 } 237 238 mState.arrayBuffer = NULL; 239 mState.copyReadBuffer = NULL; 240 mState.copyWriteBuffer = NULL; 241 mState.pixelPackBuffer = NULL; 242 mState.pixelUnpackBuffer = NULL; 243 mState.genericUniformBuffer = NULL; 244 mState.renderbuffer = NULL; 245 246 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 247 { 248 mState.sampler[i] = NULL; 249 } 250 251 mTexture2DZero = NULL; 252 mTexture3DZero = NULL; 253 mTexture2DArrayZero = NULL; 254 mTextureCubeMapZero = NULL; 255 mTextureExternalZero = NULL; 256 257 delete mVertexDataManager; 258 delete mIndexDataManager; 259 260 mResourceManager->release(); 261 delete device; 262} 263 264void Context::makeCurrent(egl::Surface *surface) 265{ 266 if(!mHasBeenCurrent) 267 { 268 mVertexDataManager = new VertexDataManager(this); 269 mIndexDataManager = new IndexDataManager(); 270 271 mState.viewportX = 0; 272 mState.viewportY = 0; 273 mState.viewportWidth = surface->getWidth(); 274 mState.viewportHeight = surface->getHeight(); 275 276 mState.scissorX = 0; 277 mState.scissorY = 0; 278 mState.scissorWidth = surface->getWidth(); 279 mState.scissorHeight = surface->getHeight(); 280 281 mHasBeenCurrent = true; 282 } 283 284 // Wrap the existing resources into GL objects and assign them to the '0' names 285 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 286 egl::Image *depthStencil = surface->getDepthStencil(); 287 288 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 289 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 290 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 291 292 setFramebufferZero(framebufferZero); 293 294 if(defaultRenderTarget) 295 { 296 defaultRenderTarget->release(); 297 } 298 299 if(depthStencil) 300 { 301 depthStencil->release(); 302 } 303 304 markAllStateDirty(); 305} 306 307EGLint Context::getClientVersion() const 308{ 309 return clientVersion; 310} 311 312// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 313void Context::markAllStateDirty() 314{ 315 mAppliedProgramSerial = 0; 316 317 mDepthStateDirty = true; 318 mMaskStateDirty = true; 319 mBlendStateDirty = true; 320 mStencilStateDirty = true; 321 mPolygonOffsetStateDirty = true; 322 mSampleStateDirty = true; 323 mDitherStateDirty = true; 324 mFrontFaceDirty = true; 325} 326 327void Context::setClearColor(float red, float green, float blue, float alpha) 328{ 329 mState.colorClearValue.red = red; 330 mState.colorClearValue.green = green; 331 mState.colorClearValue.blue = blue; 332 mState.colorClearValue.alpha = alpha; 333} 334 335void Context::setClearDepth(float depth) 336{ 337 mState.depthClearValue = depth; 338} 339 340void Context::setClearStencil(int stencil) 341{ 342 mState.stencilClearValue = stencil; 343} 344 345void Context::setCullFaceEnabled(bool enabled) 346{ 347 mState.cullFaceEnabled = enabled; 348} 349 350bool Context::isCullFaceEnabled() const 351{ 352 return mState.cullFaceEnabled; 353} 354 355void Context::setCullMode(GLenum mode) 356{ 357 mState.cullMode = mode; 358} 359 360void Context::setFrontFace(GLenum front) 361{ 362 if(mState.frontFace != front) 363 { 364 mState.frontFace = front; 365 mFrontFaceDirty = true; 366 } 367} 368 369void Context::setDepthTestEnabled(bool enabled) 370{ 371 if(mState.depthTestEnabled != enabled) 372 { 373 mState.depthTestEnabled = enabled; 374 mDepthStateDirty = true; 375 } 376} 377 378bool Context::isDepthTestEnabled() const 379{ 380 return mState.depthTestEnabled; 381} 382 383void Context::setDepthFunc(GLenum depthFunc) 384{ 385 if(mState.depthFunc != depthFunc) 386 { 387 mState.depthFunc = depthFunc; 388 mDepthStateDirty = true; 389 } 390} 391 392void Context::setDepthRange(float zNear, float zFar) 393{ 394 mState.zNear = zNear; 395 mState.zFar = zFar; 396} 397 398void Context::setBlendEnabled(bool enabled) 399{ 400 if(mState.blendEnabled != enabled) 401 { 402 mState.blendEnabled = enabled; 403 mBlendStateDirty = true; 404 } 405} 406 407bool Context::isBlendEnabled() const 408{ 409 return mState.blendEnabled; 410} 411 412void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 413{ 414 if(mState.sourceBlendRGB != sourceRGB || 415 mState.sourceBlendAlpha != sourceAlpha || 416 mState.destBlendRGB != destRGB || 417 mState.destBlendAlpha != destAlpha) 418 { 419 mState.sourceBlendRGB = sourceRGB; 420 mState.destBlendRGB = destRGB; 421 mState.sourceBlendAlpha = sourceAlpha; 422 mState.destBlendAlpha = destAlpha; 423 mBlendStateDirty = true; 424 } 425} 426 427void Context::setBlendColor(float red, float green, float blue, float alpha) 428{ 429 if(mState.blendColor.red != red || 430 mState.blendColor.green != green || 431 mState.blendColor.blue != blue || 432 mState.blendColor.alpha != alpha) 433 { 434 mState.blendColor.red = red; 435 mState.blendColor.green = green; 436 mState.blendColor.blue = blue; 437 mState.blendColor.alpha = alpha; 438 mBlendStateDirty = true; 439 } 440} 441 442void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 443{ 444 if(mState.blendEquationRGB != rgbEquation || 445 mState.blendEquationAlpha != alphaEquation) 446 { 447 mState.blendEquationRGB = rgbEquation; 448 mState.blendEquationAlpha = alphaEquation; 449 mBlendStateDirty = true; 450 } 451} 452 453void Context::setStencilTestEnabled(bool enabled) 454{ 455 if(mState.stencilTestEnabled != enabled) 456 { 457 mState.stencilTestEnabled = enabled; 458 mStencilStateDirty = true; 459 } 460} 461 462bool Context::isStencilTestEnabled() const 463{ 464 return mState.stencilTestEnabled; 465} 466 467void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 468{ 469 if(mState.stencilFunc != stencilFunc || 470 mState.stencilRef != stencilRef || 471 mState.stencilMask != stencilMask) 472 { 473 mState.stencilFunc = stencilFunc; 474 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 475 mState.stencilMask = stencilMask; 476 mStencilStateDirty = true; 477 } 478} 479 480void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 481{ 482 if(mState.stencilBackFunc != stencilBackFunc || 483 mState.stencilBackRef != stencilBackRef || 484 mState.stencilBackMask != stencilBackMask) 485 { 486 mState.stencilBackFunc = stencilBackFunc; 487 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 488 mState.stencilBackMask = stencilBackMask; 489 mStencilStateDirty = true; 490 } 491} 492 493void Context::setStencilWritemask(GLuint stencilWritemask) 494{ 495 if(mState.stencilWritemask != stencilWritemask) 496 { 497 mState.stencilWritemask = stencilWritemask; 498 mStencilStateDirty = true; 499 } 500} 501 502void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 503{ 504 if(mState.stencilBackWritemask != stencilBackWritemask) 505 { 506 mState.stencilBackWritemask = stencilBackWritemask; 507 mStencilStateDirty = true; 508 } 509} 510 511void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 512{ 513 if(mState.stencilFail != stencilFail || 514 mState.stencilPassDepthFail != stencilPassDepthFail || 515 mState.stencilPassDepthPass != stencilPassDepthPass) 516 { 517 mState.stencilFail = stencilFail; 518 mState.stencilPassDepthFail = stencilPassDepthFail; 519 mState.stencilPassDepthPass = stencilPassDepthPass; 520 mStencilStateDirty = true; 521 } 522} 523 524void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 525{ 526 if(mState.stencilBackFail != stencilBackFail || 527 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 528 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 529 { 530 mState.stencilBackFail = stencilBackFail; 531 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 532 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 533 mStencilStateDirty = true; 534 } 535} 536 537void Context::setPolygonOffsetFillEnabled(bool enabled) 538{ 539 if(mState.polygonOffsetFillEnabled != enabled) 540 { 541 mState.polygonOffsetFillEnabled = enabled; 542 mPolygonOffsetStateDirty = true; 543 } 544} 545 546bool Context::isPolygonOffsetFillEnabled() const 547{ 548 return mState.polygonOffsetFillEnabled; 549} 550 551void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 552{ 553 if(mState.polygonOffsetFactor != factor || 554 mState.polygonOffsetUnits != units) 555 { 556 mState.polygonOffsetFactor = factor; 557 mState.polygonOffsetUnits = units; 558 mPolygonOffsetStateDirty = true; 559 } 560} 561 562void Context::setSampleAlphaToCoverageEnabled(bool enabled) 563{ 564 if(mState.sampleAlphaToCoverageEnabled != enabled) 565 { 566 mState.sampleAlphaToCoverageEnabled = enabled; 567 mSampleStateDirty = true; 568 } 569} 570 571bool Context::isSampleAlphaToCoverageEnabled() const 572{ 573 return mState.sampleAlphaToCoverageEnabled; 574} 575 576void Context::setSampleCoverageEnabled(bool enabled) 577{ 578 if(mState.sampleCoverageEnabled != enabled) 579 { 580 mState.sampleCoverageEnabled = enabled; 581 mSampleStateDirty = true; 582 } 583} 584 585bool Context::isSampleCoverageEnabled() const 586{ 587 return mState.sampleCoverageEnabled; 588} 589 590void Context::setSampleCoverageParams(GLclampf value, bool invert) 591{ 592 if(mState.sampleCoverageValue != value || 593 mState.sampleCoverageInvert != invert) 594 { 595 mState.sampleCoverageValue = value; 596 mState.sampleCoverageInvert = invert; 597 mSampleStateDirty = true; 598 } 599} 600 601void Context::setScissorTestEnabled(bool enabled) 602{ 603 mState.scissorTestEnabled = enabled; 604} 605 606bool Context::isScissorTestEnabled() const 607{ 608 return mState.scissorTestEnabled; 609} 610 611void Context::setDitherEnabled(bool enabled) 612{ 613 if(mState.ditherEnabled != enabled) 614 { 615 mState.ditherEnabled = enabled; 616 mDitherStateDirty = true; 617 } 618} 619 620bool Context::isDitherEnabled() const 621{ 622 return mState.ditherEnabled; 623} 624 625void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 626{ 627 UNIMPLEMENTED(); 628 mState.primitiveRestartFixedIndexEnabled = enabled; 629} 630 631bool Context::isPrimitiveRestartFixedIndexEnabled() const 632{ 633 return mState.primitiveRestartFixedIndexEnabled; 634} 635 636void Context::setRasterizerDiscardEnabled(bool enabled) 637{ 638 mState.rasterizerDiscardEnabled = enabled; 639} 640 641bool Context::isRasterizerDiscardEnabled() const 642{ 643 return mState.rasterizerDiscardEnabled; 644} 645 646void Context::setLineWidth(GLfloat width) 647{ 648 mState.lineWidth = width; 649 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 650} 651 652void Context::setGenerateMipmapHint(GLenum hint) 653{ 654 mState.generateMipmapHint = hint; 655} 656 657void Context::setFragmentShaderDerivativeHint(GLenum hint) 658{ 659 mState.fragmentShaderDerivativeHint = hint; 660 // TODO: Propagate the hint to shader translator so we can write 661 // ddx, ddx_coarse, or ddx_fine depending on the hint. 662 // Ignore for now. It is valid for implementations to ignore hint. 663} 664 665void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 666{ 667 mState.viewportX = x; 668 mState.viewportY = y; 669 mState.viewportWidth = width; 670 mState.viewportHeight = height; 671} 672 673void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 674{ 675 mState.scissorX = x; 676 mState.scissorY = y; 677 mState.scissorWidth = width; 678 mState.scissorHeight = height; 679} 680 681void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 682{ 683 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 684 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 685 { 686 mState.colorMaskRed = red; 687 mState.colorMaskGreen = green; 688 mState.colorMaskBlue = blue; 689 mState.colorMaskAlpha = alpha; 690 mMaskStateDirty = true; 691 } 692} 693 694unsigned int Context::getColorMask() const 695{ 696 return (mState.colorMaskRed ? 0x1 : 0) | 697 (mState.colorMaskGreen ? 0x2 : 0) | 698 (mState.colorMaskBlue ? 0x4 : 0) | 699 (mState.colorMaskAlpha ? 0x8 : 0); 700} 701 702void Context::setDepthMask(bool mask) 703{ 704 if(mState.depthMask != mask) 705 { 706 mState.depthMask = mask; 707 mMaskStateDirty = true; 708 } 709} 710 711void Context::setActiveSampler(unsigned int active) 712{ 713 mState.activeSampler = active; 714} 715 716GLuint Context::getReadFramebufferName() const 717{ 718 return mState.readFramebuffer; 719} 720 721GLuint Context::getDrawFramebufferName() const 722{ 723 return mState.drawFramebuffer; 724} 725 726GLuint Context::getRenderbufferName() const 727{ 728 return mState.renderbuffer.name(); 729} 730 731void Context::setFramebufferReadBuffer(GLuint buf) 732{ 733 getReadFramebuffer()->setReadBuffer(buf); 734} 735 736void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs) 737{ 738 Framebuffer* drawFramebuffer = getDrawFramebuffer(); 739 for(int i = 0; i < n; ++i) 740 { 741 drawFramebuffer->setDrawBuffer(i, bufs[i]); 742 } 743} 744 745GLuint Context::getReadFramebufferColorIndex() const 746{ 747 GLenum buf = getReadFramebuffer()->getReadBuffer(); 748 switch(buf) 749 { 750 case GL_BACK: 751 return 0; 752 case GL_NONE: 753 return GL_INVALID_INDEX; 754 default: 755 return buf - GL_COLOR_ATTACHMENT0; 756} 757} 758 759GLuint Context::getArrayBufferName() const 760{ 761 return mState.arrayBuffer.name(); 762} 763 764GLuint Context::getElementArrayBufferName() const 765{ 766 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 767 return elementArrayBuffer ? elementArrayBuffer->name : 0; 768} 769 770GLuint Context::getActiveQuery(GLenum target) const 771{ 772 Query *queryObject = NULL; 773 774 switch(target) 775 { 776 case GL_ANY_SAMPLES_PASSED_EXT: 777 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 778 break; 779 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 780 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 781 break; 782 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 783 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 784 break; 785 default: 786 ASSERT(false); 787 } 788 789 if(queryObject) 790 { 791 return queryObject->name; 792 } 793 794 return 0; 795} 796 797void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 798{ 799 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 800} 801 802void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 803{ 804 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 805} 806 807const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 808{ 809 return getCurrentVertexArray()->getVertexAttribute(attribNum); 810} 811 