Context.cpp revision 74b91b5a9712ba3e09e73ea6981ab689fac4f2cc
1// Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2// 3// Licensed under the Apache License, Version 2.0 (the "License"); 4// you may not use this file except in compliance with the License. 5// You may obtain a copy of the License at 6// 7// http://www.apache.org/licenses/LICENSE-2.0 8// 9// Unless required by applicable law or agreed to in writing, software 10// distributed under the License is distributed on an "AS IS" BASIS, 11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12// See the License for the specific language governing permissions and 13// limitations under the License. 14 15// Context.cpp: Implements the es2::Context class, managing all GL state and performing 16// rendering operations. It is the GLES2 specific implementation of EGLContext. 17 18#include "Context.h" 19 20#include "main.h" 21#include "mathutil.h" 22#include "utilities.h" 23#include "ResourceManager.h" 24#include "Buffer.h" 25#include "Fence.h" 26#include "Framebuffer.h" 27#include "Program.h" 28#include "Query.h" 29#include "Renderbuffer.h" 30#include "Sampler.h" 31#include "Shader.h" 32#include "Texture.h" 33#include "TransformFeedback.h" 34#include "VertexArray.h" 35#include "VertexDataManager.h" 36#include "IndexDataManager.h" 37#include "libEGL/Display.h" 38#include "common/Surface.hpp" 39#include "Common/Half.hpp" 40 41#include <EGL/eglext.h> 42 43#include <algorithm> 44#include <string> 45 46namespace es2 47{ 48Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config) 49 : egl::Context(display), clientVersion(clientVersion), config(config) 50{ 51 sw::Context *context = new sw::Context(); 52 device = new es2::Device(context); 53 54 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 55 56 mState.depthClearValue = 1.0f; 57 mState.stencilClearValue = 0; 58 59 mState.cullFaceEnabled = false; 60 mState.cullMode = GL_BACK; 61 mState.frontFace = GL_CCW; 62 mState.depthTestEnabled = false; 63 mState.depthFunc = GL_LESS; 64 mState.blendEnabled = false; 65 mState.sourceBlendRGB = GL_ONE; 66 mState.sourceBlendAlpha = GL_ONE; 67 mState.destBlendRGB = GL_ZERO; 68 mState.destBlendAlpha = GL_ZERO; 69 mState.blendEquationRGB = GL_FUNC_ADD; 70 mState.blendEquationAlpha = GL_FUNC_ADD; 71 mState.blendColor.red = 0; 72 mState.blendColor.green = 0; 73 mState.blendColor.blue = 0; 74 mState.blendColor.alpha = 0; 75 mState.stencilTestEnabled = false; 76 mState.stencilFunc = GL_ALWAYS; 77 mState.stencilRef = 0; 78 mState.stencilMask = 0xFFFFFFFFu; 79 mState.stencilWritemask = 0xFFFFFFFFu; 80 mState.stencilBackFunc = GL_ALWAYS; 81 mState.stencilBackRef = 0; 82 mState.stencilBackMask = 0xFFFFFFFFu; 83 mState.stencilBackWritemask = 0xFFFFFFFFu; 84 mState.stencilFail = GL_KEEP; 85 mState.stencilPassDepthFail = GL_KEEP; 86 mState.stencilPassDepthPass = GL_KEEP; 87 mState.stencilBackFail = GL_KEEP; 88 mState.stencilBackPassDepthFail = GL_KEEP; 89 mState.stencilBackPassDepthPass = GL_KEEP; 90 mState.polygonOffsetFillEnabled = false; 91 mState.polygonOffsetFactor = 0.0f; 92 mState.polygonOffsetUnits = 0.0f; 93 mState.sampleAlphaToCoverageEnabled = false; 94 mState.sampleCoverageEnabled = false; 95 mState.sampleCoverageValue = 1.0f; 96 mState.sampleCoverageInvert = false; 97 mState.scissorTestEnabled = false; 98 mState.ditherEnabled = true; 99 mState.primitiveRestartFixedIndexEnabled = false; 100 mState.rasterizerDiscardEnabled = false; 101 mState.generateMipmapHint = GL_DONT_CARE; 102 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 103 mState.textureFilteringHint = GL_DONT_CARE; 104 105 mState.lineWidth = 1.0f; 106 107 mState.viewportX = 0; 108 mState.viewportY = 0; 109 mState.viewportWidth = 0; 110 mState.viewportHeight = 0; 111 mState.zNear = 0.0f; 112 mState.zFar = 1.0f; 113 114 mState.scissorX = 0; 115 mState.scissorY = 0; 116 mState.scissorWidth = 0; 117 mState.scissorHeight = 0; 118 119 mState.colorMaskRed = true; 120 mState.colorMaskGreen = true; 121 mState.colorMaskBlue = true; 122 mState.colorMaskAlpha = true; 123 mState.depthMask = true; 124 125 if(shareContext) 126 { 127 mResourceManager = shareContext->mResourceManager; 128 mResourceManager->addRef(); 129 } 130 else 131 { 132 mResourceManager = new ResourceManager(); 133 } 134 135 // [OpenGL ES 2.0.24] section 3.7 page 83: 136 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 137 // and cube map texture state vectors respectively associated with them. 138 // In order that access to these initial textures not be lost, they are treated as texture 139 // objects all of whose names are 0. 140 141 mTexture2DZero = new Texture2D(0); 142 mTexture3DZero = new Texture3D(0); 143 mTexture2DArrayZero = new Texture2DArray(0); 144 mTextureCubeMapZero = new TextureCubeMap(0); 145 mTextureExternalZero = new TextureExternal(0); 146 147 mState.activeSampler = 0; 148 bindVertexArray(0); 149 bindArrayBuffer(0); 150 bindElementArrayBuffer(0); 151 bindTextureCubeMap(0); 152 bindTexture2D(0); 153 bindReadFramebuffer(0); 154 bindDrawFramebuffer(0); 155 bindRenderbuffer(0); 156 bindGenericUniformBuffer(0); 157 bindTransformFeedback(0); 158 159 mState.currentProgram = 0; 160 161 mState.packAlignment = 4; 162 mState.unpackInfo.alignment = 4; 163 mState.packRowLength = 0; 164 mState.packImageHeight = 0; 165 mState.packSkipPixels = 0; 166 mState.packSkipRows = 0; 167 mState.packSkipImages = 0; 168 mState.unpackInfo.rowLength = 0; 169 mState.unpackInfo.imageHeight = 0; 170 mState.unpackInfo.skipPixels = 0; 171 mState.unpackInfo.skipRows = 0; 172 mState.unpackInfo.skipImages = 0; 173 174 mVertexDataManager = nullptr; 175 mIndexDataManager = nullptr; 176 177 mInvalidEnum = false; 178 mInvalidValue = false; 179 mInvalidOperation = false; 180 mOutOfMemory = false; 181 mInvalidFramebufferOperation = false; 182 183 mHasBeenCurrent = false; 184 185 markAllStateDirty(); 186} 187 188Context::~Context() 189{ 190 if(mState.currentProgram != 0) 191 { 192 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 193 if(programObject) 194 { 195 programObject->release(); 196 } 197 mState.currentProgram = 0; 198 } 199 200 while(!mFramebufferNameSpace.empty()) 201 { 202 deleteFramebuffer(mFramebufferNameSpace.firstName()); 203 } 204 205 while(!mFenceNameSpace.empty()) 206 { 207 deleteFence(mFenceNameSpace.firstName()); 208 } 209 210 while(!mQueryNameSpace.empty()) 211 { 212 deleteQuery(mQueryNameSpace.firstName()); 213 } 214 215 while(!mVertexArrayNameSpace.empty()) 216 { 217 deleteVertexArray(mVertexArrayNameSpace.lastName()); 218 } 219 220 while(!mTransformFeedbackNameSpace.empty()) 221 { 222 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName()); 223 } 224 225 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 226 { 227 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 228 { 229 mState.samplerTexture[type][sampler] = nullptr; 230 } 231 } 232 233 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 234 { 235 mState.vertexAttribute[i].mBoundBuffer = nullptr; 236 } 237 238 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 239 { 240 mState.activeQuery[i] = nullptr; 241 } 242 243 mState.arrayBuffer = nullptr; 244 mState.copyReadBuffer = nullptr; 245 mState.copyWriteBuffer = nullptr; 246 mState.pixelPackBuffer = nullptr; 247 mState.pixelUnpackBuffer = nullptr; 248 mState.genericUniformBuffer = nullptr; 249 250 for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) { 251 mState.uniformBuffers[i].set(nullptr, 0, 0); 252 } 253 254 mState.renderbuffer = nullptr; 255 256 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 257 { 258 mState.sampler[i] = nullptr; 259 } 260 261 mTexture2DZero = nullptr; 262 mTexture3DZero = nullptr; 263 mTexture2DArrayZero = nullptr; 264 mTextureCubeMapZero = nullptr; 265 mTextureExternalZero = nullptr; 266 267 delete mVertexDataManager; 268 delete mIndexDataManager; 269 270 mResourceManager->release(); 271 delete device; 272} 273 274void Context::makeCurrent(gl::Surface *surface) 275{ 276 if(!mHasBeenCurrent) 277 { 278 mVertexDataManager = new VertexDataManager(this); 279 mIndexDataManager = new IndexDataManager(); 280 281 mState.viewportX = 0; 282 mState.viewportY = 0; 283 mState.viewportWidth = surface ? surface->getWidth() : 0; 284 mState.viewportHeight = surface ? surface->getHeight() : 0; 285 286 mState.scissorX = 0; 287 mState.scissorY = 0; 288 mState.scissorWidth = surface ? surface->getWidth() : 0; 289 mState.scissorHeight = surface ? surface->getHeight() : 0; 290 291 mHasBeenCurrent = true; 292 } 293 294 if(surface) 295 { 296 // Wrap the existing resources into GL objects and assign them to the '0' names 297 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 298 egl::Image *depthStencil = surface->getDepthStencil(); 299 300 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 301 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 302 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 303 304 setFramebufferZero(framebufferZero); 305 306 if(defaultRenderTarget) 307 { 308 defaultRenderTarget->release(); 309 } 310 311 if(depthStencil) 312 { 313 depthStencil->release(); 314 } 315 } 316 else 317 { 318 setFramebufferZero(nullptr); 319 } 320 321 markAllStateDirty(); 322} 323 324EGLint Context::getClientVersion() const 325{ 326 return clientVersion; 327} 328 329EGLint Context::getConfigID() const 330{ 331 return config->mConfigID; 332} 333 334// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 335void Context::markAllStateDirty() 336{ 337 mAppliedProgramSerial = 0; 338 339 mDepthStateDirty = true; 340 mMaskStateDirty = true; 341 mBlendStateDirty = true; 342 mStencilStateDirty = true; 343 mPolygonOffsetStateDirty = true; 344 mSampleStateDirty = true; 345 mDitherStateDirty = true; 346 mFrontFaceDirty = true; 347} 348 349void Context::setClearColor(float red, float green, float blue, float alpha) 350{ 351 mState.colorClearValue.red = red; 352 mState.colorClearValue.green = green; 353 mState.colorClearValue.blue = blue; 354 mState.colorClearValue.alpha = alpha; 355} 356 357void Context::setClearDepth(float depth) 358{ 359 mState.depthClearValue = depth; 360} 361 362void Context::setClearStencil(int stencil) 363{ 364 mState.stencilClearValue = stencil; 365} 366 367void Context::setCullFaceEnabled(bool enabled) 368{ 369 mState.cullFaceEnabled = enabled; 370} 371 372bool Context::isCullFaceEnabled() const 373{ 374 return mState.cullFaceEnabled; 375} 376 377void Context::setCullMode(GLenum mode) 378{ 379 mState.cullMode = mode; 380} 381 382void Context::setFrontFace(GLenum front) 383{ 384 if(mState.frontFace != front) 385 { 386 mState.frontFace = front; 387 mFrontFaceDirty = true; 388 } 389} 390 391void Context::setDepthTestEnabled(bool enabled) 392{ 393 if(mState.depthTestEnabled != enabled) 394 { 395 mState.depthTestEnabled = enabled; 396 mDepthStateDirty = true; 397 } 398} 399 400bool Context::isDepthTestEnabled() const 401{ 402 return mState.depthTestEnabled; 403} 404 405void Context::setDepthFunc(GLenum depthFunc) 406{ 407 if(mState.depthFunc != depthFunc) 408 { 409 mState.depthFunc = depthFunc; 410 mDepthStateDirty = true; 411 } 412} 413 414void Context::setDepthRange(float zNear, float zFar) 415{ 416 mState.zNear = zNear; 417 mState.zFar = zFar; 418} 419 420void Context::setBlendEnabled(bool enabled) 421{ 422 if(mState.blendEnabled != enabled) 423 { 424 mState.blendEnabled = enabled; 425 mBlendStateDirty = true; 426 } 427} 428 429bool Context::isBlendEnabled() const 430{ 431 return mState.blendEnabled; 432} 433 434void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 435{ 436 if(mState.sourceBlendRGB != sourceRGB || 437 mState.sourceBlendAlpha != sourceAlpha || 438 mState.destBlendRGB != destRGB || 439 mState.destBlendAlpha != destAlpha) 440 { 441 mState.sourceBlendRGB = sourceRGB; 442 mState.destBlendRGB = destRGB; 443 mState.sourceBlendAlpha = sourceAlpha; 444 mState.destBlendAlpha = destAlpha; 445 mBlendStateDirty = true; 446 } 447} 448 449void Context::setBlendColor(float red, float green, float blue, float alpha) 450{ 451 if(mState.blendColor.red != red || 452 mState.blendColor.green != green || 453 mState.blendColor.blue != blue || 454 mState.blendColor.alpha != alpha) 455 { 456 mState.blendColor.red = red; 457 mState.blendColor.green = green; 458 mState.blendColor.blue = blue; 459 mState.blendColor.alpha = alpha; 460 mBlendStateDirty = true; 461 } 462} 463 464void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 465{ 466 if(mState.blendEquationRGB != rgbEquation || 467 mState.blendEquationAlpha != alphaEquation) 468 { 469 mState.blendEquationRGB = rgbEquation; 470 mState.blendEquationAlpha = alphaEquation; 471 mBlendStateDirty = true; 472 } 473} 474 475void Context::setStencilTestEnabled(bool enabled) 476{ 477 if(mState.stencilTestEnabled != enabled) 478 { 479 mState.stencilTestEnabled = enabled; 480 mStencilStateDirty = true; 481 } 482} 483 484bool Context::isStencilTestEnabled() const 485{ 486 return mState.stencilTestEnabled; 487} 488 489void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 490{ 491 if(mState.stencilFunc != stencilFunc || 492 mState.stencilRef != stencilRef || 493 mState.stencilMask != stencilMask) 494 { 495 mState.stencilFunc = stencilFunc; 496 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 497 mState.stencilMask = stencilMask; 498 mStencilStateDirty = true; 499 } 500} 501 502void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 503{ 504 if(mState.stencilBackFunc != stencilBackFunc || 505 mState.stencilBackRef != stencilBackRef || 506 mState.stencilBackMask != stencilBackMask) 507 { 508 mState.stencilBackFunc = stencilBackFunc; 509 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 510 mState.stencilBackMask = stencilBackMask; 511 mStencilStateDirty = true; 512 } 513} 514 515void Context::setStencilWritemask(GLuint stencilWritemask) 516{ 517 if(mState.stencilWritemask != stencilWritemask) 518 { 519 mState.stencilWritemask = stencilWritemask; 520 mStencilStateDirty = true; 521 } 522} 523 524void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 525{ 526 if(mState.stencilBackWritemask != stencilBackWritemask) 527 { 528 mState.stencilBackWritemask = stencilBackWritemask; 529 mStencilStateDirty = true; 530 } 531} 532 533void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 534{ 535 if(mState.stencilFail != stencilFail || 536 mState.stencilPassDepthFail != stencilPassDepthFail || 537 mState.stencilPassDepthPass != stencilPassDepthPass) 538 { 539 mState.stencilFail = stencilFail; 540 mState.stencilPassDepthFail = stencilPassDepthFail; 541 mState.stencilPassDepthPass = stencilPassDepthPass; 542 mStencilStateDirty = true; 543 } 544} 545 546void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 547{ 548 if(mState.stencilBackFail != stencilBackFail || 549 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 550 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 551 { 552 mState.stencilBackFail = stencilBackFail; 553 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 554 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 555 mStencilStateDirty = true; 556 } 557} 558 559void Context::setPolygonOffsetFillEnabled(bool enabled) 560{ 561 if(mState.polygonOffsetFillEnabled != enabled) 562 { 563 mState.polygonOffsetFillEnabled = enabled; 564 mPolygonOffsetStateDirty = true; 565 } 566} 567 568bool Context::isPolygonOffsetFillEnabled() const 569{ 570 return mState.polygonOffsetFillEnabled; 571} 572 573void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 574{ 575 if(mState.polygonOffsetFactor != factor || 576 mState.polygonOffsetUnits != units) 577 { 578 mState.polygonOffsetFactor = factor; 579 mState.polygonOffsetUnits = units; 580 mPolygonOffsetStateDirty = true; 581 } 582} 583 584void Context::setSampleAlphaToCoverageEnabled(bool enabled) 585{ 586 if(mState.sampleAlphaToCoverageEnabled != enabled) 587 { 588 mState.sampleAlphaToCoverageEnabled = enabled; 589 mSampleStateDirty = true; 590 } 591} 592 593bool Context::isSampleAlphaToCoverageEnabled() const 594{ 595 return mState.sampleAlphaToCoverageEnabled; 596} 597 598void Context::setSampleCoverageEnabled(bool enabled) 599{ 600 if(mState.sampleCoverageEnabled != enabled) 601 { 602 mState.sampleCoverageEnabled = enabled; 603 mSampleStateDirty = true; 604 } 605} 606 607bool Context::isSampleCoverageEnabled() const 608{ 609 return mState.sampleCoverageEnabled; 610} 611 612void Context::setSampleCoverageParams(GLclampf value, bool invert) 613{ 614 if(mState.sampleCoverageValue != value || 615 mState.sampleCoverageInvert != invert) 616 { 617 mState.sampleCoverageValue = value; 618 mState.sampleCoverageInvert = invert; 619 mSampleStateDirty = true; 620 } 621} 622 623void Context::setScissorTestEnabled(bool enabled) 624{ 625 mState.scissorTestEnabled = enabled; 626} 627 628bool Context::isScissorTestEnabled() const 629{ 630 return mState.scissorTestEnabled; 631} 632 633void Context::setDitherEnabled(bool enabled) 634{ 635 if(mState.ditherEnabled != enabled) 636 { 637 mState.ditherEnabled = enabled; 638 mDitherStateDirty = true; 639 } 640} 641 642bool Context::isDitherEnabled() const 643{ 644 return mState.ditherEnabled; 645} 646 647void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 648{ 649 mState.primitiveRestartFixedIndexEnabled = enabled; 650} 651 652bool Context::isPrimitiveRestartFixedIndexEnabled() const 653{ 654 return mState.primitiveRestartFixedIndexEnabled; 655} 656 657void Context::setRasterizerDiscardEnabled(bool enabled) 658{ 659 mState.rasterizerDiscardEnabled = enabled; 660} 661 662bool Context::isRasterizerDiscardEnabled() const 663{ 664 return mState.rasterizerDiscardEnabled; 665} 666 667void Context::setLineWidth(GLfloat width) 668{ 669 mState.lineWidth = width; 670 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 671} 672 673void Context::setGenerateMipmapHint(GLenum hint) 674{ 675 mState.generateMipmapHint = hint; 676} 677 678void Context::setFragmentShaderDerivativeHint(GLenum hint) 679{ 680 mState.fragmentShaderDerivativeHint = hint; 681 // TODO: Propagate the hint to shader translator so we can write 682 // ddx, ddx_coarse, or ddx_fine depending on the hint. 683 // Ignore for now. It is valid for implementations to ignore hint. 684} 685 686void Context::setTextureFilteringHint(GLenum hint) 687{ 688 mState.textureFilteringHint = hint; 689} 690 691void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 692{ 693 mState.viewportX = x; 694 mState.viewportY = y; 695 mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[0] 696 mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[1] 697} 698 699void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 700{ 701 mState.scissorX = x; 702 mState.scissorY = y; 703 mState.scissorWidth = width; 704 mState.scissorHeight = height; 705} 706 707void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 708{ 709 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 710 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 711 { 712 mState.colorMaskRed = red; 713 mState.colorMaskGreen = green; 714 mState.colorMaskBlue = blue; 715 mState.colorMaskAlpha = alpha; 716 mMaskStateDirty = true; 717 } 718} 719 720unsigned int Context::getColorMask() const 721{ 722 return (mState.colorMaskRed ? 0x1 : 0) | 723 (mState.colorMaskGreen ? 0x2 : 0) | 724 (mState.colorMaskBlue ? 0x4 : 0) | 725 (mState.colorMaskAlpha ? 0x8 : 0); 726} 727 728void Context::setDepthMask(bool mask) 729{ 730 if(mState.depthMask != mask) 731 { 732 mState.depthMask = mask; 733 mMaskStateDirty = true; 734 } 735} 736 737void Context::setActiveSampler(unsigned int active) 738{ 739 mState.activeSampler = active; 740} 741 742GLuint Context::getReadFramebufferName() const 743{ 744 return mState.readFramebuffer; 745} 746 747GLuint Context::getDrawFramebufferName() const 748{ 749 return mState.drawFramebuffer; 750} 751 752GLuint Context::getRenderbufferName() const 753{ 754 return mState.renderbuffer.name(); 755} 756 757void Context::setFramebufferReadBuffer(GLuint buf) 758{ 759 getReadFramebuffer()->setReadBuffer(buf); 760} 761 762void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs) 763{ 764 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 765 766 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) 767 { 768 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE); 769 } 770} 771 772GLuint Context::getReadFramebufferColorIndex() const 773{ 774 GLenum buf = getReadFramebuffer()->getReadBuffer(); 775 switch(buf) 776 { 777 case GL_BACK: 778 return 0; 779 case GL_NONE: 780 return GL_INVALID_INDEX; 781 default: 782 return buf - GL_COLOR_ATTACHMENT0; 783} 784} 785 786GLuint Context::getArrayBufferName() const 787{ 788 return mState.arrayBuffer.name(); 789} 790 791GLuint Context::getElementArrayBufferName() const 792{ 793 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 794 return elementArrayBuffer ? elementArrayBuffer->name : 0; 795} 796 797GLuint Context::getActiveQuery(GLenum target) const 798{ 799 Query *queryObject = nullptr; 800 801 switch(target) 802 { 803 case GL_ANY_SAMPLES_PASSED_EXT: 804 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 805 break; 806 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 807 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 808 break; 809 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 810 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 811 break; 812 default: 813 ASSERT(false); 814 } 815 816 if(queryObject) 817 { 818 return queryObject->name; 819 } 820 821 return 0; 822} 823 824void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 825{ 826 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 827} 828 829void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 830{ 831 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 832} 833 834const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 835{ 836 return getCurrentVertexArray()->getVertexAttribute(attribNum); 837} 838 839void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 840 GLsizei stride, const void *pointer) 841{ 842 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 843} 844 845const void *Context::getVertexAttribPointer(unsigned int attribNum) const 846{ 847 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 848} 849 850const VertexAttributeArray &Context::getVertexArrayAttributes() 851{ 852 return getCurrentVertexArray()->getVertexAttributes(); 853} 854 855const VertexAttributeArray &Context::getCurrentVertexAttributes() 856{ 857 return mState.vertexAttribute; 858} 859 860void Context::setPackAlignment(GLint alignment) 861{ 862 mState.packAlignment = alignment; 863} 864 865void Context::setUnpackAlignment(GLint alignment) 866{ 867 mState.unpackInfo.alignment = alignment; 868} 869 870const egl::Image::UnpackInfo& Context::getUnpackInfo() const 871{ 872 return mState.unpackInfo; 873} 874 875void Context::setPackRowLength(GLint rowLength) 876{ 877 mState.packRowLength = rowLength; 878} 879 880void Context::setPackImageHeight(GLint imageHeight) 881{ 882 mState.packImageHeight = imageHeight; 883} 884 885void Context::setPackSkipPixels(GLint skipPixels) 886{ 887 mState.packSkipPixels = skipPixels; 888} 889 890void Context::setPackSkipRows(GLint skipRows) 891{ 892 mState.packSkipRows = skipRows; 893} 894 895void Context::setPackSkipImages(GLint skipImages) 896{ 897 mState.packSkipImages = skipImages; 898} 899 900void Context::setUnpackRowLength(GLint rowLength) 901{ 902 mState.unpackInfo.rowLength = rowLength; 903} 904 905void Context::setUnpackImageHeight(GLint imageHeight) 906{ 907 mState.unpackInfo.imageHeight = imageHeight; 908} 909 910void Context::setUnpackSkipPixels(GLint skipPixels) 911{ 912 mState.unpackInfo.skipPixels = skipPixels; 913} 914 915void Context::setUnpackSkipRows(GLint skipRows) 916{ 917 mState.unpackInfo.skipRows = skipRows; 918} 919 920void Context::setUnpackSkipImages(GLint skipImages) 921{ 922 mState.unpackInfo.skipImages = skipImages; 923} 924 925GLuint Context::createBuffer() 926{ 927 return mResourceManager->createBuffer(); 928} 929 930GLuint Context::createProgram() 931{ 932 return mResourceManager->createProgram(); 933} 934 935GLuint Context::createShader(GLenum type) 936{ 937 return mResourceManager->createShader(type); 938} 939 940GLuint Context::createTexture() 941{ 942 return mResourceManager->createTexture(); 943} 944 945GLuint Context::createRenderbuffer() 946{ 947 return mResourceManager->createRenderbuffer(); 948} 949 950// Returns an unused framebuffer name 951GLuint Context::createFramebuffer() 952{ 953 return mFramebufferNameSpace.allocate(); 954} 955 956GLuint Context::createFence() 957{ 958 return mFenceNameSpace.allocate(new Fence()); 959} 960 961// Returns an unused query name 962GLuint Context::createQuery() 963{ 964 return mQueryNameSpace.allocate(); 965} 966 967// Returns an unused vertex array name 968GLuint Context::createVertexArray() 969{ 970 return mVertexArrayNameSpace.allocate(); 971} 972 973GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 974{ 975 GLuint handle = mResourceManager->createFenceSync(condition, flags); 976 977 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 978} 979 980// Returns an unused transform feedback name 981GLuint Context::createTransformFeedback() 982{ 983 return mTransformFeedbackNameSpace.allocate(); 984} 985 986// Returns an unused sampler name 987GLuint Context::createSampler() 988{ 989 return mResourceManager->createSampler(); 990} 991 992void Context::deleteBuffer(GLuint buffer) 993{ 994 detachBuffer(buffer); 995 996 mResourceManager->deleteBuffer(buffer); 997} 998 999void Context::deleteShader(GLuint shader) 1000{ 1001 mResourceManager->deleteShader(shader); 1002} 1003 1004void Context::deleteProgram(GLuint program) 1005{ 1006 mResourceManager->deleteProgram(program); 1007} 1008 1009void Context::deleteTexture(GLuint texture) 1010{ 1011 detachTexture(texture); 1012 1013 mResourceManager->deleteTexture(texture); 1014} 1015 1016void Context::deleteRenderbuffer(GLuint renderbuffer) 1017{ 1018 if(mResourceManager->getRenderbuffer(renderbuffer)) 1019 { 1020 detachRenderbuffer(renderbuffer); 1021 } 1022 1023 mResourceManager->deleteRenderbuffer(renderbuffer); 1024} 1025 1026void Context::deleteFramebuffer(GLuint framebuffer) 1027{ 1028 detachFramebuffer(framebuffer); 1029 1030 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); 1031 1032 if(framebufferObject) 1033 { 1034 delete framebufferObject; 1035 } 1036} 1037 1038void Context::deleteFence(GLuint fence) 1039{ 1040 Fence *fenceObject = mFenceNameSpace.remove(fence); 1041 1042 if(fenceObject) 1043 { 1044 delete fenceObject; 1045 } 1046} 1047 1048void Context::deleteQuery(GLuint query) 1049{ 1050 Query *queryObject = mQueryNameSpace.remove(query); 1051 1052 if(queryObject) 1053 { 1054 queryObject->release(); 1055 } 1056} 1057 1058void Context::deleteVertexArray(GLuint vertexArray) 1059{ 1060 // [OpenGL ES 3.0.2] section 2.10 page 43: 1061 // If a vertex array object that is currently bound is deleted, the binding 1062 // for that object reverts to zero and the default vertex array becomes current. 1063 if(getCurrentVertexArray()->name == vertexArray) 1064 { 1065 bindVertexArray(0); 1066 } 1067 1068 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray); 1069 1070 if(vertexArrayObject) 1071 { 1072 delete vertexArrayObject; 1073 } 1074} 1075 1076void Context::deleteFenceSync(GLsync fenceSync) 1077{ 1078 // The spec specifies the underlying Fence object is not deleted until all current 1079 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1080 // and since our API is currently designed for being called from a single thread, we can delete 1081 // the fence immediately. 1082 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1083} 1084 1085void Context::deleteTransformFeedback(GLuint transformFeedback) 1086{ 1087 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback); 1088 1089 if(transformFeedbackObject) 1090 { 1091 delete transformFeedbackObject; 1092 } 1093} 1094 1095void Context::deleteSampler(GLuint sampler) 1096{ 1097 detachSampler(sampler); 1098 1099 mResourceManager->deleteSampler(sampler); 1100} 1101 1102Buffer *Context::getBuffer(GLuint handle) const 1103{ 1104 return mResourceManager->getBuffer(handle); 1105} 1106 1107Shader *Context::getShader(GLuint handle) const 1108{ 1109 return mResourceManager->getShader(handle); 1110} 1111 1112Program *Context::getProgram(GLuint handle) const 1113{ 1114 return mResourceManager->getProgram(handle); 1115} 1116 1117Texture *Context::getTexture(GLuint handle) const 1118{ 1119 return mResourceManager->getTexture(handle); 1120} 1121 1122Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1123{ 1124 return mResourceManager->getRenderbuffer(handle); 1125} 1126 1127Framebuffer *Context::getReadFramebuffer() const 1128{ 1129 return getFramebuffer(mState.readFramebuffer); 1130} 1131 1132Framebuffer *Context::getDrawFramebuffer() const 1133{ 1134 return getFramebuffer(mState.drawFramebuffer); 1135} 1136 1137void Context::bindArrayBuffer(unsigned int buffer) 1138{ 1139 mResourceManager->checkBufferAllocation(buffer); 1140 1141 mState.arrayBuffer = getBuffer(buffer); 1142} 1143 1144void Context::bindElementArrayBuffer(unsigned int buffer) 1145{ 1146 mResourceManager->checkBufferAllocation(buffer); 1147 1148 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1149} 1150 1151void Context::bindCopyReadBuffer(GLuint buffer) 1152{ 1153 mResourceManager->checkBufferAllocation(buffer); 1154 1155 mState.copyReadBuffer = getBuffer(buffer); 1156} 1157 1158void Context::bindCopyWriteBuffer(GLuint buffer) 1159{ 1160 mResourceManager->checkBufferAllocation(buffer); 1161 1162 mState.copyWriteBuffer = getBuffer(buffer); 1163} 1164 1165void Context::bindPixelPackBuffer(GLuint buffer) 1166{ 1167 mResourceManager->checkBufferAllocation(buffer); 1168 1169 mState.pixelPackBuffer = getBuffer(buffer); 1170} 1171 1172void Context::bindPixelUnpackBuffer(GLuint buffer) 1173{ 1174 mResourceManager->checkBufferAllocation(buffer); 1175 1176 mState.pixelUnpackBuffer = getBuffer(buffer); 1177} 1178 1179void Context::bindTransformFeedbackBuffer(GLuint buffer) 1180{ 1181 mResourceManager->checkBufferAllocation(buffer); 1182 1183 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1184 1185 if(transformFeedback) 1186 { 1187 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1188 } 1189} 1190 1191void Context::bindTexture2D(GLuint texture) 1192{ 1193 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1194 1195 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1196} 1197 1198void Context::bindTextureCubeMap(GLuint texture) 1199{ 1200 