Context.cpp revision 78696bf0242e02c847b899f4eed1506ebbd3ce41
1// SwiftShader Software Renderer 2// 3// Copyright(c) 2005-2013 TransGaming Inc. 4// 5// All rights reserved. No part of this software may be copied, distributed, transmitted, 6// transcribed, stored in a retrieval system, translated into any human or computer 7// language by any means, or disclosed to third parties without the explicit written 8// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express 9// or implied, including but not limited to any patent rights, are granted to you. 10// 11 12// Context.cpp: Implements the es2::Context class, managing all GL state and performing 13// rendering operations. It is the GLES2 specific implementation of EGLContext. 14 15#include "Context.h" 16 17#include "main.h" 18#include "mathutil.h" 19#include "utilities.h" 20#include "ResourceManager.h" 21#include "Buffer.h" 22#include "Fence.h" 23#include "Framebuffer.h" 24#include "Program.h" 25#include "Query.h" 26#include "Renderbuffer.h" 27#include "Sampler.h" 28#include "Shader.h" 29#include "Texture.h" 30#include "TransformFeedback.h" 31#include "VertexArray.h" 32#include "VertexDataManager.h" 33#include "IndexDataManager.h" 34#include "libEGL/Display.h" 35#include "libEGL/Surface.h" 36#include "Common/Half.hpp" 37 38#include <EGL/eglext.h> 39 40namespace es2 41{ 42Context::Context(const egl::Config *config, const Context *shareContext, EGLint clientVersion) 43 : clientVersion(clientVersion), mConfig(config) 44{ 45 sw::Context *context = new sw::Context(); 46 device = new es2::Device(context); 47 48 mFenceNameSpace.setBaseHandle(0); 49 50 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 51 52 mState.depthClearValue = 1.0f; 53 mState.stencilClearValue = 0; 54 55 mState.cullFaceEnabled = false; 56 mState.cullMode = GL_BACK; 57 mState.frontFace = GL_CCW; 58 mState.depthTestEnabled = false; 59 mState.depthFunc = GL_LESS; 60 mState.blendEnabled = false; 61 mState.sourceBlendRGB = GL_ONE; 62 mState.sourceBlendAlpha = GL_ONE; 63 mState.destBlendRGB = GL_ZERO; 64 mState.destBlendAlpha = GL_ZERO; 65 mState.blendEquationRGB = GL_FUNC_ADD; 66 mState.blendEquationAlpha = GL_FUNC_ADD; 67 mState.blendColor.red = 0; 68 mState.blendColor.green = 0; 69 mState.blendColor.blue = 0; 70 mState.blendColor.alpha = 0; 71 mState.stencilTestEnabled = false; 72 mState.stencilFunc = GL_ALWAYS; 73 mState.stencilRef = 0; 74 mState.stencilMask = -1; 75 mState.stencilWritemask = -1; 76 mState.stencilBackFunc = GL_ALWAYS; 77 mState.stencilBackRef = 0; 78 mState.stencilBackMask = - 1; 79 mState.stencilBackWritemask = -1; 80 mState.stencilFail = GL_KEEP; 81 mState.stencilPassDepthFail = GL_KEEP; 82 mState.stencilPassDepthPass = GL_KEEP; 83 mState.stencilBackFail = GL_KEEP; 84 mState.stencilBackPassDepthFail = GL_KEEP; 85 mState.stencilBackPassDepthPass = GL_KEEP; 86 mState.polygonOffsetFillEnabled = false; 87 mState.polygonOffsetFactor = 0.0f; 88 mState.polygonOffsetUnits = 0.0f; 89 mState.sampleAlphaToCoverageEnabled = false; 90 mState.sampleCoverageEnabled = false; 91 mState.sampleCoverageValue = 1.0f; 92 mState.sampleCoverageInvert = false; 93 mState.scissorTestEnabled = false; 94 mState.ditherEnabled = true; 95 mState.primitiveRestartFixedIndexEnabled = false; 96 mState.rasterizerDiscardEnabled = false; 97 mState.generateMipmapHint = GL_DONT_CARE; 98 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 99 100 mState.lineWidth = 1.0f; 101 102 mState.viewportX = 0; 103 mState.viewportY = 0; 104 mState.viewportWidth = 0; 105 mState.viewportHeight = 0; 106 mState.zNear = 0.0f; 107 mState.zFar = 1.0f; 108 109 mState.scissorX = 0; 110 mState.scissorY = 0; 111 mState.scissorWidth = 0; 112 mState.scissorHeight = 0; 113 114 mState.colorMaskRed = true; 115 mState.colorMaskGreen = true; 116 mState.colorMaskBlue = true; 117 mState.colorMaskAlpha = true; 118 mState.depthMask = true; 119 120 if(shareContext != NULL) 121 { 122 mResourceManager = shareContext->mResourceManager; 123 mResourceManager->addRef(); 124 } 125 else 126 { 127 mResourceManager = new ResourceManager(); 128 } 129 130 // [OpenGL ES 2.0.24] section 3.7 page 83: 131 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 132 // and cube map texture state vectors respectively associated with them. 133 // In order that access to these initial textures not be lost, they are treated as texture 134 // objects all of whose names are 0. 135 136 mTexture2DZero = new Texture2D(0); 137 mTexture3DZero = new Texture3D(0); 138 mTexture2DArrayZero = new Texture2DArray(0); 139 mTextureCubeMapZero = new TextureCubeMap(0); 140 mTextureExternalZero = new TextureExternal(0); 141 142 mState.activeSampler = 0; 143 bindVertexArray(0); 144 bindArrayBuffer(0); 145 bindElementArrayBuffer(0); 146 bindTextureCubeMap(0); 147 bindTexture2D(0); 148 bindReadFramebuffer(0); 149 bindDrawFramebuffer(0); 150 bindRenderbuffer(0); 151 bindGenericUniformBuffer(0); 152 bindTransformFeedback(0); 153 154 mState.readFramebufferColorIndex = 0; 155 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; ++i) 156 { 157 mState.drawFramebufferColorIndices[i] = GL_NONE; 158 } 159 160 mState.currentProgram = 0; 161 162 mState.packAlignment = 4; 163 mState.unpackInfo.alignment = 4; 164 mState.packRowLength = 0; 165 mState.packImageHeight = 0; 166 mState.packSkipPixels = 0; 167 mState.packSkipRows = 0; 168 mState.packSkipImages = 0; 169 mState.unpackInfo.rowLength = 0; 170 mState.unpackInfo.imageHeight = 0; 171 mState.unpackInfo.skipPixels = 0; 172 mState.unpackInfo.skipRows = 0; 173 mState.unpackInfo.skipImages = 0; 174 175 mVertexDataManager = NULL; 176 mIndexDataManager = NULL; 177 178 mInvalidEnum = false; 179 mInvalidValue = false; 180 mInvalidOperation = false; 181 mOutOfMemory = false; 182 mInvalidFramebufferOperation = false; 183 184 mHasBeenCurrent = false; 185 186 markAllStateDirty(); 187} 188 189Context::~Context() 190{ 191 if(mState.currentProgram != 0) 192 { 193 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 194 if(programObject) 195 { 196 programObject->release(); 197 } 198 mState.currentProgram = 0; 199 } 200 201 while(!mFramebufferMap.empty()) 202 { 203 deleteFramebuffer(mFramebufferMap.begin()->first); 204 } 205 206 while(!mFenceMap.empty()) 207 { 208 deleteFence(mFenceMap.begin()->first); 209 } 210 211 while(!mQueryMap.empty()) 212 { 213 deleteQuery(mQueryMap.begin()->first); 214 } 215 216 while(!mVertexArrayMap.empty()) 217 { 218 deleteVertexArray(mVertexArrayMap.begin()->first); 219 } 220 221 while(!mTransformFeedbackMap.empty()) 222 { 223 deleteTransformFeedback(mTransformFeedbackMap.begin()->first); 224 } 225 226 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 227 { 228 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 229 { 230 mState.samplerTexture[type][sampler] = NULL; 231 } 232 } 233 234 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 235 { 236 mState.vertexAttribute[i].mBoundBuffer = NULL; 237 } 238 239 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 240 { 241 mState.activeQuery[i] = NULL; 242 } 243 244 mState.arrayBuffer = NULL; 245 mState.copyReadBuffer = NULL; 246 mState.copyWriteBuffer = NULL; 247 mState.pixelPackBuffer = NULL; 248 mState.pixelUnpackBuffer = NULL; 249 mState.genericUniformBuffer = NULL; 250 mState.renderbuffer = NULL; 251 252 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 253 { 254 mState.sampler[i] = NULL; 255 } 256 257 mTexture2DZero = NULL; 258 mTexture3DZero = NULL; 259 mTexture2DArrayZero = NULL; 260 mTextureCubeMapZero = NULL; 261 mTextureExternalZero = NULL; 262 263 delete mVertexDataManager; 264 delete mIndexDataManager; 265 266 mResourceManager->release(); 267 delete device; 268} 269 270void Context::makeCurrent(egl::Surface *surface) 271{ 272 if(!mHasBeenCurrent) 273 { 274 mVertexDataManager = new VertexDataManager(this); 275 mIndexDataManager = new IndexDataManager(); 276 277 mState.viewportX = 0; 278 mState.viewportY = 0; 279 mState.viewportWidth = surface->getWidth(); 280 mState.viewportHeight = surface->getHeight(); 281 282 mState.scissorX = 0; 283 mState.scissorY = 0; 284 mState.scissorWidth = surface->getWidth(); 285 mState.scissorHeight = surface->getHeight(); 286 287 mHasBeenCurrent = true; 288 } 289 290 // Wrap the existing resources into GL objects and assign them to the '0' names 291 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 292 egl::Image *depthStencil = surface->getDepthStencil(); 293 294 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 295 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 296 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 297 298 setFramebufferZero(framebufferZero); 299 300 if(defaultRenderTarget) 301 { 302 defaultRenderTarget->release(); 303 } 304 305 if(depthStencil) 306 { 307 depthStencil->release(); 308 } 309 310 markAllStateDirty(); 311} 312 313EGLint Context::getClientVersion() const 314{ 315 return clientVersion; 316} 317 318// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 319void Context::markAllStateDirty() 320{ 321 mAppliedProgramSerial = 0; 322 323 mDepthStateDirty = true; 324 mMaskStateDirty = true; 325 mBlendStateDirty = true; 326 mStencilStateDirty = true; 327 mPolygonOffsetStateDirty = true; 328 mSampleStateDirty = true; 329 mDitherStateDirty = true; 330 mFrontFaceDirty = true; 331} 332 333void Context::setClearColor(float red, float green, float blue, float alpha) 334{ 335 mState.colorClearValue.red = red; 336 mState.colorClearValue.green = green; 337 mState.colorClearValue.blue = blue; 338 mState.colorClearValue.alpha = alpha; 339} 340 341void Context::setClearDepth(float depth) 342{ 343 mState.depthClearValue = depth; 344} 345 346void Context::setClearStencil(int stencil) 347{ 348 mState.stencilClearValue = stencil; 349} 350 351void Context::setCullFaceEnabled(bool enabled) 352{ 353 mState.cullFaceEnabled = enabled; 354} 355 356bool Context::isCullFaceEnabled() const 357{ 358 return mState.cullFaceEnabled; 359} 360 361void Context::setCullMode(GLenum mode) 362{ 363 mState.cullMode = mode; 364} 365 366void Context::setFrontFace(GLenum front) 367{ 368 if(mState.frontFace != front) 369 { 370 mState.frontFace = front; 371 mFrontFaceDirty = true; 372 } 373} 374 375void Context::setDepthTestEnabled(bool enabled) 376{ 377 if(mState.depthTestEnabled != enabled) 378 { 379 mState.depthTestEnabled = enabled; 380 mDepthStateDirty = true; 381 } 382} 383 384bool Context::isDepthTestEnabled() const 385{ 386 return mState.depthTestEnabled; 387} 388 389void Context::setDepthFunc(GLenum depthFunc) 390{ 391 if(mState.depthFunc != depthFunc) 392 { 393 mState.depthFunc = depthFunc; 394 mDepthStateDirty = true; 395 } 396} 397 398void Context::setDepthRange(float zNear, float zFar) 399{ 400 mState.zNear = zNear; 401 mState.zFar = zFar; 402} 403 404void Context::setBlendEnabled(bool enabled) 405{ 406 if(mState.blendEnabled != enabled) 407 { 408 mState.blendEnabled = enabled; 409 mBlendStateDirty = true; 410 } 411} 412 413bool Context::isBlendEnabled() const 414{ 415 return mState.blendEnabled; 416} 417 418void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 419{ 420 if(mState.sourceBlendRGB != sourceRGB || 421 mState.sourceBlendAlpha != sourceAlpha || 422 mState.destBlendRGB != destRGB || 423 mState.destBlendAlpha != destAlpha) 424 { 425 mState.sourceBlendRGB = sourceRGB; 426 mState.destBlendRGB = destRGB; 427 mState.sourceBlendAlpha = sourceAlpha; 428 mState.destBlendAlpha = destAlpha; 429 mBlendStateDirty = true; 430 } 431} 432 433void Context::setBlendColor(float red, float green, float blue, float alpha) 434{ 435 if(mState.blendColor.red != red || 436 mState.blendColor.green != green || 437 mState.blendColor.blue != blue || 438 mState.blendColor.alpha != alpha) 439 { 440 mState.blendColor.red = red; 441 mState.blendColor.green = green; 442 mState.blendColor.blue = blue; 443 mState.blendColor.alpha = alpha; 444 mBlendStateDirty = true; 445 } 446} 447 448void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 449{ 450 if(mState.blendEquationRGB != rgbEquation || 451 mState.blendEquationAlpha != alphaEquation) 452 { 453 mState.blendEquationRGB = rgbEquation; 454 mState.blendEquationAlpha = alphaEquation; 455 mBlendStateDirty = true; 456 } 457} 458 459void Context::setStencilTestEnabled(bool enabled) 460{ 461 if(mState.stencilTestEnabled != enabled) 462 { 463 mState.stencilTestEnabled = enabled; 464 mStencilStateDirty = true; 465 } 466} 467 468bool Context::isStencilTestEnabled() const 469{ 470 return mState.stencilTestEnabled; 471} 472 473void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 474{ 475 if(mState.stencilFunc != stencilFunc || 476 mState.stencilRef != stencilRef || 477 mState.stencilMask != stencilMask) 478 { 479 mState.stencilFunc = stencilFunc; 480 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 481 mState.stencilMask = stencilMask; 482 mStencilStateDirty = true; 483 } 484} 485 486void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 487{ 488 if(mState.stencilBackFunc != stencilBackFunc || 489 mState.stencilBackRef != stencilBackRef || 490 mState.stencilBackMask != stencilBackMask) 491 { 492 mState.stencilBackFunc = stencilBackFunc; 493 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 494 mState.stencilBackMask = stencilBackMask; 495 mStencilStateDirty = true; 496 } 497} 498 499void Context::setStencilWritemask(GLuint stencilWritemask) 500{ 501 if(mState.stencilWritemask != stencilWritemask) 502 { 503 mState.stencilWritemask = stencilWritemask; 504 mStencilStateDirty = true; 505 } 506} 507 508void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 509{ 510 if(mState.stencilBackWritemask != stencilBackWritemask) 511 { 512 mState.stencilBackWritemask = stencilBackWritemask; 513 mStencilStateDirty = true; 514 } 515} 516 517void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 518{ 519 if(mState.stencilFail != stencilFail || 520 mState.stencilPassDepthFail != stencilPassDepthFail || 521 mState.stencilPassDepthPass != stencilPassDepthPass) 522 { 523 mState.stencilFail = stencilFail; 524 mState.stencilPassDepthFail = stencilPassDepthFail; 525 mState.stencilPassDepthPass = stencilPassDepthPass; 526 mStencilStateDirty = true; 527 } 528} 529 530void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 531{ 532 if(mState.stencilBackFail != stencilBackFail || 533 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 534 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 535 { 536 mState.stencilBackFail = stencilBackFail; 537 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 538 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 539 mStencilStateDirty = true; 540 } 541} 542 543void Context::setPolygonOffsetFillEnabled(bool enabled) 544{ 545 if(mState.polygonOffsetFillEnabled != enabled) 546 { 547 mState.polygonOffsetFillEnabled = enabled; 548 mPolygonOffsetStateDirty = true; 549 } 550} 551 552bool Context::isPolygonOffsetFillEnabled() const 553{ 554 return mState.polygonOffsetFillEnabled; 555} 556 557void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 558{ 559 if(mState.polygonOffsetFactor != factor || 560 mState.polygonOffsetUnits != units) 561 { 562 mState.polygonOffsetFactor = factor; 563 mState.polygonOffsetUnits = units; 564 mPolygonOffsetStateDirty = true; 565 } 566} 567 568void Context::setSampleAlphaToCoverageEnabled(bool enabled) 569{ 570 if(mState.sampleAlphaToCoverageEnabled != enabled) 571 { 572 mState.sampleAlphaToCoverageEnabled = enabled; 573 mSampleStateDirty = true; 574 } 575} 576 577bool Context::isSampleAlphaToCoverageEnabled() const 578{ 579 return mState.sampleAlphaToCoverageEnabled; 580} 581 582void Context::setSampleCoverageEnabled(bool enabled) 583{ 584 if(mState.sampleCoverageEnabled != enabled) 585 { 586 mState.sampleCoverageEnabled = enabled; 587 mSampleStateDirty = true; 588 } 589} 590 591bool Context::isSampleCoverageEnabled() const 592{ 593 return mState.sampleCoverageEnabled; 594} 595 596void Context::setSampleCoverageParams(GLclampf value, bool invert) 597{ 598 if(mState.sampleCoverageValue != value || 599 mState.sampleCoverageInvert != invert) 600 { 601 mState.sampleCoverageValue = value; 602 mState.sampleCoverageInvert = invert; 603 mSampleStateDirty = true; 604 } 605} 606 607void Context::setScissorTestEnabled(bool enabled) 608{ 609 mState.scissorTestEnabled = enabled; 610} 611 612bool Context::isScissorTestEnabled() const 613{ 614 return mState.scissorTestEnabled; 615} 616 617void Context::setDitherEnabled(bool enabled) 618{ 619 if(mState.ditherEnabled != enabled) 620 { 621 mState.ditherEnabled = enabled; 622 mDitherStateDirty = true; 623 } 624} 625 626bool Context::isDitherEnabled() const 627{ 628 return mState.ditherEnabled; 629} 630 631void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 632{ 633 UNIMPLEMENTED(); 634 mState.primitiveRestartFixedIndexEnabled = enabled; 635} 636 637bool Context::isPrimitiveRestartFixedIndexEnabled() const 638{ 639 return mState.primitiveRestartFixedIndexEnabled; 640} 641 642void Context::setRasterizerDiscardEnabled(bool enabled) 643{ 644 UNIMPLEMENTED(); 645 mState.rasterizerDiscardEnabled = enabled; 646} 647 648bool Context::isRasterizerDiscardEnabled() const 649{ 650 return mState.rasterizerDiscardEnabled; 651} 652 653void Context::setLineWidth(GLfloat width) 654{ 655 mState.lineWidth = width; 656 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 657} 658 659void Context::setGenerateMipmapHint(GLenum hint) 660{ 661 mState.generateMipmapHint = hint; 662} 663 664void Context::setFragmentShaderDerivativeHint(GLenum hint) 665{ 666 mState.fragmentShaderDerivativeHint = hint; 667 // TODO: Propagate the hint to shader translator so we can write 668 // ddx, ddx_coarse, or ddx_fine depending on the hint. 669 // Ignore for now. It is valid for implementations to ignore hint. 670} 671 672void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 673{ 674 mState.viewportX = x; 675 mState.viewportY = y; 676 mState.viewportWidth = width; 677 mState.viewportHeight = height; 678} 679 680void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 681{ 682 mState.scissorX = x; 683 mState.scissorY = y; 684 mState.scissorWidth = width; 685 mState.scissorHeight = height; 686} 687 688void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 689{ 690 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 691 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 692 { 693 mState.colorMaskRed = red; 694 mState.colorMaskGreen = green; 695 mState.colorMaskBlue = blue; 696 mState.colorMaskAlpha = alpha; 697 mMaskStateDirty = true; 698 } 699} 700 701unsigned int Context::getColorMask() const 702{ 703 return (mState.colorMaskRed ? 0x1 : 0) | 704 (mState.colorMaskGreen ? 0x2 : 0) | 705 (mState.colorMaskBlue ? 0x4 : 0) | 706 (mState.colorMaskAlpha ? 0x8 : 0); 707} 708 709void Context::setDepthMask(bool mask) 710{ 711 if(mState.depthMask != mask) 712 { 713 mState.depthMask = mask; 714 mMaskStateDirty = true; 715 } 716} 717 718void Context::setActiveSampler(unsigned int active) 719{ 720 mState.activeSampler = active; 721} 722 723GLuint Context::getReadFramebufferName() const 724{ 725 return mState.readFramebuffer; 726} 727 728GLuint Context::getDrawFramebufferName() const 729{ 730 return mState.drawFramebuffer; 731} 732 733GLuint Context::getRenderbufferName() const 734{ 735 return mState.renderbuffer.name(); 736} 737 738void Context::setReadFramebufferColorIndex(GLuint index) 739{ 740 mState.readFramebufferColorIndex = index; 741} 742 743void Context::setDrawFramebufferColorIndices(GLsizei n, const GLenum *bufs) 744{ 745 for(int i = 0; i < n; ++i) 746 { 747 mState.drawFramebufferColorIndices[i] = ((bufs[i] == GL_BACK) || (bufs[i] == GL_NONE)) ? bufs[i] : i; 748 } 749} 750 751GLuint Context::getReadFramebufferColorIndex() const 752{ 753 return mState.readFramebufferColorIndex; 754} 755 756GLuint Context::getArrayBufferName() const 757{ 758 return mState.arrayBuffer.name(); 759} 760 761GLuint Context::getElementArrayBufferName() const 762{ 763 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 764 return elementArrayBuffer ? elementArrayBuffer->name : 0; 765} 766 767GLuint Context::getActiveQuery(GLenum target) const 768{ 769 Query *queryObject = NULL; 770 771 switch(target) 772 { 773 case GL_ANY_SAMPLES_PASSED_EXT: 774 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 775 break; 776 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 777 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 778 break; 779 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 780 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 781 break; 782 default: 783 ASSERT(false); 784 } 785 786 if(queryObject) 787 { 788 return queryObject->name; 789 } 790 791 return 0; 792} 793 794void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 795{ 796 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 797} 798 799void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 800{ 801 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 802} 803 804const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 805{ 806 return getCurrentVertexArray()->getVertexAttribute(attribNum); 807} 808 809void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 810 GLsizei stride, const void *pointer) 811{ 812 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 813} 814 815const void *Context::getVertexAttribPointer(unsigned int attribNum) const 816{ 817 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 818} 819 820const VertexAttributeArray &Context::getVertexArrayAttributes() 821{ 822 return getCurrentVertexArray()->getVertexAttributes(); 823} 824 825const VertexAttributeArray &Context::getCurrentVertexAttributes() 826{ 827 return mState.vertexAttribute; 828} 829 830void Context::setPackAlignment(GLint alignment) 831{ 832 mState.packAlignment = alignment; 833} 834 835void Context::setUnpackAlignment(GLint alignment) 836{ 837 mState.unpackInfo.alignment = alignment; 838} 839 840const egl::Image::UnpackInfo& Context::getUnpackInfo() const 841{ 842 return mState.unpackInfo; 843} 844 845void Context::setPackRowLength(GLint rowLength) 846{ 847 mState.packRowLength = rowLength; 848} 849 850void Context::setPackImageHeight(GLint imageHeight) 851{ 852 mState.packImageHeight = imageHeight; 853} 854 855void Context::setPackSkipPixels(GLint skipPixels) 856{ 857 mState.packSkipPixels = skipPixels; 858} 859 860void Context::setPackSkipRows(GLint skipRows) 861{ 862 mState.packSkipRows = skipRows; 863} 864 865void Context::setPackSkipImages(GLint skipImages) 866{ 867 mState.packSkipImages = skipImages; 868} 869 870void Context::setUnpackRowLength(GLint rowLength) 871{ 872 mState.unpackInfo.rowLength = rowLength; 873} 874 875void Context::setUnpackImageHeight(GLint imageHeight) 876{ 877 mState.unpackInfo.imageHeight = imageHeight; 878} 879 880void Context::setUnpackSkipPixels(GLint skipPixels) 881{ 882 mState.unpackInfo.skipPixels = skipPixels; 883} 884 885void Context::setUnpackSkipRows(GLint skipRows) 886{ 887 mState.unpackInfo.skipRows = skipRows; 888} 889 890void Context::setUnpackSkipImages(GLint skipImages) 891{ 892 mState.unpackInfo.skipImages = skipImages; 893} 894 895GLuint Context::createBuffer() 896{ 897 return mResourceManager->createBuffer(); 898} 899 900GLuint Context::createProgram() 901{ 902 return mResourceManager->createProgram(); 903} 904 905GLuint Context::createShader(GLenum type) 906{ 907 return mResourceManager->createShader(type); 908} 909 910GLuint Context::createTexture() 911{ 912 return mResourceManager->createTexture(); 913} 914 915GLuint Context::createRenderbuffer() 916{ 917 return mResourceManager->createRenderbuffer(); 918} 919 920// Returns an unused framebuffer name 921GLuint Context::createFramebuffer() 922{ 923 GLuint handle = mFramebufferNameSpace.allocate(); 924 925 mFramebufferMap[handle] = NULL; 926 927 return handle; 928} 929 930GLuint Context::createFence() 931{ 932 GLuint handle = mFenceNameSpace.allocate(); 933 934 mFenceMap[handle] = new Fence; 935 936 return handle; 937} 938 939// Returns an unused query name 940GLuint Context::createQuery() 941{ 942 GLuint handle = mQueryNameSpace.allocate(); 943 944 mQueryMap[handle] = NULL; 945 946 return handle; 947} 948 949// Returns an unused vertex array name 950GLuint Context::createVertexArray() 951{ 952 GLuint handle = mVertexArrayNameSpace.allocate(); 953 954 mVertexArrayMap[handle] = nullptr; 955 956 return handle; 957} 958 959GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 960{ 961 GLuint handle = mResourceManager->createFenceSync(condition, flags); 962 963 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 964} 965 966// Returns an unused transform feedback name 967GLuint Context::createTransformFeedback() 968{ 969 GLuint handle = mTransformFeedbackNameSpace.allocate(); 970 971 mTransformFeedbackMap[handle] = NULL; 972 973 return handle; 974} 975 976// Returns an unused sampler name 977GLuint Context::createSampler() 978{ 979 return mResourceManager->createSampler(); 980} 981 982void Context::deleteBuffer(GLuint buffer) 983{ 984 if(mResourceManager->getBuffer(buffer)) 985 { 986 detachBuffer(buffer); 987 } 988 989 mResourceManager->deleteBuffer(buffer); 990} 991 992void Context::deleteShader(GLuint shader) 993{ 994 mResourceManager->deleteShader(shader); 995} 996 997void Context::deleteProgram(GLuint program) 998{ 999 mResourceManager->deleteProgram(program); 1000} 1001 1002void Context::deleteTexture(GLuint texture) 1003{ 1004 if(mResourceManager->getTexture(texture)) 1005 { 1006 detachTexture(texture); 1007 } 1008 1009 mResourceManager->deleteTexture(texture); 1010} 1011 1012void Context::deleteRenderbuffer(GLuint renderbuffer) 1013{ 1014 if(mResourceManager->getRenderbuffer(renderbuffer)) 1015 { 1016 detachRenderbuffer(renderbuffer); 1017 } 1018 1019 mResourceManager->deleteRenderbuffer(renderbuffer); 1020} 1021 1022void Context::deleteFramebuffer(GLuint framebuffer) 1023{ 1024 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); 1025 1026 if(framebufferObject != mFramebufferMap.end()) 1027 { 1028 detachFramebuffer(framebuffer); 1029 1030 mFramebufferNameSpace.release(framebufferObject->first); 1031 delete framebufferObject->second; 1032 mFramebufferMap.erase(framebufferObject); 1033 } 1034} 1035 1036void Context::deleteFence(GLuint fence) 1037{ 1038 FenceMap::iterator fenceObject = mFenceMap.find(fence); 1039 1040 if(fenceObject != mFenceMap.end()) 1041 { 1042 mFenceNameSpace.release(fenceObject->first); 1043 delete fenceObject->second; 1044 mFenceMap.erase(fenceObject); 1045 } 1046} 1047 1048void Context::deleteQuery(GLuint query) 1049{ 1050 QueryMap::iterator queryObject = mQueryMap.find(query); 1051 1052 if(queryObject != mQueryMap.end()) 1053 { 1054 mQueryNameSpace.release(queryObject->first); 1055 1056 if(queryObject->second) 1057 { 1058 queryObject->second->release(); 1059 } 1060 1061 mQueryMap.erase(queryObject); 1062 } 1063} 1064 1065void Context::deleteVertexArray(GLuint vertexArray) 1066{ 1067 VertexArrayMap::iterator vertexArrayObject = mVertexArrayMap.find(vertexArray); 1068 1069 if(vertexArrayObject != mVertexArrayMap.end()) 1070 { 1071 // Vertex array detachment is handled by Context, because 0 is a valid 1072 // VAO, and a pointer to it must be passed from Context to State at 1073 // binding time. 1074 1075 // [OpenGL ES 3.0.2] section 2.10 page 43: 1076 // If a vertex array object that is currently bound is deleted, the binding 1077 // for that object reverts to zero and the default vertex array becomes current. 1078 if(getCurrentVertexArray()->name == vertexArray) 1079 { 1080 bindVertexArray(0); 1081 } 1082 1083 mVertexArrayNameSpace.release(vertexArrayObject->first); 1084 delete vertexArrayObject->second; 1085 mVertexArrayMap.erase(vertexArrayObject); 1086 } 1087} 1088 1089void Context::deleteFenceSync(GLsync fenceSync) 1090{ 1091 // The spec specifies the underlying Fence object is not deleted until all current 1092 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1093 // and since our API is currently designed for being called from a single thread, we can delete 1094 // the fence immediately. 