812void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 813 GLsizei stride, const void *pointer) 814{ 815 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 816} 817 818const void *Context::getVertexAttribPointer(unsigned int attribNum) const 819{ 820 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 821} 822 823const VertexAttributeArray &Context::getVertexArrayAttributes() 824{ 825 return getCurrentVertexArray()->getVertexAttributes(); 826} 827 828const VertexAttributeArray &Context::getCurrentVertexAttributes() 829{ 830 return mState.vertexAttribute; 831} 832 833void Context::setPackAlignment(GLint alignment) 834{ 835 mState.packAlignment = alignment; 836} 837 838void Context::setUnpackAlignment(GLint alignment) 839{ 840 mState.unpackInfo.alignment = alignment; 841} 842 843const egl::Image::UnpackInfo& Context::getUnpackInfo() const 844{ 845 return mState.unpackInfo; 846} 847 848void Context::setPackRowLength(GLint rowLength) 849{ 850 mState.packRowLength = rowLength; 851} 852 853void Context::setPackImageHeight(GLint imageHeight) 854{ 855 mState.packImageHeight = imageHeight; 856} 857 858void Context::setPackSkipPixels(GLint skipPixels) 859{ 860 mState.packSkipPixels = skipPixels; 861} 862 863void Context::setPackSkipRows(GLint skipRows) 864{ 865 mState.packSkipRows = skipRows; 866} 867 868void Context::setPackSkipImages(GLint skipImages) 869{ 870 mState.packSkipImages = skipImages; 871} 872 873void Context::setUnpackRowLength(GLint rowLength) 874{ 875 mState.unpackInfo.rowLength = rowLength; 876} 877 878void Context::setUnpackImageHeight(GLint imageHeight) 879{ 880 mState.unpackInfo.imageHeight = imageHeight; 881} 882 883void Context::setUnpackSkipPixels(GLint skipPixels) 884{ 885 mState.unpackInfo.skipPixels = skipPixels; 886} 887 888void Context::setUnpackSkipRows(GLint skipRows) 889{ 890 mState.unpackInfo.skipRows = skipRows; 891} 892 893void Context::setUnpackSkipImages(GLint skipImages) 894{ 895 mState.unpackInfo.skipImages = skipImages; 896} 897 898GLuint Context::createBuffer() 899{ 900 return mResourceManager->createBuffer(); 901} 902 903GLuint Context::createProgram() 904{ 905 return mResourceManager->createProgram(); 906} 907 908GLuint Context::createShader(GLenum type) 909{ 910 return mResourceManager->createShader(type); 911} 912 913GLuint Context::createTexture() 914{ 915 return mResourceManager->createTexture(); 916} 917 918GLuint Context::createRenderbuffer() 919{ 920 return mResourceManager->createRenderbuffer(); 921} 922 923// Returns an unused framebuffer name 924GLuint Context::createFramebuffer() 925{ 926 GLuint handle = mFramebufferNameSpace.allocate(); 927 928 mFramebufferMap[handle] = NULL; 929 930 return handle; 931} 932 933GLuint Context::createFence() 934{ 935 GLuint handle = mFenceNameSpace.allocate(); 936 937 mFenceMap[handle] = new Fence; 938 939 return handle; 940} 941 942// Returns an unused query name 943GLuint Context::createQuery() 944{ 945 GLuint handle = mQueryNameSpace.allocate(); 946 947 mQueryMap[handle] = NULL; 948 949 return handle; 950} 951 952// Returns an unused vertex array name 953GLuint Context::createVertexArray() 954{ 955 GLuint handle = mVertexArrayNameSpace.allocate(); 956 957 mVertexArrayMap[handle] = nullptr; 958 959 return handle; 960} 961 962GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 963{ 964 GLuint handle = mResourceManager->createFenceSync(condition, flags); 965 966 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 967} 968 969// Returns an unused transform feedback name 970GLuint Context::createTransformFeedback() 971{ 972 GLuint handle = mTransformFeedbackNameSpace.allocate(); 973 974 mTransformFeedbackMap[handle] = NULL; 975 976 return handle; 977} 978 979// Returns an unused sampler name 980GLuint Context::createSampler() 981{ 982 return mResourceManager->createSampler(); 983} 984 985void Context::deleteBuffer(GLuint buffer) 986{ 987 if(mResourceManager->getBuffer(buffer)) 988 { 989 detachBuffer(buffer); 990 } 991 992 mResourceManager->deleteBuffer(buffer); 993} 994 995void Context::deleteShader(GLuint shader) 996{ 997 mResourceManager->deleteShader(shader); 998} 999 1000void Context::deleteProgram(GLuint program) 1001{ 1002 mResourceManager->deleteProgram(program); 1003} 1004 1005void Context::deleteTexture(GLuint texture) 1006{ 1007 if(mResourceManager->getTexture(texture)) 1008 { 1009 detachTexture(texture); 1010 } 1011 1012 mResourceManager->deleteTexture(texture); 1013} 1014 1015void Context::deleteRenderbuffer(GLuint renderbuffer) 1016{ 1017 if(mResourceManager->getRenderbuffer(renderbuffer)) 1018 { 1019 detachRenderbuffer(renderbuffer); 1020 } 1021 1022 mResourceManager->deleteRenderbuffer(renderbuffer); 1023} 1024 1025void Context::deleteFramebuffer(GLuint framebuffer) 1026{ 1027 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); 1028 1029 if(framebufferObject != mFramebufferMap.end()) 1030 { 1031 detachFramebuffer(framebuffer); 1032 1033 mFramebufferNameSpace.release(framebufferObject->first); 1034 delete framebufferObject->second; 1035 mFramebufferMap.erase(framebufferObject); 1036 } 1037} 1038 1039void Context::deleteFence(GLuint fence) 1040{ 1041 FenceMap::iterator fenceObject = mFenceMap.find(fence); 1042 1043 if(fenceObject != mFenceMap.end()) 1044 { 1045 mFenceNameSpace.release(fenceObject->first); 1046 delete fenceObject->second; 1047 mFenceMap.erase(fenceObject); 1048 } 1049} 1050 1051void Context::deleteQuery(GLuint query) 1052{ 1053 QueryMap::iterator queryObject = mQueryMap.find(query); 1054 1055 if(queryObject != mQueryMap.end()) 1056 { 1057 mQueryNameSpace.release(queryObject->first); 1058 1059 if(queryObject->second) 1060 { 1061 queryObject->second->release(); 1062 } 1063 1064 mQueryMap.erase(queryObject); 1065 } 1066} 1067 1068void Context::deleteVertexArray(GLuint vertexArray) 1069{ 1070 VertexArrayMap::iterator vertexArrayObject = mVertexArrayMap.find(vertexArray); 1071 1072 if(vertexArrayObject != mVertexArrayMap.end()) 1073 { 1074 // Vertex array detachment is handled by Context, because 0 is a valid 1075 // VAO, and a pointer to it must be passed from Context to State at 1076 // binding time. 1077 1078 // [OpenGL ES 3.0.2] section 2.10 page 43: 1079 // If a vertex array object that is currently bound is deleted, the binding 1080 // for that object reverts to zero and the default vertex array becomes current. 1081 if(getCurrentVertexArray()->name == vertexArray) 1082 { 1083 bindVertexArray(0); 1084 } 1085 1086 mVertexArrayNameSpace.release(vertexArrayObject->first); 1087 delete vertexArrayObject->second; 1088 mVertexArrayMap.erase(vertexArrayObject); 1089 } 1090} 1091 1092void Context::deleteFenceSync(GLsync fenceSync) 1093{ 1094 // The spec specifies the underlying Fence object is not deleted until all current 1095 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1096 // and since our API is currently designed for being called from a single thread, we can delete 1097 // the fence immediately. 1098 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1099} 1100 1101void Context::deleteTransformFeedback(GLuint transformFeedback) 1102{ 1103 TransformFeedbackMap::iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1104 1105 if(transformFeedbackObject != mTransformFeedbackMap.end()) 1106 { 1107 mTransformFeedbackNameSpace.release(transformFeedbackObject->first); 1108 delete transformFeedbackObject->second; 1109 mTransformFeedbackMap.erase(transformFeedbackObject); 1110 } 1111} 1112 1113void Context::deleteSampler(GLuint sampler) 1114{ 1115 if(mResourceManager->getSampler(sampler)) 1116 { 1117 detachSampler(sampler); 1118 } 1119 1120 mResourceManager->deleteSampler(sampler); 1121} 1122 1123Buffer *Context::getBuffer(GLuint handle) const 1124{ 1125 return mResourceManager->getBuffer(handle); 1126} 1127 1128Shader *Context::getShader(GLuint handle) const 1129{ 1130 return mResourceManager->getShader(handle); 1131} 1132 1133Program *Context::getProgram(GLuint handle) const 1134{ 1135 return mResourceManager->getProgram(handle); 1136} 1137 1138Texture *Context::getTexture(GLuint handle) const 1139{ 1140 return mResourceManager->getTexture(handle); 1141} 1142 1143Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1144{ 1145 return mResourceManager->getRenderbuffer(handle); 1146} 1147 1148Framebuffer *Context::getReadFramebuffer() const 1149{ 1150 return getFramebuffer(mState.readFramebuffer); 1151} 1152 1153Framebuffer *Context::getDrawFramebuffer() const 1154{ 1155 return getFramebuffer(mState.drawFramebuffer); 1156} 1157 1158void Context::bindArrayBuffer(unsigned int buffer) 1159{ 1160 mResourceManager->checkBufferAllocation(buffer); 1161 1162 mState.arrayBuffer = getBuffer(buffer); 1163} 1164 1165void Context::bindElementArrayBuffer(unsigned int buffer) 1166{ 1167 mResourceManager->checkBufferAllocation(buffer); 1168 1169 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1170} 1171 1172void Context::bindCopyReadBuffer(GLuint buffer) 1173{ 1174 mResourceManager->checkBufferAllocation(buffer); 1175 1176 mState.copyReadBuffer = getBuffer(buffer); 1177} 1178 1179void Context::bindCopyWriteBuffer(GLuint buffer) 1180{ 1181 mResourceManager->checkBufferAllocation(buffer); 1182 1183 mState.copyWriteBuffer = getBuffer(buffer); 1184} 1185 1186void Context::bindPixelPackBuffer(GLuint buffer) 1187{ 1188 mResourceManager->checkBufferAllocation(buffer); 1189 1190 mState.pixelPackBuffer = getBuffer(buffer); 1191} 1192 1193void Context::bindPixelUnpackBuffer(GLuint buffer) 1194{ 1195 mResourceManager->checkBufferAllocation(buffer); 1196 1197 mState.pixelUnpackBuffer = getBuffer(buffer); 1198} 1199 1200void Context::bindTransformFeedbackBuffer(GLuint buffer) 1201{ 1202 mResourceManager->checkBufferAllocation(buffer); 1203 1204 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1205 1206 if(transformFeedback) 1207 { 1208 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1209 } 1210} 1211 1212void Context::bindTexture2D(GLuint texture) 1213{ 1214 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1215 1216 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1217} 1218 1219void Context::bindTextureCubeMap(GLuint texture) 1220{ 1221 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1222 1223 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1224} 1225 1226void Context::bindTextureExternal(GLuint texture) 1227{ 1228 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1229 1230 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1231} 1232 1233void Context::bindTexture3D(GLuint texture) 1234{ 1235 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1236 1237 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1238} 1239 1240void Context::bindTexture2DArray(GLuint texture) 1241{ 1242 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1243 1244 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1245} 1246 1247void Context::bindReadFramebuffer(GLuint framebuffer) 1248{ 1249 if(!getFramebuffer(framebuffer)) 1250 { 1251 mFramebufferMap[framebuffer] = new Framebuffer(); 1252 } 1253 1254 mState.readFramebuffer = framebuffer; 1255} 1256 1257void Context::bindDrawFramebuffer(GLuint framebuffer) 1258{ 1259 if(!getFramebuffer(framebuffer)) 1260 { 1261 mFramebufferMap[framebuffer] = new Framebuffer(); 1262 } 1263 1264 mState.drawFramebuffer = framebuffer; 1265} 1266 1267void Context::bindRenderbuffer(GLuint renderbuffer) 1268{ 1269 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1270 1271 mState.renderbuffer = getRenderbuffer(renderbuffer); 1272} 1273 1274void Context::bindVertexArray(GLuint array) 1275{ 1276 VertexArray *vertexArray = getVertexArray(array); 1277 1278 if(!vertexArray) 1279 { 1280 vertexArray = new VertexArray(array); 1281 mVertexArrayMap[array] = vertexArray; 1282 } 1283 1284 mState.vertexArray = array; 1285} 1286 1287void Context::bindGenericUniformBuffer(GLuint buffer) 1288{ 1289 mResourceManager->checkBufferAllocation(buffer); 1290 1291 mState.genericUniformBuffer = getBuffer(buffer); 1292} 1293 1294void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1295{ 1296 mResourceManager->checkBufferAllocation(buffer); 1297 1298 Buffer* bufferObject = getBuffer(buffer); 1299 mState.uniformBuffers[index].set(bufferObject, offset, size); 1300} 1301 1302void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1303{ 1304 mResourceManager->checkBufferAllocation(buffer); 1305 1306 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1307} 1308 1309void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1310{ 1311 mResourceManager->checkBufferAllocation(buffer); 1312 1313 Buffer* bufferObject = getBuffer(buffer); 1314 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1315} 1316 1317bool Context::bindTransformFeedback(GLuint id) 1318{ 1319 if(!getTransformFeedback(id)) 1320 { 1321 mTransformFeedbackMap[id] = new TransformFeedback(id); 1322 } 1323 1324 mState.transformFeedback = id; 1325 1326 return true; 1327} 1328 1329bool Context::bindSampler(GLuint unit, GLuint sampler) 1330{ 1331 mResourceManager->checkSamplerAllocation(sampler); 1332 1333 Sampler* samplerObject = getSampler(sampler); 1334 1335 if(sampler) 1336 { 1337 mState.sampler[unit] = samplerObject; 1338 } 1339 1340 return !!samplerObject; 1341} 1342 1343void Context::useProgram(GLuint program) 1344{ 1345 GLuint priorProgram = mState.currentProgram; 1346 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1347 1348 if(priorProgram != program) 1349 { 1350 Program *newProgram = mResourceManager->getProgram(program); 1351 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1352 1353 if(newProgram) 1354 { 1355 newProgram->addRef(); 1356 } 1357 1358 if(oldProgram) 1359 { 1360 oldProgram->release(); 1361 } 1362 } 1363} 1364 1365void Context::beginQuery(GLenum target, GLuint query) 1366{ 1367 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1368 // of zero, if the active query object name for <target> is non-zero (for the 1369 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1370 // the active query for either target is non-zero), if <id> is the name of an 1371 // existing query object whose type does not match <target>, or if <id> is the 1372 // active query object name for any query type, the error INVALID_OPERATION is 1373 // generated. 