Context.cpp revision 848aa7fc4f1c71e3d5bdb896c249461d495b248d
1// Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2// 3// Licensed under the Apache License, Version 2.0 (the "License"); 4// you may not use this file except in compliance with the License. 5// You may obtain a copy of the License at 6// 7// http://www.apache.org/licenses/LICENSE-2.0 8// 9// Unless required by applicable law or agreed to in writing, software 10// distributed under the License is distributed on an "AS IS" BASIS, 11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12// See the License for the specific language governing permissions and 13// limitations under the License. 14 15// Context.cpp: Implements the es2::Context class, managing all GL state and performing 16// rendering operations. It is the GLES2 specific implementation of EGLContext. 17 18#include "Context.h" 19 20#include "main.h" 21#include "mathutil.h" 22#include "utilities.h" 23#include "ResourceManager.h" 24#include "Buffer.h" 25#include "Fence.h" 26#include "Framebuffer.h" 27#include "Program.h" 28#include "Query.h" 29#include "Renderbuffer.h" 30#include "Sampler.h" 31#include "Shader.h" 32#include "Texture.h" 33#include "TransformFeedback.h" 34#include "VertexArray.h" 35#include "VertexDataManager.h" 36#include "IndexDataManager.h" 37#include "libEGL/Display.h" 38#include "common/Surface.hpp" 39#include "Common/Half.hpp" 40 41#include <EGL/eglext.h> 42 43#include <algorithm> 44#include <string> 45 46namespace es2 47{ 48Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config) 49 : egl::Context(display), clientVersion(clientVersion), config(config) 50{ 51 sw::Context *context = new sw::Context(); 52 device = new es2::Device(context); 53 54 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 55 56 mState.depthClearValue = 1.0f; 57 mState.stencilClearValue = 0; 58 59 mState.cullFaceEnabled = false; 60 mState.cullMode = GL_BACK; 61 mState.frontFace = GL_CCW; 62 mState.depthTestEnabled = false; 63 mState.depthFunc = GL_LESS; 64 mState.blendEnabled = false; 65 mState.sourceBlendRGB = GL_ONE; 66 mState.sourceBlendAlpha = GL_ONE; 67 mState.destBlendRGB = GL_ZERO; 68 mState.destBlendAlpha = GL_ZERO; 69 mState.blendEquationRGB = GL_FUNC_ADD; 70 mState.blendEquationAlpha = GL_FUNC_ADD; 71 mState.blendColor.red = 0; 72 mState.blendColor.green = 0; 73 mState.blendColor.blue = 0; 74 mState.blendColor.alpha = 0; 75 mState.stencilTestEnabled = false; 76 mState.stencilFunc = GL_ALWAYS; 77 mState.stencilRef = 0; 78 mState.stencilMask = 0xFFFFFFFFu; 79 mState.stencilWritemask = 0xFFFFFFFFu; 80 mState.stencilBackFunc = GL_ALWAYS; 81 mState.stencilBackRef = 0; 82 mState.stencilBackMask = 0xFFFFFFFFu; 83 mState.stencilBackWritemask = 0xFFFFFFFFu; 84 mState.stencilFail = GL_KEEP; 85 mState.stencilPassDepthFail = GL_KEEP; 86 mState.stencilPassDepthPass = GL_KEEP; 87 mState.stencilBackFail = GL_KEEP; 88 mState.stencilBackPassDepthFail = GL_KEEP; 89 mState.stencilBackPassDepthPass = GL_KEEP; 90 mState.polygonOffsetFillEnabled = false; 91 mState.polygonOffsetFactor = 0.0f; 92 mState.polygonOffsetUnits = 0.0f; 93 mState.sampleAlphaToCoverageEnabled = false; 94 mState.sampleCoverageEnabled = false; 95 mState.sampleCoverageValue = 1.0f; 96 mState.sampleCoverageInvert = false; 97 mState.scissorTestEnabled = false; 98 mState.ditherEnabled = true; 99 mState.primitiveRestartFixedIndexEnabled = false; 100 mState.rasterizerDiscardEnabled = false; 101 mState.generateMipmapHint = GL_DONT_CARE; 102 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 103 mState.textureFilteringHint = GL_DONT_CARE; 104 105 mState.lineWidth = 1.0f; 106 107 mState.viewportX = 0; 108 mState.viewportY = 0; 109 mState.viewportWidth = 0; 110 mState.viewportHeight = 0; 111 mState.zNear = 0.0f; 112 mState.zFar = 1.0f; 113 114 mState.scissorX = 0; 115 mState.scissorY = 0; 116 mState.scissorWidth = 0; 117 mState.scissorHeight = 0; 118 119 mState.colorMaskRed = true; 120 mState.colorMaskGreen = true; 121 mState.colorMaskBlue = true; 122 mState.colorMaskAlpha = true; 123 mState.depthMask = true; 124 125 if(shareContext) 126 { 127 mResourceManager = shareContext->mResourceManager; 128 mResourceManager->addRef(); 129 } 130 else 131 { 132 mResourceManager = new ResourceManager(); 133 } 134 135 // [OpenGL ES 2.0.24] section 3.7 page 83: 136 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 137 // and cube map texture state vectors respectively associated with them. 138 // In order that access to these initial textures not be lost, they are treated as texture 139 // objects all of whose names are 0. 140 141 mTexture2DZero = new Texture2D(0); 142 mTexture3DZero = new Texture3D(0); 143 mTexture2DArrayZero = new Texture2DArray(0); 144 mTextureCubeMapZero = new TextureCubeMap(0); 145 mTextureExternalZero = new TextureExternal(0); 146 147 mState.activeSampler = 0; 148 bindVertexArray(0); 149 bindArrayBuffer(0); 150 bindElementArrayBuffer(0); 151 bindTextureCubeMap(0); 152 bindTexture2D(0); 153 bindReadFramebuffer(0); 154 bindDrawFramebuffer(0); 155 bindRenderbuffer(0); 156 bindGenericUniformBuffer(0); 157 bindTransformFeedback(0); 158 159 mState.currentProgram = 0; 160 161 mState.packAlignment = 4; 162 mState.unpackInfo.alignment = 4; 163 mState.packRowLength = 0; 164 mState.packImageHeight = 0; 165 mState.packSkipPixels = 0; 166 mState.packSkipRows = 0; 167 mState.packSkipImages = 0; 168 mState.unpackInfo.rowLength = 0; 169 mState.unpackInfo.imageHeight = 0; 170 mState.unpackInfo.skipPixels = 0; 171 mState.unpackInfo.skipRows = 0; 172 mState.unpackInfo.skipImages = 0; 173 174 mVertexDataManager = nullptr; 175 mIndexDataManager = nullptr; 176 177 mInvalidEnum = false; 178 mInvalidValue = false; 179 mInvalidOperation = false; 180 mOutOfMemory = false; 181 mInvalidFramebufferOperation = false; 182 183 mHasBeenCurrent = false; 184 185 markAllStateDirty(); 186} 187 188Context::~Context() 189{ 190 if(mState.currentProgram != 0) 191 { 192 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 193 if(programObject) 194 { 195 programObject->release(); 196 } 197 mState.currentProgram = 0; 198 } 199 200 while(!mFramebufferNameSpace.empty()) 201 { 202 deleteFramebuffer(mFramebufferNameSpace.firstName()); 203 } 204 205 while(!mFenceNameSpace.empty()) 206 { 207 deleteFence(mFenceNameSpace.firstName()); 208 } 209 210 while(!mQueryNameSpace.empty()) 211 { 212 deleteQuery(mQueryNameSpace.firstName()); 213 } 214 215 while(!mVertexArrayNameSpace.empty()) 216 { 217 deleteVertexArray(mVertexArrayNameSpace.lastName()); 218 } 219 220 while(!mTransformFeedbackNameSpace.empty()) 221 { 222 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName()); 223 } 224 225 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 226 { 227 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 228 { 229 mState.samplerTexture[type][sampler] = nullptr; 230 } 231 } 232 233 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 234 { 235 mState.vertexAttribute[i].mBoundBuffer = nullptr; 236 } 237 238 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 239 { 240 mState.activeQuery[i] = nullptr; 241 } 242 243 mState.arrayBuffer = nullptr; 244 mState.copyReadBuffer = nullptr; 245 mState.copyWriteBuffer = nullptr; 246 mState.pixelPackBuffer = nullptr; 247 mState.pixelUnpackBuffer = nullptr; 248 mState.genericUniformBuffer = nullptr; 249 250 for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) { 251 mState.uniformBuffers[i].set(nullptr, 0, 0); 252 } 253 254 