1095 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1096} 1097 1098void Context::deleteTransformFeedback(GLuint transformFeedback) 1099{ 1100 TransformFeedbackMap::iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1101 1102 if(transformFeedbackObject != mTransformFeedbackMap.end()) 1103 { 1104 mTransformFeedbackNameSpace.release(transformFeedbackObject->first); 1105 delete transformFeedbackObject->second; 1106 mTransformFeedbackMap.erase(transformFeedbackObject); 1107 } 1108} 1109 1110void Context::deleteSampler(GLuint sampler) 1111{ 1112 if(mResourceManager->getSampler(sampler)) 1113 { 1114 detachSampler(sampler); 1115 } 1116 1117 mResourceManager->deleteSampler(sampler); 1118} 1119 1120Buffer *Context::getBuffer(GLuint handle) const 1121{ 1122 return mResourceManager->getBuffer(handle); 1123} 1124 1125Shader *Context::getShader(GLuint handle) const 1126{ 1127 return mResourceManager->getShader(handle); 1128} 1129 1130Program *Context::getProgram(GLuint handle) const 1131{ 1132 return mResourceManager->getProgram(handle); 1133} 1134 1135Texture *Context::getTexture(GLuint handle) const 1136{ 1137 return mResourceManager->getTexture(handle); 1138} 1139 1140Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1141{ 1142 return mResourceManager->getRenderbuffer(handle); 1143} 1144 1145Framebuffer *Context::getReadFramebuffer() const 1146{ 1147 return getFramebuffer(mState.readFramebuffer); 1148} 1149 1150Framebuffer *Context::getDrawFramebuffer() const 1151{ 1152 return getFramebuffer(mState.drawFramebuffer); 1153} 1154 1155void Context::bindArrayBuffer(unsigned int buffer) 1156{ 1157 mResourceManager->checkBufferAllocation(buffer); 1158 1159 mState.arrayBuffer = getBuffer(buffer); 1160} 1161 1162void Context::bindElementArrayBuffer(unsigned int buffer) 1163{ 1164 mResourceManager->checkBufferAllocation(buffer); 1165 1166 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1167} 1168 1169void Context::bindCopyReadBuffer(GLuint buffer) 1170{ 1171 mResourceManager->checkBufferAllocation(buffer); 1172 1173 mState.copyReadBuffer = getBuffer(buffer); 1174} 1175 1176void Context::bindCopyWriteBuffer(GLuint buffer) 1177{ 1178 mResourceManager->checkBufferAllocation(buffer); 1179 1180 mState.copyWriteBuffer = getBuffer(buffer); 1181} 1182 1183void Context::bindPixelPackBuffer(GLuint buffer) 1184{ 1185 mResourceManager->checkBufferAllocation(buffer); 1186 1187 mState.pixelPackBuffer = getBuffer(buffer); 1188} 1189 1190void Context::bindPixelUnpackBuffer(GLuint buffer) 1191{ 1192 mResourceManager->checkBufferAllocation(buffer); 1193 1194 mState.pixelUnpackBuffer = getBuffer(buffer); 1195} 1196 1197void Context::bindTransformFeedbackBuffer(GLuint buffer) 1198{ 1199 mResourceManager->checkBufferAllocation(buffer); 1200 1201 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1202 1203 if(transformFeedback) 1204 { 1205 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1206 } 1207} 1208 1209void Context::bindTexture2D(GLuint texture) 1210{ 1211 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1212 1213 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1214} 1215 1216void Context::bindTextureCubeMap(GLuint texture) 1217{ 1218 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1219 1220 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1221} 1222 1223void Context::bindTextureExternal(GLuint texture) 1224{ 1225 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1226 1227 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1228} 1229 1230void Context::bindTexture3D(GLuint texture) 1231{ 1232 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1233 1234 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1235} 1236 1237void Context::bindTexture2DArray(GLuint texture) 1238{ 1239 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1240 1241 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1242} 1243 1244void Context::bindReadFramebuffer(GLuint framebuffer) 1245{ 1246 if(!getFramebuffer(framebuffer)) 1247 { 1248 mFramebufferMap[framebuffer] = new Framebuffer(); 1249 } 1250 1251 mState.readFramebuffer = framebuffer; 1252} 1253 1254void Context::bindDrawFramebuffer(GLuint framebuffer) 1255{ 1256 if(!getFramebuffer(framebuffer)) 1257 { 1258 mFramebufferMap[framebuffer] = new Framebuffer(); 1259 } 1260 1261 mState.drawFramebuffer = framebuffer; 1262} 1263 1264void Context::bindRenderbuffer(GLuint renderbuffer) 1265{ 1266 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1267 1268 mState.renderbuffer = getRenderbuffer(renderbuffer); 1269} 1270 1271void Context::bindVertexArray(GLuint array) 1272{ 1273 VertexArray *vertexArray = getVertexArray(array); 1274 1275 if(!vertexArray) 1276 { 1277 vertexArray = new VertexArray(array); 1278 mVertexArrayMap[array] = vertexArray; 1279 } 1280 1281 mState.vertexArray = array; 1282} 1283 1284void Context::bindGenericUniformBuffer(GLuint buffer) 1285{ 1286 mResourceManager->checkBufferAllocation(buffer); 1287 1288 mState.genericUniformBuffer = getBuffer(buffer); 1289} 1290 1291void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1292{ 1293 mResourceManager->checkBufferAllocation(buffer); 1294 1295 Buffer* bufferObject = getBuffer(buffer); 1296 mState.uniformBuffers[index].set(bufferObject, offset, size); 1297} 1298 1299void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1300{ 1301 mResourceManager->checkBufferAllocation(buffer); 1302 1303 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1304} 1305 1306void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1307{ 1308 mResourceManager->checkBufferAllocation(buffer); 1309 1310 Buffer* bufferObject = getBuffer(buffer); 1311 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1312} 1313 1314bool Context::bindTransformFeedback(GLuint id) 1315{ 1316 if(!getTransformFeedback(id)) 1317 { 1318 mTransformFeedbackMap[id] = new TransformFeedback(id); 1319 } 1320 1321 mState.transformFeedback = id; 1322 1323 return true; 1324} 1325 1326bool Context::bindSampler(GLuint unit, GLuint sampler) 1327{ 1328 mResourceManager->checkSamplerAllocation(sampler); 1329 1330 Sampler* samplerObject = getSampler(sampler); 1331 1332 if(sampler) 1333 { 1334 mState.sampler[unit] = samplerObject; 1335 } 1336 1337 return !!samplerObject; 1338} 1339 1340void Context::useProgram(GLuint program) 1341{ 1342 GLuint priorProgram = mState.currentProgram; 1343 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1344 1345 if(priorProgram != program) 1346 { 1347 Program *newProgram = mResourceManager->getProgram(program); 1348 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1349 1350 if(newProgram) 1351 { 1352 newProgram->addRef(); 1353 } 1354 1355 if(oldProgram) 1356 { 1357 oldProgram->release(); 1358 } 1359 } 1360} 1361 1362void Context::beginQuery(GLenum target, GLuint query) 1363{ 1364 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1365 // of zero, if the active query object name for <target> is non-zero (for the 1366 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1367 // the active query for either target is non-zero), if <id> is the name of an 1368 // existing query object whose type does not match <target>, or if <id> is the 1369 // active query object name for any query type, the error INVALID_OPERATION is 1370 // generated. 1371 1372 // Ensure no other queries are active 1373 // NOTE: If other queries than occlusion are supported, we will need to check 1374 // separately that: 1375 // a) The query ID passed is not the current active query for any target/type 1376 // b) There are no active queries for the requested target (and in the case 1377 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1378 // no query may be active for either if glBeginQuery targets either. 1379 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1380 { 1381 if(mState.activeQuery[i] != NULL) 1382 { 1383 return error(GL_INVALID_OPERATION); 1384 } 1385 } 1386 1387 QueryType qType; 1388 switch(target) 1389 { 1390 case GL_ANY_SAMPLES_PASSED_EXT: 1391 qType = QUERY_ANY_SAMPLES_PASSED; 1392 break; 1393 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1394 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1395 break; 1396 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1397 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1398 break; 1399 default: 1400 ASSERT(false); 1401 } 1402 1403 Query *queryObject = createQuery(query, target); 1404 1405 // Check that name was obtained with glGenQueries 1406 if(!queryObject) 1407 { 1408 return error(GL_INVALID_OPERATION); 1409 } 1410 1411 // Check for type mismatch 1412 if(queryObject->getType() != target) 1413 { 1414 return error(GL_INVALID_OPERATION); 1415 } 1416 1417 // Set query as active for specified target 1418 mState.activeQuery[qType] = queryObject; 1419 1420 // Begin query 1421 queryObject->begin(); 1422} 1423 1424void Context::endQuery(GLenum target) 1425{ 1426 QueryType qType; 1427 1428 switch(target) 1429 { 1430 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1431 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1432 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1433 default: UNREACHABLE(target); return; 1434 } 1435 1436 Query *queryObject = mState.activeQuery[qType]; 1437 1438 if(queryObject == NULL) 1439 { 1440 return error(GL_INVALID_OPERATION); 1441 } 1442 1443 queryObject->end(); 1444 1445 mState.activeQuery[qType] = NULL; 1446} 1447 1448void Context::setFramebufferZero(Framebuffer *buffer) 1449{ 1450 delete mFramebufferMap[0]; 1451 mFramebufferMap[0] = buffer; 1452} 1453 1454void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1455{ 1456 Renderbuffer *renderbufferObject = mState.renderbuffer; 1457 renderbufferObject->setStorage(renderbuffer); 1458} 1459 1460Framebuffer *Context::getFramebuffer(unsigned int handle) const 1461{ 1462 FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle); 1463 1464 if(framebuffer == mFramebufferMap.end()) 1465 { 1466 return NULL; 1467 } 1468 else 1469 { 1470 return framebuffer->second; 1471 } 1472} 1473 1474Fence *Context::getFence(unsigned int handle) const 1475{ 1476 FenceMap::const_iterator fence = mFenceMap.find(handle); 1477 1478 if(fence == mFenceMap.end()) 1479 { 1480 return NULL; 1481 } 1482 else 1483 { 1484 return fence->second; 1485 } 1486} 1487 1488FenceSync *Context::getFenceSync(GLsync handle) const 1489{ 1490 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1491} 1492 1493Query *Context::getQuery(unsigned int handle) const 1494{ 1495 QueryMap::const_iterator query = mQueryMap.find(handle); 1496 1497 if(query == mQueryMap.end()) 1498 { 1499 return NULL; 1500 } 1501 else 1502 { 1503 return query->second; 1504 } 1505} 1506 1507Query *Context::createQuery(unsigned int handle, GLenum type) 1508{ 1509 QueryMap::iterator query = mQueryMap.find(handle); 1510 1511 if(query == mQueryMap.end()) 1512 { 1513 return NULL; 1514 } 1515 else 1516 { 1517 if(!query->second) 1518 { 1519 query->second = new Query(handle, type); 1520 query->second->addRef(); 1521 } 1522 1523 return query->second; 1524 } 1525} 1526 1527VertexArray *Context::getVertexArray(GLuint array) const 1528{ 1529 VertexArrayMap::const_iterator vertexArray = mVertexArrayMap.find(array); 1530 1531 return (vertexArray == mVertexArrayMap.end()) ? nullptr : vertexArray->second; 1532} 1533 1534VertexArray *Context::getCurrentVertexArray() const 1535{ 1536 return getVertexArray(mState.vertexArray); 1537} 1538 1539bool Context::hasZeroDivisor() const 1540{ 1541 // Verify there is at least one active attribute with a divisor of zero 1542 es2::Program *programObject = getCurrentProgram(); 1543 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1544 { 1545 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1546 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1547 { 1548 return true; 1549 } 1550 } 1551 1552 return false; 1553} 1554 1555TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1556{ 1557 TransformFeedbackMap::const_iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1558 1559 return (transformFeedbackObject == mTransformFeedbackMap.end()) ? NULL : transformFeedbackObject->second; 1560} 1561 1562Sampler *Context::getSampler(GLuint sampler) const 1563{ 1564 return mResourceManager->getSampler(sampler); 1565} 1566 1567bool Context::isSampler(GLuint sampler) const 1568{ 1569 return mResourceManager->isSampler(sampler); 1570} 1571 1572Buffer *Context::getArrayBuffer() const 1573{ 1574 return mState.arrayBuffer; 1575} 1576 1577Buffer *Context::getElementArrayBuffer() const 1578{ 1579 return getCurrentVertexArray()->getElementArrayBuffer(); 1580} 1581 1582Buffer *Context::getCopyReadBuffer() const 1583{ 1584 return mState.copyReadBuffer; 1585} 1586 1587Buffer *Context::getCopyWriteBuffer() const 1588{ 1589 return mState.copyWriteBuffer; 1590} 1591 1592Buffer *Context::getPixelPackBuffer() const 1593{ 1594 return mState.pixelPackBuffer; 1595} 1596 1597Buffer *Context::getPixelUnpackBuffer() const 1598{ 1599 return mState.pixelUnpackBuffer; 1600} 1601 1602Buffer *Context::getGenericUniformBuffer() const 1603{ 1604 return mState.genericUniformBuffer; 1605} 1606 1607bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1608{ 1609 switch(target) 1610 { 1611 case GL_ARRAY_BUFFER: 1612 *buffer = getArrayBuffer(); 1613 break; 1614 case GL_ELEMENT_ARRAY_BUFFER: 1615 *buffer = getElementArrayBuffer(); 1616 break; 1617 case GL_COPY_READ_BUFFER: 1618 if(clientVersion >= 3) 1619 { 1620 *buffer = getCopyReadBuffer(); 1621 break; 1622 } 1623 else return false; 1624 case GL_COPY_WRITE_BUFFER: 1625 if(clientVersion >= 3) 1626 { 1627 *buffer = getCopyWriteBuffer(); 1628 break; 1629 } 1630 else return false; 1631 case GL_PIXEL_PACK_BUFFER: 1632 if(clientVersion >= 3) 1633 { 1634 *buffer = getPixelPackBuffer(); 1635 break; 1636 } 1637 else return false; 1638 case GL_PIXEL_UNPACK_BUFFER: 1639 if(clientVersion >= 3) 1640 { 1641 *buffer = getPixelUnpackBuffer(); 1642 break; 1643 } 1644 else return false; 1645 case GL_TRANSFORM_FEEDBACK_BUFFER: 1646 if(clientVersion >= 3) 1647 { 1648 TransformFeedback* transformFeedback = getTransformFeedback(); 1649 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1650 break; 1651 } 1652 else return false; 1653 case GL_UNIFORM_BUFFER: 1654 if(clientVersion >= 3) 1655 { 1656 *buffer = getGenericUniformBuffer(); 1657 break; 1658 } 1659 else return false; 1660 default: 1661 return false; 1662 } 1663 return true; 1664} 1665 1666TransformFeedback *Context::getTransformFeedback() const 1667{ 1668 return getTransformFeedback(mState.transformFeedback); 1669} 1670 1671Program *Context::getCurrentProgram() const 1672{ 1673 return mResourceManager->getProgram(mState.currentProgram); 1674} 1675 1676Texture2D *Context::getTexture2D() const 1677{ 1678 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1679} 1680 1681Texture3D *Context::getTexture3D() const 1682{ 1683 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1684} 1685 1686Texture2DArray *Context::getTexture2DArray() const 1687{ 1688 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1689} 1690 1691TextureCubeMap *Context::getTextureCubeMap() const 1692{ 1693 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1694} 1695 1696TextureExternal *Context::getTextureExternal() const 1697{ 1698 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1699} 1700 1701Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1702{ 1703 GLuint texid = mState.samplerTexture[type][sampler].name(); 1704 1705 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1706 { 1707 switch (type) 1708 { 1709 case TEXTURE_2D: return mTexture2DZero; 1710 case TEXTURE_3D: return mTexture3DZero; 1711 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1712 case TEXTURE_CUBE: return mTextureCubeMapZero; 1713 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1714 default: UNREACHABLE(type); 1715 } 1716 } 1717 1718 return mState.samplerTexture[type][sampler]; 1719} 1720 1721void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1722{ 1723 mResourceManager->checkSamplerAllocation(sampler); 1724 1725 Sampler *samplerObject = getSampler(sampler); 1726 ASSERT(samplerObject); 