1374 1375 // Ensure no other queries are active 1376 // NOTE: If other queries than occlusion are supported, we will need to check 1377 // separately that: 1378 // a) The query ID passed is not the current active query for any target/type 1379 // b) There are no active queries for the requested target (and in the case 1380 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1381 // no query may be active for either if glBeginQuery targets either. 1382 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1383 { 1384 if(mState.activeQuery[i] != NULL) 1385 { 1386 return error(GL_INVALID_OPERATION); 1387 } 1388 } 1389 1390 QueryType qType; 1391 switch(target) 1392 { 1393 case GL_ANY_SAMPLES_PASSED_EXT: 1394 qType = QUERY_ANY_SAMPLES_PASSED; 1395 break; 1396 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1397 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1398 break; 1399 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1400 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1401 break; 1402 default: 1403 ASSERT(false); 1404 } 1405 1406 Query *queryObject = createQuery(query, target); 1407 1408 // Check that name was obtained with glGenQueries 1409 if(!queryObject) 1410 { 1411 return error(GL_INVALID_OPERATION); 1412 } 1413 1414 // Check for type mismatch 1415 if(queryObject->getType() != target) 1416 { 1417 return error(GL_INVALID_OPERATION); 1418 } 1419 1420 // Set query as active for specified target 1421 mState.activeQuery[qType] = queryObject; 1422 1423 // Begin query 1424 queryObject->begin(); 1425} 1426 1427void Context::endQuery(GLenum target) 1428{ 1429 QueryType qType; 1430 1431 switch(target) 1432 { 1433 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1434 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1435 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1436 default: UNREACHABLE(target); return; 1437 } 1438 1439 Query *queryObject = mState.activeQuery[qType]; 1440 1441 if(queryObject == NULL) 1442 { 1443 return error(GL_INVALID_OPERATION); 1444 } 1445 1446 queryObject->end(); 1447 1448 mState.activeQuery[qType] = NULL; 1449} 1450 1451void Context::setFramebufferZero(Framebuffer *buffer) 1452{ 1453 delete mFramebufferMap[0]; 1454 mFramebufferMap[0] = buffer; 1455} 1456 1457void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1458{ 1459 Renderbuffer *renderbufferObject = mState.renderbuffer; 1460 renderbufferObject->setStorage(renderbuffer); 1461} 1462 1463Framebuffer *Context::getFramebuffer(unsigned int handle) const 1464{ 1465 FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle); 1466 1467 if(framebuffer == mFramebufferMap.end()) 1468 { 1469 return NULL; 1470 } 1471 else 1472 { 1473 return framebuffer->second; 1474 } 1475} 1476 1477Fence *Context::getFence(unsigned int handle) const 1478{ 1479 FenceMap::const_iterator fence = mFenceMap.find(handle); 1480 1481 if(fence == mFenceMap.end()) 1482 { 1483 return NULL; 1484 } 1485 else 1486 { 1487 return fence->second; 1488 } 1489} 1490 1491FenceSync *Context::getFenceSync(GLsync handle) const 1492{ 1493 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1494} 1495 1496Query *Context::getQuery(unsigned int handle) const 1497{ 1498 QueryMap::const_iterator query = mQueryMap.find(handle); 1499 1500 if(query == mQueryMap.end()) 1501 { 1502 return NULL; 1503 } 1504 else 1505 { 1506 return query->second; 1507 } 1508} 1509 1510Query *Context::createQuery(unsigned int handle, GLenum type) 1511{ 1512 QueryMap::iterator query = mQueryMap.find(handle); 1513 1514 if(query == mQueryMap.end()) 1515 { 1516 return NULL; 1517 } 1518 else 1519 { 1520 if(!query->second) 1521 { 1522 query->second = new Query(handle, type); 1523 query->second->addRef(); 1524 } 1525 1526 return query->second; 1527 } 1528} 1529 1530VertexArray *Context::getVertexArray(GLuint array) const 1531{ 1532 VertexArrayMap::const_iterator vertexArray = mVertexArrayMap.find(array); 1533 1534 return (vertexArray == mVertexArrayMap.end()) ? nullptr : vertexArray->second; 1535} 1536 1537VertexArray *Context::getCurrentVertexArray() const 1538{ 1539 return getVertexArray(mState.vertexArray); 1540} 1541 1542bool Context::isVertexArray(GLuint array) const 1543{ 1544 VertexArrayMap::const_iterator vertexArray = mVertexArrayMap.find(array); 1545 1546 return vertexArray != mVertexArrayMap.end(); 1547} 1548 1549bool Context::hasZeroDivisor() const 1550{ 1551 // Verify there is at least one active attribute with a divisor of zero 1552 es2::Program *programObject = getCurrentProgram(); 1553 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1554 { 1555 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1556 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1557 { 1558 return true; 1559 } 1560 } 1561 1562 return false; 1563} 1564 1565TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1566{ 1567 TransformFeedbackMap::const_iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1568 1569 return (transformFeedbackObject == mTransformFeedbackMap.end()) ? NULL : transformFeedbackObject->second; 1570} 1571 1572Sampler *Context::getSampler(GLuint sampler) const 1573{ 1574 return mResourceManager->getSampler(sampler); 1575} 1576 1577bool Context::isSampler(GLuint sampler) const 1578{ 1579 return mResourceManager->isSampler(sampler); 1580} 1581 1582Buffer *Context::getArrayBuffer() const 1583{ 1584 return mState.arrayBuffer; 1585} 1586 1587Buffer *Context::getElementArrayBuffer() const 1588{ 1589 return getCurrentVertexArray()->getElementArrayBuffer(); 1590} 1591 1592Buffer *Context::getCopyReadBuffer() const 1593{ 1594 return mState.copyReadBuffer; 1595} 1596 1597Buffer *Context::getCopyWriteBuffer() const 1598{ 1599 return mState.copyWriteBuffer; 1600} 1601 1602Buffer *Context::getPixelPackBuffer() const 1603{ 1604 return mState.pixelPackBuffer; 1605} 1606 1607Buffer *Context::getPixelUnpackBuffer() const 1608{ 1609 return mState.pixelUnpackBuffer; 1610} 1611 1612Buffer *Context::getGenericUniformBuffer() const 1613{ 1614 return mState.genericUniformBuffer; 1615} 1616 1617bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1618{ 1619 switch(target) 1620 { 1621 case GL_ARRAY_BUFFER: 1622 *buffer = getArrayBuffer(); 1623 break; 1624 case GL_ELEMENT_ARRAY_BUFFER: 1625 *buffer = getElementArrayBuffer(); 1626 break; 1627 case GL_COPY_READ_BUFFER: 1628 if(clientVersion >= 3) 1629 { 1630 *buffer = getCopyReadBuffer(); 1631 break; 1632 } 1633 else return false; 1634 case GL_COPY_WRITE_BUFFER: 1635 if(clientVersion >= 3) 1636 { 1637 *buffer = getCopyWriteBuffer(); 1638 break; 1639 } 1640 else return false; 1641 case GL_PIXEL_PACK_BUFFER: 1642 if(clientVersion >= 3) 1643 { 1644 *buffer = getPixelPackBuffer(); 1645 break; 1646 } 1647 else return false; 1648 case GL_PIXEL_UNPACK_BUFFER: 1649 if(clientVersion >= 3) 1650 { 1651 *buffer = getPixelUnpackBuffer(); 1652 break; 1653 } 1654 else return false; 1655 case GL_TRANSFORM_FEEDBACK_BUFFER: 1656 if(clientVersion >= 3) 1657 { 1658 TransformFeedback* transformFeedback = getTransformFeedback(); 1659 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1660 break; 1661 } 1662 else return false; 1663 case GL_UNIFORM_BUFFER: 1664 if(clientVersion >= 3) 1665 { 1666 *buffer = getGenericUniformBuffer(); 1667 break; 1668 } 1669 else return false; 1670 default: 1671 return false; 1672 } 1673 return true; 1674} 1675 1676TransformFeedback *Context::getTransformFeedback() const 1677{ 1678 return getTransformFeedback(mState.transformFeedback); 1679} 1680 1681Program *Context::getCurrentProgram() const 1682{ 1683 return mResourceManager->getProgram(mState.currentProgram); 1684} 1685 1686Texture2D *Context::getTexture2D() const 1687{ 1688 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1689} 1690 1691Texture3D *Context::getTexture3D() const 1692{ 1693 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1694} 1695 1696Texture2DArray *Context::getTexture2DArray() const 1697{ 1698 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1699} 1700 1701TextureCubeMap *Context::getTextureCubeMap() const 1702{ 1703 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1704} 1705 1706TextureExternal *Context::getTextureExternal() const 1707{ 1708 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1709} 1710 1711Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1712{ 1713 GLuint texid = mState.samplerTexture[type][sampler].name(); 1714 1715 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1716 { 1717 switch (type) 1718 { 1719 case TEXTURE_2D: return mTexture2DZero; 1720 case TEXTURE_3D: return mTexture3DZero; 1721 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1722 case TEXTURE_CUBE: return mTextureCubeMapZero; 1723 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1724 default: UNREACHABLE(type); 1725 } 1726 } 1727 1728 return mState.samplerTexture[type][sampler]; 1729} 1730 1731void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1732{ 1733 mResourceManager->checkSamplerAllocation(sampler); 1734 1735 Sampler *samplerObject = getSampler(sampler); 1736 ASSERT(samplerObject); 1737 1738 switch(pname) 1739 { 1740 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1741 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1742 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1743 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1744 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1745 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1746 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1747 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; 1748 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; 1749 default: UNREACHABLE(pname); break; 1750 } 1751} 1752 1753void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1754{ 1755 mResourceManager->checkSamplerAllocation(sampler); 1756 1757 Sampler *samplerObject = getSampler(sampler); 1758 ASSERT(samplerObject); 1759 1760 switch(pname) 1761 { 1762 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1763 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1764 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1765 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1766 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1767 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1768 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1769 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break; 1770 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break; 1771 default: UNREACHABLE(pname); break; 1772 } 1773} 1774 1775GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1776{ 1777 mResourceManager->checkSamplerAllocation(sampler); 1778 1779 Sampler *samplerObject = getSampler(sampler); 1780 ASSERT(samplerObject); 1781 1782 switch(pname) 1783 { 1784 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1785 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1786 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1787 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1788 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1789 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1790 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1791 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); 1792 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); 1793 default: UNREACHABLE(pname); return 0; 1794 } 1795} 1796 1797GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1798{ 1799 mResourceManager->checkSamplerAllocation(sampler); 1800 1801 Sampler *samplerObject = getSampler(sampler); 1802 ASSERT(samplerObject); 1803 1804 switch(pname) 1805 { 1806 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1807 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1808 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1809 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1810 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1811 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1812 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1813 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); 1814 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); 1815 default: UNREACHABLE(pname); return 0; 1816 } 1817} 1818 1819bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1820{ 1821 switch(pname) 1822 { 1823 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1824 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1825 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1826 case GL_COLOR_WRITEMASK: 1827 params[0] = mState.colorMaskRed; 1828 params[1] = mState.colorMaskGreen; 1829 params[2] = mState.colorMaskBlue; 1830 params[3] = mState.colorMaskAlpha; 1831 break; 1832 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1833 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1834 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1835 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1836 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1837 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1838 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1839 case GL_BLEND: *params = mState.blendEnabled; break; 1840 case GL_DITHER: *params = mState.ditherEnabled; break; 1841 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1842 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1843 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1844 { 1845 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1846 if(transformFeedback) 1847 { 1848 *params = transformFeedback->isActive(); 1849 break; 1850 } 1851 else return false; 1852 } 1853 case GL_TRANSFORM_FEEDBACK_PAUSED: 1854 { 1855 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1856 if(transformFeedback) 1857 { 1858 *params = transformFeedback->isPaused(); 1859 break; 1860 } 1861 else return false; 1862 } 1863 default: 1864 return false; 1865 } 1866 1867 return true; 1868} 1869 1870bool Context::getFloatv(GLenum pname, GLfloat *params) const 1871{ 1872 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1873 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1874 // GetIntegerv as its native query function. As it would require conversion in any 1875 // case, this should make no difference to the calling application. 