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1201 1202 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1203} 1204 1205void Context::bindTextureExternal(GLuint texture) 1206{ 1207 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1208 1209 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1210} 1211 1212void Context::bindTexture3D(GLuint texture) 1213{ 1214 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1215 1216 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1217} 1218 1219void Context::bindTexture2DArray(GLuint texture) 1220{ 1221 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1222 1223 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1224} 1225 1226void Context::bindReadFramebuffer(GLuint framebuffer) 1227{ 1228 if(!getFramebuffer(framebuffer)) 1229 { 1230 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1231 } 1232 1233 mState.readFramebuffer = framebuffer; 1234} 1235 1236void Context::bindDrawFramebuffer(GLuint framebuffer) 1237{ 1238 if(!getFramebuffer(framebuffer)) 1239 { 1240 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1241 } 1242 1243 mState.drawFramebuffer = framebuffer; 1244} 1245 1246void Context::bindRenderbuffer(GLuint renderbuffer) 1247{ 1248 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1249 1250 mState.renderbuffer = getRenderbuffer(renderbuffer); 1251} 1252 1253void Context::bindVertexArray(GLuint array) 1254{ 1255 VertexArray *vertexArray = getVertexArray(array); 1256 1257 if(!vertexArray) 1258 { 1259 vertexArray = new VertexArray(array); 1260 mVertexArrayNameSpace.insert(array, vertexArray); 1261 } 1262 1263 mState.vertexArray = array; 1264} 1265 1266void Context::bindGenericUniformBuffer(GLuint buffer) 1267{ 1268 mResourceManager->checkBufferAllocation(buffer); 1269 1270 mState.genericUniformBuffer = getBuffer(buffer); 1271} 1272 1273void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1274{ 1275 mResourceManager->checkBufferAllocation(buffer); 1276 1277 Buffer* bufferObject = getBuffer(buffer); 1278 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size)); 1279} 1280 1281void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1282{ 1283 mResourceManager->checkBufferAllocation(buffer); 1284 1285 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1286} 1287 1288void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1289{ 1290 mResourceManager->checkBufferAllocation(buffer); 1291 1292 Buffer* bufferObject = getBuffer(buffer); 1293 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1294} 1295 1296void Context::bindTransformFeedback(GLuint id) 1297{ 1298 if(!getTransformFeedback(id)) 1299 { 1300 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id)); 1301 } 1302 1303 mState.transformFeedback = id; 1304} 1305 1306bool Context::bindSampler(GLuint unit, GLuint sampler) 1307{ 1308 mResourceManager->checkSamplerAllocation(sampler); 1309 1310 Sampler* samplerObject = getSampler(sampler); 1311 1312 mState.sampler[unit] = samplerObject; 1313 1314 return !!samplerObject; 1315} 1316 1317void Context::useProgram(GLuint program) 1318{ 1319 GLuint priorProgram = mState.currentProgram; 1320 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1321 1322 if(priorProgram != program) 1323 { 1324 Program *newProgram = mResourceManager->getProgram(program); 1325 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1326 1327 if(newProgram) 1328 { 1329 newProgram->addRef(); 1330 } 1331 1332 if(oldProgram) 1333 { 1334 oldProgram->release(); 1335 } 1336 } 1337} 1338 1339void Context::beginQuery(GLenum target, GLuint query) 1340{ 1341 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1342 // of zero, if the active query object name for <target> is non-zero (for the 1343 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1344 // the active query for either target is non-zero), if <id> is the name of an 1345 // existing query object whose type does not match <target>, or if <id> is the 1346 // active query object name for any query type, the error INVALID_OPERATION is 1347 // generated. 1348 1349 // Ensure no other queries are active 1350 // NOTE: If other queries than occlusion are supported, we will need to check 1351 // separately that: 1352 // a) The query ID passed is not the current active query for any target/type 1353 // b) There are no active queries for the requested target (and in the case 1354 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1355 // no query may be active for either if glBeginQuery targets either. 1356 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1357 { 1358 if(mState.activeQuery[i]) 1359 { 1360 return error(GL_INVALID_OPERATION); 1361 } 1362 } 1363 1364 QueryType qType; 1365 switch(target) 1366 { 1367 case GL_ANY_SAMPLES_PASSED_EXT: 1368 qType = QUERY_ANY_SAMPLES_PASSED; 1369 break; 1370 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1371 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1372 break; 1373 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1374 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1375 break; 1376 default: 1377 UNREACHABLE(target); 1378 return error(GL_INVALID_ENUM); 1379 } 1380 1381 Query *queryObject = createQuery(query, target); 1382 1383 // Check that name was obtained with glGenQueries 1384 if(!queryObject) 1385 { 1386 return error(GL_INVALID_OPERATION); 1387 } 1388 1389 // Check for type mismatch 1390 if(queryObject->getType() != target) 1391 { 1392 return error(GL_INVALID_OPERATION); 1393 } 1394 1395 // Set query as active for specified target 1396 mState.activeQuery[qType] = queryObject; 1397 1398 // Begin query 1399 queryObject->begin(); 1400} 1401 1402void Context::endQuery(GLenum target) 1403{ 1404 QueryType qType; 1405 1406 switch(target) 1407 { 1408 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1409 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1410 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1411 default: UNREACHABLE(target); return; 1412 } 1413 1414 Query *queryObject = mState.activeQuery[qType]; 1415 1416 if(!queryObject) 1417 { 1418 return error(GL_INVALID_OPERATION); 1419 } 1420 1421 queryObject->end(); 1422 1423 mState.activeQuery[qType] = nullptr; 1424} 1425 1426void Context::setFramebufferZero(Framebuffer *buffer) 1427{ 1428 delete mFramebufferNameSpace.remove(0); 1429 mFramebufferNameSpace.insert(0, buffer); 1430} 1431 1432void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1433{ 1434 Renderbuffer *renderbufferObject = mState.renderbuffer; 1435 renderbufferObject->setStorage(renderbuffer); 1436} 1437 1438Framebuffer *Context::getFramebuffer(unsigned int handle) const 1439{ 1440 return mFramebufferNameSpace.find(handle); 1441} 1442 1443Fence *Context::getFence(unsigned int handle) const 1444{ 1445 return mFenceNameSpace.find(handle); 1446} 1447 1448FenceSync *Context::getFenceSync(GLsync handle) const 1449{ 1450 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1451} 1452 1453Query *Context::getQuery(unsigned int handle) const 1454{ 1455 return mQueryNameSpace.find(handle); 1456} 1457 1458Query *Context::createQuery(unsigned int handle, GLenum type) 1459{ 1460 if(!mQueryNameSpace.isReserved(handle)) 1461 { 1462 return nullptr; 1463 } 1464 else 1465 { 1466 Query *query = mQueryNameSpace.find(handle); 1467 if(!query) 1468 { 1469 query = new Query(handle, type); 1470 query->addRef(); 1471 mQueryNameSpace.insert(handle, query); 1472 } 1473 1474 return query; 1475 } 1476} 1477 1478VertexArray *Context::getVertexArray(GLuint array) const 1479{ 1480 return mVertexArrayNameSpace.find(array); 1481} 1482 1483VertexArray *Context::getCurrentVertexArray() const 1484{ 1485 return getVertexArray(mState.vertexArray); 1486} 1487 1488bool Context::isVertexArray(GLuint array) const 1489{ 1490 return mVertexArrayNameSpace.isReserved(array); 1491} 1492 1493bool Context::hasZeroDivisor() const 1494{ 1495 // Verify there is at least one active attribute with a divisor of zero 1496 es2::Program *programObject = getCurrentProgram(); 1497 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1498 { 1499 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1500 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1501 { 1502 return true; 1503 } 1504 } 1505 1506 return false; 1507} 1508 1509TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1510{ 1511 return mTransformFeedbackNameSpace.find(transformFeedback); 1512} 1513 1514Sampler *Context::getSampler(GLuint sampler) const 1515{ 1516 return mResourceManager->getSampler(sampler); 1517} 1518 1519bool Context::isSampler(GLuint sampler) const 1520{ 1521 return mResourceManager->isSampler(sampler); 1522} 1523 1524Buffer *Context::getArrayBuffer() const 1525{ 1526 return mState.arrayBuffer; 1527} 1528 1529Buffer *Context::getElementArrayBuffer() const 1530{ 1531 return getCurrentVertexArray()->getElementArrayBuffer(); 1532} 1533 1534Buffer *Context::getCopyReadBuffer() const 1535{ 1536 return mState.copyReadBuffer; 1537} 1538 1539Buffer *Context::getCopyWriteBuffer() const 1540{ 1541 return mState.copyWriteBuffer; 1542} 1543 1544Buffer *Context::getPixelPackBuffer() const 1545{ 1546 return mState.pixelPackBuffer; 1547} 1548 1549Buffer *Context::getPixelUnpackBuffer() const 1550{ 1551 return mState.pixelUnpackBuffer; 1552} 1553 1554Buffer *Context::getGenericUniformBuffer() const 1555{ 1556 return mState.genericUniformBuffer; 1557} 1558 1559const GLvoid* Context::getPixels(const GLvoid* data) const 1560{ 1561 es2::Buffer* unpackBuffer = getPixelUnpackBuffer(); 1562 const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr; 1563 return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data; 1564} 1565 1566bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1567{ 1568 switch(target) 1569 { 1570 case GL_ARRAY_BUFFER: 1571 *buffer = getArrayBuffer(); 1572 break; 1573 case GL_ELEMENT_ARRAY_BUFFER: 1574 *buffer = getElementArrayBuffer(); 1575 break; 1576 case GL_COPY_READ_BUFFER: 1577 if(clientVersion >= 3) 1578 { 1579 *buffer = getCopyReadBuffer(); 1580 break; 1581 } 1582 else return false; 1583 case GL_COPY_WRITE_BUFFER: 1584 if(clientVersion >= 3) 1585 { 1586 *buffer = getCopyWriteBuffer(); 1587 break; 1588 } 1589 else return false; 1590 case GL_PIXEL_PACK_BUFFER: 1591 if(clientVersion >= 3) 1592 { 1593 *buffer = getPixelPackBuffer(); 1594 break; 1595 } 1596 else return false; 1597 case GL_PIXEL_UNPACK_BUFFER: 1598 if(clientVersion >= 3) 1599 { 1600 *buffer = getPixelUnpackBuffer(); 1601 break; 1602 } 1603 else return false; 1604 case GL_TRANSFORM_FEEDBACK_BUFFER: 1605 if(clientVersion >= 3) 1606 { 1607 TransformFeedback* transformFeedback = getTransformFeedback(); 1608 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1609 break; 1610 } 1611 else return false; 1612 case GL_UNIFORM_BUFFER: 1613 if(clientVersion >= 3) 1614 { 1615 *buffer = getGenericUniformBuffer(); 1616 break; 1617 } 1618 else return false; 1619 default: 1620 return false; 1621 } 1622 return true; 1623} 1624 1625TransformFeedback *Context::getTransformFeedback() const 1626{ 1627 return getTransformFeedback(mState.transformFeedback); 1628} 1629 1630Program *Context::getCurrentProgram() const 1631{ 1632 return mResourceManager->getProgram(mState.currentProgram); 1633} 1634 1635Texture2D *Context::getTexture2D() const 1636{ 1637 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1638} 1639 1640Texture3D *Context::getTexture3D() const 1641{ 1642 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1643} 1644 1645Texture2DArray *Context::getTexture2DArray() const 1646{ 1647 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1648} 1649 1650TextureCubeMap *Context::getTextureCubeMap() const 1651{ 1652 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1653} 1654 1655TextureExternal *Context::getTextureExternal() const 1656{ 1657 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1658} 1659 1660Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1661{ 1662 GLuint texid = mState.samplerTexture[type][sampler].name(); 1663 1664 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1665 { 1666 switch(type) 1667 { 1668 case TEXTURE_2D: return mTexture2DZero; 1669 case TEXTURE_3D: return mTexture3DZero; 1670 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1671 case TEXTURE_CUBE: return mTextureCubeMapZero; 1672 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1673 default: UNREACHABLE(type); 1674 } 1675 } 1676 1677 return mState.samplerTexture[type][sampler]; 1678} 1679 1680void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1681{ 1682 mResourceManager->checkSamplerAllocation(sampler); 1683 1684 Sampler *samplerObject = getSampler(sampler); 1685 ASSERT(samplerObject); 1686 1687 switch(pname) 1688 { 1689 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1690 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1691 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1692 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1693 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1694 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1695 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1696 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; 1697 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; 1698 default: UNREACHABLE(pname); break; 1699 } 1700} 1701 1702void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1703{ 1704 mResourceManager->checkSamplerAllocation(sampler); 1705 1706 Sampler *samplerObject = getSampler(sampler); 1707 ASSERT(samplerObject); 1708 1709 switch(pname) 1710 { 1711 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1712 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1713 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1714 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1715 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1716 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1717 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1718 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break; 1719 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break; 1720 default: UNREACHABLE(pname); break; 1721 } 1722} 1723 1724GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1725{ 1726 mResourceManager->checkSamplerAllocation(sampler); 1727 1728 Sampler *samplerObject = getSampler(sampler); 1729 ASSERT(samplerObject); 1730 1731 switch(pname) 1732 { 1733 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1734 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1735 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1736 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1737 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1738 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1739 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1740 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); 1741 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); 1742 default: UNREACHABLE(pname); return 0; 1743 } 1744} 1745 1746GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1747{ 1748 mResourceManager->checkSamplerAllocation(sampler); 1749 1750 Sampler *samplerObject = getSampler(sampler); 1751 ASSERT(samplerObject); 1752 1753 switch(pname) 1754 { 1755 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1756 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1757 