1727 1728 switch(pname) 1729 { 1730 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1731 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1732 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1733 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1734 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1735 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1736 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1737 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; 1738 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; 1739 default: UNREACHABLE(pname); break; 1740 } 1741} 1742 1743void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1744{ 1745 mResourceManager->checkSamplerAllocation(sampler); 1746 1747 Sampler *samplerObject = getSampler(sampler); 1748 ASSERT(samplerObject); 1749 1750 switch(pname) 1751 { 1752 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1753 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1754 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1755 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1756 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1757 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1758 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1759 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break; 1760 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break; 1761 default: UNREACHABLE(pname); break; 1762 } 1763} 1764 1765GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1766{ 1767 mResourceManager->checkSamplerAllocation(sampler); 1768 1769 Sampler *samplerObject = getSampler(sampler); 1770 ASSERT(samplerObject); 1771 1772 switch(pname) 1773 { 1774 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1775 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1776 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1777 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1778 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1779 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1780 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1781 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); 1782 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); 1783 default: UNREACHABLE(pname); return 0; 1784 } 1785} 1786 1787GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1788{ 1789 mResourceManager->checkSamplerAllocation(sampler); 1790 1791 Sampler *samplerObject = getSampler(sampler); 1792 ASSERT(samplerObject); 1793 1794 switch(pname) 1795 { 1796 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1797 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1798 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1799 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1800 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1801 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1802 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1803 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); 1804 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); 1805 default: UNREACHABLE(pname); return 0; 1806 } 1807} 1808 1809bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1810{ 1811 switch(pname) 1812 { 1813 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1814 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1815 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1816 case GL_COLOR_WRITEMASK: 1817 params[0] = mState.colorMaskRed; 1818 params[1] = mState.colorMaskGreen; 1819 params[2] = mState.colorMaskBlue; 1820 params[3] = mState.colorMaskAlpha; 1821 break; 1822 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1823 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1824 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1825 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1826 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1827 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1828 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1829 case GL_BLEND: *params = mState.blendEnabled; break; 1830 case GL_DITHER: *params = mState.ditherEnabled; break; 1831 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1832 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1833 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1834 { 1835 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1836 if(transformFeedback) 1837 { 1838 *params = transformFeedback->isActive(); 1839 break; 1840 } 1841 else return false; 1842 } 1843 case GL_TRANSFORM_FEEDBACK_PAUSED: 1844 { 1845 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1846 if(transformFeedback) 1847 { 1848 *params = transformFeedback->isPaused(); 1849 break; 1850 } 1851 else return false; 1852 } 1853 default: 1854 return false; 1855 } 1856 1857 return true; 1858} 1859 1860bool Context::getFloatv(GLenum pname, GLfloat *params) const 1861{ 1862 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1863 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1864 // GetIntegerv as its native query function. As it would require conversion in any 1865 // case, this should make no difference to the calling application. 1866 switch(pname) 1867 { 1868 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1869 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1870 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1871 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1872 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1873 case GL_ALIASED_LINE_WIDTH_RANGE: 1874 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1875 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1876 break; 1877 case GL_ALIASED_POINT_SIZE_RANGE: 1878 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1879 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1880 break; 1881 case GL_DEPTH_RANGE: 1882 params[0] = mState.zNear; 1883 params[1] = mState.zFar; 1884 break; 1885 case GL_COLOR_CLEAR_VALUE: 1886 params[0] = mState.colorClearValue.red; 1887 params[1] = mState.colorClearValue.green; 1888 params[2] = mState.colorClearValue.blue; 1889 params[3] = mState.colorClearValue.alpha; 1890 break; 1891 case GL_BLEND_COLOR: 1892 params[0] = mState.blendColor.red; 1893 params[1] = mState.blendColor.green; 1894 params[2] = mState.blendColor.blue; 1895 params[3] = mState.blendColor.alpha; 1896 break; 1897 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1898 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1899 break; 1900 default: 1901 return false; 1902 } 1903 1904 return true; 1905} 1906 1907template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1908template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1909 1910template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1911{ 1912 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1913 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1914 // GetIntegerv as its native query function. As it would require conversion in any 1915 // case, this should make no difference to the calling application. You may find it in 1916 // Context::getFloatv. 1917 switch(pname) 1918 { 1919 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break; 1920 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break; 1921 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break; 1922 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; 1923 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break; 1924 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break; 1925 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break; 1926 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break; 1927 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; 1928 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; 1929 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); break; 1930 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); break; 1931// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1932 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; 1933 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; 1934 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); break; 1935 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; 1936 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1937 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; break; 1938 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1939 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; 1940 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1941 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1942 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1943 case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break; 1944 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; 1945 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; 1946 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break; 1947 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1948 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1949 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1950 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; 1951 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; 1952 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; 1953 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1954 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; 1955 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; 1956 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; 1957 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; 1958 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; 1959 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; 1960 case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break; 1961 case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break; 1962 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1963 case GL_SUBPIXEL_BITS: *params = 4; break; 1964 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1965 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break; 1966 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1967 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break; 1968 case GL_SAMPLE_BUFFERS: 1969 case GL_SAMPLES: 1970 { 1971 Framebuffer *framebuffer = getDrawFramebuffer(); 1972 int width, height, samples; 1973 1974 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1975 { 1976 switch(pname) 1977 { 1978 case GL_SAMPLE_BUFFERS: 1979 if(samples > 1) 1980 { 1981 *params = 1; 1982 } 1983 else 1984 { 1985 *params = 0; 1986 } 1987 break; 1988 case GL_SAMPLES: 1989 *params = samples; 1990 break; 1991 } 1992 } 1993 else 1994 { 1995 *params = 0; 1996 } 1997 } 1998 break; 1999 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2000 { 2001 Framebuffer *framebuffer = getReadFramebuffer(); 2002 *params = framebuffer->getImplementationColorReadType(); 2003 } 2004 break; 2005 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2006 { 2007 Framebuffer *framebuffer = getReadFramebuffer(); 2008 *params = framebuffer->getImplementationColorReadFormat(); 2009 } 2010 break; 2011 case GL_MAX_VIEWPORT_DIMS: 2012 { 2013 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 2014 params[0] = maxDimension; 2015 params[1] = maxDimension; 2016 } 2017 break; 2018 case GL_COMPRESSED_TEXTURE_FORMATS: 2019 { 2020 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 2021 { 2022 params[i] = compressedTextureFormats[i]; 2023 } 2024 } 2025 break; 2026 case GL_VIEWPORT: 2027 params[0] = mState.viewportX; 2028 params[1] = mState.viewportY; 2029 params[2] = mState.viewportWidth; 2030 params[3] = mState.viewportHeight; 2031 break; 2032 case GL_SCISSOR_BOX: 2033 params[0] = mState.scissorX; 2034 params[1] = mState.scissorY; 2035 params[2] = mState.scissorWidth; 2036 params[3] = mState.scissorHeight; 2037 break; 2038 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 2039 case GL_FRONT_FACE: *params = mState.frontFace; break; 2040 case GL_RED_BITS: 2041 case GL_GREEN_BITS: 2042 case GL_BLUE_BITS: 2043 case GL_ALPHA_BITS: 2044 { 2045 Framebuffer *framebuffer = getDrawFramebuffer(); 2046 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 2047 2048 if(colorbuffer) 2049 { 2050 switch (pname) 2051 { 2052 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 2053 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 2054 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 2055 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 2056 } 2057 } 2058 else 2059 { 2060 *params = 0; 2061 } 2062 } 2063 break; 2064 case GL_DEPTH_BITS: 2065 { 2066 Framebuffer *framebuffer = getDrawFramebuffer(); 2067 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2068 2069 if(depthbuffer) 2070 { 2071 *params = depthbuffer->getDepthSize(); 2072 } 2073 else 2074 { 2075 *params = 0; 2076 } 2077 } 2078 break; 2079 case GL_STENCIL_BITS: 2080 { 2081 Framebuffer *framebuffer = getDrawFramebuffer(); 2082 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2083 2084 if(stencilbuffer) 2085 { 2086 *params = stencilbuffer->getStencilSize(); 2087 } 2088 else 2089 { 2090 *params = 0; 2091 } 2092 } 2093 break; 2094 case GL_TEXTURE_BINDING_2D: 2095 { 2096 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2097 { 2098 error(GL_INVALID_OPERATION); 2099 return false; 2100 } 2101 2102 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2103 } 2104 break; 2105 case GL_TEXTURE_BINDING_CUBE_MAP: 2106 { 2107 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2108 { 2109 error(GL_INVALID_OPERATION); 2110 return false; 2111 } 2112 2113 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2114 } 2115 break; 2116 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2117 { 2118 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2119 { 2120 error(GL_INVALID_OPERATION); 2121 return false; 2122 } 2123 2124 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2125 } 2126 break; 2127 case GL_TEXTURE_BINDING_3D_OES: 2128 case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0 2129 { 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_3D][mState.activeSampler].name(); 2137 } 2138 break; 2139 case GL_COPY_READ_BUFFER_BINDING: // name, initially 0 2140 if(clientVersion >= 3) 2141 { 2142 *params = mState.copyReadBuffer.name(); 2143 } 2144 else 2145 { 2146 return false; 2147 } 2148 break; 2149 case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0 2150 if(clientVersion >= 3) 2151 { 2152 *params = mState.copyWriteBuffer.name(); 2153 } 2154 else 2155 { 2156 return false; 2157 } 2158 break; 2159 case GL_DRAW_BUFFER0: // symbolic constant, initial value is GL_BACK 2160 UNIMPLEMENTED(); 2161 *params = GL_BACK; 2162 break; 2163 case GL_DRAW_BUFFER1: // symbolic constant, initial value is GL_NONE 2164 case GL_DRAW_BUFFER2: 2165 case GL_DRAW_BUFFER3: 2166 case GL_DRAW_BUFFER4: 2167 