1876 switch(pname) 1877 { 1878 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1879 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1880 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1881 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1882 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1883 case GL_ALIASED_LINE_WIDTH_RANGE: 1884 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1885 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1886 break; 1887 case GL_ALIASED_POINT_SIZE_RANGE: 1888 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1889 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1890 break; 1891 case GL_DEPTH_RANGE: 1892 params[0] = mState.zNear; 1893 params[1] = mState.zFar; 1894 break; 1895 case GL_COLOR_CLEAR_VALUE: 1896 params[0] = mState.colorClearValue.red; 1897 params[1] = mState.colorClearValue.green; 1898 params[2] = mState.colorClearValue.blue; 1899 params[3] = mState.colorClearValue.alpha; 1900 break; 1901 case GL_BLEND_COLOR: 1902 params[0] = mState.blendColor.red; 1903 params[1] = mState.blendColor.green; 1904 params[2] = mState.blendColor.blue; 1905 params[3] = mState.blendColor.alpha; 1906 break; 1907 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1908 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1909 break; 1910 default: 1911 return false; 1912 } 1913 1914 return true; 1915} 1916 1917template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1918template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1919 1920template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1921{ 1922 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1923 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1924 // GetIntegerv as its native query function. As it would require conversion in any 1925 // case, this should make no difference to the calling application. You may find it in 1926 // Context::getFloatv. 1927 switch(pname) 1928 { 1929 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break; 1930 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break; 1931 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break; 1932 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; 1933 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break; 1934 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break; 1935 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break; 1936 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break; 1937 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; 1938 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; 1939 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); break; 1940 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); break; 1941// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1942 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; 1943 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; 1944 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); break; 1945 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; 1946 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1947 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; break; 1948 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1949 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; 1950 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1951 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1952 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1953 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); break; 1954 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; 1955 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; 1956 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); break; 1957 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1958 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1959 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1960 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; 1961 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; 1962 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; 1963 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1964 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; 1965 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; 1966 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; 1967 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; 1968 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; 1969 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; 1970 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); break; 1971 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); break; 1972 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1973 case GL_SUBPIXEL_BITS: *params = 4; break; 1974 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1975 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break; 1976 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1977 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break; 1978 case GL_SAMPLE_BUFFERS: 1979 case GL_SAMPLES: 1980 { 1981 Framebuffer *framebuffer = getDrawFramebuffer(); 1982 int width, height, samples; 1983 1984 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1985 { 1986 switch(pname) 1987 { 1988 case GL_SAMPLE_BUFFERS: 1989 if(samples > 1) 1990 { 1991 *params = 1; 1992 } 1993 else 1994 { 1995 *params = 0; 1996 } 1997 break; 1998 case GL_SAMPLES: 1999 *params = samples; 2000 break; 2001 } 2002 } 2003 else 2004 { 2005 *params = 0; 2006 } 2007 } 2008 break; 2009 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2010 { 2011 Framebuffer *framebuffer = getReadFramebuffer(); 2012 *params = framebuffer->getImplementationColorReadType(); 2013 } 2014 break; 2015 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2016 { 2017 Framebuffer *framebuffer = getReadFramebuffer(); 2018 *params = framebuffer->getImplementationColorReadFormat(); 2019 } 2020 break; 2021 case GL_MAX_VIEWPORT_DIMS: 2022 { 2023 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 2024 params[0] = maxDimension; 2025 params[1] = maxDimension; 2026 } 2027 break; 2028 case GL_COMPRESSED_TEXTURE_FORMATS: 2029 { 2030 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 2031 { 2032 params[i] = compressedTextureFormats[i]; 2033 } 2034 } 2035 break; 2036 case GL_VIEWPORT: 2037 params[0] = mState.viewportX; 2038 params[1] = mState.viewportY; 2039 params[2] = mState.viewportWidth; 2040 params[3] = mState.viewportHeight; 2041 break; 2042 case GL_SCISSOR_BOX: 2043 params[0] = mState.scissorX; 2044 params[1] = mState.scissorY; 2045 params[2] = mState.scissorWidth; 2046 params[3] = mState.scissorHeight; 2047 break; 2048 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 2049 case GL_FRONT_FACE: *params = mState.frontFace; break; 2050 case GL_RED_BITS: 2051 case GL_GREEN_BITS: 2052 case GL_BLUE_BITS: 2053 case GL_ALPHA_BITS: 2054 { 2055 Framebuffer *framebuffer = getDrawFramebuffer(); 2056 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 2057 2058 if(colorbuffer) 2059 { 2060 switch (pname) 2061 { 2062 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 2063 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 2064 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 2065 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 2066 } 2067 } 2068 else 2069 { 2070 *params = 0; 2071 } 2072 } 2073 break; 2074 case GL_DEPTH_BITS: 2075 { 2076 Framebuffer *framebuffer = getDrawFramebuffer(); 2077 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2078 2079 if(depthbuffer) 2080 { 2081 *params = depthbuffer->getDepthSize(); 2082 } 2083 else 2084 { 2085 *params = 0; 2086 } 2087 } 2088 break; 2089 case GL_STENCIL_BITS: 2090 { 2091 Framebuffer *framebuffer = getDrawFramebuffer(); 2092 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2093 2094 if(stencilbuffer) 2095 { 2096 *params = stencilbuffer->getStencilSize(); 2097 } 2098 else 2099 { 2100 *params = 0; 2101 } 2102 } 2103 break; 2104 case GL_TEXTURE_BINDING_2D: 2105 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2106 { 2107 error(GL_INVALID_OPERATION); 2108 return false; 2109 } 2110 2111 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2112 break; 2113 case GL_TEXTURE_BINDING_CUBE_MAP: 2114 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2115 { 2116 error(GL_INVALID_OPERATION); 2117 return false; 2118 } 2119 2120 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2121 break; 2122 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2123 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2124 { 2125 error(GL_INVALID_OPERATION); 2126 return false; 2127 } 2128 2129 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2130 break; 2131 case GL_TEXTURE_BINDING_3D_OES: 2132 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2133 { 2134 error(GL_INVALID_OPERATION); 2135 return false; 2136 } 2137 2138 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2139 break; 2140 case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0 2141 if(clientVersion < 3) 2142 { 2143 return false; 2144 } 2145 else if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2146 { 2147 error(GL_INVALID_OPERATION); 2148 return false; 2149 } 2150 2151 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name(); 2152 break; 2153 case GL_COPY_READ_BUFFER_BINDING: // name, initially 0 2154 if(clientVersion >= 3) 2155 { 2156 *params = mState.copyReadBuffer.name(); 2157 } 2158 else 2159 { 2160 return false; 2161 } 2162 break; 2163 case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0 2164 if(clientVersion >= 3) 2165 { 2166 *params = mState.copyWriteBuffer.name(); 2167 } 2168 else 2169 { 2170 return false; 2171 } 2172 break; 2173 case GL_DRAW_BUFFER0: // symbolic constant, initial value is GL_BACK 2174 case GL_DRAW_BUFFER1: // symbolic constant, initial value is GL_NONE 2175 case GL_DRAW_BUFFER2: 2176 case GL_DRAW_BUFFER3: 2177 case GL_DRAW_BUFFER4: 2178 case GL_DRAW_BUFFER5: 2179 case GL_DRAW_BUFFER6: 2180 case GL_DRAW_BUFFER7: 2181 case GL_DRAW_BUFFER8: 2182 case GL_DRAW_BUFFER9: 2183 case GL_DRAW_BUFFER10: 2184 case GL_DRAW_BUFFER11: 2185 case GL_DRAW_BUFFER12: 2186 case GL_DRAW_BUFFER13: 2187 case GL_DRAW_BUFFER14: 2188 case GL_DRAW_BUFFER15: 2189 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0); 2190 break; 2191 case GL_MAJOR_VERSION: // integer, at least 3 2192 if(clientVersion >= 3) 2193 { 2194 *params = clientVersion; 2195 } 2196 else 2197 { 2198 return false; 2199 } 2200 break; 2201 case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048 2202 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2203 break; 2204 case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048 2205 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2206 break; 2207 case GL_MAX_COLOR_ATTACHMENTS: // integer, at least 8 2208 UNIMPLEMENTED(); 2209 *params = IMPLEMENTATION_MAX_COLOR_ATTACHMENTS; 2210 break; 2211 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048 2212 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2213 break; 2214 case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70 2215 UNIMPLEMENTED(); 2216 *params = 70; 2217 break; 2218 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176 2219 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2220 break; 2221 case GL_MAX_DRAW_BUFFERS: // integer, at least 8 2222 UNIMPLEMENTED(); 2223 *params = IMPLEMENTATION_MAX_DRAW_BUFFERS; 2224 break; 2225 case GL_MAX_ELEMENT_INDEX: 2226 *params = MAX_ELEMENT_INDEX; 2227 break; 2228 case GL_MAX_ELEMENTS_INDICES: 2229 *params = MAX_ELEMENTS_INDICES; 2230 break; 2231 case GL_MAX_ELEMENTS_VERTICES: 2232 *params = MAX_ELEMENTS_VERTICES; 2233 break; 2234 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128 2235 UNIMPLEMENTED(); 2236 *params = 128; 2237 break; 2238 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12 2239 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2240 break; 2241 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 896 2242 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2243 break; 2244 case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7 2245 UNIMPLEMENTED(); 2246 *params = 7; 2247 break; 2248 case GL_MAX_SERVER_WAIT_TIMEOUT: // integer 2249 UNIMPLEMENTED(); 2250 *params = 0; 2251 break; 2252 case GL_MAX_TEXTURE_LOD_BIAS: // integer, at least 2.0 2253 UNIMPLEMENTED(); 2254 *params = 2; 2255 break; 2256 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64 2257 UNIMPLEMENTED(); 2258 *params = 64; 2259 break; 2260 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4 2261 UNIMPLEMENTED(); 2262 *params = IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2263 break; 2264 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4 2265 UNIMPLEMENTED(); 2266 *params = 4; 2267 break; 2268 case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384 2269 *params = MAX_UNIFORM_BLOCK_SIZE; 2270 break; 2271 case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 24 2272 *params = IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; 2273 break; 2274 case GL_MAX_VARYING_COMPONENTS: // integer, at least 60 2275 UNIMPLEMENTED(); 2276 *params = 60; 2277 break; 2278 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer, at least 64 2279 UNIMPLEMENTED(); 2280 *params = 64; 2281 break; 2282 case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer, at least 12 2283 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2284 break; 2285 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer, at least 1024 2286 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2287 break; 2288 case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8 2289 UNIMPLEMENTED(); 2290 *params = -8; 2291 break; 2292 case GL_MINOR_VERSION: // integer 2293 UNIMPLEMENTED(); 2294 *params = 0; 2295 break; 2296 case GL_NUM_EXTENSIONS: // integer 2297 GLuint numExtensions; 2298 getExtensions(0, &numExtensions); 2299 *params = numExtensions; 2300 break; 2301 case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0 2302 UNIMPLEMENTED(); 2303 *params = 0; 2304 break; 2305 case GL_PACK_ROW_LENGTH: // integer, initially 0 2306 *params = mState.packRowLength; 2307 break; 2308 case GL_PACK_SKIP_PIXELS: // integer, initially 0 2309 *params = mState.packSkipPixels; 2310 break; 2311 case GL_PACK_SKIP_ROWS: // integer, initially 0 2312 *params = mState.packSkipRows; 2313 break; 2314 case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0 2315 if(clientVersion >= 3) 2316 { 2317 *params = mState.pixelPackBuffer.name(); 2318 } 2319 else 2320 { 2321 return false; 2322 } 2323 break; 2324 case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0 2325 if(clientVersion >= 3) 2326 { 2327 *params = mState.pixelUnpackBuffer.name(); 2328 } 2329 else 2330 { 2331 return false; 2332 } 2333 break; 2334 case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS] 2335 UNIMPLEMENTED(); 2336 *params = 0; 2337 break; 2338 case GL_READ_BUFFER: // symbolic constant, initial value is GL_BACK 2339 *params = getReadFramebuffer()->getReadBuffer(); 2340 break; 2341 case GL_SAMPLER_BINDING: // GLint, default 0 2342 *params = mState.sampler[mState.activeSampler].name(); 2343 break; 2344 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2345 if(clientVersion >= 3) 2346 { 2347 *params = mState.genericUniformBuffer.name(); 2348 } 2349 else 2350 { 2351 return false; 2352 } 2353 break; 2354 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1 2355 *params = IMPLEMENTATION_UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2356 break; 2357 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2358 if(clientVersion >= 3) 2359 { 2360 *params = mState.genericUniformBuffer->size(); 2361 } 2362 else 2363 { 2364 return false; 2365 } 2366 break; 2367 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2368 if(clientVersion >= 3) 2369 { 2370 *params = mState.genericUniformBuffer->offset(); 2371 } 2372 else 2373 { 2374 return false; 2375 } 2376 *params = 0; 2377 break; 2378 case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0 2379 *params = mState.unpackInfo.imageHeight; 2380 break; 2381 case GL_UNPACK_ROW_LENGTH: // integer, initially 0 2382 *params = mState.unpackInfo.rowLength; 2383 break; 2384 case GL_UNPACK_SKIP_IMAGES: // integer, initially 0 2385 *params = mState.unpackInfo.skipImages; 2386 break; 2387 case GL_UNPACK_SKIP_PIXELS: // integer, initially 0 2388 *params = mState.unpackInfo.skipPixels; 2389 break; 2390 case GL_UNPACK_SKIP_ROWS: // integer, initially 0 2391 *params = mState.unpackInfo.skipRows; 2392 break; 2393 case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0 2394 *params = getCurrentVertexArray()->name; 2395 break; 2396 case GL_TRANSFORM_FEEDBACK_BINDING: 2397 { 2398 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2399 if(transformFeedback) 2400 { 2401 *params = transformFeedback->name; 2402 } 2403 else 2404 { 2405 return false; 2406 } 2407 } 2408 break; 2409 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2410 { 2411 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2412 if(transformFeedback) 2413 { 2414 *params = transformFeedback->getGenericBufferName(); 2415 } 2416 else 2417 { 2418 return false; 2419 } 2420 } 2421 break; 2422 default: 2423 return false; 2424 } 2425 2426 return true; 2427} 2428 2429template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2430template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2431 2432template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2433{ 2434 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2435 if(!transformFeedback) 2436 { 2437 return false; 2438 } 2439 2440 switch(pname) 2441 { 2442 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2443 *param = transformFeedback->name; 2444 break; 2445 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2446 *param = transformFeedback->isActive(); 2447 break; 2448 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2449 *param = transformFeedback->getBufferName(index); 2450 break; 2451 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2452 *param = transformFeedback->isPaused(); 2453 break; 2454 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2455 if(transformFeedback->getBuffer(index)) 2456 { 2457 *param = transformFeedback->getSize(index); 2458 break; 2459 } 2460 else return false; 2461 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2462 if(transformFeedback->getBuffer(index)) 2463 { 2464 *param = transformFeedback->getOffset(index); 2465 break; 2466 } 2467 else return false; 2468 default: 2469 return false; 2470 } 2471 2472 return true; 2473} 2474 2475template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2476template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2477 2478template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2479{ 2480 const UniformBufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2481 2482 switch(pname) 2483 { 2484 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2485 *param = uniformBuffer.get().name(); 2486 break; 2487 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2488 *param = uniformBuffer.getSize(); 2489 break; 2490 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2491 *param = uniformBuffer.getOffset(); 2492 break; 2493 default: 2494 return false; 2495 } 2496 2497 return true; 2498} 2499 2500bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2501{ 2502 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2503 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2504 // to the fact that it is stored internally as a float, and so would require conversion 2505 // if returned from Context::getIntegerv. Since this conversion is already implemented 2506 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2507 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2508 // application. 2509 switch(pname) 2510 { 2511 case GL_COMPRESSED_TEXTURE_FORMATS: 2512 { 2513 *type = GL_INT; 2514 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2515 } 2516 break; 2517 case GL_SHADER_BINARY_FORMATS: 2518 { 2519 *type = GL_INT; 2520 *numParams = 0; 2521 } 2522 break; 2523 case GL_MAX_VERTEX_ATTRIBS: 2524 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2525 case GL_MAX_VARYING_VECTORS: 2526 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2527 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2528 case GL_MAX_TEXTURE_IMAGE_UNITS: 2529 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2530 case GL_MAX_RENDERBUFFER_SIZE: 2531 case GL_NUM_SHADER_BINARY_FORMATS: 2532 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2533 case GL_ARRAY_BUFFER_BINDING: 2534 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2535 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2536 case GL_RENDERBUFFER_BINDING: 2537 case GL_CURRENT_PROGRAM: 2538 case GL_PACK_ALIGNMENT: 2539 case GL_UNPACK_ALIGNMENT: 2540 case GL_GENERATE_MIPMAP_HINT: 2541 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2542 case GL_RED_BITS: 2543 case GL_GREEN_BITS: 2544 case GL_BLUE_BITS: 2545 case GL_ALPHA_BITS: 2546 case GL_DEPTH_BITS: 2547 case GL_STENCIL_BITS: 2548 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2549 case GL_CULL_FACE_MODE: 2550 case GL_FRONT_FACE: 2551 case GL_ACTIVE_TEXTURE: 2552 case GL_STENCIL_FUNC: 2553 case GL_STENCIL_VALUE_MASK: 2554 case GL_STENCIL_REF: 2555 case GL_STENCIL_FAIL: 2556 case GL_STENCIL_PASS_DEPTH_FAIL: 2557 case GL_STENCIL_PASS_DEPTH_PASS: 2558 case GL_STENCIL_BACK_FUNC: 2559 case GL_STENCIL_BACK_VALUE_MASK: 2560 case GL_STENCIL_BACK_REF: 2561 case GL_STENCIL_BACK_FAIL: 2562 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2563 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2564 case GL_DEPTH_FUNC: 2565 case GL_BLEND_SRC_RGB: 2566 case GL_BLEND_SRC_ALPHA: 2567 case GL_BLEND_DST_RGB: 2568 case GL_BLEND_DST_ALPHA: 2569 case GL_BLEND_EQUATION_RGB: 2570 case GL_BLEND_EQUATION_ALPHA: 2571 case GL_STENCIL_WRITEMASK: 2572 case GL_STENCIL_BACK_WRITEMASK: 2573 case GL_STENCIL_CLEAR_VALUE: 2574 case GL_SUBPIXEL_BITS: 2575 case GL_MAX_TEXTURE_SIZE: 2576 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2577 case GL_SAMPLE_BUFFERS: 2578 case GL_SAMPLES: 2579 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2580 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2581 case GL_TEXTURE_BINDING_2D: 2582 case GL_TEXTURE_BINDING_CUBE_MAP: 2583 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2584 case GL_TEXTURE_BINDING_3D_OES: 2585 case GL_COPY_READ_BUFFER_BINDING: 2586 case GL_COPY_WRITE_BUFFER_BINDING: 2587 case GL_DRAW_BUFFER0: 2588 case GL_DRAW_BUFFER1: 2589 case GL_DRAW_BUFFER2: 2590 case GL_DRAW_BUFFER3: 2591 case GL_DRAW_BUFFER4: 2592 case GL_DRAW_BUFFER5: 2593 case GL_DRAW_BUFFER6: 2594 case GL_DRAW_BUFFER7: 2595 case GL_DRAW_BUFFER8: 2596 case GL_DRAW_BUFFER9: 2597 case GL_DRAW_BUFFER10: 2598 case GL_DRAW_BUFFER11: 2599 case GL_DRAW_BUFFER12: 2600 case GL_DRAW_BUFFER13: 2601 case GL_DRAW_BUFFER14: 2602 case GL_DRAW_BUFFER15: 2603 case GL_MAJOR_VERSION: 2604 case GL_MAX_3D_TEXTURE_SIZE: 2605 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2606 case GL_MAX_COLOR_ATTACHMENTS: 2607 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2608 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2609 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2610 case GL_MAX_DRAW_BUFFERS: 2611 case GL_MAX_ELEMENT_INDEX: 2612 case GL_MAX_ELEMENTS_INDICES: 2613 case GL_MAX_ELEMENTS_VERTICES: 2614 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2615 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2616 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2617 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2618 case GL_MAX_SERVER_WAIT_TIMEOUT: 2619 case GL_MAX_TEXTURE_LOD_BIAS: 2620 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2621 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2622 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2623 case GL_MAX_UNIFORM_BLOCK_SIZE: 2624 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2625 case GL_MAX_VARYING_COMPONENTS: 2626 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2627 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2628 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2629 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2630 case GL_MINOR_VERSION: 2631 case GL_NUM_EXTENSIONS: 2632 case GL_NUM_PROGRAM_BINARY_FORMATS: 2633 case GL_PACK_ROW_LENGTH: 2634 case GL_PACK_SKIP_PIXELS: 2635 case GL_PACK_SKIP_ROWS: 2636 case GL_PIXEL_PACK_BUFFER_BINDING: 2637 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2638 case GL_PROGRAM_BINARY_FORMATS: 2639 case GL_READ_BUFFER: 2640 case GL_SAMPLER_BINDING: 2641 case GL_TEXTURE_BINDING_2D_ARRAY: 2642 case GL_UNIFORM_BUFFER_BINDING: 2643 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2644 case GL_UNIFORM_BUFFER_SIZE: 2645 case GL_UNIFORM_BUFFER_START: 2646 case GL_UNPACK_IMAGE_HEIGHT: 2647 case GL_UNPACK_ROW_LENGTH: 2648 case GL_UNPACK_SKIP_IMAGES: 2649 case GL_UNPACK_SKIP_PIXELS: 2650 case GL_UNPACK_SKIP_ROWS: 2651 case GL_VERTEX_ARRAY_BINDING: 2652 case GL_TRANSFORM_FEEDBACK_BINDING: 2653 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2654 { 2655 *type = GL_INT; 2656 *numParams = 1; 2657 } 2658 break; 2659 case GL_MAX_SAMPLES_ANGLE: 2660 { 2661 *type = GL_INT; 2662 *numParams = 1; 2663 } 2664 break; 2665 case GL_MAX_VIEWPORT_DIMS: 2666 { 2667 *type = GL_INT; 2668 *numParams = 2; 2669 } 2670 break; 2671 case GL_VIEWPORT: 2672 case GL_SCISSOR_BOX: 2673 { 2674 *type = GL_INT; 2675 *numParams = 4; 2676 } 2677 break; 2678 case GL_SHADER_COMPILER: 2679 case GL_SAMPLE_COVERAGE_INVERT: 2680 case GL_DEPTH_WRITEMASK: 2681 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2682 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2683 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2684 case GL_SAMPLE_COVERAGE: 2685 case GL_SCISSOR_TEST: 2686 case GL_STENCIL_TEST: 2687 case GL_DEPTH_TEST: 2688 case GL_BLEND: 2689 case GL_DITHER: 2690 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2691 case GL_RASTERIZER_DISCARD: 2692 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2693 case GL_TRANSFORM_FEEDBACK_PAUSED: 2694 { 2695 *type = GL_BOOL; 2696 *numParams = 1; 2697 } 2698 break; 2699 case GL_COLOR_WRITEMASK: 2700 { 2701 *type = GL_BOOL; 2702 *numParams = 4; 2703 } 2704 break; 2705 case GL_POLYGON_OFFSET_FACTOR: 2706 case GL_POLYGON_OFFSET_UNITS: 2707 case GL_SAMPLE_COVERAGE_VALUE: 2708 case GL_DEPTH_CLEAR_VALUE: 2709 case GL_LINE_WIDTH: 2710 { 2711 *type = GL_FLOAT; 2712 *numParams = 1; 2713 } 2714 break; 2715 case GL_ALIASED_LINE_WIDTH_RANGE: 2716 case GL_ALIASED_POINT_SIZE_RANGE: 2717 case GL_DEPTH_RANGE: 2718 { 2719 *type = GL_FLOAT; 2720 *numParams = 2; 2721 } 2722 break; 2723 case GL_COLOR_CLEAR_VALUE: 2724 case GL_BLEND_COLOR: 2725 { 2726 *type = GL_FLOAT; 2727 *numParams = 4; 2728 } 2729 break; 2730 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2731 *type = GL_FLOAT; 2732 *numParams = 1; 2733 break; 2734 default: 2735 return false; 2736 } 2737 2738 return true; 2739} 2740 2741void Context::applyScissor(int width, int height) 2742{ 2743 if(mState.scissorTestEnabled) 2744 { 2745 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2746 scissor.clip(0, 0, width, height); 2747 2748 device->setScissorRect(scissor); 2749 device->setScissorEnable(true); 2750 } 2751 else 2752 { 2753 device->setScissorEnable(false); 2754 } 2755} 2756 2757egl::Image *Context::getScissoredImage(GLint drawbuffer, int &x0, int &y0, int &width, int &height, bool depthStencil) 2758{ 2759 Framebuffer* framebuffer = getDrawFramebuffer(); 2760 egl::Image* image = depthStencil ? framebuffer->getDepthStencil() : framebuffer->getRenderTarget(drawbuffer); 2761 2762 applyScissor(image->getWidth(), image->getHeight()); 2763 2764 device->getScissoredRegion(image, x0, y0, width, height); 2765 2766 return image; 2767} 2768 2769// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2770bool Context::applyRenderTarget() 2771{ 2772 Framebuffer *framebuffer = getDrawFramebuffer(); 2773 int width, height, samples; 2774 2775 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2776 { 2777 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2778 } 2779 2780 for(int i = 0; i < MAX_DRAW_BUFFERS; ++i) 2781 { 2782 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2783 device->setRenderTarget(i, renderTarget); 2784 if(renderTarget) renderTarget->release(); 2785 } 2786 2787 egl::Image *depthStencil = framebuffer->getDepthStencil(); 2788 device->setDepthBuffer(depthStencil); 2789 