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1758 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1759 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1760 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1761 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1762 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); 1763 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); 1764 default: UNREACHABLE(pname); return 0; 1765 } 1766} 1767 1768bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1769{ 1770 switch(pname) 1771 { 1772 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1773 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1774 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1775 case GL_COLOR_WRITEMASK: 1776 params[0] = mState.colorMaskRed; 1777 params[1] = mState.colorMaskGreen; 1778 params[2] = mState.colorMaskBlue; 1779 params[3] = mState.colorMaskAlpha; 1780 break; 1781 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1782 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1783 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1784 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1785 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1786 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1787 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1788 case GL_BLEND: *params = mState.blendEnabled; break; 1789 case GL_DITHER: *params = mState.ditherEnabled; break; 1790 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1791 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1792 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1793 { 1794 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1795 if(transformFeedback) 1796 { 1797 *params = transformFeedback->isActive(); 1798 break; 1799 } 1800 else return false; 1801 } 1802 case GL_TRANSFORM_FEEDBACK_PAUSED: 1803 { 1804 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1805 if(transformFeedback) 1806 { 1807 *params = transformFeedback->isPaused(); 1808 break; 1809 } 1810 else return false; 1811 } 1812 default: 1813 return false; 1814 } 1815 1816 return true; 1817} 1818 1819bool Context::getFloatv(GLenum pname, GLfloat *params) const 1820{ 1821 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1822 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1823 // GetIntegerv as its native query function. As it would require conversion in any 1824 // case, this should make no difference to the calling application. 1825 switch(pname) 1826 { 1827 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1828 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1829 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1830 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1831 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1832 case GL_ALIASED_LINE_WIDTH_RANGE: 1833 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1834 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1835 break; 1836 case GL_ALIASED_POINT_SIZE_RANGE: 1837 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1838 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1839 break; 1840 case GL_DEPTH_RANGE: 1841 params[0] = mState.zNear; 1842 params[1] = mState.zFar; 1843 break; 1844 case GL_COLOR_CLEAR_VALUE: 1845 params[0] = mState.colorClearValue.red; 1846 params[1] = mState.colorClearValue.green; 1847 params[2] = mState.colorClearValue.blue; 1848 params[3] = mState.colorClearValue.alpha; 1849 break; 1850 case GL_BLEND_COLOR: 1851 params[0] = mState.blendColor.red; 1852 params[1] = mState.blendColor.green; 1853 params[2] = mState.blendColor.blue; 1854 params[3] = mState.blendColor.alpha; 1855 break; 1856 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1857 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1858 break; 1859 default: 1860 return false; 1861 } 1862 1863 return true; 1864} 1865 1866template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1867template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1868 1869template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1870{ 1871 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1872 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1873 // GetIntegerv as its native query function. As it would require conversion in any 1874 // case, this should make no difference to the calling application. You may find it in 1875 // Context::getFloatv. 1876 switch(pname) 1877 { 1878 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true; 1879 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true; 1880 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true; 1881 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true; 1882 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true; 1883 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true; 1884 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true; 1885 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true; 1886 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true; 1887 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true; 1888 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true; 1889 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true; 1890// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1891 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; return true; 1892 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; return true; 1893 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true; 1894 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true; 1895 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; return true; 1896 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; return true; 1897 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true; 1898 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true; 1899 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: *params = mState.textureFilteringHint; return true; 1900 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true; 1901 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true; 1902 case GL_STENCIL_REF: *params = mState.stencilRef; return true; 1903 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true; 1904 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true; 1905 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true; 1906 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true; 1907 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true; 1908 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true; 1909 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true; 1910 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true; 1911 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true; 1912 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true; 1913 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true; 1914 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true; 1915 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true; 1916 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true; 1917 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true; 1918 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true; 1919 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true; 1920 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true; 1921 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true; 1922 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true; 1923 case GL_SUBPIXEL_BITS: *params = 4; return true; 1924 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true; 1925 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true; 1926 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true; 1927 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; return true; 1928 case GL_SAMPLE_BUFFERS: 1929 case GL_SAMPLES: 1930 { 1931 Framebuffer *framebuffer = getDrawFramebuffer(); 1932 int width, height, samples; 1933 1934 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1935 { 1936 switch(pname) 1937 { 1938 case GL_SAMPLE_BUFFERS: 1939 if(samples > 1) 1940 { 1941 *params = 1; 1942 } 1943 else 1944 { 1945 *params = 0; 1946 } 1947 break; 1948 case GL_SAMPLES: 1949 *params = samples; 1950 break; 1951 } 1952 } 1953 else 1954 { 1955 *params = 0; 1956 } 1957 } 1958 return true; 1959 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 1960 { 1961 Framebuffer *framebuffer = getReadFramebuffer(); 1962 *params = framebuffer->getImplementationColorReadType(); 1963 } 1964 return true; 1965 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 1966 { 1967 Framebuffer *framebuffer = getReadFramebuffer(); 1968 *params = framebuffer->getImplementationColorReadFormat(); 1969 } 1970 return true; 1971 case GL_MAX_VIEWPORT_DIMS: 1972 { 1973 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 1974 params[0] = maxDimension; 1975 params[1] = maxDimension; 1976 } 1977 return true; 1978 case GL_COMPRESSED_TEXTURE_FORMATS: 1979 { 1980 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 1981 { 1982 params[i] = compressedTextureFormats[i]; 1983 } 1984 } 1985 return true; 1986 case GL_VIEWPORT: 1987 params[0] = mState.viewportX; 1988 params[1] = mState.viewportY; 1989 params[2] = mState.viewportWidth; 1990 params[3] = mState.viewportHeight; 1991 return true; 1992 case GL_SCISSOR_BOX: 1993 params[0] = mState.scissorX; 1994 params[1] = mState.scissorY; 1995 params[2] = mState.scissorWidth; 1996 params[3] = mState.scissorHeight; 1997 return true; 1998 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true; 1999 case GL_FRONT_FACE: *params = mState.frontFace; return true; 2000 case GL_RED_BITS: 2001 case GL_GREEN_BITS: 2002 case GL_BLUE_BITS: 2003 case GL_ALPHA_BITS: 2004 { 2005 Framebuffer *framebuffer = getDrawFramebuffer(); 2006 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 2007 2008 if(colorbuffer) 2009 { 2010 switch(pname) 2011 { 2012 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true; 2013 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true; 2014 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true; 2015 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true; 2016 } 2017 } 2018 else 2019 { 2020 *params = 0; 2021 } 2022 } 2023 return true; 2024 case GL_DEPTH_BITS: 2025 { 2026 Framebuffer *framebuffer = getDrawFramebuffer(); 2027 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2028 2029 if(depthbuffer) 2030 { 2031 *params = depthbuffer->getDepthSize(); 2032 } 2033 else 2034 { 2035 *params = 0; 2036 } 2037 } 2038 return true; 2039 case GL_STENCIL_BITS: 2040 { 2041 Framebuffer *framebuffer = getDrawFramebuffer(); 2042 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2043 2044 if(stencilbuffer) 2045 { 2046 *params = stencilbuffer->getStencilSize(); 2047 } 2048 else 2049 { 2050 *params = 0; 2051 } 2052 } 2053 return true; 2054 case GL_TEXTURE_BINDING_2D: 2055 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2056 { 2057 error(GL_INVALID_OPERATION); 2058 return false; 2059 } 2060 2061 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2062 return true; 2063 case GL_TEXTURE_BINDING_CUBE_MAP: 2064 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2065 { 2066 error(GL_INVALID_OPERATION); 2067 return false; 2068 } 2069 2070 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2071 return true; 2072 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2073 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2074 { 2075 error(GL_INVALID_OPERATION); 2076 return false; 2077 } 2078 2079 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2080 return true; 2081 case GL_TEXTURE_BINDING_3D_OES: 2082 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2083 { 2084 error(GL_INVALID_OPERATION); 2085 return false; 2086 } 2087 2088 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2089 return true; 2090 case GL_DRAW_BUFFER0: 2091 case GL_DRAW_BUFFER1: 2092 case GL_DRAW_BUFFER2: 2093 case GL_DRAW_BUFFER3: 2094 case GL_DRAW_BUFFER4: 2095 case GL_DRAW_BUFFER5: 2096 case GL_DRAW_BUFFER6: 2097 case GL_DRAW_BUFFER7: 2098 case GL_DRAW_BUFFER8: 2099 case GL_DRAW_BUFFER9: 2100 case GL_DRAW_BUFFER10: 2101 case GL_DRAW_BUFFER11: 2102 case GL_DRAW_BUFFER12: 2103 case GL_DRAW_BUFFER13: 2104 case GL_DRAW_BUFFER14: 2105 case GL_DRAW_BUFFER15: 2106 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS) 2107 { 2108 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0); 2109 } 2110 else 2111 { 2112 return false; 2113 } 2114 return true; 2115 case GL_MAX_DRAW_BUFFERS: 2116 *params = MAX_DRAW_BUFFERS; 2117 return true; 2118 case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers 2119 *params = MAX_COLOR_ATTACHMENTS; 2120 return true; 2121 default: 2122 break; 2123 } 2124 2125 if(clientVersion >= 3) 2126 { 2127 switch(pname) 2128 { 2129 case GL_TEXTURE_BINDING_2D_ARRAY: 2130 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2131 { 2132 error(GL_INVALID_OPERATION); 2133 return false; 2134 } 2135 2136 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name(); 2137 return true; 2138 case GL_COPY_READ_BUFFER_BINDING: 2139 *params = mState.copyReadBuffer.name(); 2140 return true; 2141 case GL_COPY_WRITE_BUFFER_BINDING: 2142 *params = mState.copyWriteBuffer.name(); 2143 return true; 2144 case GL_MAJOR_VERSION: 2145 *params = clientVersion; 2146 return true; 2147 case GL_MAX_3D_TEXTURE_SIZE: 2148 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2149 return true; 2150 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2151 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2152 return true; 2153 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2154 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2155 return true; 2156 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2157 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS; 2158 return true; 2159 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2160 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2161 return true; 2162 case GL_MAX_ELEMENT_INDEX: 2163 *params = MAX_ELEMENT_INDEX; 2164 return true; 2165 case GL_MAX_ELEMENTS_INDICES: 2166 *params = MAX_ELEMENTS_INDICES; 2167 return true; 2168 case GL_MAX_ELEMENTS_VERTICES: 2169 *params = MAX_ELEMENTS_VERTICES; 2170 return true; 2171 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2172 *params = MAX_FRAGMENT_INPUT_VECTORS * 4; 2173 return true; 2174 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2175 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2176 return true; 2177 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2178 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2179 return true; 2180 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2181 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2182 // In any case, any behavior outside the specified range is valid since the spec mentions: 2183 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2184 // "If any of the offset values are outside the range of the implementation-defined values 2185 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2186 // undefined." 