case GL_DRAW_BUFFER5: 2168 case GL_DRAW_BUFFER6: 2169 case GL_DRAW_BUFFER7: 2170 case GL_DRAW_BUFFER8: 2171 case GL_DRAW_BUFFER9: 2172 case GL_DRAW_BUFFER10: 2173 case GL_DRAW_BUFFER11: 2174 case GL_DRAW_BUFFER12: 2175 case GL_DRAW_BUFFER13: 2176 case GL_DRAW_BUFFER14: 2177 case GL_DRAW_BUFFER15: 2178 UNIMPLEMENTED(); 2179 *params = GL_NONE; 2180 break; 2181 case GL_MAJOR_VERSION: // integer, at least 3 2182 UNIMPLEMENTED(); 2183 *params = 3; 2184 break; 2185 case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048 2186 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2187 break; 2188 case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048 2189 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2190 break; 2191 case GL_MAX_COLOR_ATTACHMENTS: // integer, at least 8 2192 UNIMPLEMENTED(); 2193 *params = IMPLEMENTATION_MAX_COLOR_ATTACHMENTS; 2194 break; 2195 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048 2196 UNIMPLEMENTED(); 2197 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2198 break; 2199 case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70 2200 UNIMPLEMENTED(); 2201 *params = 70; 2202 break; 2203 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176 2204 UNIMPLEMENTED(); 2205 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2206 break; 2207 case GL_MAX_DRAW_BUFFERS: // integer, at least 8 2208 UNIMPLEMENTED(); 2209 *params = IMPLEMENTATION_MAX_DRAW_BUFFERS; 2210 break; 2211 case GL_MAX_ELEMENT_INDEX: 2212 *params = MAX_ELEMENT_INDEX; 2213 break; 2214 case GL_MAX_ELEMENTS_INDICES: 2215 *params = MAX_ELEMENTS_INDICES; 2216 break; 2217 case GL_MAX_ELEMENTS_VERTICES: 2218 *params = MAX_ELEMENTS_VERTICES; 2219 break; 2220 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128 2221 UNIMPLEMENTED(); 2222 *params = 128; 2223 break; 2224 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12 2225 UNIMPLEMENTED(); 2226 *params = 12; 2227 break; 2228 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 1024 2229 UNIMPLEMENTED(); 2230 *params = 1024; 2231 break; 2232 case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7 2233 UNIMPLEMENTED(); 2234 *params = 7; 2235 break; 2236 case GL_MAX_SERVER_WAIT_TIMEOUT: // integer 2237 UNIMPLEMENTED(); 2238 *params = 0; 2239 break; 2240 case GL_MAX_TEXTURE_LOD_BIAS: // integer, at least 2.0 2241 UNIMPLEMENTED(); 2242 *params = 2; 2243 break; 2244 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64 2245 UNIMPLEMENTED(); 2246 *params = 64; 2247 break; 2248 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4 2249 UNIMPLEMENTED(); 2250 *params = IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2251 break; 2252 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4 2253 UNIMPLEMENTED(); 2254 *params = 4; 2255 break; 2256 case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384 2257 UNIMPLEMENTED(); 2258 *params = 16384; 2259 break; 2260 case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 36 2261 *params = IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; 2262 break; 2263 case GL_MAX_VARYING_COMPONENTS: // integer, at least 60 2264 UNIMPLEMENTED(); 2265 *params = 60; 2266 break; 2267 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer, at least 64 2268 UNIMPLEMENTED(); 2269 *params = 64; 2270 break; 2271 case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer, at least 12 2272 UNIMPLEMENTED(); 2273 *params = 12; 2274 break; 2275 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer, at least 1024 2276 UNIMPLEMENTED(); 2277 *params = 1024; 2278 break; 2279 case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8 2280 UNIMPLEMENTED(); 2281 *params = -8; 2282 break; 2283 case GL_MINOR_VERSION: // integer 2284 UNIMPLEMENTED(); 2285 *params = 0; 2286 break; 2287 case GL_NUM_EXTENSIONS: // integer 2288 GLuint numExtensions; 2289 getExtensions(0, &numExtensions); 2290 *params = numExtensions; 2291 break; 2292 case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0 2293 UNIMPLEMENTED(); 2294 *params = 0; 2295 break; 2296 case GL_PACK_ROW_LENGTH: // integer, initially 0 2297 *params = mState.packRowLength; 2298 break; 2299 case GL_PACK_SKIP_PIXELS: // integer, initially 0 2300 *params = mState.packSkipPixels; 2301 break; 2302 case GL_PACK_SKIP_ROWS: // integer, initially 0 2303 *params = mState.packSkipRows; 2304 break; 2305 case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0 2306 if(clientVersion >= 3) 2307 { 2308 *params = mState.pixelPackBuffer.name(); 2309 } 2310 else 2311 { 2312 return false; 2313 } 2314 break; 2315 case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0 2316 if(clientVersion >= 3) 2317 { 2318 *params = mState.pixelUnpackBuffer.name(); 2319 } 2320 else 2321 { 2322 return false; 2323 } 2324 break; 2325 case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS] 2326 UNIMPLEMENTED(); 2327 *params = 0; 2328 break; 2329 case GL_READ_BUFFER: // symbolic constant, initial value is GL_BACK 2330 UNIMPLEMENTED(); 2331 *params = GL_BACK; 2332 break; 2333 case GL_SAMPLER_BINDING: // GLint, default 0 2334 UNIMPLEMENTED(); 2335 *params = 0; 2336 break; 2337 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2338 if(clientVersion >= 3) 2339 { 2340 *params = mState.genericUniformBuffer.name(); 2341 } 2342 else 2343 { 2344 return false; 2345 } 2346 break; 2347 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1 2348 *params = IMPLEMENTATION_UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2349 break; 2350 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2351 if(clientVersion >= 3) 2352 { 2353 *params = mState.genericUniformBuffer->size(); 2354 } 2355 else 2356 { 2357 return false; 2358 } 2359 break; 2360 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2361 if(clientVersion >= 3) 2362 { 2363 *params = mState.genericUniformBuffer->offset(); 2364 } 2365 else 2366 { 2367 return false; 2368 } 2369 *params = 0; 2370 break; 2371 case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0 2372 *params = mState.unpackInfo.imageHeight; 2373 break; 2374 case GL_UNPACK_ROW_LENGTH: // integer, initially 0 2375 *params = mState.unpackInfo.rowLength; 2376 break; 2377 case GL_UNPACK_SKIP_IMAGES: // integer, initially 0 2378 *params = mState.unpackInfo.skipImages; 2379 break; 2380 case GL_UNPACK_SKIP_PIXELS: // integer, initially 0 2381 *params = mState.unpackInfo.skipPixels; 2382 break; 2383 case GL_UNPACK_SKIP_ROWS: // integer, initially 0 2384 *params = mState.unpackInfo.skipRows; 2385 break; 2386 case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0 2387 *params = getCurrentVertexArray()->name; 2388 break; 2389 default: 2390 return false; 2391 } 2392 2393 return true; 2394} 2395 2396template bool Context::getTransformFeedbackiv<GLint>(GLuint xfb, GLenum pname, GLint *param) const; 2397template bool Context::getTransformFeedbackiv<GLint64>(GLuint xfb, GLenum pname, GLint64 *param) const; 2398 2399template<typename T> bool Context::getTransformFeedbackiv(GLuint xfb, GLenum pname, T *param) const 2400{ 2401 UNIMPLEMENTED(); 2402 2403 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2404 if(!transformFeedback) 2405 { 2406 return false; 2407 } 2408 2409 switch(pname) 2410 { 2411 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2412 *param = 0; 2413 break; 2414 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2415 *param = transformFeedback->isActive(); 2416 break; 2417 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2418 *param = transformFeedback->name; 2419 break; 2420 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2421 *param = transformFeedback->isPaused(); 2422 break; 2423 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2424 if(transformFeedback->getGenericBuffer()) 2425 { 2426 *param = transformFeedback->getGenericBuffer()->size(); 2427 break; 2428 } 2429 else return false; 2430 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2431 *param = 0; 2432 break; 2433 default: 2434 return false; 2435 } 2436 2437 return true; 2438} 2439 2440bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2441{ 2442 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2443 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2444 // to the fact that it is stored internally as a float, and so would require conversion 2445 // if returned from Context::getIntegerv. Since this conversion is already implemented 2446 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2447 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2448 // application. 2449 switch(pname) 2450 { 2451 case GL_COMPRESSED_TEXTURE_FORMATS: 2452 { 2453 *type = GL_INT; 2454 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2455 } 2456 break; 2457 case GL_SHADER_BINARY_FORMATS: 2458 { 2459 *type = GL_INT; 2460 *numParams = 0; 2461 } 2462 break; 2463 case GL_MAX_VERTEX_ATTRIBS: 2464 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2465 case GL_MAX_VARYING_VECTORS: 2466 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2467 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2468 case GL_MAX_TEXTURE_IMAGE_UNITS: 2469 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2470 case GL_MAX_RENDERBUFFER_SIZE: 2471 case GL_NUM_SHADER_BINARY_FORMATS: 2472 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2473 case GL_ARRAY_BUFFER_BINDING: 2474 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2475 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2476 case GL_RENDERBUFFER_BINDING: 2477 case GL_CURRENT_PROGRAM: 2478 case GL_PACK_ALIGNMENT: 2479 case GL_UNPACK_ALIGNMENT: 2480 case GL_GENERATE_MIPMAP_HINT: 2481 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2482 case GL_RED_BITS: 2483 case GL_GREEN_BITS: 2484 case GL_BLUE_BITS: 2485 case GL_ALPHA_BITS: 2486 case GL_DEPTH_BITS: 2487 case GL_STENCIL_BITS: 2488 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2489 case GL_CULL_FACE_MODE: 2490 case GL_FRONT_FACE: 2491 case GL_ACTIVE_TEXTURE: 2492 case GL_STENCIL_FUNC: 2493 case GL_STENCIL_VALUE_MASK: 2494 case GL_STENCIL_REF: 2495 case GL_STENCIL_FAIL: 2496 case GL_STENCIL_PASS_DEPTH_FAIL: 2497 case GL_STENCIL_PASS_DEPTH_PASS: 2498 case GL_STENCIL_BACK_FUNC: 2499 case GL_STENCIL_BACK_VALUE_MASK: 2500 case GL_STENCIL_BACK_REF: 2501 case GL_STENCIL_BACK_FAIL: 2502 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2503 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2504 case GL_DEPTH_FUNC: 2505 case GL_BLEND_SRC_RGB: 2506 case GL_BLEND_SRC_ALPHA: 2507 case GL_BLEND_DST_RGB: 2508 case GL_BLEND_DST_ALPHA: 2509 case GL_BLEND_EQUATION_RGB: 2510 case GL_BLEND_EQUATION_ALPHA: 2511 case GL_STENCIL_WRITEMASK: 2512 case GL_STENCIL_BACK_WRITEMASK: 2513 case GL_STENCIL_CLEAR_VALUE: 2514 case GL_SUBPIXEL_BITS: 2515 case GL_MAX_TEXTURE_SIZE: 2516 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2517 case GL_SAMPLE_BUFFERS: 2518 case GL_SAMPLES: 2519 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2520 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2521 case GL_TEXTURE_BINDING_2D: 2522 case GL_TEXTURE_BINDING_CUBE_MAP: 2523 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2524 case GL_TEXTURE_BINDING_3D_OES: 2525 case GL_COPY_READ_BUFFER_BINDING: 2526 case GL_COPY_WRITE_BUFFER_BINDING: 2527 case GL_DRAW_BUFFER0: 2528 case GL_DRAW_BUFFER1: 2529 case GL_DRAW_BUFFER2: 2530 case GL_DRAW_BUFFER3: 2531 case GL_DRAW_BUFFER4: 2532 case GL_DRAW_BUFFER5: 2533 case GL_DRAW_BUFFER6: 2534 case GL_DRAW_BUFFER7: 2535 case GL_DRAW_BUFFER8: 2536 case GL_DRAW_BUFFER9: 2537 case GL_DRAW_BUFFER10: 2538 case GL_DRAW_BUFFER11: 2539 case GL_DRAW_BUFFER12: 2540 case GL_DRAW_BUFFER13: 2541 case GL_DRAW_BUFFER14: 2542 case GL_DRAW_BUFFER15: 2543 case GL_MAJOR_VERSION: 2544 case GL_MAX_3D_TEXTURE_SIZE: 2545 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2546 case GL_MAX_COLOR_ATTACHMENTS: 2547 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2548 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2549 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2550 case GL_MAX_DRAW_BUFFERS: 2551 case GL_MAX_ELEMENT_INDEX: 2552 case GL_MAX_ELEMENTS_INDICES: 2553 case GL_MAX_ELEMENTS_VERTICES: 2554 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2555 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2556 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2557 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2558 case GL_MAX_SERVER_WAIT_TIMEOUT: 2559 case GL_MAX_TEXTURE_LOD_BIAS: 2560 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2561 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2562 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2563 case GL_MAX_UNIFORM_BLOCK_SIZE: 2564 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2565 case GL_MAX_VARYING_COMPONENTS: 2566 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2567 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2568 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2569 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2570 case GL_MINOR_VERSION: 2571 case GL_NUM_EXTENSIONS: 2572 case GL_NUM_PROGRAM_BINARY_FORMATS: 2573 case GL_PACK_ROW_LENGTH: 2574 case GL_PACK_SKIP_PIXELS: 2575 case GL_PACK_SKIP_ROWS: 2576 case GL_PIXEL_PACK_BUFFER_BINDING: 2577 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2578 case GL_PROGRAM_BINARY_FORMATS: 2579 case GL_READ_BUFFER: 2580 case GL_SAMPLER_BINDING: 2581 case GL_TEXTURE_BINDING_2D_ARRAY: 2582 case GL_UNIFORM_BUFFER_BINDING: 2583 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2584 case GL_UNIFORM_BUFFER_SIZE: 2585 case GL_UNIFORM_BUFFER_START: 2586 case GL_UNPACK_IMAGE_HEIGHT: 2587 case GL_UNPACK_ROW_LENGTH: 2588 case GL_UNPACK_SKIP_IMAGES: 2589 case GL_UNPACK_SKIP_PIXELS: 2590 case GL_UNPACK_SKIP_ROWS: 2591 case GL_VERTEX_ARRAY_BINDING: 2592 { 2593 *type = GL_INT; 2594 *numParams = 1; 2595 } 2596 break; 2597 case GL_MAX_SAMPLES_ANGLE: 2598 { 2599 *type = GL_INT; 2600 *numParams = 1; 2601 } 2602 break; 2603 case GL_MAX_VIEWPORT_DIMS: 2604 { 2605 *type = GL_INT; 2606 *numParams = 2; 2607 } 2608 break; 2609 case GL_VIEWPORT: 2610 case GL_SCISSOR_BOX: 2611 { 2612 *type = GL_INT; 2613 *numParams = 4; 2614 } 2615 break; 2616 case GL_SHADER_COMPILER: 2617 case GL_SAMPLE_COVERAGE_INVERT: 2618 case GL_DEPTH_WRITEMASK: 2619 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2620 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2621 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2622 case GL_SAMPLE_COVERAGE: 2623 case GL_SCISSOR_TEST: 2624 case GL_STENCIL_TEST: 2625 case GL_DEPTH_TEST: 2626 case GL_BLEND: 2627 case GL_DITHER: 2628 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2629 case GL_RASTERIZER_DISCARD: 2630 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2631 case GL_TRANSFORM_FEEDBACK_PAUSED: 2632 { 2633 *type = GL_BOOL; 2634 *numParams = 1; 2635 } 2636 break; 2637 case GL_COLOR_WRITEMASK: 2638 { 2639 *type = GL_BOOL; 2640 *numParams = 4; 2641 } 2642 break; 2643 case GL_POLYGON_OFFSET_FACTOR: 2644 case GL_POLYGON_OFFSET_UNITS: 2645 case GL_SAMPLE_COVERAGE_VALUE: 2646 case GL_DEPTH_CLEAR_VALUE: 2647 case GL_LINE_WIDTH: 2648 { 2649 *type = GL_FLOAT; 2650 *numParams = 1; 2651 } 2652 break; 2653 case GL_ALIASED_LINE_WIDTH_RANGE: 2654 case GL_ALIASED_POINT_SIZE_RANGE: 2655 case GL_DEPTH_RANGE: 2656 { 2657 *type = GL_FLOAT; 2658 *numParams = 2; 2659 } 2660 break; 2661 case GL_COLOR_CLEAR_VALUE: 2662 case GL_BLEND_COLOR: 2663 { 2664 *type = GL_FLOAT; 2665 *numParams = 4; 2666 } 2667 break; 2668 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2669 *type = GL_FLOAT; 2670 *numParams = 1; 2671 break; 2672 default: 2673 return false; 2674 } 2675 2676 return true; 2677} 2678 2679void Context::applyScissor(int width, int height) 2680{ 2681 if(mState.scissorTestEnabled) 2682 { 2683 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2684 scissor.clip(0, 0, width, height); 2685 2686 device->setScissorRect(scissor); 2687 device->setScissorEnable(true); 2688 } 2689 else 2690 { 2691 device->setScissorEnable(false); 2692 } 2693} 2694 2695egl::Image *Context::getScissoredImage(GLint drawbuffer, int &x0, int &y0, int &width, int &height, bool depthStencil) 2696{ 2697 Framebuffer* framebuffer = getDrawFramebuffer(); 2698 egl::Image* image = depthStencil ? framebuffer->getDepthStencil() : framebuffer->getRenderTarget(drawbuffer); 2699 2700 applyScissor(image->getWidth(), image->getHeight()); 2701 2702 device->getScissoredRegion(image, x0, y0, width, height); 2703 2704 return image; 2705} 2706 2707// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2708bool Context::applyRenderTarget() 2709{ 2710 Framebuffer *framebuffer = getDrawFramebuffer(); 2711 int width, height, samples; 2712 2713 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2714 { 2715 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2716 } 2717 2718 for(int i = 0; i < MAX_DRAW_BUFFERS; ++i) 2719 { 2720 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2721 device->setRenderTarget(i, renderTarget); 2722 if(renderTarget) renderTarget->release(); 2723 } 2724 2725 egl::Image *depthStencil = framebuffer->getDepthStencil(); 2726 device->setDepthStencilSurface(depthStencil); 2727 if(depthStencil) depthStencil->release(); 2728 2729 Viewport viewport; 2730 float zNear = clamp01(mState.zNear); 2731 float zFar = clamp01(mState.zFar); 2732 2733 viewport.x0 = mState.viewportX; 2734 viewport.y0 = mState.viewportY; 2735 viewport.width = mState.viewportWidth; 2736 viewport.height = mState.viewportHeight; 2737 viewport.minZ = zNear; 2738 viewport.maxZ = zFar; 2739 2740 device->setViewport(viewport); 2741 2742 applyScissor(width, height); 2743 2744 Program *program = getCurrentProgram(); 2745 2746 if(program) 2747 { 2748 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2749 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2750 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2751 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2752 } 2753 2754 return true; 2755} 2756 2757// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2758void Context::applyState(GLenum drawMode) 2759{ 2760 Framebuffer *framebuffer = getDrawFramebuffer(); 2761 2762 if(mState.cullFaceEnabled) 2763 { 2764 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2765 } 2766 else 2767 { 2768 device->setCullMode(sw::CULL_NONE); 2769 } 2770 2771 if(mDepthStateDirty) 2772 { 2773 if(mState.depthTestEnabled) 2774 { 2775 device->setDepthBufferEnable(true); 2776 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2777 } 2778 else 2779 { 2780 device->setDepthBufferEnable(false); 2781 } 2782 2783 mDepthStateDirty = false; 2784 } 2785 2786 if(mBlendStateDirty) 2787 { 2788 if(mState.blendEnabled) 2789 { 2790 device->setAlphaBlendEnable(true); 2791 device->setSeparateAlphaBlendEnable(true); 2792 2793 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2794 2795 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2796 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2797 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2798 2799 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2800 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2801 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2802 } 2803 else 2804 { 2805 device->setAlphaBlendEnable(false); 2806 } 2807 2808 mBlendStateDirty = false; 2809 } 2810 2811 if(mStencilStateDirty || mFrontFaceDirty) 2812 { 2813 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2814 { 2815 device->setStencilEnable(true); 2816 device->setTwoSidedStencil(true); 2817 2818 // get the maximum size of the stencil ref 2819 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2820 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2821 2822 if(mState.frontFace == GL_CCW) 2823 { 2824 device->setStencilWriteMask(mState.stencilWritemask); 2825 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2826 2827 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2828 device->setStencilMask(mState.stencilMask); 2829 2830 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2831 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2832 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2833 2834 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2835 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2836 2837 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2838 device->setStencilMaskCCW(mState.stencilBackMask); 2839 2840 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2841 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2842 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2843 } 2844 else 2845 { 2846 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2847 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2848 2849 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2850 device->setStencilMaskCCW(mState.stencilMask); 2851 2852 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2853 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2854 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2855 2856 device->setStencilWriteMask(mState.stencilBackWritemask); 2857 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2858 2859 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2860 device->setStencilMask(mState.stencilBackMask); 2861 2862 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2863 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2864 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2865 } 2866 } 2867 else 2868 { 2869 device->setStencilEnable(false); 2870 } 2871 2872 mStencilStateDirty = false; 2873 mFrontFaceDirty = false; 2874 } 2875 2876 if(mMaskStateDirty) 2877 { 2878 device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2879 device->setDepthWriteEnable(mState.depthMask); 2880 2881 mMaskStateDirty = false; 2882 } 2883 2884 if(mPolygonOffsetStateDirty) 2885 { 2886 if(mState.polygonOffsetFillEnabled) 2887 { 2888 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2889 if(depthbuffer) 2890 { 2891 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2892 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 2893 device->setDepthBias(depthBias); 2894 } 2895 } 2896 else 2897 { 2898 device->setSlopeDepthBias(0); 2899 device->setDepthBias(0); 2900 } 2901 2902 mPolygonOffsetStateDirty = false; 2903 } 2904 2905 if(mSampleStateDirty) 2906 { 2907 if(mState.sampleAlphaToCoverageEnabled) 2908 { 2909 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2910 } 2911 else 2912 { 2913 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2914 } 2915 2916 if(mState.sampleCoverageEnabled) 2917 { 2918 unsigned int mask = 0; 2919 if(mState.sampleCoverageValue != 0) 2920 { 2921 int width, height, samples; 2922 framebuffer->completeness(width, height, samples); 2923 2924 float threshold = 0.5f; 2925 2926 for(int i = 0; i < samples; i++) 2927 { 2928 mask <<= 1; 2929 2930 if((i + 1) * mState.sampleCoverageValue >= threshold) 2931 { 2932 threshold += 1.0f; 2933 mask |= 1; 2934 } 2935 } 2936 } 2937 2938 if(mState.sampleCoverageInvert) 2939 { 2940 mask = ~mask; 2941 } 2942 2943 device->setMultiSampleMask(mask); 2944 } 2945 else 2946 { 2947 device->setMultiSampleMask(0xFFFFFFFF); 2948 } 2949 2950 mSampleStateDirty = false; 2951 } 2952 2953 if(mDitherStateDirty) 2954 { 2955 // UNIMPLEMENTED(); // FIXME 2956 2957 mDitherStateDirty = false; 2958 } 2959} 2960 2961GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2962{ 2963 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2964 2965 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2966 if(err != GL_NO_ERROR) 2967 { 2968 return err; 2969 } 2970 2971 Program *program = getCurrentProgram(); 2972 2973 device->resetInputStreams(false); 2974 2975 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2976 { 2977 if(program->getAttributeStream(i) == -1) 2978 { 2979 continue; 2980 } 2981 2982 sw::Resource *resource = attributes[i].vertexBuffer; 2983 const void *buffer = (char*)resource->data() + attributes[i].offset; 2984 2985 int stride = attributes[i].stride; 2986 2987 buffer = (char*)buffer + stride * base; 2988 2989 sw::Stream attribute(resource, buffer, stride); 2990 2991 attribute.type = attributes[i].type; 2992 attribute.count = attributes[i].count; 2993 attribute.normalized = attributes[i].normalized; 2994 2995 int stream = program->getAttributeStream(i); 2996 device->setInputStream(stream, attribute); 2997 } 2998 2999 return GL_NO_ERROR; 3000} 3001 3002// Applies the indices and element array bindings 3003GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 3004{ 3005 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo); 3006 3007 if(err == GL_NO_ERROR) 3008 { 3009 device->setIndexBuffer(indexInfo->indexBuffer); 3010 } 3011 3012 return err; 3013} 3014 3015// Applies the shaders and shader constants 3016void Context::applyShaders() 3017{ 3018 Program *programObject = getCurrentProgram(); 3019 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3020 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3021 3022 device->setVertexShader(vertexShader); 3023 device->setPixelShader(pixelShader); 3024 3025 if(programObject->getSerial() != mAppliedProgramSerial) 3026 { 3027 programObject->dirtyAllUniforms(); 3028 mAppliedProgramSerial = programObject->getSerial(); 3029 } 3030 3031 programObject->applyUniformBuffers(mState.uniformBuffers); 3032 programObject->applyUniforms(); 3033} 3034 3035void Context::applyTextures() 3036{ 3037 applyTextures(sw::SAMPLER_PIXEL); 3038 applyTextures(sw::SAMPLER_VERTEX); 3039} 3040 3041void Context::applyTextures(sw::SamplerType samplerType) 3042{ 3043 Program *programObject = getCurrentProgram(); 3044 3045 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3046 3047 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3048 { 3049 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3050 3051 if(textureUnit != -1) 3052 { 3053 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3054 3055 Texture *texture = getSamplerTexture(textureUnit, textureType); 3056 3057 if(texture->isSamplerComplete()) 3058 { 3059 GLenum wrapS, wrapT, wrapR, minFilter, magFilter; 3060 3061 Sampler *samplerObject = mState.sampler[textureUnit]; 3062 if(samplerObject) 3063 { 3064 wrapS = samplerObject->getWrapS(); 3065 wrapT = samplerObject->getWrapT(); 3066 wrapR = samplerObject->getWrapR(); 3067 minFilter = samplerObject->getMinFilter(); 3068 magFilter = samplerObject->getMagFilter(); 3069 } 3070 else 3071 { 3072 wrapS = texture->getWrapS(); 3073 wrapT = texture->getWrapT(); 3074 wrapR = texture->getWrapR(); 3075 minFilter = texture->getMinFilter(); 3076 magFilter = texture->getMagFilter(); 3077 } 3078 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3079 3080 GLenum swizzleR = texture->getSwizzleR(); 3081 GLenum swizzleG = texture->getSwizzleG(); 3082 GLenum swizzleB = texture->getSwizzleB(); 3083 GLenum swizzleA = texture->getSwizzleA(); 3084 3085 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3086 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3087 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3088 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3089 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3090 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3091 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3092 3093 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3094 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3095 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3096 3097 applyTexture(samplerType, samplerIndex, texture); 3098 } 3099 else 3100 { 3101 applyTexture(samplerType, samplerIndex, nullptr); 3102 } 3103 } 3104 else 3105 { 3106 applyTexture(samplerType, samplerIndex, nullptr); 3107 } 3108 } 3109} 3110 3111void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3112{ 3113 Program *program = getCurrentProgram(); 3114 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3115 bool textureUsed = false; 3116 3117 if(type == sw::SAMPLER_PIXEL) 3118 { 3119 textureUsed = program->getPixelShader()->usesSampler(index); 3120 } 3121 else if(type == sw::SAMPLER_VERTEX) 3122 { 3123 textureUsed = program->getVertexShader()->usesSampler(index); 3124 } 3125 else UNREACHABLE(type); 3126 3127 sw::Resource *resource = 0; 3128 3129 if(baseTexture && textureUsed) 3130 { 3131 resource = baseTexture->getResource(); 3132 } 3133 3134 device->setTextureResource(sampler, resource); 3135 3136 if(baseTexture && textureUsed) 3137 { 3138 int levelCount = baseTexture->getLevelCount(); 3139 3140 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3141 { 3142 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3143 3144 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3145 { 3146 int surfaceLevel = mipmapLevel; 3147 3148 if(surfaceLevel < 0) 3149 { 3150 surfaceLevel = 0; 3151 } 3152 else if(surfaceLevel >= levelCount) 3153 { 3154 surfaceLevel = levelCount - 1; 3155 } 3156 3157 egl::Image *surface = texture->getImage(surfaceLevel); 3158 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3159 } 3160 } 3161 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3162 { 3163 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3164 3165 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3166 { 3167 int surfaceLevel = mipmapLevel; 3168 3169 if(surfaceLevel < 0) 3170 { 3171 surfaceLevel = 0; 3172 } 3173 else if(surfaceLevel >= levelCount) 3174 { 3175 surfaceLevel = levelCount - 1; 3176 } 3177 3178 egl::Image *surface = texture->getImage(surfaceLevel); 3179 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3180 } 3181 } 3182 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3183 { 3184 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3185 3186 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3187 { 3188 int surfaceLevel = mipmapLevel; 3189 3190 if(surfaceLevel < 0) 3191 { 3192 surfaceLevel = 0; 3193 } 3194 else if(surfaceLevel >= levelCount) 3195 { 3196 surfaceLevel = levelCount - 1; 3197 } 3198 3199 egl::Image *surface = texture->getImage(surfaceLevel); 3200 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3201 } 3202 } 3203 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3204 { 3205 for(int face = 0; face < 6; face++) 3206 { 3207 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3208 3209 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3210 { 3211 int surfaceLevel = mipmapLevel; 3212 3213 if(surfaceLevel < 0) 3214 { 3215 surfaceLevel = 0; 3216 } 3217 else if(surfaceLevel >= levelCount) 3218 { 3219 surfaceLevel = levelCount - 1; 3220 } 3221 3222 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3223 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3224 } 3225 } 3226 } 3227 else UNIMPLEMENTED(); 3228 } 3229 else 3230 { 3231 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3232 } 3233} 3234 3235void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, 3236 GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3237{ 3238 Framebuffer *framebuffer = getReadFramebuffer(); 3239 int framebufferWidth, framebufferHeight, framebufferSamples; 3240 3241 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3242 { 3243 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3244 } 3245 3246 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3247 { 3248 return error(GL_INVALID_OPERATION); 3249 } 3250 3251 GLenum readFormat = framebuffer->getImplementationColorReadFormat(); 3252 GLenum readType = framebuffer->getImplementationColorReadType(); 3253 3254 if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion)) 3255 { 3256 return error(GL_INVALID_OPERATION); 3257 } 3258 3259 GLsizei outputPitch = egl::ComputePitch((mState.packRowLength > 0) ? mState.packRowLength : width, format, type, mState.packAlignment); 3260 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3261 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3262 pixels = ((char*)pixels) + (mState.packSkipImages * outputHeight + mState.packSkipRows) * outputPitch + mState.packSkipPixels; 3263 3264 // Sized query sanity check 3265 if(bufSize) 3266 { 3267 int requiredSize = outputPitch * height; 3268 if(requiredSize > *bufSize) 3269 { 3270 return error(GL_INVALID_OPERATION); 3271 } 3272 } 3273 3274 egl::Image *renderTarget = framebuffer->getReadRenderTarget(); 3275 3276 if(!renderTarget) 3277 { 3278 return error(GL_OUT_OF_MEMORY); 3279 } 3280 3281 x += mState.packSkipPixels; 3282 y += mState.packSkipRows; 3283 sw::Rect rect = {x, y, x + width, y + height}; 3284 sw::Rect dstRect = { 0, 0, width, height }; 3285 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3286 3287 sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3288 sw::SliceRect sliceRect(rect); 3289 sw::SliceRect dstSliceRect(dstRect); 3290 device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false); 3291 3292 renderTarget->release(); 3293} 3294 3295void Context::clear(GLbitfield mask) 3296{ 3297 Framebuffer *framebuffer = getDrawFramebuffer(); 3298 3299 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3300 { 3301 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3302 } 3303 3304 if(!applyRenderTarget()) 3305 { 3306 return; 3307 } 3308 3309 if(mask & GL_COLOR_BUFFER_BIT) 3310 { 3311 unsigned int rgbaMask = getColorMask(); 3312 3313 if(rgbaMask != 0) 3314 { 3315 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3316 } 3317 } 3318 3319 if(mask & GL_DEPTH_BUFFER_BIT) 3320 { 3321 if(mState.depthMask != 0) 3322 { 3323 float depth = clamp01(mState.depthClearValue); 3324 device->clearDepth(depth); 3325 } 3326 } 3327 3328 if(mask & GL_STENCIL_BUFFER_BIT) 3329 { 3330 if(mState.stencilWritemask != 0) 3331 { 3332 int stencil = mState.stencilClearValue & 0x000000FF; 3333 device->clearStencil(stencil, mState.stencilWritemask); 3334 } 3335 } 3336} 3337 3338void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3339{ 3340 unsigned int rgbaMask = getColorMask(); 3341 if(device && rgbaMask) 3342 { 3343 int x0(0), y0(0), width(0), height(0); 3344 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, false); 3345 3346 sw::SliceRect sliceRect; 3347 if(image->getClearRect(x0, y0, width, height, sliceRect)) 3348 { 3349 device->clear(value, format, image, sliceRect, rgbaMask); 3350 } 3351 3352 image->release(); 3353 } 3354} 3355 3356void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3357{ 3358 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3359} 3360 3361void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3362{ 3363 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3364} 3365 3366void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3367{ 3368 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3369} 3370 3371void Context::clearDepthBuffer(GLint drawbuffer, const GLfloat *value) 3372{ 3373 if(device && mState.depthMask) 3374 { 3375 int x0(0), y0(0), width(0), height(0); 3376 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3377 3378 float depth = clamp01(value[0]); 3379 image->clearDepthBuffer(depth, x0, y0, width, height); 3380 3381 image->release(); 3382 } 3383} 3384 3385void Context::clearStencilBuffer(GLint drawbuffer, const GLint *value) 3386{ 3387 if(device && mState.stencilWritemask) 3388 { 3389 int x0(0), y0(0), width(0), height(0); 3390 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3391 3392 unsigned char stencil = value[0] < 0 ? 0 : static_cast<unsigned char>(value[0] & 0x000000FF); 3393 image->clearStencilBuffer(stencil, static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3394 3395 image->release(); 3396 } 3397} 3398 3399void Context::clearDepthStencilBuffer(GLint drawbuffer, GLfloat depth, GLint stencil) 3400{ 3401 if(device && (mState.depthMask || mState.stencilWritemask)) 3402 { 3403 int x0(0), y0(0), width(0), height(0); 3404 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3405 3406 if(mState.stencilWritemask) 3407 { 3408 image->clearStencilBuffer(static_cast<unsigned char>(stencil & 0x000000FF), static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3409 } 3410 3411 if(mState.depthMask) 3412 { 3413 image->clearDepthBuffer(clamp01(depth), x0, y0, width, height); 3414 } 3415 3416 image->release(); 3417 } 3418} 3419 3420void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3421{ 3422 if(!mState.currentProgram) 3423 { 3424 return error(GL_INVALID_OPERATION); 3425 } 3426 3427 sw::DrawType primitiveType; 3428 int primitiveCount; 3429 3430 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount)) 3431 return error(GL_INVALID_ENUM); 3432 3433 if(primitiveCount <= 0) 3434 { 3435 return; 3436 } 3437 3438 if(!applyRenderTarget()) 3439 { 3440 return; 3441 } 3442 3443 applyState(mode); 3444 3445 for(int i = 0; i < instanceCount; ++i) 3446 { 3447 device->setInstanceID(i); 3448 3449 GLenum err = applyVertexBuffer(0, first, count, i); 3450 if(err != GL_NO_ERROR) 3451 { 3452 return error(err); 3453 } 3454 3455 applyShaders(); 3456 applyTextures(); 3457 3458 if(!getCurrentProgram()->validateSamplers(false)) 3459 { 3460 return error(GL_INVALID_OPERATION); 3461 } 3462 3463 if(!cullSkipsDraw(mode)) 3464 { 3465 device->drawPrimitive(primitiveType, primitiveCount); 3466 } 3467 } 3468} 3469 3470void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3471{ 3472 if(!mState.currentProgram) 3473 { 3474 return error(GL_INVALID_OPERATION); 3475 } 3476 3477 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3478 { 3479 return error(GL_INVALID_OPERATION); 3480 } 3481 3482 sw::DrawType primitiveType; 3483 int primitiveCount; 3484 3485 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount)) 3486 return error(GL_INVALID_ENUM); 3487 3488 if(primitiveCount <= 0) 3489 { 3490 return; 3491 } 3492 3493 if(!applyRenderTarget()) 3494 { 3495 return; 3496 } 3497 3498 applyState(mode); 3499 3500 for(int i = 0; i < instanceCount; ++i) 3501 { 3502 device->setInstanceID(i); 3503 3504 TranslatedIndexData indexInfo; 3505 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3506 if(err != GL_NO_ERROR) 3507 { 3508 return error(err); 3509 } 3510 3511 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3512 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3513 if(err != GL_NO_ERROR) 3514 { 3515 return error(err); 3516 } 3517 3518 applyShaders(); 3519 applyTextures(); 3520 3521 if(!getCurrentProgram()->validateSamplers(false)) 3522 { 3523 return error(GL_INVALID_OPERATION); 3524 } 3525 3526 if(!cullSkipsDraw(mode)) 3527 { 3528 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount); 3529 } 3530 } 3531} 3532 3533void Context::finish() 3534{ 3535 device->finish(); 3536} 3537 3538void Context::flush() 3539{ 3540 // We don't queue anything without processing it as fast as possible 3541} 3542 3543void Context::recordInvalidEnum() 3544{ 3545 mInvalidEnum = true; 3546} 3547 3548void Context::recordInvalidValue() 3549{ 3550 mInvalidValue = true; 3551} 3552 3553void Context::recordInvalidOperation() 3554{ 3555 mInvalidOperation = true; 3556} 3557 3558void Context::recordOutOfMemory() 3559{ 3560 mOutOfMemory = true; 3561} 3562 3563void Context::recordInvalidFramebufferOperation() 3564{ 3565 mInvalidFramebufferOperation = true; 3566} 3567 3568// Get one of the recorded errors and clear its flag, if any. 3569// [OpenGL ES 2.0.24] section 2.5 page 13. 3570GLenum Context::getError() 3571{ 3572 if(mInvalidEnum) 3573 { 3574 mInvalidEnum = false; 3575 3576 return GL_INVALID_ENUM; 3577 } 3578 3579 if(mInvalidValue) 3580 { 3581 mInvalidValue = false; 3582 3583 return GL_INVALID_VALUE; 3584 } 3585 3586 if(mInvalidOperation) 3587 { 3588 mInvalidOperation = false; 3589 3590 return GL_INVALID_OPERATION; 3591 } 3592 3593 if(mOutOfMemory) 3594 { 3595 mOutOfMemory = false; 3596 3597 return GL_OUT_OF_MEMORY; 3598 } 3599 3600 if(mInvalidFramebufferOperation) 3601 { 3602 mInvalidFramebufferOperation = false; 3603 3604 return GL_INVALID_FRAMEBUFFER_OPERATION; 3605 } 3606 3607 return GL_NO_ERROR; 3608} 3609 3610int Context::getSupportedMultisampleCount(int requested) 3611{ 3612 int supported = 0; 3613 3614 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3615 { 3616 if(supported >= requested) 3617 { 3618 return supported; 3619 } 3620 3621 supported = multisampleCount[i]; 3622 } 3623 3624 return supported; 3625} 3626 3627void Context::detachBuffer(GLuint buffer) 3628{ 3629 // [OpenGL ES 2.0.24] section 2.9 page 22: 3630 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3631 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3632 3633 if(getArrayBufferName() == buffer) 3634 { 3635 mState.arrayBuffer = NULL; 3636 } 3637 3638 for(auto tfIt = mTransformFeedbackMap.begin(); tfIt != mTransformFeedbackMap.end(); tfIt++) 3639 { 3640 tfIt->second->detachBuffer(buffer); 3641 } 3642 3643 for(auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++) 3644 { 3645 vaoIt->second->detachBuffer(buffer); 3646 } 3647 3648 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3649 { 3650 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3651 { 3652 mState.vertexAttribute[attribute].mBoundBuffer = NULL; 3653 } 3654 } 3655} 3656 3657void Context::detachTexture(GLuint texture) 3658{ 3659 // [OpenGL ES 2.0.24] section 3.8 page 84: 3660 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3661 // rebound to texture object zero 3662 3663 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3664 { 3665 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3666 { 3667 if(mState.samplerTexture[type][sampler].name() == texture) 3668 { 3669 mState.samplerTexture[type][sampler] = NULL; 3670 } 3671 } 3672 } 3673 3674 // [OpenGL ES 2.0.24] section 4.4 page 112: 3675 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3676 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3677 // image was attached in the currently bound framebuffer. 3678 3679 Framebuffer *readFramebuffer = getReadFramebuffer(); 3680 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3681 3682 if(readFramebuffer) 3683 { 3684 readFramebuffer->detachTexture(texture); 3685 } 3686 3687 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3688 { 3689 drawFramebuffer->detachTexture(texture); 3690 } 3691} 3692 3693void Context::detachFramebuffer(GLuint framebuffer) 3694{ 3695 // [OpenGL ES 2.0.24] section 4.4 page 107: 3696 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3697 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3698 3699 if(mState.readFramebuffer == framebuffer) 3700 { 3701 bindReadFramebuffer(0); 3702 } 3703 3704 if(mState.drawFramebuffer == framebuffer) 3705 { 3706 bindDrawFramebuffer(0); 3707 } 3708} 3709 3710void Context::detachRenderbuffer(GLuint renderbuffer) 3711{ 3712 // [OpenGL ES 2.0.24] section 4.4 page 109: 3713 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3714 // had been executed with the target RENDERBUFFER and name of zero. 3715 3716 if(mState.renderbuffer.name() == renderbuffer) 3717 { 3718 bindRenderbuffer(0); 3719 } 3720 3721 // [OpenGL ES 2.0.24] section 4.4 page 111: 3722 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3723 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3724 // point to which this image was attached in the currently bound framebuffer. 