device->setStencilBuffer(depthStencil); 2790 if(depthStencil) depthStencil->release(); 2791 2792 Viewport viewport; 2793 float zNear = clamp01(mState.zNear); 2794 float zFar = clamp01(mState.zFar); 2795 2796 viewport.x0 = mState.viewportX; 2797 viewport.y0 = mState.viewportY; 2798 viewport.width = mState.viewportWidth; 2799 viewport.height = mState.viewportHeight; 2800 viewport.minZ = zNear; 2801 viewport.maxZ = zFar; 2802 2803 device->setViewport(viewport); 2804 2805 applyScissor(width, height); 2806 2807 Program *program = getCurrentProgram(); 2808 2809 if(program) 2810 { 2811 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2812 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2813 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2814 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2815 } 2816 2817 return true; 2818} 2819 2820// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2821void Context::applyState(GLenum drawMode) 2822{ 2823 Framebuffer *framebuffer = getDrawFramebuffer(); 2824 2825 if(mState.cullFaceEnabled) 2826 { 2827 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2828 } 2829 else 2830 { 2831 device->setCullMode(sw::CULL_NONE); 2832 } 2833 2834 if(mDepthStateDirty) 2835 { 2836 if(mState.depthTestEnabled) 2837 { 2838 device->setDepthBufferEnable(true); 2839 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2840 } 2841 else 2842 { 2843 device->setDepthBufferEnable(false); 2844 } 2845 2846 mDepthStateDirty = false; 2847 } 2848 2849 if(mBlendStateDirty) 2850 { 2851 if(mState.blendEnabled) 2852 { 2853 device->setAlphaBlendEnable(true); 2854 device->setSeparateAlphaBlendEnable(true); 2855 2856 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2857 2858 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2859 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2860 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2861 2862 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2863 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2864 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2865 } 2866 else 2867 { 2868 device->setAlphaBlendEnable(false); 2869 } 2870 2871 mBlendStateDirty = false; 2872 } 2873 2874 if(mStencilStateDirty || mFrontFaceDirty) 2875 { 2876 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2877 { 2878 device->setStencilEnable(true); 2879 device->setTwoSidedStencil(true); 2880 2881 // get the maximum size of the stencil ref 2882 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2883 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2884 2885 if(mState.frontFace == GL_CCW) 2886 { 2887 device->setStencilWriteMask(mState.stencilWritemask); 2888 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2889 2890 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2891 device->setStencilMask(mState.stencilMask); 2892 2893 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2894 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2895 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2896 2897 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2898 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2899 2900 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2901 device->setStencilMaskCCW(mState.stencilBackMask); 2902 2903 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2904 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2905 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2906 } 2907 else 2908 { 2909 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2910 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2911 2912 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2913 device->setStencilMaskCCW(mState.stencilMask); 2914 2915 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2916 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2917 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2918 2919 device->setStencilWriteMask(mState.stencilBackWritemask); 2920 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2921 2922 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2923 device->setStencilMask(mState.stencilBackMask); 2924 2925 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2926 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2927 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2928 } 2929 } 2930 else 2931 { 2932 device->setStencilEnable(false); 2933 } 2934 2935 mStencilStateDirty = false; 2936 mFrontFaceDirty = false; 2937 } 2938 2939 if(mMaskStateDirty) 2940 { 2941 device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2942 device->setDepthWriteEnable(mState.depthMask); 2943 2944 mMaskStateDirty = false; 2945 } 2946 2947 if(mPolygonOffsetStateDirty) 2948 { 2949 if(mState.polygonOffsetFillEnabled) 2950 { 2951 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2952 if(depthbuffer) 2953 { 2954 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2955 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 2956 device->setDepthBias(depthBias); 2957 } 2958 } 2959 else 2960 { 2961 device->setSlopeDepthBias(0); 2962 device->setDepthBias(0); 2963 } 2964 2965 mPolygonOffsetStateDirty = false; 2966 } 2967 2968 if(mSampleStateDirty) 2969 { 2970 if(mState.sampleAlphaToCoverageEnabled) 2971 { 2972 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2973 } 2974 else 2975 { 2976 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2977 } 2978 2979 if(mState.sampleCoverageEnabled) 2980 { 2981 unsigned int mask = 0; 2982 if(mState.sampleCoverageValue != 0) 2983 { 2984 int width, height, samples; 2985 framebuffer->completeness(width, height, samples); 2986 2987 float threshold = 0.5f; 2988 2989 for(int i = 0; i < samples; i++) 2990 { 2991 mask <<= 1; 2992 2993 if((i + 1) * mState.sampleCoverageValue >= threshold) 2994 { 2995 threshold += 1.0f; 2996 mask |= 1; 2997 } 2998 } 2999 } 3000 3001 if(mState.sampleCoverageInvert) 3002 { 3003 mask = ~mask; 3004 } 3005 3006 device->setMultiSampleMask(mask); 3007 } 3008 else 3009 { 3010 device->setMultiSampleMask(0xFFFFFFFF); 3011 } 3012 3013 mSampleStateDirty = false; 3014 } 3015 3016 if(mDitherStateDirty) 3017 { 3018 // UNIMPLEMENTED(); // FIXME 3019 3020 mDitherStateDirty = false; 3021 } 3022 3023 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled); 3024} 3025 3026GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 3027{ 3028 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 3029 3030 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 3031 if(err != GL_NO_ERROR) 3032 { 3033 return err; 3034 } 3035 3036 Program *program = getCurrentProgram(); 3037 3038 device->resetInputStreams(false); 3039 3040 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 3041 { 3042 if(program->getAttributeStream(i) == -1) 3043 { 3044 continue; 3045 } 3046 3047 sw::Resource *resource = attributes[i].vertexBuffer; 3048 const void *buffer = (char*)resource->data() + attributes[i].offset; 3049 3050 int stride = attributes[i].stride; 3051 3052 buffer = (char*)buffer + stride * base; 3053 3054 sw::Stream attribute(resource, buffer, stride); 3055 3056 attribute.type = attributes[i].type; 3057 attribute.count = attributes[i].count; 3058 attribute.normalized = attributes[i].normalized; 3059 3060 int stream = program->getAttributeStream(i); 3061 device->setInputStream(stream, attribute); 3062 } 3063 3064 return GL_NO_ERROR; 3065} 3066 3067// Applies the indices and element array bindings 3068GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 3069{ 3070 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo); 3071 3072 if(err == GL_NO_ERROR) 3073 { 3074 device->setIndexBuffer(indexInfo->indexBuffer); 3075 } 3076 3077 return err; 3078} 3079 3080// Applies the shaders and shader constants 3081void Context::applyShaders() 3082{ 3083 Program *programObject = getCurrentProgram(); 3084 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3085 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3086 3087 device->setVertexShader(vertexShader); 3088 device->setPixelShader(pixelShader); 3089 3090 if(programObject->getSerial() != mAppliedProgramSerial) 3091 { 3092 programObject->dirtyAllUniforms(); 3093 mAppliedProgramSerial = programObject->getSerial(); 3094 } 3095 3096 programObject->applyUniformBuffers(mState.uniformBuffers); 3097 programObject->applyUniforms(); 3098} 3099 3100void Context::applyTextures() 3101{ 3102 applyTextures(sw::SAMPLER_PIXEL); 3103 applyTextures(sw::SAMPLER_VERTEX); 3104} 3105 3106void Context::applyTextures(sw::SamplerType samplerType) 3107{ 3108 Program *programObject = getCurrentProgram(); 3109 3110 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3111 3112 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3113 { 3114 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3115 3116 if(textureUnit != -1) 3117 { 3118 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3119 3120 Texture *texture = getSamplerTexture(textureUnit, textureType); 3121 3122 if(texture->isSamplerComplete()) 3123 { 3124 GLenum wrapS, wrapT, wrapR, minFilter, magFilter; 3125 3126 Sampler *samplerObject = mState.sampler[textureUnit]; 3127 if(samplerObject) 3128 { 3129 wrapS = samplerObject->getWrapS(); 3130 wrapT = samplerObject->getWrapT(); 3131 wrapR = samplerObject->getWrapR(); 3132 minFilter = samplerObject->getMinFilter(); 3133 magFilter = samplerObject->getMagFilter(); 3134 } 3135 else 3136 { 3137 wrapS = texture->getWrapS(); 3138 wrapT = texture->getWrapT(); 3139 wrapR = texture->getWrapR(); 3140 minFilter = texture->getMinFilter(); 3141 magFilter = texture->getMagFilter(); 3142 } 3143 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3144 3145 GLenum swizzleR = texture->getSwizzleR(); 3146 GLenum swizzleG = texture->getSwizzleG(); 3147 GLenum swizzleB = texture->getSwizzleB(); 3148 GLenum swizzleA = texture->getSwizzleA(); 3149 3150 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3151 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3152 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3153 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3154 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3155 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3156 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3157 3158 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3159 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3160 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3161 3162 applyTexture(samplerType, samplerIndex, texture); 3163 } 3164 else 3165 { 3166 applyTexture(samplerType, samplerIndex, nullptr); 3167 } 3168 } 3169 else 3170 { 3171 applyTexture(samplerType, samplerIndex, nullptr); 3172 } 3173 } 3174} 3175 3176void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3177{ 3178 Program *program = getCurrentProgram(); 3179 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3180 bool textureUsed = false; 3181 3182 if(type == sw::SAMPLER_PIXEL) 3183 { 3184 textureUsed = program->getPixelShader()->usesSampler(index); 3185 } 3186 else if(type == sw::SAMPLER_VERTEX) 3187 { 3188 textureUsed = program->getVertexShader()->usesSampler(index); 3189 } 3190 else UNREACHABLE(type); 3191 3192 sw::Resource *resource = 0; 3193 3194 if(baseTexture && textureUsed) 3195 { 3196 resource = baseTexture->getResource(); 3197 } 3198 3199 device->setTextureResource(sampler, resource); 3200 3201 if(baseTexture && textureUsed) 3202 { 3203 int levelCount = baseTexture->getLevelCount(); 3204 3205 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3206 { 3207 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3208 3209 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3210 { 3211 int surfaceLevel = mipmapLevel; 3212 3213 if(surfaceLevel < 0) 3214 { 3215 surfaceLevel = 0; 3216 } 3217 else if(surfaceLevel >= levelCount) 3218 { 3219 surfaceLevel = levelCount - 1; 3220 } 3221 3222 egl::Image *surface = texture->getImage(surfaceLevel); 3223 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3224 } 3225 } 3226 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3227 { 3228 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3229 3230 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3231 { 3232 int surfaceLevel = mipmapLevel; 3233 3234 if(surfaceLevel < 0) 3235 { 3236 surfaceLevel = 0; 3237 } 3238 else if(surfaceLevel >= levelCount) 3239 { 3240 surfaceLevel = levelCount - 1; 3241 } 3242 3243 egl::Image *surface = texture->getImage(surfaceLevel); 3244 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3245 } 3246 } 3247 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3248 { 3249 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3250 3251 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3252 { 3253 int surfaceLevel = mipmapLevel; 3254 3255 if(surfaceLevel < 0) 3256 { 3257 surfaceLevel = 0; 3258 } 3259 else if(surfaceLevel >= levelCount) 3260 { 3261 surfaceLevel = levelCount - 1; 3262 } 3263 3264 egl::Image *surface = texture->getImage(surfaceLevel); 3265 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3266 } 3267 } 3268 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3269 { 3270 for(int face = 0; face < 6; face++) 3271 { 3272 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3273 3274 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3275 { 3276 int surfaceLevel = mipmapLevel; 3277 3278 if(surfaceLevel < 0) 3279 { 3280 surfaceLevel = 0; 3281 } 3282 else if(surfaceLevel >= levelCount) 3283 { 3284 surfaceLevel = levelCount - 1; 3285 } 3286 3287 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3288 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3289 } 3290 } 3291 } 3292 else UNIMPLEMENTED(); 3293 } 3294 else 3295 { 3296 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3297 } 3298} 3299 3300void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, 3301 GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3302{ 3303 Framebuffer *framebuffer = getReadFramebuffer(); 3304 int framebufferWidth, framebufferHeight, framebufferSamples; 3305 3306 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3307 { 3308 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3309 } 3310 3311 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3312 { 3313 return error(GL_INVALID_OPERATION); 3314 } 3315 3316 GLenum