2187 *params = MAX_PROGRAM_TEXEL_OFFSET; 2188 return true; 2189 case GL_MAX_SERVER_WAIT_TIMEOUT: 2190 *params = 0; 2191 return true; 2192 case GL_MAX_TEXTURE_LOD_BIAS: 2193 *params = MAX_TEXTURE_LOD_BIAS; 2194 return true; 2195 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2196 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; 2197 return true; 2198 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2199 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2200 return true; 2201 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2202 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS; 2203 return true; 2204 case GL_MAX_UNIFORM_BLOCK_SIZE: 2205 *params = MAX_UNIFORM_BLOCK_SIZE; 2206 return true; 2207 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2208 *params = MAX_UNIFORM_BUFFER_BINDINGS; 2209 return true; 2210 case GL_MAX_VARYING_COMPONENTS: 2211 *params = MAX_VARYING_VECTORS * 4; 2212 return true; 2213 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2214 *params = MAX_VERTEX_OUTPUT_VECTORS * 4; 2215 return true; 2216 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2217 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2218 return true; 2219 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2220 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2221 return true; 2222 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2223 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2224 // In any case, any behavior outside the specified range is valid since the spec mentions: 2225 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2226 // "If any of the offset values are outside the range of the implementation-defined values 2227 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2228 // undefined." 2229 *params = MIN_PROGRAM_TEXEL_OFFSET; 2230 return true; 2231 case GL_MINOR_VERSION: 2232 *params = 0; 2233 return true; 2234 case GL_NUM_EXTENSIONS: 2235 GLuint numExtensions; 2236 getExtensions(0, &numExtensions); 2237 *params = numExtensions; 2238 return true; 2239 case GL_NUM_PROGRAM_BINARY_FORMATS: 2240 *params = NUM_PROGRAM_BINARY_FORMATS; 2241 return true; 2242 case GL_PACK_ROW_LENGTH: 2243 *params = mState.packRowLength; 2244 return true; 2245 case GL_PACK_SKIP_PIXELS: 2246 *params = mState.packSkipPixels; 2247 return true; 2248 case GL_PACK_SKIP_ROWS: 2249 *params = mState.packSkipRows; 2250 return true; 2251 case GL_PIXEL_PACK_BUFFER_BINDING: 2252 *params = mState.pixelPackBuffer.name(); 2253 return true; 2254 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2255 *params = mState.pixelUnpackBuffer.name(); 2256 return true; 2257 case GL_PROGRAM_BINARY_FORMATS: 2258 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input 2259 // should be a 0 sized array, so don't write to params 2260 return true; 2261 case GL_READ_BUFFER: 2262 *params = getReadFramebuffer()->getReadBuffer(); 2263 return true; 2264 case GL_SAMPLER_BINDING: 2265 *params = mState.sampler[mState.activeSampler].name(); 2266 return true; 2267 case GL_UNIFORM_BUFFER_BINDING: 2268 *params = mState.genericUniformBuffer.name(); 2269 return true; 2270 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2271 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2272 return true; 2273 case GL_UNIFORM_BUFFER_SIZE: 2274 *params = static_cast<T>(mState.genericUniformBuffer->size()); 2275 return true; 2276 case GL_UNIFORM_BUFFER_START: 2277 *params = static_cast<T>(mState.genericUniformBuffer->offset()); 2278 return true; 2279 case GL_UNPACK_IMAGE_HEIGHT: 2280 *params = mState.unpackInfo.imageHeight; 2281 return true; 2282 case GL_UNPACK_ROW_LENGTH: 2283 *params = mState.unpackInfo.rowLength; 2284 return true; 2285 case GL_UNPACK_SKIP_IMAGES: 2286 *params = mState.unpackInfo.skipImages; 2287 return true; 2288 case GL_UNPACK_SKIP_PIXELS: 2289 *params = mState.unpackInfo.skipPixels; 2290 return true; 2291 case GL_UNPACK_SKIP_ROWS: 2292 *params = mState.unpackInfo.skipRows; 2293 return true; 2294 case GL_VERTEX_ARRAY_BINDING: 2295 *params = getCurrentVertexArray()->name; 2296 return true; 2297 case GL_TRANSFORM_FEEDBACK_BINDING: 2298 { 2299 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2300 if(transformFeedback) 2301 { 2302 *params = transformFeedback->name; 2303 } 2304 else 2305 { 2306 return false; 2307 } 2308 } 2309 return true; 2310 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2311 { 2312 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2313 if(transformFeedback) 2314 { 2315 *params = transformFeedback->getGenericBufferName(); 2316 } 2317 else 2318 { 2319 return false; 2320 } 2321 } 2322 return true; 2323 default: 2324 break; 2325 } 2326 } 2327 2328 return false; 2329} 2330 2331template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2332template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2333 2334template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2335{ 2336 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2337 if(!transformFeedback) 2338 { 2339 return false; 2340 } 2341 2342 switch(pname) 2343 { 2344 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2345 *param = transformFeedback->name; 2346 break; 2347 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2348 *param = transformFeedback->isActive(); 2349 break; 2350 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2351 *param = transformFeedback->getBufferName(index); 2352 break; 2353 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2354 *param = transformFeedback->isPaused(); 2355 break; 2356 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2357 if(transformFeedback->getBuffer(index)) 2358 { 2359 *param = transformFeedback->getSize(index); 2360 break; 2361 } 2362 else return false; 2363 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2364 if(transformFeedback->getBuffer(index)) 2365 { 2366 *param = transformFeedback->getOffset(index); 2367 break; 2368 } 2369 else return false; 2370 default: 2371 return false; 2372 } 2373 2374 return true; 2375} 2376 2377template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2378template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2379 2380template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2381{ 2382 const BufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2383 2384 switch(pname) 2385 { 2386 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2387 *param = uniformBuffer.get().name(); 2388 break; 2389 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2390 *param = uniformBuffer.getSize(); 2391 break; 2392 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2393 *param = uniformBuffer.getOffset(); 2394 break; 2395 default: 2396 return false; 2397 } 2398 2399 return true; 2400} 2401 2402bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2403{ 2404 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2405 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2406 // to the fact that it is stored internally as a float, and so would require conversion 2407 // if returned from Context::getIntegerv. Since this conversion is already implemented 2408 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2409 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2410 // application. 2411 switch(pname) 2412 { 2413 case GL_COMPRESSED_TEXTURE_FORMATS: 2414 { 2415 *type = GL_INT; 2416 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2417 } 2418 break; 2419 case GL_SHADER_BINARY_FORMATS: 2420 { 2421 *type = GL_INT; 2422 *numParams = 0; 2423 } 2424 break; 2425 case GL_MAX_VERTEX_ATTRIBS: 2426 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2427 case GL_MAX_VARYING_VECTORS: 2428 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2429 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2430 case GL_MAX_TEXTURE_IMAGE_UNITS: 2431 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2432 case GL_MAX_RENDERBUFFER_SIZE: 2433 case GL_NUM_SHADER_BINARY_FORMATS: 2434 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2435 case GL_ARRAY_BUFFER_BINDING: 2436 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2437 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2438 case GL_RENDERBUFFER_BINDING: 2439 case GL_CURRENT_PROGRAM: 2440 case GL_PACK_ALIGNMENT: 2441 case GL_UNPACK_ALIGNMENT: 2442 case GL_GENERATE_MIPMAP_HINT: 2443 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2444 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: 2445 case GL_RED_BITS: 2446 case GL_GREEN_BITS: 2447 case GL_BLUE_BITS: 2448 case GL_ALPHA_BITS: 2449 case GL_DEPTH_BITS: 2450 case GL_STENCIL_BITS: 2451 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2452 case GL_CULL_FACE_MODE: 2453 case GL_FRONT_FACE: 2454 case GL_ACTIVE_TEXTURE: 2455 case GL_STENCIL_FUNC: 2456 case GL_STENCIL_VALUE_MASK: 2457 case GL_STENCIL_REF: 2458 case GL_STENCIL_FAIL: 2459 case GL_STENCIL_PASS_DEPTH_FAIL: 2460 case GL_STENCIL_PASS_DEPTH_PASS: 2461 case GL_STENCIL_BACK_FUNC: 2462 case GL_STENCIL_BACK_VALUE_MASK: 2463 case GL_STENCIL_BACK_REF: 2464 case GL_STENCIL_BACK_FAIL: 2465 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2466 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2467 case GL_DEPTH_FUNC: 2468 case GL_BLEND_SRC_RGB: 2469 case GL_BLEND_SRC_ALPHA: 2470 case GL_BLEND_DST_RGB: 2471 case GL_BLEND_DST_ALPHA: 2472 case GL_BLEND_EQUATION_RGB: 2473 case GL_BLEND_EQUATION_ALPHA: 2474 case GL_STENCIL_WRITEMASK: 2475 case GL_STENCIL_BACK_WRITEMASK: 2476 case GL_STENCIL_CLEAR_VALUE: 2477 case GL_SUBPIXEL_BITS: 2478 case GL_MAX_TEXTURE_SIZE: 2479 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2480 case GL_SAMPLE_BUFFERS: 2481 case GL_SAMPLES: 2482 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2483 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2484 case GL_TEXTURE_BINDING_2D: 2485 case GL_TEXTURE_BINDING_CUBE_MAP: 2486 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2487 case GL_TEXTURE_BINDING_3D_OES: 2488 case GL_COPY_READ_BUFFER_BINDING: 2489 case GL_COPY_WRITE_BUFFER_BINDING: 2490 case GL_DRAW_BUFFER0: 2491 case GL_DRAW_BUFFER1: 2492 case GL_DRAW_BUFFER2: 2493 case GL_DRAW_BUFFER3: 2494 case GL_DRAW_BUFFER4: 2495 case GL_DRAW_BUFFER5: 2496 case GL_DRAW_BUFFER6: 2497 case GL_DRAW_BUFFER7: 2498 case GL_DRAW_BUFFER8: 2499 case GL_DRAW_BUFFER9: 2500 case GL_DRAW_BUFFER10: 2501 case GL_DRAW_BUFFER11: 2502 case GL_DRAW_BUFFER12: 2503 case GL_DRAW_BUFFER13: 2504 case GL_DRAW_BUFFER14: 2505 case GL_DRAW_BUFFER15: 2506 case GL_MAJOR_VERSION: 2507 case GL_MAX_3D_TEXTURE_SIZE: 2508 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2509 case GL_MAX_COLOR_ATTACHMENTS: 2510 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2511 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2512 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2513 case GL_MAX_DRAW_BUFFERS: 2514 case GL_MAX_ELEMENT_INDEX: 2515 case GL_MAX_ELEMENTS_INDICES: 2516 case GL_MAX_ELEMENTS_VERTICES: 2517 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2518 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2519 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2520 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2521 case GL_MAX_SERVER_WAIT_TIMEOUT: 2522 case GL_MAX_TEXTURE_LOD_BIAS: 2523 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2524 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2525 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2526 case GL_MAX_UNIFORM_BLOCK_SIZE: 2527 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2528 case GL_MAX_VARYING_COMPONENTS: 2529 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2530 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2531 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2532 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2533 case GL_MINOR_VERSION: 2534 case GL_NUM_EXTENSIONS: 2535 case GL_NUM_PROGRAM_BINARY_FORMATS: 2536 case GL_PACK_ROW_LENGTH: 2537 case GL_PACK_SKIP_PIXELS: 2538 case GL_PACK_SKIP_ROWS: 2539 case GL_PIXEL_PACK_BUFFER_BINDING: 2540 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2541 case GL_PROGRAM_BINARY_FORMATS: 2542 case GL_READ_BUFFER: 2543 case GL_SAMPLER_BINDING: 2544 case GL_TEXTURE_BINDING_2D_ARRAY: 2545 case GL_UNIFORM_BUFFER_BINDING: 2546 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2547 case GL_UNIFORM_BUFFER_SIZE: 2548 case GL_UNIFORM_BUFFER_START: 2549 case GL_UNPACK_IMAGE_HEIGHT: 2550 case GL_UNPACK_ROW_LENGTH: 2551 case GL_UNPACK_SKIP_IMAGES: 2552 case GL_UNPACK_SKIP_PIXELS: 2553 case GL_UNPACK_SKIP_ROWS: 2554 case GL_VERTEX_ARRAY_BINDING: 2555 case GL_TRANSFORM_FEEDBACK_BINDING: 2556 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2557 { 2558 *type = GL_INT; 2559 *numParams = 1; 2560 } 2561 break; 2562 case GL_MAX_SAMPLES_ANGLE: 2563 { 2564 *type = GL_INT; 2565 *numParams = 1; 2566 } 2567 break; 2568 case GL_MAX_VIEWPORT_DIMS: 2569 { 2570 *type = GL_INT; 2571 *numParams = 2; 2572 } 2573 break; 2574 case GL_VIEWPORT: 2575 case GL_SCISSOR_BOX: 2576 { 2577 *type = GL_INT; 2578 *numParams = 4; 2579 } 2580 break; 2581 case GL_SHADER_COMPILER: 2582 case GL_SAMPLE_COVERAGE_INVERT: 2583 case GL_DEPTH_WRITEMASK: 2584 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2585 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2586 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2587 case GL_SAMPLE_COVERAGE: 2588 case GL_SCISSOR_TEST: 2589 case GL_STENCIL_TEST: 2590 case GL_DEPTH_TEST: 2591 case GL_BLEND: 2592 case GL_DITHER: 2593 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2594 case GL_RASTERIZER_DISCARD: 2595 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2596 case GL_TRANSFORM_FEEDBACK_PAUSED: 2597 { 2598 *type = GL_BOOL; 2599 *numParams = 1; 2600 } 2601 break; 2602 case GL_COLOR_WRITEMASK: 2603 { 2604 *type = GL_BOOL; 2605 *numParams = 4; 2606 } 2607 break; 2608 case GL_POLYGON_OFFSET_FACTOR: 2609 case GL_POLYGON_OFFSET_UNITS: 2610 case GL_SAMPLE_COVERAGE_VALUE: 2611 case GL_DEPTH_CLEAR_VALUE: 2612 case GL_LINE_WIDTH: 2613 { 2614 *type = GL_FLOAT; 2615 *numParams = 1; 2616 } 2617 break; 2618 case GL_ALIASED_LINE_WIDTH_RANGE: 2619 case GL_ALIASED_POINT_SIZE_RANGE: 2620 case GL_DEPTH_RANGE: 2621 { 2622 *type = GL_FLOAT; 2623 *numParams = 2; 2624 } 2625 break; 2626 case GL_COLOR_CLEAR_VALUE: 2627 case GL_BLEND_COLOR: 2628 { 2629 *type = GL_FLOAT; 2630 *numParams = 4; 2631 } 2632 break; 2633 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2634 *type = GL_FLOAT; 2635 *numParams = 1; 2636 break; 2637 default: 2638 return false; 2639 } 2640 2641 return true; 2642} 2643 2644void Context::applyScissor(int width, int height) 2645{ 2646 if(mState.scissorTestEnabled) 2647 { 2648 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2649 scissor.clip(0, 0, width, height); 2650 2651 device->setScissorRect(scissor); 2652 device->setScissorEnable(true); 2653 } 2654 else 2655 { 2656 device->setScissorEnable(false); 2657 } 2658} 2659 2660// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2661bool Context::applyRenderTarget() 2662{ 2663 Framebuffer *framebuffer = getDrawFramebuffer(); 2664 int width, height, samples; 2665 2666 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2667 { 2668 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2669 } 2670 2671 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2672 { 2673 if(framebuffer->getDrawBuffer(i) != GL_NONE) 2674 { 2675 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2676 device->setRenderTarget(i, renderTarget); 2677 if(renderTarget) renderTarget->release(); 2678 } 2679 else 2680 { 2681 device->setRenderTarget(i, nullptr); 2682 } 2683 } 2684 2685 