3725 3726 Framebuffer *readFramebuffer = getReadFramebuffer(); 3727 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3728 3729 if(readFramebuffer) 3730 { 3731 readFramebuffer->detachRenderbuffer(renderbuffer); 3732 } 3733 3734 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3735 { 3736 drawFramebuffer->detachRenderbuffer(renderbuffer); 3737 } 3738} 3739 3740void Context::detachSampler(GLuint sampler) 3741{ 3742 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3743 // If a sampler object that is currently bound to one or more texture units is 3744 // deleted, it is as though BindSampler is called once for each texture unit to 3745 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3746 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3747 { 3748 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3749 if(samplerBinding.name() == sampler) 3750 { 3751 samplerBinding = NULL; 3752 } 3753 } 3754} 3755 3756bool Context::cullSkipsDraw(GLenum drawMode) 3757{ 3758 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3759} 3760 3761bool Context::isTriangleMode(GLenum drawMode) 3762{ 3763 switch (drawMode) 3764 { 3765 case GL_TRIANGLES: 3766 case GL_TRIANGLE_FAN: 3767 case GL_TRIANGLE_STRIP: 3768 return true; 3769 case GL_POINTS: 3770 case GL_LINES: 3771 case GL_LINE_LOOP: 3772 case GL_LINE_STRIP: 3773 return false; 3774 default: UNREACHABLE(drawMode); 3775 } 3776 3777 return false; 3778} 3779 3780void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3781{ 3782 ASSERT(index < MAX_VERTEX_ATTRIBS); 3783 3784 mState.vertexAttribute[index].setCurrentValue(values); 3785 3786 mVertexDataManager->dirtyCurrentValue(index); 3787} 3788 3789void Context::setVertexAttrib(GLuint index, const GLint *values) 3790{ 3791 ASSERT(index < MAX_VERTEX_ATTRIBS); 3792 3793 mState.vertexAttribute[index].setCurrentValue(values); 3794 3795 mVertexDataManager->dirtyCurrentValue(index); 3796} 3797 3798void Context::setVertexAttrib(GLuint index, const GLuint *values) 3799{ 3800 ASSERT(index < MAX_VERTEX_ATTRIBS); 3801 3802 mState.vertexAttribute[index].setCurrentValue(values); 3803 3804 mVertexDataManager->dirtyCurrentValue(index); 3805} 3806 3807void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3808 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3809 GLbitfield mask) 3810{ 3811 Framebuffer *readFramebuffer = getReadFramebuffer(); 3812 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3813 3814 int readBufferWidth, readBufferHeight, readBufferSamples; 3815 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3816 3817 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3818 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3819 { 3820 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3821 } 3822 3823 if(drawBufferSamples > 1) 3824 { 3825 return error(GL_INVALID_OPERATION); 3826 } 3827 3828 sw::SliceRect sourceRect; 3829 sw::SliceRect destRect; 3830 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3831 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3832 3833 if(srcX0 < srcX1) 3834 { 3835 sourceRect.x0 = srcX0; 3836 sourceRect.x1 = srcX1; 3837 } 3838 else 3839 { 3840 sourceRect.x0 = srcX1; 3841 sourceRect.x1 = srcX0; 3842 } 3843 3844 if(dstX0 < dstX1) 3845 { 3846 destRect.x0 = dstX0; 3847 destRect.x1 = dstX1; 3848 } 3849 else 3850 { 3851 destRect.x0 = dstX1; 3852 destRect.x1 = dstX0; 3853 } 3854 3855 if(srcY0 < srcY1) 3856 { 3857 sourceRect.y0 = srcY0; 3858 sourceRect.y1 = srcY1; 3859 } 3860 else 3861 { 3862 sourceRect.y0 = srcY1; 3863 sourceRect.y1 = srcY0; 3864 } 3865 3866 if(dstY0 < dstY1) 3867 { 3868 destRect.y0 = dstY0; 3869 destRect.y1 = dstY1; 3870 } 3871 else 3872 { 3873 destRect.y0 = dstY1; 3874 destRect.y1 = dstY0; 3875 } 3876 3877 sw::Rect sourceScissoredRect = sourceRect; 3878 sw::Rect destScissoredRect = destRect; 3879 3880 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3881 { 3882 if(destRect.x0 < mState.scissorX) 3883 { 3884 int xDiff = mState.scissorX - destRect.x0; 3885 destScissoredRect.x0 = mState.scissorX; 3886 sourceScissoredRect.x0 += xDiff; 3887 } 3888 3889 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3890 { 3891 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3892 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3893 sourceScissoredRect.x1 -= xDiff; 3894 } 3895 3896 if(destRect.y0 < mState.scissorY) 3897 { 3898 int yDiff = mState.scissorY - destRect.y0; 3899 destScissoredRect.y0 = mState.scissorY; 3900 sourceScissoredRect.y0 += yDiff; 3901 } 3902 3903 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3904 { 3905 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3906 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3907 sourceScissoredRect.y1 -= yDiff; 3908 } 3909 } 3910 3911 sw::Rect sourceTrimmedRect = sourceScissoredRect; 3912 sw::Rect destTrimmedRect = destScissoredRect; 3913 3914 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 3915 // the actual draw and read surfaces. 3916 if(sourceTrimmedRect.x0 < 0) 3917 { 3918 int xDiff = 0 - sourceTrimmedRect.x0; 3919 sourceTrimmedRect.x0 = 0; 3920 destTrimmedRect.x0 += xDiff; 3921 } 3922 3923 if(sourceTrimmedRect.x1 > readBufferWidth) 3924 { 3925 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 3926 sourceTrimmedRect.x1 = readBufferWidth; 3927 destTrimmedRect.x1 -= xDiff; 3928 } 3929 3930 if(sourceTrimmedRect.y0 < 0) 3931 { 3932 int yDiff = 0 - sourceTrimmedRect.y0; 3933 sourceTrimmedRect.y0 = 0; 3934 destTrimmedRect.y0 += yDiff; 3935 } 3936 3937 if(sourceTrimmedRect.y1 > readBufferHeight) 3938 { 3939 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 3940 sourceTrimmedRect.y1 = readBufferHeight; 3941 destTrimmedRect.y1 -= yDiff; 3942 } 3943 3944 if(destTrimmedRect.x0 < 0) 3945 { 3946 int xDiff = 0 - destTrimmedRect.x0; 3947 destTrimmedRect.x0 = 0; 3948 sourceTrimmedRect.x0 += xDiff; 3949 } 3950 3951 if(destTrimmedRect.x1 > drawBufferWidth) 3952 { 3953 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 3954 destTrimmedRect.x1 = drawBufferWidth; 3955 sourceTrimmedRect.x1 -= xDiff; 3956 } 3957 3958 if(destTrimmedRect.y0 < 0) 3959 { 3960 int yDiff = 0 - destTrimmedRect.y0; 3961 destTrimmedRect.y0 = 0; 3962 sourceTrimmedRect.y0 += yDiff; 3963 } 3964 3965 if(destTrimmedRect.y1 > drawBufferHeight) 3966 { 3967 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 3968 destTrimmedRect.y1 = drawBufferHeight; 3969 sourceTrimmedRect.y1 -= yDiff; 3970 } 3971 3972 bool partialBufferCopy = false; 3973 3974 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 3975 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 3976 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 3977 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 3978 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 3979 { 3980 partialBufferCopy = true; 3981 } 3982 3983 bool blitRenderTarget = false; 3984 bool blitDepthStencil = false; 3985 3986 if(mask & GL_COLOR_BUFFER_BIT) 3987 { 3988 const bool validReadType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()) == GL_TEXTURE_2D || 3989 readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()) == GL_RENDERBUFFER; 3990 const bool validDrawType = drawFramebuffer->getColorbufferType(0) == GL_TEXTURE_2D || 3991 drawFramebuffer->getColorbufferType(0) == GL_RENDERBUFFER; 3992 if(!validReadType || !validDrawType) 3993 { 3994 return error(GL_INVALID_OPERATION); 3995 } 3996 3997 if(partialBufferCopy && readBufferSamples > 1) 3998 { 3999 return error(GL_INVALID_OPERATION); 4000 } 4001 4002 blitRenderTarget = true; 4003 } 4004 4005 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4006 { 4007 Renderbuffer *readDSBuffer = NULL; 4008 Renderbuffer *drawDSBuffer = NULL; 4009 4010 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have 4011 // both a depth and stencil buffer, it will be the same buffer. 4012 4013 if(mask & GL_DEPTH_BUFFER_BIT) 4014 { 4015 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4016 { 4017 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType()) 4018 { 4019 return error(GL_INVALID_OPERATION); 4020 } 4021 4022 blitDepthStencil = true; 4023 readDSBuffer = readFramebuffer->getDepthbuffer(); 4024 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4025 } 4026 } 4027 4028 if(mask & GL_STENCIL_BUFFER_BIT) 4029 { 4030 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4031 { 4032 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType()) 4033 { 4034 return error(GL_INVALID_OPERATION); 4035 } 4036 4037 blitDepthStencil = true; 4038 readDSBuffer = readFramebuffer->getStencilbuffer(); 4039 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4040 } 4041 } 4042 4043 if(partialBufferCopy) 4044 { 4045 ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); 4046 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4047 } 4048 4049 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4050 (readDSBuffer && readDSBuffer->getSamples() > 1)) 4051 { 4052 return error(GL_INVALID_OPERATION); 4053 } 4054 } 4055 4056 if(blitRenderTarget || blitDepthStencil) 4057 { 4058 if(blitRenderTarget) 4059 { 4060 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4061 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4062 4063 if(flipX) 4064 { 4065 swap(destRect.x0, destRect.x1); 4066 } 4067 if(flipy) 4068 { 4069 swap(destRect.y0, destRect.y1); 4070 } 4071 4072 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false); 4073 4074 readRenderTarget->release(); 4075 drawRenderTarget->release(); 4076 4077 if(!success) 4078 { 4079 ERR("BlitFramebuffer failed."); 4080 return; 4081 } 4082 } 4083 4084 if(blitDepthStencil) 4085 { 4086 bool success = device->stretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, false); 4087 4088 if(!success) 4089 { 4090 ERR("BlitFramebuffer failed."); 4091 return; 4092 } 4093 } 4094 } 4095} 4096 4097void Context::bindTexImage(egl::Surface *surface) 4098{ 4099 es2::Texture2D *textureObject = getTexture2D(); 4100 4101 if(textureObject) 4102 { 4103 textureObject->bindTexImage(surface); 4104 } 4105} 4106 4107EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4108{ 4109 GLenum textureTarget = GL_NONE; 4110 4111 switch(target) 4112 { 4113 case EGL_GL_TEXTURE_2D_KHR: 4114 textureTarget = GL_TEXTURE_2D; 4115 break; 4116 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4117 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4118 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4119 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4120 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4121 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4122 textureTarget = GL_TEXTURE_CUBE_MAP; 4123 break; 4124 case EGL_GL_RENDERBUFFER_KHR: 4125 break; 4126 default: 4127 return EGL_BAD_PARAMETER; 4128 } 4129 4130 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4131 { 4132 return EGL_BAD_MATCH; 4133 } 4134 4135 if(textureTarget != GL_NONE) 4136 { 4137 es2::Texture *texture = getTexture(name); 4138 4139 if(!texture || texture->getTarget() != textureTarget) 4140 { 4141 return EGL_BAD_PARAMETER; 4142 } 4143 4144 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4145 { 4146 return EGL_BAD_ACCESS; 4147 } 4148 4149 if(textureLevel != 0 && !texture->isSamplerComplete()) 4150 { 4151 return EGL_BAD_PARAMETER; 4152 } 4153 4154 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4155 { 4156 return EGL_BAD_PARAMETER; 4157 } 4158 } 4159 else if(target == EGL_GL_RENDERBUFFER_KHR) 4160 { 4161 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4162 4163 if(!renderbuffer) 4164 { 4165 return EGL_BAD_PARAMETER; 4166 } 4167 4168 if(renderbuffer->isShared()) // Already an EGLImage sibling 4169 { 4170 return EGL_BAD_ACCESS; 4171 } 4172 } 4173 else UNREACHABLE(target); 4174 4175 return EGL_SUCCESS; 4176} 4177 4178egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4179{ 4180 GLenum textureTarget = GL_NONE; 4181 4182 switch(target) 4183 { 4184 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4185 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4186 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4187 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4188 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4189 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4190 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4191 } 4192 4193 if(textureTarget != GL_NONE) 4194 { 4195 es2::Texture *texture = getTexture(name); 4196 4197 return texture->createSharedImage(textureTarget, textureLevel); 4198 } 4199 else if(target == EGL_GL_RENDERBUFFER_KHR) 4200 { 4201 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4202 4203 return renderbuffer->createSharedImage(); 4204 } 4205 else UNREACHABLE(target); 4206 4207 return 0; 4208} 4209 4210Device *Context::getDevice() 4211{ 4212 return device; 4213} 4214 4215const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const 4216{ 4217 // Keep list sorted in following order: 4218 // OES extensions 4219 // EXT extensions 4220 // Vendor extensions 4221 static const GLubyte* extensions[] = { 4222 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture", 4223 (const GLubyte*)"GL_OES_depth24", 4224 (const GLubyte*)"GL_OES_depth32", 4225 (const GLubyte*)"GL_OES_depth_texture", 4226 (const GLubyte*)"GL_OES_depth_texture_cube_map", 4227 (const GLubyte*)"GL_OES_EGL_image", 4228 (const GLubyte*)"GL_OES_EGL_image_external", 4229 (const GLubyte*)"GL_OES_EGL_sync", 4230 (const GLubyte*)"GL_OES_element_index_uint", 4231 (const GLubyte*)"GL_OES_framebuffer_object", 4232 (const GLubyte*)"GL_OES_packed_depth_stencil", 4233 (const GLubyte*)"GL_OES_rgb8_rgba8", 4234 (const GLubyte*)"GL_OES_standard_derivatives", 4235 (const GLubyte*)"GL_OES_texture_float", 4236 (const GLubyte*)"GL_OES_texture_float_linear", 4237 (const GLubyte*)"GL_OES_texture_half_float", 4238 (const GLubyte*)"GL_OES_texture_half_float_linear", 4239 (const GLubyte*)"GL_OES_texture_npot", 4240 (const GLubyte*)"GL_OES_texture_3D", 4241 (const GLubyte*)"GL_EXT_blend_minmax", 4242 (const GLubyte*)"GL_EXT_color_buffer_half_float", 4243 (const GLubyte*)"GL_EXT_occlusion_query_boolean", 4244 (const GLubyte*)"GL_EXT_read_format_bgra", 4245#if (S3TC_SUPPORT) 4246 (const GLubyte*)"GL_EXT_texture_compression_dxt1", 4247#endif 4248 (const GLubyte*)"GL_EXT_texture_filter_anisotropic", 4249 (const GLubyte*)"GL_EXT_texture_format_BGRA8888", 4250 (const GLubyte*)"GL_ANGLE_framebuffer_blit", 4251 (const GLubyte*)"GL_NV_framebuffer_blit", 4252 (const GLubyte*)"GL_ANGLE_framebuffer_multisample", 4253#if (S3TC_SUPPORT) 4254 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3", 4255 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5", 4256#endif 4257 (const GLubyte*)"GL_NV_fence", 4258 (const GLubyte*)"GL_EXT_instanced_arrays", 4259 (const GLubyte*)"GL_ANGLE_instanced_arrays", 4260 }; 4261 static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions); 4262 4263 if(numExt) 4264 { 4265 *numExt = numExtensions; 4266 return nullptr; 4267 } 4268 4269 if(index == GL_INVALID_INDEX) 4270 { 4271 static GLubyte* extensionsCat = nullptr; 4272 if((extensionsCat == nullptr) && (numExtensions > 0)) 4273 { 4274 int totalLength = numExtensions; // 1 space between each extension name + terminating null 4275 for(unsigned int i = 0; i < numExtensions; i++) 4276 { 4277 totalLength += strlen(reinterpret_cast<const char*>(extensions[i])); 4278 } 4279 extensionsCat = new GLubyte[totalLength]; 4280 extensionsCat[0] = '\0'; 4281 for(unsigned int i = 0; i < numExtensions; i++) 4282 { 4283 if(i != 0) 4284 { 4285 strcat(reinterpret_cast<char*>(extensionsCat), " "); 4286 } 4287 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i])); 4288 } 4289 } 4290 return extensionsCat; 4291 } 4292 4293 if(index >= numExtensions) 4294 { 4295 return nullptr; 4296 } 4297 4298 return extensions[index]; 4299} 4300 4301} 4302 4303egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion) 4304{ 4305 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4306 return new es2::Context(config, static_cast<const es2::Context*>(shareContext), clientVersion); 4307} 4308