readFormat = framebuffer->getImplementationColorReadFormat(); 3317 GLenum readType = framebuffer->getImplementationColorReadType(); 3318 3319 if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion)) 3320 { 3321 return error(GL_INVALID_OPERATION); 3322 } 3323 3324 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width; 3325 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment); 3326 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3327 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3328 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels); 3329 3330 // Sized query sanity check 3331 if(bufSize) 3332 { 3333 int requiredSize = outputPitch * height; 3334 if(requiredSize > *bufSize) 3335 { 3336 return error(GL_INVALID_OPERATION); 3337 } 3338 } 3339 3340 egl::Image *renderTarget = framebuffer->getReadRenderTarget(); 3341 3342 if(!renderTarget) 3343 { 3344 return error(GL_OUT_OF_MEMORY); 3345 } 3346 3347 sw::Rect rect = {x, y, x + width, y + height}; 3348 sw::Rect dstRect = { 0, 0, width, height }; 3349 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3350 3351 sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3352 sw::SliceRect sliceRect(rect); 3353 sw::SliceRect dstSliceRect(dstRect); 3354 device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false); 3355 3356 renderTarget->release(); 3357} 3358 3359void Context::clear(GLbitfield mask) 3360{ 3361 if(mState.rasterizerDiscardEnabled) 3362 { 3363 return; 3364 } 3365 3366 Framebuffer *framebuffer = getDrawFramebuffer(); 3367 3368 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3369 { 3370 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3371 } 3372 3373 if(!applyRenderTarget()) 3374 { 3375 return; 3376 } 3377 3378 if(mask & GL_COLOR_BUFFER_BIT) 3379 { 3380 unsigned int rgbaMask = getColorMask(); 3381 3382 if(rgbaMask != 0) 3383 { 3384 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3385 } 3386 } 3387 3388 if(mask & GL_DEPTH_BUFFER_BIT) 3389 { 3390 if(mState.depthMask != 0) 3391 { 3392 float depth = clamp01(mState.depthClearValue); 3393 device->clearDepth(depth); 3394 } 3395 } 3396 3397 if(mask & GL_STENCIL_BUFFER_BIT) 3398 { 3399 if(mState.stencilWritemask != 0) 3400 { 3401 int stencil = mState.stencilClearValue & 0x000000FF; 3402 device->clearStencil(stencil, mState.stencilWritemask); 3403 } 3404 } 3405} 3406 3407void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3408{ 3409 unsigned int rgbaMask = getColorMask(); 3410 if(device && rgbaMask && !mState.rasterizerDiscardEnabled) 3411 { 3412 int x0(0), y0(0), width(0), height(0); 3413 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, false); 3414 3415 sw::SliceRect sliceRect; 3416 if(image->getClearRect(x0, y0, width, height, sliceRect)) 3417 { 3418 device->clear(value, format, image, sliceRect, rgbaMask); 3419 } 3420 3421 image->release(); 3422 } 3423} 3424 3425void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3426{ 3427 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3428} 3429 3430void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3431{ 3432 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3433} 3434 3435void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3436{ 3437 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3438} 3439 3440void Context::clearDepthBuffer(GLint drawbuffer, const GLfloat *value) 3441{ 3442 if(device && mState.depthMask && !mState.rasterizerDiscardEnabled) 3443 { 3444 int x0(0), y0(0), width(0), height(0); 3445 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3446 3447 float depth = clamp01(value[0]); 3448 image->clearDepthBuffer(depth, x0, y0, width, height); 3449 3450 image->release(); 3451 } 3452} 3453 3454void Context::clearStencilBuffer(GLint drawbuffer, const GLint *value) 3455{ 3456 if(device && mState.stencilWritemask && !mState.rasterizerDiscardEnabled) 3457 { 3458 int x0(0), y0(0), width(0), height(0); 3459 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3460 3461 unsigned char stencil = value[0] < 0 ? 0 : static_cast<unsigned char>(value[0] & 0x000000FF); 3462 image->clearStencilBuffer(stencil, static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3463 3464 image->release(); 3465 } 3466} 3467 3468void Context::clearDepthStencilBuffer(GLint drawbuffer, GLfloat depth, GLint stencil) 3469{ 3470 if(device && (mState.depthMask || mState.stencilWritemask) && !mState.rasterizerDiscardEnabled) 3471 { 3472 int x0(0), y0(0), width(0), height(0); 3473 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3474 3475 if(mState.stencilWritemask) 3476 { 3477 image->clearStencilBuffer(static_cast<unsigned char>(stencil & 0x000000FF), static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3478 } 3479 3480 if(mState.depthMask) 3481 { 3482 image->clearDepthBuffer(clamp01(depth), x0, y0, width, height); 3483 } 3484 3485 image->release(); 3486 } 3487} 3488 3489void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3490{ 3491 if(!mState.currentProgram) 3492 { 3493 return error(GL_INVALID_OPERATION); 3494 } 3495 3496 sw::DrawType primitiveType; 3497 int primitiveCount; 3498 3499 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount)) 3500 return error(GL_INVALID_ENUM); 3501 3502 if(primitiveCount <= 0) 3503 { 3504 return; 3505 } 3506 3507 if(!applyRenderTarget()) 3508 { 3509 return; 3510 } 3511 3512 applyState(mode); 3513 3514 for(int i = 0; i < instanceCount; ++i) 3515 { 3516 device->setInstanceID(i); 3517 3518 GLenum err = applyVertexBuffer(0, first, count, i); 3519 if(err != GL_NO_ERROR) 3520 { 3521 return error(err); 3522 } 3523 3524 applyShaders(); 3525 applyTextures(); 3526 3527 if(!getCurrentProgram()->validateSamplers(false)) 3528 { 3529 return error(GL_INVALID_OPERATION); 3530 } 3531 3532 if(!cullSkipsDraw(mode)) 3533 { 3534 device->drawPrimitive(primitiveType, primitiveCount); 3535 } 3536 } 3537} 3538 3539void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3540{ 3541 if(!mState.currentProgram) 3542 { 3543 return error(GL_INVALID_OPERATION); 3544 } 3545 3546 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3547 { 3548 return error(GL_INVALID_OPERATION); 3549 } 3550 3551 sw::DrawType primitiveType; 3552 int primitiveCount; 3553 3554 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount)) 3555 return error(GL_INVALID_ENUM); 3556 3557 if(primitiveCount <= 0) 3558 { 3559 return; 3560 } 3561 3562 if(!applyRenderTarget()) 3563 { 3564 return; 3565 } 3566 3567 applyState(mode); 3568 3569 for(int i = 0; i < instanceCount; ++i) 3570 { 3571 device->setInstanceID(i); 3572 3573 TranslatedIndexData indexInfo; 3574 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3575 if(err != GL_NO_ERROR) 3576 { 3577 return error(err); 3578 } 3579 3580 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3581 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3582 if(err != GL_NO_ERROR) 3583 { 3584 return error(err); 3585 } 3586 3587 applyShaders(); 3588 applyTextures(); 3589 3590 if(!getCurrentProgram()->validateSamplers(false)) 3591 { 3592 return error(GL_INVALID_OPERATION); 3593 } 3594 3595 if(!cullSkipsDraw(mode)) 3596 { 3597 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount); 3598 } 3599 } 3600} 3601 3602void Context::finish() 3603{ 3604 device->finish(); 3605} 3606 3607void Context::flush() 3608{ 3609 // We don't queue anything without processing it as fast as possible 3610} 3611 3612void Context::recordInvalidEnum() 3613{ 3614 mInvalidEnum = true; 3615} 3616 3617void Context::recordInvalidValue() 3618{ 3619 mInvalidValue = true; 3620} 3621 3622void Context::recordInvalidOperation() 3623{ 3624 mInvalidOperation = true; 3625} 3626 3627void Context::recordOutOfMemory() 3628{ 3629 mOutOfMemory = true; 3630} 3631 3632void Context::recordInvalidFramebufferOperation() 3633{ 3634 mInvalidFramebufferOperation = true; 3635} 3636 3637// Get one of the recorded errors and clear its flag, if any. 3638// [OpenGL ES 2.0.24] section 2.5 page 13. 3639GLenum Context::getError() 3640{ 3641 if(mInvalidEnum) 3642 { 3643 mInvalidEnum = false; 3644 3645 return GL_INVALID_ENUM; 3646 } 3647 3648 if(mInvalidValue) 3649 { 3650 mInvalidValue = false; 3651 3652 return GL_INVALID_VALUE; 3653 } 3654 3655 if(mInvalidOperation) 3656 { 3657 mInvalidOperation = false; 3658 3659 return GL_INVALID_OPERATION; 3660 } 3661 3662 if(mOutOfMemory) 3663 { 3664 mOutOfMemory = false; 3665 3666 return GL_OUT_OF_MEMORY; 3667 } 3668 3669 if(mInvalidFramebufferOperation) 3670 { 3671 mInvalidFramebufferOperation = false; 3672 3673 return GL_INVALID_FRAMEBUFFER_OPERATION; 3674 } 3675 3676 return GL_NO_ERROR; 3677} 3678 3679int Context::getSupportedMultisampleCount(int requested) 3680{ 3681 int supported = 0; 3682 3683 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3684 { 3685 if(supported >= requested) 3686 { 3687 return supported; 3688 } 3689 3690 supported = multisampleCount[i]; 3691 } 3692 3693 return supported; 3694} 3695 3696void Context::detachBuffer(GLuint buffer) 3697{ 3698 // [OpenGL ES 2.0.24] section 2.9 page 22: 3699 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3700 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3701 3702 if(mState.copyReadBuffer.name() == buffer) 3703 { 3704 mState.copyReadBuffer = nullptr; 3705 } 3706 3707 if(mState.copyWriteBuffer.name() == buffer) 3708 { 3709 mState.copyWriteBuffer = nullptr; 3710 } 3711 3712 if(mState.pixelPackBuffer.name() == buffer) 3713 { 3714 mState.pixelPackBuffer = nullptr; 3715 } 3716 3717 if(mState.pixelUnpackBuffer.name() == buffer) 3718 { 3719 mState.pixelUnpackBuffer = nullptr; 3720 } 3721 3722 if(mState.genericUniformBuffer.name() == buffer) 3723 { 3724 mState.genericUniformBuffer = nullptr; 3725 } 3726 3727 if(getArrayBufferName() == buffer) 3728 { 3729 mState.arrayBuffer = nullptr; 3730 } 3731 3732 // Only detach from the current transform feedback 3733 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3734 if(currentTransformFeedback) 3735 { 3736 currentTransformFeedback->detachBuffer(buffer); 3737 } 3738 3739 // Only detach from the current vertex array 3740 VertexArray* currentVertexArray = getCurrentVertexArray(); 3741 if(currentVertexArray) 3742 { 3743 currentVertexArray->detachBuffer(buffer); 3744 } 3745 3746 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3747 { 3748 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3749 { 3750 mState.vertexAttribute[attribute].mBoundBuffer = NULL; 3751 } 3752 } 3753} 3754 3755void Context::detachTexture(GLuint texture) 3756{ 3757 // [OpenGL ES 2.0.24] section 3.8 page 84: 3758 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3759 // rebound to texture object zero 3760 3761 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3762 { 3763 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3764 { 3765 if(mState.samplerTexture[type][sampler].name() == texture) 3766 { 3767 mState.samplerTexture[type][sampler] = NULL; 3768 } 3769 } 3770 } 3771 3772 // [OpenGL ES 2.0.24] section 4.4 page 112: 3773 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3774 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3775 // image was attached in the currently bound framebuffer. 3776 3777 Framebuffer *readFramebuffer = getReadFramebuffer(); 3778 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3779 3780 if(readFramebuffer) 3781 { 3782 readFramebuffer->detachTexture(texture); 3783 } 3784 3785 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3786 { 3787 drawFramebuffer->detachTexture(texture); 3788 } 3789} 3790 3791void Context::detachFramebuffer(GLuint framebuffer) 3792{ 3793 // [OpenGL ES 2.0.24] section 4.4 page 107: 3794 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3795 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3796 3797 if(mState.readFramebuffer == framebuffer) 3798 { 3799 bindReadFramebuffer(0); 3800 } 3801 3802 if(mState.drawFramebuffer == framebuffer) 3803 { 3804 bindDrawFramebuffer(0); 3805 } 3806} 3807 3808void Context::detachRenderbuffer(GLuint renderbuffer) 3809{ 3810 // [OpenGL ES 2.0.24] section 4.4 page 109: 3811 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3812 // had been executed with the target RENDERBUFFER and name of zero. 3813 3814 if(mState.renderbuffer.name() == renderbuffer) 3815 { 3816 bindRenderbuffer(0); 3817 } 3818 3819 // [OpenGL ES 2.0.24] section 4.4 page 111: 3820 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3821 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3822 // point to which this image was attached in the currently bound framebuffer. 