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 2686 device->setDepthBuffer(depthBuffer); 2687 if(depthBuffer) depthBuffer->release(); 2688 2689 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 2690 device->setStencilBuffer(stencilBuffer); 2691 if(stencilBuffer) stencilBuffer->release(); 2692 2693 Viewport viewport; 2694 float zNear = clamp01(mState.zNear); 2695 float zFar = clamp01(mState.zFar); 2696 2697 viewport.x0 = mState.viewportX; 2698 viewport.y0 = mState.viewportY; 2699 viewport.width = mState.viewportWidth; 2700 viewport.height = mState.viewportHeight; 2701 viewport.minZ = zNear; 2702 viewport.maxZ = zFar; 2703 2704 device->setViewport(viewport); 2705 2706 applyScissor(width, height); 2707 2708 Program *program = getCurrentProgram(); 2709 2710 if(program) 2711 { 2712 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2713 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2714 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2715 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2716 } 2717 2718 return true; 2719} 2720 2721// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2722void Context::applyState(GLenum drawMode) 2723{ 2724 Framebuffer *framebuffer = getDrawFramebuffer(); 2725 2726 if(mState.cullFaceEnabled) 2727 { 2728 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2729 } 2730 else 2731 { 2732 device->setCullMode(sw::CULL_NONE); 2733 } 2734 2735 if(mDepthStateDirty) 2736 { 2737 if(mState.depthTestEnabled) 2738 { 2739 device->setDepthBufferEnable(true); 2740 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2741 } 2742 else 2743 { 2744 device->setDepthBufferEnable(false); 2745 } 2746 2747 mDepthStateDirty = false; 2748 } 2749 2750 if(mBlendStateDirty) 2751 { 2752 if(mState.blendEnabled) 2753 { 2754 device->setAlphaBlendEnable(true); 2755 device->setSeparateAlphaBlendEnable(true); 2756 2757 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2758 2759 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2760 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2761 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2762 2763 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2764 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2765 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2766 } 2767 else 2768 { 2769 device->setAlphaBlendEnable(false); 2770 } 2771 2772 mBlendStateDirty = false; 2773 } 2774 2775 if(mStencilStateDirty || mFrontFaceDirty) 2776 { 2777 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2778 { 2779 device->setStencilEnable(true); 2780 device->setTwoSidedStencil(true); 2781 2782 // get the maximum size of the stencil ref 2783 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2784 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2785 2786 if(mState.frontFace == GL_CCW) 2787 { 2788 device->setStencilWriteMask(mState.stencilWritemask); 2789 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2790 2791 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2792 device->setStencilMask(mState.stencilMask); 2793 2794 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2795 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2796 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2797 2798 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2799 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2800 2801 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2802 device->setStencilMaskCCW(mState.stencilBackMask); 2803 2804 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2805 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2806 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2807 } 2808 else 2809 { 2810 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2811 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2812 2813 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2814 device->setStencilMaskCCW(mState.stencilMask); 2815 2816 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2817 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2818 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2819 2820 device->setStencilWriteMask(mState.stencilBackWritemask); 2821 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2822 2823 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2824 device->setStencilMask(mState.stencilBackMask); 2825 2826 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2827 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2828 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2829 } 2830 } 2831 else 2832 { 2833 device->setStencilEnable(false); 2834 } 2835 2836 mStencilStateDirty = false; 2837 mFrontFaceDirty = false; 2838 } 2839 2840 if(mMaskStateDirty) 2841 { 2842 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2843 { 2844 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2845 } 2846 2847 device->setDepthWriteEnable(mState.depthMask); 2848 2849 mMaskStateDirty = false; 2850 } 2851 2852 if(mPolygonOffsetStateDirty) 2853 { 2854 if(mState.polygonOffsetFillEnabled) 2855 { 2856 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2857 if(depthbuffer) 2858 { 2859 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2860 float depthBias = ldexp(mState.polygonOffsetUnits, -23); // We use 32-bit floating-point for all depth formats, with 23 mantissa bits. 2861 device->setDepthBias(depthBias); 2862 } 2863 } 2864 else 2865 { 2866 device->setSlopeDepthBias(0); 2867 device->setDepthBias(0); 2868 } 2869 2870 mPolygonOffsetStateDirty = false; 2871 } 2872 2873 if(mSampleStateDirty) 2874 { 2875 if(mState.sampleAlphaToCoverageEnabled) 2876 { 2877 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2878 } 2879 else 2880 { 2881 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2882 } 2883 2884 if(mState.sampleCoverageEnabled) 2885 { 2886 unsigned int mask = 0; 2887 if(mState.sampleCoverageValue != 0) 2888 { 2889 int width, height, samples; 2890 framebuffer->completeness(width, height, samples); 2891 2892 float threshold = 0.5f; 2893 2894 for(int i = 0; i < samples; i++) 2895 { 2896 mask <<= 1; 2897 2898 if((i + 1) * mState.sampleCoverageValue >= threshold) 2899 { 2900 threshold += 1.0f; 2901 mask |= 1; 2902 } 2903 } 2904 } 2905 2906 if(mState.sampleCoverageInvert) 2907 { 2908 mask = ~mask; 2909 } 2910 2911 device->setMultiSampleMask(mask); 2912 } 2913 else 2914 { 2915 device->setMultiSampleMask(0xFFFFFFFF); 2916 } 2917 2918 mSampleStateDirty = false; 2919 } 2920 2921 if(mDitherStateDirty) 2922 { 2923 // UNIMPLEMENTED(); // FIXME 2924 2925 mDitherStateDirty = false; 2926 } 2927 2928 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled); 2929} 2930 2931GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2932{ 2933 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2934 2935 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2936 if(err != GL_NO_ERROR) 2937 { 2938 return err; 2939 } 2940 2941 Program *program = getCurrentProgram(); 2942 2943 device->resetInputStreams(false); 2944 2945 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2946 { 2947 if(program->getAttributeStream(i) == -1) 2948 { 2949 continue; 2950 } 2951 2952 sw::Resource *resource = attributes[i].vertexBuffer; 2953 const void *buffer = (char*)resource->data() + attributes[i].offset; 2954 2955 int stride = attributes[i].stride; 2956 2957 buffer = (char*)buffer + stride * base; 2958 2959 sw::Stream attribute(resource, buffer, stride); 2960 2961 attribute.type = attributes[i].type; 2962 attribute.count = attributes[i].count; 2963 attribute.normalized = attributes[i].normalized; 2964 2965 int stream = program->getAttributeStream(i); 2966 device->setInputStream(stream, attribute); 2967 } 2968 2969 return GL_NO_ERROR; 2970} 2971 2972// Applies the indices and element array bindings 2973GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 2974{ 2975 GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled()); 2976 2977 if(err == GL_NO_ERROR) 2978 { 2979 device->setIndexBuffer(indexInfo->indexBuffer); 2980 } 2981 2982 return err; 2983} 2984 2985// Applies the shaders and shader constants 2986void Context::applyShaders() 2987{ 2988 Program *programObject = getCurrentProgram(); 2989 sw::VertexShader *vertexShader = programObject->getVertexShader(); 2990 sw::PixelShader *pixelShader = programObject->getPixelShader(); 2991 2992 device->setVertexShader(vertexShader); 2993 device->setPixelShader(pixelShader); 2994 2995 if(programObject->getSerial() != mAppliedProgramSerial) 2996 { 2997 programObject->dirtyAllUniforms(); 2998 mAppliedProgramSerial = programObject->getSerial(); 2999 } 3000 3001 programObject->applyTransformFeedback(device, getTransformFeedback()); 3002 programObject->applyUniformBuffers(device, mState.uniformBuffers); 3003 programObject->applyUniforms(device); 3004} 3005 3006void Context::applyTextures() 3007{ 3008 applyTextures(sw::SAMPLER_PIXEL); 3009 applyTextures(sw::SAMPLER_VERTEX); 3010} 3011 3012void Context::applyTextures(sw::SamplerType samplerType) 3013{ 3014 Program *programObject = getCurrentProgram(); 3015 3016 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3017 3018 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3019 { 3020 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3021 3022 if(textureUnit != -1) 3023 { 3024 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3025 3026 Texture *texture = getSamplerTexture(textureUnit, textureType); 3027 3028 if(texture->isSamplerComplete()) 3029 { 3030 GLenum wrapS, wrapT, wrapR, minFilter, magFilter; 3031 GLfloat minLOD, maxLOD; 3032 3033 Sampler *samplerObject = mState.sampler[textureUnit]; 3034 if(samplerObject) 3035 { 3036 wrapS = samplerObject->getWrapS(); 3037 wrapT = samplerObject->getWrapT(); 3038 wrapR = samplerObject->getWrapR(); 3039 minFilter = samplerObject->getMinFilter(); 3040 magFilter = samplerObject->getMagFilter(); 3041 minLOD = samplerObject->getMinLod(); 3042 maxLOD = samplerObject->getMaxLod(); 3043 } 3044 else 3045 { 3046 wrapS = texture->getWrapS(); 3047 wrapT = texture->getWrapT(); 3048 wrapR = texture->getWrapR(); 3049 minFilter = texture->getMinFilter(); 3050 magFilter = texture->getMagFilter(); 3051 minLOD = texture->getMinLOD(); 3052 maxLOD = texture->getMaxLOD(); 3053 } 3054 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3055 3056 GLint baseLevel = texture->getBaseLevel(); 3057 GLint maxLevel = texture->getMaxLevel(); 3058 GLenum swizzleR = texture->getSwizzleR(); 3059 GLenum swizzleG = texture->getSwizzleG(); 3060 GLenum swizzleB = texture->getSwizzleB(); 3061 GLenum swizzleA = texture->getSwizzleA(); 3062 3063 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3064 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3065 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3066 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3067 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3068 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3069 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3070 device->setMinLod(samplerType, samplerIndex, minLOD); 3071 device->setMaxLod(samplerType, samplerIndex, maxLOD); 3072 device->setBaseLevel(samplerType, samplerIndex, baseLevel); 3073 device->setMaxLevel(samplerType, samplerIndex, maxLevel); 3074 3075 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3076 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3077 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3078 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST); 3079 3080 applyTexture(samplerType, samplerIndex, texture); 3081 } 3082 else 3083 { 3084 applyTexture(samplerType, samplerIndex, nullptr); 3085 } 3086 } 3087 else 3088 { 3089 applyTexture(samplerType, samplerIndex, nullptr); 3090 } 3091 } 3092} 3093 3094void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3095{ 3096 Program *program = getCurrentProgram(); 3097 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3098 bool textureUsed = false; 3099 3100 if(type == sw::SAMPLER_PIXEL) 3101 { 3102 textureUsed = program->getPixelShader()->usesSampler(index); 3103 } 3104 else if(type == sw::SAMPLER_VERTEX) 3105 { 3106 textureUsed = program->getVertexShader()->usesSampler(index); 3107 } 3108 else UNREACHABLE(type); 3109 3110 sw::Resource *resource = 0; 3111 3112 if(baseTexture && textureUsed) 3113 { 3114 resource = baseTexture->getResource(); 3115 } 3116 3117 device->setTextureResource(sampler, resource); 3118 3119 if(baseTexture && textureUsed) 3120 { 3121 int levelCount = baseTexture->getLevelCount(); 3122 3123 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3124 { 3125 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3126 3127 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3128 { 3129 int surfaceLevel = mipmapLevel; 3130 3131 if(surfaceLevel < 0) 3132 { 3133 surfaceLevel = 0; 3134 } 3135 else if(surfaceLevel >= levelCount) 3136 { 3137 surfaceLevel = levelCount - 1; 3138 } 3139 3140 egl::Image *surface = texture->getImage(surfaceLevel); 3141 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3142 } 3143 } 3144 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3145 { 3146 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3147 3148 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3149 { 3150 int surfaceLevel = mipmapLevel; 3151 3152 if(surfaceLevel < 0) 3153 { 3154 surfaceLevel = 0; 3155 } 3156 else if(surfaceLevel >= levelCount) 3157 { 3158 surfaceLevel = levelCount - 1; 3159 } 3160 3161 egl::Image *surface = texture->getImage(surfaceLevel); 3162 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3163 } 3164 } 3165 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3166 { 3167 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3168 3169 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3170 { 3171 int surfaceLevel = mipmapLevel; 3172 3173 if(surfaceLevel < 0) 3174 { 3175 surfaceLevel = 0; 3176 } 3177 else if(surfaceLevel >= levelCount) 3178 { 3179 surfaceLevel = levelCount - 1; 3180 } 3181 3182 egl::Image *surface = texture->getImage(surfaceLevel); 3183 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3184 } 3185 } 3186 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3187 { 3188 for(int face = 0; face < 6; face++) 3189 { 3190 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3191 3192 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3193 { 3194 int surfaceLevel = mipmapLevel; 3195 3196 if(surfaceLevel < 0) 3197 { 3198 surfaceLevel = 0; 3199 } 3200 else if(surfaceLevel >= levelCount) 3201 { 3202 surfaceLevel = levelCount - 1; 3203 } 3204 3205 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3206 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3207 } 3208 } 3209 } 3210 else UNIMPLEMENTED(); 3211 } 3212 else 3213 { 3214 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3215 } 3216} 3217 3218void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3219{ 3220 Framebuffer *framebuffer = getReadFramebuffer(); 3221 int framebufferWidth, framebufferHeight, framebufferSamples; 3222 3223 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3224 { 3225 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3226 } 3227 3228 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3229 { 3230 return error(GL_INVALID_OPERATION); 3231 } 3232 3233 if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion)) 3234 { 3235 return error(GL_INVALID_OPERATION); 3236 } 3237 3238 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width; 3239 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment); 3240 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3241 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3242 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels); 3243 3244 // Sized query sanity check 3245 if(bufSize) 3246 { 3247 int requiredSize = outputPitch * height; 3248 if(requiredSize > *bufSize) 3249 { 3250 return error(GL_INVALID_OPERATION); 3251 } 3252 } 3253 3254 egl::Image *renderTarget = nullptr; 3255 switch(format) 3256 { 3257 case GL_DEPTH_COMPONENT: 3258 renderTarget = framebuffer->getDepthBuffer(); 3259 break; 3260 default: 3261 renderTarget = framebuffer->getReadRenderTarget(); 3262 break; 3263 } 3264 3265 if(!renderTarget) 3266 { 3267 return error(GL_INVALID_OPERATION); 3268 } 3269 3270 sw::Rect rect = {x, y, x + width, y + height}; 3271 sw::Rect dstRect = { 0, 0, width, height }; 3272 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3273 3274 sw::Surface *externalSurface = sw::Surface::create(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3275 sw::SliceRect sliceRect(rect); 3276 sw::SliceRect dstSliceRect(dstRect); 3277 device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false); 3278 delete externalSurface; 3279 3280 renderTarget->release(); 3281} 3282 3283void Context::clear(GLbitfield mask) 3284{ 3285 if(mState.rasterizerDiscardEnabled) 3286 { 3287 return; 3288 } 3289 3290 Framebuffer *framebuffer = getDrawFramebuffer(); 3291 3292 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3293 { 3294 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3295 } 3296 3297 if(!applyRenderTarget()) 3298 { 3299 return; 3300 } 3301 3302 if(mask & GL_COLOR_BUFFER_BIT) 3303 { 3304 unsigned int rgbaMask = getColorMask(); 3305 3306 if(rgbaMask != 0) 3307 { 3308 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3309 } 3310 } 3311 3312 if(mask & GL_DEPTH_BUFFER_BIT) 3313 { 3314 if(mState.depthMask != 0) 3315 { 3316 float depth = clamp01(mState.depthClearValue); 3317 device->clearDepth(depth); 3318 } 3319 } 3320 3321 if(mask & GL_STENCIL_BUFFER_BIT) 3322 { 3323 if(mState.stencilWritemask != 0) 3324 { 3325 int stencil = mState.stencilClearValue & 0x000000FF; 3326 device->clearStencil(stencil, mState.stencilWritemask); 3327 } 3328 } 3329} 3330 3331void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3332{ 3333 unsigned int rgbaMask = getColorMask(); 3334 if(rgbaMask && !mState.rasterizerDiscardEnabled) 3335 { 3336 Framebuffer *framebuffer = getDrawFramebuffer(); 3337 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer); 3338 3339 if(colorbuffer) 3340 { 3341 sw::Rect clearRect = colorbuffer->getRect(); 3342 3343 if(mState.scissorTestEnabled) 3344 { 3345 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3346 } 3347 3348 device->clear(value, format, colorbuffer, clearRect, rgbaMask); 3349 3350 colorbuffer->release(); 3351 } 3352 } 3353} 3354 3355void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3356{ 3357 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3358} 3359 3360void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3361{ 3362 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3363} 3364 3365void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3366{ 3367 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3368} 3369 3370void Context::clearDepthBuffer(const GLfloat value) 3371{ 3372 if(mState.depthMask && !mState.rasterizerDiscardEnabled) 3373 { 3374 Framebuffer *framebuffer = getDrawFramebuffer(); 3375 egl::Image *depthbuffer = framebuffer->getDepthBuffer(); 3376 3377 if(depthbuffer) 3378 { 3379 float depth = clamp01(value); 3380 sw::Rect clearRect = depthbuffer->getRect(); 3381 3382 if(mState.scissorTestEnabled) 3383 { 3384 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3385 } 3386 3387 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3388 3389 depthbuffer->release(); 3390 } 3391 } 3392} 3393 3394void Context::clearStencilBuffer(const GLint value) 3395{ 3396 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled) 3397 { 3398 Framebuffer *framebuffer = getDrawFramebuffer(); 3399 egl::Image *stencilbuffer = framebuffer->getStencilBuffer(); 3400 3401 if(stencilbuffer) 3402 { 3403 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF); 3404 sw::Rect clearRect = stencilbuffer->getRect(); 3405 3406 if(mState.scissorTestEnabled) 3407 { 3408 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3409 } 3410 3411 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3412 3413 stencilbuffer->release(); 3414 } 3415 } 3416} 3417 3418void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3419{ 3420 if(!mState.currentProgram) 3421 { 3422 return error(GL_INVALID_OPERATION); 3423 } 3424 3425 sw::DrawType primitiveType; 3426 int primitiveCount; 3427 int verticesPerPrimitive; 3428 3429 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive)) 3430 return error(GL_INVALID_ENUM); 3431 3432 if(primitiveCount <= 0) 3433 { 3434 return; 3435 } 3436 3437 if(!applyRenderTarget()) 3438 { 3439 return; 3440 } 3441 3442 applyState(mode); 3443 3444 for(int i = 0; i < instanceCount; ++i) 3445 { 3446 device->setInstanceID(i); 3447 3448 GLenum err = applyVertexBuffer(0, first, count, i); 3449 if(err != GL_NO_ERROR) 3450 { 3451 return error(err); 3452 } 3453 3454 applyShaders(); 3455 applyTextures(); 3456 3457 if(!getCurrentProgram()->validateSamplers(false)) 3458 { 3459 return error(GL_INVALID_OPERATION); 3460 } 3461 3462 TransformFeedback* transformFeedback = getTransformFeedback(); 3463 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3464 { 3465 device->drawPrimitive(primitiveType, primitiveCount); 3466 } 3467 if(transformFeedback) 3468 { 3469 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3470 } 3471 } 3472} 3473 3474void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3475{ 3476 if(!mState.currentProgram) 3477 { 3478 return error(GL_INVALID_OPERATION); 3479 } 3480 3481 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3482 { 3483 return error(GL_INVALID_OPERATION); 3484 } 3485 3486 GLenum internalMode = mode; 3487 if(isPrimitiveRestartFixedIndexEnabled()) 3488 { 3489 switch(mode) 3490 { 3491 case GL_TRIANGLE_FAN: 3492 case GL_TRIANGLE_STRIP: 3493 internalMode = GL_TRIANGLES; 3494 break; 3495 case GL_LINE_LOOP: 3496 case GL_LINE_STRIP: 3497 internalMode = GL_LINES; 3498 break; 3499 default: 3500 break; 3501 } 3502 } 3503 3504 sw::DrawType primitiveType; 3505 int primitiveCount; 3506 int verticesPerPrimitive; 3507 3508 if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive)) 3509 return error(GL_INVALID_ENUM); 3510 3511 if(primitiveCount <= 0) 3512 { 3513 return; 3514 } 3515 3516 if(!applyRenderTarget()) 3517 { 3518 return; 3519 } 3520 3521 TranslatedIndexData indexInfo(primitiveCount); 3522 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3523 if(err != GL_NO_ERROR) 3524 { 3525 return error(err); 3526 } 3527 3528 applyState(internalMode); 3529 3530 for(int i = 0; i < instanceCount; ++i) 3531 { 3532 device->setInstanceID(i); 3533 3534 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3535 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3536 if(err != GL_NO_ERROR) 3537 { 3538 return error(err); 3539 } 3540 3541 applyShaders(); 3542 applyTextures(); 3543 3544 if(!getCurrentProgram()->validateSamplers(false)) 3545 { 3546 return error(GL_INVALID_OPERATION); 3547 } 3548 3549 TransformFeedback* transformFeedback = getTransformFeedback(); 3550 if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3551 { 3552 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount); 3553 } 3554 if(transformFeedback) 3555 { 3556 transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive); 3557 } 3558 } 3559} 3560 3561void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect) 3562{ 3563 device->blit(source, sRect, dest, dRect, false); 3564} 3565 3566void Context::finish() 3567{ 3568 device->finish(); 3569} 3570 3571void Context::flush() 3572{ 3573 // We don't queue anything without processing it as fast as possible 3574} 3575 3576void Context::recordInvalidEnum() 3577{ 3578 mInvalidEnum = true; 3579} 3580 3581void Context::recordInvalidValue() 3582{ 3583 mInvalidValue = true; 3584} 3585 3586void Context::recordInvalidOperation() 3587{ 3588 mInvalidOperation = true; 3589} 3590 3591void Context::recordOutOfMemory() 3592{ 3593 mOutOfMemory = true; 3594} 3595 3596void Context::recordInvalidFramebufferOperation() 3597{ 3598 mInvalidFramebufferOperation = true; 3599} 3600 3601// Get one of the recorded errors and clear its flag, if any. 3602// [OpenGL ES 2.0.24] section 2.5 page 13. 3603GLenum Context::getError() 3604{ 3605 if(mInvalidEnum) 3606 { 3607 mInvalidEnum = false; 3608 3609 return GL_INVALID_ENUM; 3610 } 3611 3612 if(mInvalidValue) 3613 { 3614 mInvalidValue = false; 3615 3616 return GL_INVALID_VALUE; 3617 } 3618 3619 if(mInvalidOperation) 3620 { 3621 mInvalidOperation = false; 3622 3623 return GL_INVALID_OPERATION; 3624 } 3625 3626 if(mOutOfMemory) 3627 { 3628 mOutOfMemory = false; 3629 3630 return GL_OUT_OF_MEMORY; 3631 } 3632 3633 if(mInvalidFramebufferOperation) 3634 { 3635 mInvalidFramebufferOperation = false; 3636 3637 return GL_INVALID_FRAMEBUFFER_OPERATION; 3638 } 3639 3640 return GL_NO_ERROR; 3641} 3642 3643int Context::getSupportedMultisampleCount(int requested) 3644{ 3645 int supported = 0; 3646 3647 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3648 { 3649 if(supported >= requested) 3650 { 3651 return supported; 3652 } 3653 3654 supported = multisampleCount[i]; 3655 } 3656 3657 return supported; 3658} 3659 3660void Context::detachBuffer(GLuint buffer) 3661{ 3662 // [OpenGL ES 2.0.24] section 2.9 page 22: 3663 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3664 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3665 3666 if(mState.copyReadBuffer.name() == buffer) 3667 { 3668 mState.copyReadBuffer = nullptr; 3669 } 3670 3671 if(mState.copyWriteBuffer.name() == buffer) 3672 { 3673 mState.copyWriteBuffer = nullptr; 3674 } 3675 3676 if(mState.pixelPackBuffer.name() == buffer) 3677 { 3678 mState.pixelPackBuffer = nullptr; 3679 } 3680 3681 if(mState.pixelUnpackBuffer.name() == buffer) 3682 { 3683 mState.pixelUnpackBuffer = nullptr; 3684 } 3685 3686 if(mState.genericUniformBuffer.name() == buffer) 3687 { 3688 mState.genericUniformBuffer = nullptr; 3689 } 3690 3691 if(getArrayBufferName() == buffer) 3692 { 3693 mState.arrayBuffer = nullptr; 3694 } 3695 3696 // Only detach from the current transform feedback 3697 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3698 if(currentTransformFeedback) 3699 { 3700 currentTransformFeedback->detachBuffer(buffer); 3701 } 3702 3703 // Only detach from the current vertex array 3704 VertexArray* currentVertexArray = getCurrentVertexArray(); 3705 if(currentVertexArray) 3706 { 3707 currentVertexArray->detachBuffer(buffer); 3708 } 3709 3710 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3711 { 3712 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3713 { 3714 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 3715 } 3716 } 3717} 3718 3719void Context::detachTexture(GLuint texture) 3720{ 3721 // [OpenGL ES 2.0.24] section 3.8 page 84: 3722 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3723 // rebound to texture object zero 3724 3725 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3726 { 3727 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3728 { 3729 if(mState.samplerTexture[type][sampler].name() == texture) 3730 { 3731 mState.samplerTexture[type][sampler] = nullptr; 3732 } 3733 } 3734 } 3735 3736 // [OpenGL ES 2.0.24] section 4.4 page 112: 3737 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3738 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3739 // image was attached in the currently bound framebuffer. 3740 3741 Framebuffer *readFramebuffer = getReadFramebuffer(); 3742 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3743 3744 if(readFramebuffer) 3745 { 3746 readFramebuffer->detachTexture(texture); 3747 } 3748 3749 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3750 { 3751 drawFramebuffer->detachTexture(texture); 3752 } 3753} 3754 3755void Context::detachFramebuffer(GLuint framebuffer) 3756{ 3757 // [OpenGL ES 2.0.24] section 4.4 page 107: 3758 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3759 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3760 3761 if(mState.readFramebuffer == framebuffer) 3762 { 3763 bindReadFramebuffer(0); 3764 } 3765 3766 if(mState.drawFramebuffer == framebuffer) 3767 { 3768 bindDrawFramebuffer(0); 3769 } 3770} 3771 3772void Context::detachRenderbuffer(GLuint renderbuffer) 3773{ 3774 // [OpenGL ES 2.0.24] section 4.4 page 109: 3775 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3776 // had been executed with the target RENDERBUFFER and name of zero. 3777 3778 if(mState.renderbuffer.name() == renderbuffer) 3779 { 3780 bindRenderbuffer(0); 3781 } 3782 3783 // [OpenGL ES 2.0.24] section 4.4 page 111: 3784 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3785 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3786 // point to which this image was attached in the currently bound framebuffer. 