3823 3824 Framebuffer *readFramebuffer = getReadFramebuffer(); 3825 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3826 3827 if(readFramebuffer) 3828 { 3829 readFramebuffer->detachRenderbuffer(renderbuffer); 3830 } 3831 3832 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3833 { 3834 drawFramebuffer->detachRenderbuffer(renderbuffer); 3835 } 3836} 3837 3838void Context::detachSampler(GLuint sampler) 3839{ 3840 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3841 // If a sampler object that is currently bound to one or more texture units is 3842 // deleted, it is as though BindSampler is called once for each texture unit to 3843 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3844 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3845 { 3846 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3847 if(samplerBinding.name() == sampler) 3848 { 3849 samplerBinding = NULL; 3850 } 3851 } 3852} 3853 3854bool Context::cullSkipsDraw(GLenum drawMode) 3855{ 3856 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3857} 3858 3859bool Context::isTriangleMode(GLenum drawMode) 3860{ 3861 switch (drawMode) 3862 { 3863 case GL_TRIANGLES: 3864 case GL_TRIANGLE_FAN: 3865 case GL_TRIANGLE_STRIP: 3866 return true; 3867 case GL_POINTS: 3868 case GL_LINES: 3869 case GL_LINE_LOOP: 3870 case GL_LINE_STRIP: 3871 return false; 3872 default: UNREACHABLE(drawMode); 3873 } 3874 3875 return false; 3876} 3877 3878void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3879{ 3880 ASSERT(index < MAX_VERTEX_ATTRIBS); 3881 3882 mState.vertexAttribute[index].setCurrentValue(values); 3883 3884 mVertexDataManager->dirtyCurrentValue(index); 3885} 3886 3887void Context::setVertexAttrib(GLuint index, const GLint *values) 3888{ 3889 ASSERT(index < MAX_VERTEX_ATTRIBS); 3890 3891 mState.vertexAttribute[index].setCurrentValue(values); 3892 3893 mVertexDataManager->dirtyCurrentValue(index); 3894} 3895 3896void Context::setVertexAttrib(GLuint index, const GLuint *values) 3897{ 3898 ASSERT(index < MAX_VERTEX_ATTRIBS); 3899 3900 mState.vertexAttribute[index].setCurrentValue(values); 3901 3902 mVertexDataManager->dirtyCurrentValue(index); 3903} 3904 3905void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3906 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3907 GLbitfield mask) 3908{ 3909 Framebuffer *readFramebuffer = getReadFramebuffer(); 3910 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3911 3912 int readBufferWidth, readBufferHeight, readBufferSamples; 3913 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3914 3915 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3916 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3917 { 3918 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3919 } 3920 3921 if(drawBufferSamples > 1) 3922 { 3923 return error(GL_INVALID_OPERATION); 3924 } 3925 3926 sw::SliceRect sourceRect; 3927 sw::SliceRect destRect; 3928 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3929 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3930 3931 if(srcX0 < srcX1) 3932 { 3933 sourceRect.x0 = srcX0; 3934 sourceRect.x1 = srcX1; 3935 } 3936 else 3937 { 3938 sourceRect.x0 = srcX1; 3939 sourceRect.x1 = srcX0; 3940 } 3941 3942 if(dstX0 < dstX1) 3943 { 3944 destRect.x0 = dstX0; 3945 destRect.x1 = dstX1; 3946 } 3947 else 3948 { 3949 destRect.x0 = dstX1; 3950 destRect.x1 = dstX0; 3951 } 3952 3953 if(srcY0 < srcY1) 3954 { 3955 sourceRect.y0 = srcY0; 3956 sourceRect.y1 = srcY1; 3957 } 3958 else 3959 { 3960 sourceRect.y0 = srcY1; 3961 sourceRect.y1 = srcY0; 3962 } 3963 3964 if(dstY0 < dstY1) 3965 { 3966 destRect.y0 = dstY0; 3967 destRect.y1 = dstY1; 3968 } 3969 else 3970 { 3971 destRect.y0 = dstY1; 3972 destRect.y1 = dstY0; 3973 } 3974 3975 sw::Rect sourceScissoredRect = sourceRect; 3976 sw::Rect destScissoredRect = destRect; 3977 3978 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3979 { 3980 if(destRect.x0 < mState.scissorX) 3981 { 3982 int xDiff = mState.scissorX - destRect.x0; 3983 destScissoredRect.x0 = mState.scissorX; 3984 sourceScissoredRect.x0 += xDiff; 3985 } 3986 3987 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3988 { 3989 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3990 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3991 sourceScissoredRect.x1 -= xDiff; 3992 } 3993 3994 if(destRect.y0 < mState.scissorY) 3995 { 3996 int yDiff = mState.scissorY - destRect.y0; 3997 destScissoredRect.y0 = mState.scissorY; 3998 sourceScissoredRect.y0 += yDiff; 3999 } 4000 4001 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 4002 { 4003 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 4004 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 4005 sourceScissoredRect.y1 -= yDiff; 4006 } 4007 } 4008 4009 sw::Rect sourceTrimmedRect = sourceScissoredRect; 4010 sw::Rect destTrimmedRect = destScissoredRect; 4011 4012 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 4013 // the actual draw and read surfaces. 4014 if(sourceTrimmedRect.x0 < 0) 4015 { 4016 int xDiff = 0 - sourceTrimmedRect.x0; 4017 sourceTrimmedRect.x0 = 0; 4018 destTrimmedRect.x0 += xDiff; 4019 } 4020 4021 if(sourceTrimmedRect.x1 > readBufferWidth) 4022 { 4023 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 4024 sourceTrimmedRect.x1 = readBufferWidth; 4025 destTrimmedRect.x1 -= xDiff; 4026 } 4027 4028 if(sourceTrimmedRect.y0 < 0) 4029 { 4030 int yDiff = 0 - sourceTrimmedRect.y0; 4031 sourceTrimmedRect.y0 = 0; 4032 destTrimmedRect.y0 += yDiff; 4033 } 4034 4035 if(sourceTrimmedRect.y1 > readBufferHeight) 4036 { 4037 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 4038 sourceTrimmedRect.y1 = readBufferHeight; 4039 destTrimmedRect.y1 -= yDiff; 4040 } 4041 4042 if(destTrimmedRect.x0 < 0) 4043 { 4044 int xDiff = 0 - destTrimmedRect.x0; 4045 destTrimmedRect.x0 = 0; 4046 sourceTrimmedRect.x0 += xDiff; 4047 } 4048 4049 if(destTrimmedRect.x1 > drawBufferWidth) 4050 { 4051 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 4052 destTrimmedRect.x1 = drawBufferWidth; 4053 sourceTrimmedRect.x1 -= xDiff; 4054 } 4055 4056 if(destTrimmedRect.y0 < 0) 4057 { 4058 int yDiff = 0 - destTrimmedRect.y0; 4059 destTrimmedRect.y0 = 0; 4060 sourceTrimmedRect.y0 += yDiff; 4061 } 4062 4063 if(destTrimmedRect.y1 > drawBufferHeight) 4064 { 4065 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 4066 destTrimmedRect.y1 = drawBufferHeight; 4067 sourceTrimmedRect.y1 -= yDiff; 4068 } 4069 4070 bool partialBufferCopy = false; 4071 4072 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4073 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4074 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4075 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4076 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4077 { 4078 partialBufferCopy = true; 4079 } 4080 4081 bool blitRenderTarget = false; 4082 bool blitDepthStencil = false; 4083 4084 if(mask & GL_COLOR_BUFFER_BIT) 4085 { 4086 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()); 4087 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0); 4088 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType); 4089 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType); 4090 if(!validReadType || !validDrawType) 4091 { 4092 return error(GL_INVALID_OPERATION); 4093 } 4094 4095 if(partialBufferCopy && readBufferSamples > 1) 4096 { 4097 return error(GL_INVALID_OPERATION); 4098 } 4099 4100 blitRenderTarget = true; 4101 } 4102 4103 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4104 { 4105 Renderbuffer *readDSBuffer = NULL; 4106 Renderbuffer *drawDSBuffer = NULL; 4107 4108 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have 4109 // both a depth and stencil buffer, it will be the same buffer. 4110 4111 if(mask & GL_DEPTH_BUFFER_BIT) 4112 { 4113 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4114 { 4115 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType()) 4116 { 4117 return error(GL_INVALID_OPERATION); 4118 } 4119 4120 blitDepthStencil = true; 4121 readDSBuffer = readFramebuffer->getDepthbuffer(); 4122 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4123 } 4124 } 4125 4126 if(mask & GL_STENCIL_BUFFER_BIT) 4127 { 4128 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4129 { 4130 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType()) 4131 { 4132 return error(GL_INVALID_OPERATION); 4133 } 4134 4135 blitDepthStencil = true; 4136 readDSBuffer = readFramebuffer->getStencilbuffer(); 4137 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4138 } 4139 } 4140 4141 if(partialBufferCopy) 4142 { 4143 ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); 4144 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4145 } 4146 4147 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4148 (readDSBuffer && readDSBuffer->getSamples() > 1)) 4149 { 4150 return error(GL_INVALID_OPERATION); 4151 } 4152 } 4153 4154 if(blitRenderTarget || blitDepthStencil) 4155 { 4156 if(blitRenderTarget) 4157 { 4158 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4159 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4160 4161 if(flipX) 4162 { 4163 swap(destRect.x0, destRect.x1); 4164 } 4165 if(flipy) 4166 { 4167 swap(destRect.y0, destRect.y1); 4168 } 4169 4170 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false); 4171 4172 readRenderTarget->release(); 4173 drawRenderTarget->release(); 4174 4175 if(!success) 4176 { 4177 ERR("BlitFramebuffer failed."); 4178 return; 4179 } 4180 } 4181 4182 if(blitDepthStencil) 4183 { 4184 bool success = device->stretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, false); 4185 4186 if(!success) 4187 { 4188 ERR("BlitFramebuffer failed."); 4189 return; 4190 } 4191 } 4192 } 4193} 4194 4195void Context::bindTexImage(egl::Surface *surface) 4196{ 4197 es2::Texture2D *textureObject = getTexture2D(); 4198 4199 if(textureObject) 4200 { 4201 textureObject->bindTexImage(surface); 4202 } 4203} 4204 4205EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4206{ 4207 GLenum textureTarget = GL_NONE; 4208 4209 switch(target) 4210 { 4211 case EGL_GL_TEXTURE_2D_KHR: 4212 textureTarget = GL_TEXTURE_2D; 4213 break; 4214 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4215 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4216 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4217 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4218 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4219 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4220 textureTarget = GL_TEXTURE_CUBE_MAP; 4221 break; 4222 case EGL_GL_RENDERBUFFER_KHR: 4223 break; 4224 default: 4225 return EGL_BAD_PARAMETER; 4226 } 4227 4228 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4229 { 4230 return EGL_BAD_MATCH; 4231 } 4232 4233 if(textureTarget != GL_NONE) 4234 { 4235 es2::Texture *texture = getTexture(name); 4236 4237 if(!texture || texture->getTarget() != textureTarget) 4238 { 4239 return EGL_BAD_PARAMETER; 4240 } 4241 4242 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4243 { 4244 return EGL_BAD_ACCESS; 4245 } 4246 4247 if(textureLevel != 0 && !texture->isSamplerComplete()) 4248 { 4249 return EGL_BAD_PARAMETER; 4250 } 4251 4252 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4253 { 4254 return EGL_BAD_PARAMETER; 4255 } 4256 } 4257 else if(target == EGL_GL_RENDERBUFFER_KHR) 4258 { 4259 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4260 4261 if(!renderbuffer) 4262 { 4263 return EGL_BAD_PARAMETER; 4264 } 4265 4266 if(renderbuffer->isShared()) // Already an EGLImage sibling 4267 { 4268 return EGL_BAD_ACCESS; 4269 } 4270 } 4271 else UNREACHABLE(target); 4272 4273 return EGL_SUCCESS; 4274} 4275 4276egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4277{ 4278 GLenum textureTarget = GL_NONE; 4279 4280 switch(target) 4281 { 4282 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4283 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4284 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4285 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4286 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4287 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4288 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4289 } 4290 4291 if(textureTarget != GL_NONE) 4292 { 4293 es2::Texture *texture = getTexture(name); 4294 4295 return texture->createSharedImage(textureTarget, textureLevel); 4296 } 4297 else if(target == EGL_GL_RENDERBUFFER_KHR) 4298 { 4299 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4300 4301 return renderbuffer->createSharedImage(); 4302 } 4303 else UNREACHABLE(target); 4304 4305 return 0; 4306} 4307 4308Device *Context::getDevice() 4309{ 4310 return device; 4311} 4312 4313const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const 4314{ 4315 // Keep list sorted in following order: 4316 // OES extensions 4317 // EXT extensions 4318 // Vendor extensions 4319 static const GLubyte* extensions[] = { 4320 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture", 4321 (const GLubyte*)"GL_OES_depth24", 4322 (const GLubyte*)"GL_OES_depth32", 4323 (const GLubyte*)"GL_OES_depth_texture", 4324 (const GLubyte*)"GL_OES_depth_texture_cube_map", 4325 (const GLubyte*)"GL_OES_EGL_image", 4326 (const GLubyte*)"GL_OES_EGL_image_external", 4327 (const GLubyte*)"GL_OES_EGL_sync", 4328 (const GLubyte*)"GL_OES_element_index_uint", 4329 (const GLubyte*)"GL_OES_framebuffer_object", 4330 (const GLubyte*)"GL_OES_packed_depth_stencil", 4331 (const GLubyte*)"GL_OES_rgb8_rgba8", 4332 (const GLubyte*)"GL_OES_standard_derivatives", 4333 (const GLubyte*)"GL_OES_texture_float", 4334 (const GLubyte*)"GL_OES_texture_float_linear", 4335 (const GLubyte*)"GL_OES_texture_half_float", 4336 (const GLubyte*)"GL_OES_texture_half_float_linear", 4337 (const GLubyte*)"GL_OES_texture_npot", 4338 (const GLubyte*)"GL_OES_texture_3D", 4339 (const GLubyte*)"GL_EXT_blend_minmax", 4340 (const GLubyte*)"GL_EXT_color_buffer_half_float", 4341 (const GLubyte*)"GL_EXT_occlusion_query_boolean", 4342 (const GLubyte*)"GL_EXT_read_format_bgra", 4343#if (S3TC_SUPPORT) 4344 (const GLubyte*)"GL_EXT_texture_compression_dxt1", 4345#endif 4346 (const GLubyte*)"GL_EXT_texture_filter_anisotropic", 4347 (const GLubyte*)"GL_EXT_texture_format_BGRA8888", 4348 (const GLubyte*)"GL_ANGLE_framebuffer_blit", 4349 (const GLubyte*)"GL_NV_framebuffer_blit", 4350 (const GLubyte*)"GL_ANGLE_framebuffer_multisample", 4351#if (S3TC_SUPPORT) 4352 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3", 4353 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5", 4354#endif 4355 (const GLubyte*)"GL_NV_fence", 4356 (const GLubyte*)"GL_EXT_instanced_arrays", 4357 (const GLubyte*)"GL_ANGLE_instanced_arrays", 4358 }; 4359 static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions); 4360 4361 if(numExt) 4362 { 4363 *numExt = numExtensions; 4364 return nullptr; 4365 } 4366 4367 if(index == GL_INVALID_INDEX) 4368 { 4369 static GLubyte* extensionsCat = nullptr; 4370 if((extensionsCat == nullptr) && (numExtensions > 0)) 4371 { 4372 int totalLength = numExtensions; // 1 space between each extension name + terminating null 4373 for(unsigned int i = 0; i < numExtensions; i++) 4374 { 4375 totalLength += strlen(reinterpret_cast<const char*>(extensions[i])); 4376 } 4377 extensionsCat = new GLubyte[totalLength]; 4378 extensionsCat[0] = '\0'; 4379 for(unsigned int i = 0; i < numExtensions; i++) 4380 { 4381 if(i != 0) 4382 { 4383 strcat(reinterpret_cast<char*>(extensionsCat), " "); 4384 } 4385 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i])); 4386 } 4387 } 4388 return extensionsCat; 4389 } 4390 4391 if(index >= numExtensions) 4392 { 4393 return nullptr; 4394 } 4395 4396 return extensions[index]; 4397} 4398 4399} 4400 4401egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion) 4402{ 4403 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4404 return new es2::Context(config, static_cast<const es2::Context*>(shareContext), clientVersion); 4405} 4406