3787 3788 Framebuffer *readFramebuffer = getReadFramebuffer(); 3789 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3790 3791 if(readFramebuffer) 3792 { 3793 readFramebuffer->detachRenderbuffer(renderbuffer); 3794 } 3795 3796 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3797 { 3798 drawFramebuffer->detachRenderbuffer(renderbuffer); 3799 } 3800} 3801 3802void Context::detachSampler(GLuint sampler) 3803{ 3804 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3805 // If a sampler object that is currently bound to one or more texture units is 3806 // deleted, it is as though BindSampler is called once for each texture unit to 3807 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3808 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3809 { 3810 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3811 if(samplerBinding.name() == sampler) 3812 { 3813 samplerBinding = nullptr; 3814 } 3815 } 3816} 3817 3818bool Context::cullSkipsDraw(GLenum drawMode) 3819{ 3820 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3821} 3822 3823bool Context::isTriangleMode(GLenum drawMode) 3824{ 3825 switch(drawMode) 3826 { 3827 case GL_TRIANGLES: 3828 case GL_TRIANGLE_FAN: 3829 case GL_TRIANGLE_STRIP: 3830 return true; 3831 case GL_POINTS: 3832 case GL_LINES: 3833 case GL_LINE_LOOP: 3834 case GL_LINE_STRIP: 3835 return false; 3836 default: UNREACHABLE(drawMode); 3837 } 3838 3839 return false; 3840} 3841 3842void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3843{ 3844 ASSERT(index < MAX_VERTEX_ATTRIBS); 3845 3846 mState.vertexAttribute[index].setCurrentValue(values); 3847 3848 mVertexDataManager->dirtyCurrentValue(index); 3849} 3850 3851void Context::setVertexAttrib(GLuint index, const GLint *values) 3852{ 3853 ASSERT(index < MAX_VERTEX_ATTRIBS); 3854 3855 mState.vertexAttribute[index].setCurrentValue(values); 3856 3857 mVertexDataManager->dirtyCurrentValue(index); 3858} 3859 3860void Context::setVertexAttrib(GLuint index, const GLuint *values) 3861{ 3862 ASSERT(index < MAX_VERTEX_ATTRIBS); 3863 3864 mState.vertexAttribute[index].setCurrentValue(values); 3865 3866 mVertexDataManager->dirtyCurrentValue(index); 3867} 3868 3869void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3870 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3871 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit) 3872{ 3873 Framebuffer *readFramebuffer = getReadFramebuffer(); 3874 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3875 3876 int readBufferWidth, readBufferHeight, readBufferSamples; 3877 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3878 3879 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3880 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3881 { 3882 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3883 } 3884 3885 if(drawBufferSamples > 1) 3886 { 3887 return error(GL_INVALID_OPERATION); 3888 } 3889 3890 sw::SliceRect sourceRect; 3891 sw::SliceRect destRect; 3892 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3893 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3894 3895 if(srcX0 < srcX1) 3896 { 3897 sourceRect.x0 = srcX0; 3898 sourceRect.x1 = srcX1; 3899 } 3900 else 3901 { 3902 sourceRect.x0 = srcX1; 3903 sourceRect.x1 = srcX0; 3904 } 3905 3906 if(dstX0 < dstX1) 3907 { 3908 destRect.x0 = dstX0; 3909 destRect.x1 = dstX1; 3910 } 3911 else 3912 { 3913 destRect.x0 = dstX1; 3914 destRect.x1 = dstX0; 3915 } 3916 3917 if(srcY0 < srcY1) 3918 { 3919 sourceRect.y0 = srcY0; 3920 sourceRect.y1 = srcY1; 3921 } 3922 else 3923 { 3924 sourceRect.y0 = srcY1; 3925 sourceRect.y1 = srcY0; 3926 } 3927 3928 if(dstY0 < dstY1) 3929 { 3930 destRect.y0 = dstY0; 3931 destRect.y1 = dstY1; 3932 } 3933 else 3934 { 3935 destRect.y0 = dstY1; 3936 destRect.y1 = dstY0; 3937 } 3938 3939 sw::Rect sourceScissoredRect = sourceRect; 3940 sw::Rect destScissoredRect = destRect; 3941 3942 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3943 { 3944 if(destRect.x0 < mState.scissorX) 3945 { 3946 int xDiff = mState.scissorX - destRect.x0; 3947 destScissoredRect.x0 = mState.scissorX; 3948 sourceScissoredRect.x0 += xDiff; 3949 } 3950 3951 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3952 { 3953 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3954 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3955 sourceScissoredRect.x1 -= xDiff; 3956 } 3957 3958 if(destRect.y0 < mState.scissorY) 3959 { 3960 int yDiff = mState.scissorY - destRect.y0; 3961 destScissoredRect.y0 = mState.scissorY; 3962 sourceScissoredRect.y0 += yDiff; 3963 } 3964 3965 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3966 { 3967 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3968 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3969 sourceScissoredRect.y1 -= yDiff; 3970 } 3971 } 3972 3973 sw::Rect sourceTrimmedRect = sourceScissoredRect; 3974 sw::Rect destTrimmedRect = destScissoredRect; 3975 3976 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 3977 // the actual draw and read surfaces. 3978 if(sourceTrimmedRect.x0 < 0) 3979 { 3980 int xDiff = 0 - sourceTrimmedRect.x0; 3981 sourceTrimmedRect.x0 = 0; 3982 destTrimmedRect.x0 += xDiff; 3983 } 3984 3985 if(sourceTrimmedRect.x1 > readBufferWidth) 3986 { 3987 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 3988 sourceTrimmedRect.x1 = readBufferWidth; 3989 destTrimmedRect.x1 -= xDiff; 3990 } 3991 3992 if(sourceTrimmedRect.y0 < 0) 3993 { 3994 int yDiff = 0 - sourceTrimmedRect.y0; 3995 sourceTrimmedRect.y0 = 0; 3996 destTrimmedRect.y0 += yDiff; 3997 } 3998 3999 if(sourceTrimmedRect.y1 > readBufferHeight) 4000 { 4001 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 4002 sourceTrimmedRect.y1 = readBufferHeight; 4003 destTrimmedRect.y1 -= yDiff; 4004 } 4005 4006 if(destTrimmedRect.x0 < 0) 4007 { 4008 int xDiff = 0 - destTrimmedRect.x0; 4009 destTrimmedRect.x0 = 0; 4010 sourceTrimmedRect.x0 += xDiff; 4011 } 4012 4013 if(destTrimmedRect.x1 > drawBufferWidth) 4014 { 4015 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 4016 destTrimmedRect.x1 = drawBufferWidth; 4017 sourceTrimmedRect.x1 -= xDiff; 4018 } 4019 4020 if(destTrimmedRect.y0 < 0) 4021 { 4022 int yDiff = 0 - destTrimmedRect.y0; 4023 destTrimmedRect.y0 = 0; 4024 sourceTrimmedRect.y0 += yDiff; 4025 } 4026 4027 if(destTrimmedRect.y1 > drawBufferHeight) 4028 { 4029 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 4030 destTrimmedRect.y1 = drawBufferHeight; 4031 sourceTrimmedRect.y1 -= yDiff; 4032 } 4033 4034 bool partialBufferCopy = false; 4035 4036 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4037 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4038 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4039 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4040 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4041 { 4042 partialBufferCopy = true; 4043 } 4044 4045 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1); 4046 bool blitRenderTarget = false; 4047 bool blitDepth = false; 4048 bool blitStencil = false; 4049 4050 if(mask & GL_COLOR_BUFFER_BIT) 4051 { 4052 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()); 4053 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0); 4054 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType); 4055 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType); 4056 if(!validReadType || !validDrawType) 4057 { 4058 return error(GL_INVALID_OPERATION); 4059 } 4060 4061 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds) 4062 { 4063 return error(GL_INVALID_OPERATION); 4064 } 4065 4066 blitRenderTarget = true; 4067 } 4068 4069 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4070 { 4071 Renderbuffer *readDSBuffer = nullptr; 4072 Renderbuffer *drawDSBuffer = nullptr; 4073 4074 if(mask & GL_DEPTH_BUFFER_BIT) 4075 { 4076 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4077 { 4078 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType(); 4079 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType(); 4080 if((readDepthBufferType != drawDepthBufferType) && 4081 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType))) 4082 { 4083 return error(GL_INVALID_OPERATION); 4084 } 4085 4086 blitDepth = true; 4087 readDSBuffer = readFramebuffer->getDepthbuffer(); 4088 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4089 } 4090 } 4091 4092 if(mask & GL_STENCIL_BUFFER_BIT) 4093 { 4094 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4095 { 4096 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType(); 4097 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType(); 4098 if((readStencilBufferType != drawStencilBufferType) && 4099 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType))) 4100 { 4101 return error(GL_INVALID_OPERATION); 4102 } 4103 4104 blitStencil = true; 4105 readDSBuffer = readFramebuffer->getStencilbuffer(); 4106 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4107 } 4108 } 4109 4110 if(partialBufferCopy && !allowPartialDepthStencilBlit) 4111 { 4112 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit."); 4113 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4114 } 4115 4116 // OpenGL ES 3.0.4 spec, p.199: 4117 // ...an INVALID_OPERATION error is generated if the formats of the read 4118 // and draw framebuffers are not identical or if the source and destination 4119 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds. 4120 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an 4121 // INVALID_OPERATION error is generated. 4122 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4123 ((readDSBuffer && readDSBuffer->getSamples() > 1) && 4124 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat())))) 4125 { 4126 return error(GL_INVALID_OPERATION); 4127 } 4128 } 4129 4130 if(blitRenderTarget || blitDepth || blitStencil) 4131 { 4132 if(blitRenderTarget) 4133 { 4134 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4135 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4136 4137 if(flipX) 4138 { 4139 swap(destRect.x0, destRect.x1); 4140 } 4141 if(flipy) 4142 { 4143 swap(destRect.y0, destRect.y1); 4144 } 4145 4146 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER); 4147 4148 readRenderTarget->release(); 4149 drawRenderTarget->release(); 4150 4151 if(!success) 4152 { 4153 ERR("BlitFramebuffer failed."); 4154 return; 4155 } 4156 } 4157 4158 if(blitDepth) 4159 { 4160 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer(); 4161 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer(); 4162 4163 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER); 4164 4165 readRenderTarget->release(); 4166 drawRenderTarget->release(); 4167 4168 if(!success) 4169 { 4170 ERR("BlitFramebuffer failed."); 4171 return; 4172 } 4173 } 4174 4175 if(blitStencil) 4176 { 4177 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer(); 4178 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer(); 4179 4180 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER); 4181 4182 readRenderTarget->release(); 4183 drawRenderTarget->release(); 4184 4185 if(!success) 4186 { 4187 ERR("BlitFramebuffer failed."); 4188 return; 4189 } 4190 } 4191 } 4192} 4193 4194void Context::bindTexImage(gl::Surface *surface) 4195{ 4196 es2::Texture2D *textureObject = getTexture2D(); 4197 4198 if(textureObject) 4199 { 4200 textureObject->bindTexImage(surface); 4201 } 4202} 4203 4204EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4205{ 4206 GLenum textureTarget = GL_NONE; 4207 4208 switch(target) 4209 { 4210 case EGL_GL_TEXTURE_2D_KHR: 4211 textureTarget = GL_TEXTURE_2D; 4212 break; 4213 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4214 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4215 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4216 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4217 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4218 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4219 textureTarget = GL_TEXTURE_CUBE_MAP; 4220 break; 4221 case EGL_GL_RENDERBUFFER_KHR: 4222 break; 4223 default: 4224 return EGL_BAD_PARAMETER; 4225 } 4226 4227 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4228 { 4229 return EGL_BAD_MATCH; 4230 } 4231 4232 if(textureTarget != GL_NONE) 4233 { 4234 es2::Texture *texture = getTexture(name); 4235 4236 if(!texture || texture->getTarget() != textureTarget) 4237 { 4238 return EGL_BAD_PARAMETER; 4239 } 4240 4241 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4242 { 4243 return EGL_BAD_ACCESS; 4244 } 4245 4246 if(textureLevel != 0 && !texture->isSamplerComplete()) 4247 { 4248 return EGL_BAD_PARAMETER; 4249 } 4250 4251 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4252 { 4253 return EGL_BAD_PARAMETER; 4254 } 4255 } 4256 else if(target == EGL_GL_RENDERBUFFER_KHR) 4257 { 4258 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4259 4260 if(!renderbuffer) 4261 { 4262 return EGL_BAD_PARAMETER; 4263 } 4264 4265 if(renderbuffer->isShared()) // Already an EGLImage sibling 4266 { 4267 return EGL_BAD_ACCESS; 4268 } 4269 } 4270 else UNREACHABLE(target); 4271 4272 return EGL_SUCCESS; 4273} 4274 4275egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4276{ 4277 GLenum textureTarget = GL_NONE; 4278 4279 switch(target) 4280 { 4281 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4282 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4283 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4284 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4285 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4286 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4287 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4288 } 4289 4290 if(textureTarget != GL_NONE) 4291 { 4292 es2::Texture *texture = getTexture(name); 4293 4294 return texture->createSharedImage(textureTarget, textureLevel); 4295 } 4296 else if(target == EGL_GL_RENDERBUFFER_KHR) 4297 { 4298 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4299 4300 return renderbuffer->createSharedImage(); 4301 } 4302 else UNREACHABLE(target); 4303 4304 return nullptr; 4305} 4306 4307egl::Image *Context::getSharedImage(GLeglImageOES image) 4308{ 4309 return display->getSharedImage(image); 4310} 4311 4312Device *Context::getDevice() 4313{ 4314 return device; 4315} 4316 4317const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const 4318{ 4319 // Keep list sorted in following order: 4320 // OES extensions 4321 // EXT extensions 4322 // Vendor extensions 4323 static const char *es2extensions[] = 4324 { 4325 "GL_OES_compressed_ETC1_RGB8_texture", 4326 "GL_OES_depth24", 4327 "GL_OES_depth32", 4328 "GL_OES_depth_texture", 4329 "GL_OES_depth_texture_cube_map", 4330 "GL_OES_EGL_image", 4331 "GL_OES_EGL_image_external", 4332 "GL_OES_EGL_sync", 4333 "GL_OES_element_index_uint", 4334 "GL_OES_framebuffer_object", 4335 "GL_OES_packed_depth_stencil", 4336 "GL_OES_rgb8_rgba8", 4337 "GL_OES_standard_derivatives", 4338 "GL_OES_texture_float", 4339 "GL_OES_texture_float_linear", 4340 "GL_OES_texture_half_float", 4341 "GL_OES_texture_half_float_linear", 4342 "GL_OES_texture_npot", 4343 "GL_OES_texture_3D", 4344 "GL_OES_vertex_half_float", 4345 "GL_EXT_blend_minmax", 4346 "GL_EXT_color_buffer_half_float", 4347 "GL_EXT_draw_buffers", 4348 "GL_EXT_instanced_arrays", 4349 "GL_EXT_occlusion_query_boolean", 4350 "GL_EXT_read_format_bgra", 4351#if (S3TC_SUPPORT) 4352 "GL_EXT_texture_compression_dxt1", 4353#endif 4354 "GL_EXT_texture_filter_anisotropic", 4355 "GL_EXT_texture_format_BGRA8888", 4356 "GL_EXT_texture_rg", 4357 "GL_ANGLE_framebuffer_blit", 4358 "GL_ANGLE_framebuffer_multisample", 4359 "GL_ANGLE_instanced_arrays", 4360#if (S3TC_SUPPORT) 4361 "GL_ANGLE_texture_compression_dxt3", 4362 "GL_ANGLE_texture_compression_dxt5", 4363#endif 4364 "GL_CHROMIUM_texture_filtering_hint", 4365 "GL_NV_fence", 4366 "GL_NV_framebuffer_blit", 4367 "GL_NV_read_depth", 4368 }; 4369 4370 // Extensions exclusive to OpenGL ES 3.0 and above. 4371 static const char *es3extensions[] = 4372 { 4373 "GL_EXT_color_buffer_float", 4374 }; 4375 4376 GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]); 4377 GLuint numExtensions = numES2extensions; 4378 4379 if(clientVersion >= 3) 4380 { 4381 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]); 4382 } 4383 4384 if(numExt) 4385 { 4386 *numExt = numExtensions; 4387 4388 return nullptr; 4389 } 4390 4391 if(index == GL_INVALID_INDEX) 4392 { 4393 static std::string extensionsCat; 4394 4395 if(extensionsCat.empty() && (numExtensions > 0)) 4396 { 4397 for(const char *extension : es2extensions) 4398 { 4399 extensionsCat += std::string(extension) + " "; 4400 } 4401 4402 if(clientVersion >= 3) 4403 { 4404 for(const char *extension : es3extensions) 4405 { 4406 extensionsCat += std::string(extension) + " "; 4407 } 4408 } 4409 } 4410 4411 return (const GLubyte*)extensionsCat.c_str(); 4412 } 4413 4414 if(index >= numExtensions) 4415 { 4416 return nullptr; 4417 } 4418 4419 if(index < numES2extensions) 4420 { 4421 return (const GLubyte*)es2extensions[index]; 4422 } 4423 else 4424 { 4425 return (const GLubyte*)es3extensions[index - numES2extensions]; 4426 } 4427} 4428 4429} 4430 4431NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config) 4432{ 4433 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4434 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config); 4435} 4436