mState.renderbuffer = nullptr; 255 256 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 257 { 258 mState.sampler[i] = nullptr; 259 } 260 261 mTexture2DZero = nullptr; 262 mTexture3DZero = nullptr; 263 mTexture2DArrayZero = nullptr; 264 mTextureCubeMapZero = nullptr; 265 mTextureExternalZero = nullptr; 266 267 delete mVertexDataManager; 268 delete mIndexDataManager; 269 270 mResourceManager->release(); 271 delete device; 272} 273 274void Context::makeCurrent(gl::Surface *surface) 275{ 276 if(!mHasBeenCurrent) 277 { 278 mVertexDataManager = new VertexDataManager(this); 279 mIndexDataManager = new IndexDataManager(); 280 281 mState.viewportX = 0; 282 mState.viewportY = 0; 283 mState.viewportWidth = surface ? surface->getWidth() : 0; 284 mState.viewportHeight = surface ? surface->getHeight() : 0; 285 286 mState.scissorX = 0; 287 mState.scissorY = 0; 288 mState.scissorWidth = surface ? surface->getWidth() : 0; 289 mState.scissorHeight = surface ? surface->getHeight() : 0; 290 291 mHasBeenCurrent = true; 292 } 293 294 if(surface) 295 { 296 // Wrap the existing resources into GL objects and assign them to the '0' names 297 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 298 egl::Image *depthStencil = surface->getDepthStencil(); 299 300 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 301 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 302 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 303 304 setFramebufferZero(framebufferZero); 305 306 if(defaultRenderTarget) 307 { 308 defaultRenderTarget->release(); 309 } 310 311 if(depthStencil) 312 { 313 depthStencil->release(); 314 } 315 } 316 else 317 { 318 setFramebufferZero(nullptr); 319 } 320 321 markAllStateDirty(); 322} 323 324EGLint Context::getClientVersion() const 325{ 326 return clientVersion; 327} 328 329EGLint Context::getConfigID() const 330{ 331 return config->mConfigID; 332} 333 334// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 335void Context::markAllStateDirty() 336{ 337 mAppliedProgramSerial = 0; 338 339 mDepthStateDirty = true; 340 mMaskStateDirty = true; 341 mBlendStateDirty = true; 342 mStencilStateDirty = true; 343 mPolygonOffsetStateDirty = true; 344 mSampleStateDirty = true; 345 mDitherStateDirty = true; 346 mFrontFaceDirty = true; 347} 348 349void Context::setClearColor(float red, float green, float blue, float alpha) 350{ 351 mState.colorClearValue.red = red; 352 mState.colorClearValue.green = green; 353 mState.colorClearValue.blue = blue; 354 mState.colorClearValue.alpha = alpha; 355} 356 357void Context::setClearDepth(float depth) 358{ 359 mState.depthClearValue = depth; 360} 361 362void Context::setClearStencil(int stencil) 363{ 364 mState.stencilClearValue = stencil; 365} 366 367void Context::setCullFaceEnabled(bool enabled) 368{ 369 mState.cullFaceEnabled = enabled; 370} 371 372bool Context::isCullFaceEnabled() const 373{ 374 return mState.cullFaceEnabled; 375} 376 377void Context::setCullMode(GLenum mode) 378{ 379 mState.cullMode = mode; 380} 381 382void Context::setFrontFace(GLenum front) 383{ 384 if(mState.frontFace != front) 385 { 386 mState.frontFace = front; 387 mFrontFaceDirty = true; 388 } 389} 390 391void Context::setDepthTestEnabled(bool enabled) 392{ 393 if(mState.depthTestEnabled != enabled) 394 { 395 mState.depthTestEnabled = enabled; 396 mDepthStateDirty = true; 397 } 398} 399 400bool Context::isDepthTestEnabled() const 401{ 402 return mState.depthTestEnabled; 403} 404 405void Context::setDepthFunc(GLenum depthFunc) 406{ 407 if(mState.depthFunc != depthFunc) 408 { 409 mState.depthFunc = depthFunc; 410 mDepthStateDirty = true; 411 } 412} 413 414void Context::setDepthRange(float zNear, float zFar) 415{ 416 mState.zNear = zNear; 417 mState.zFar = zFar; 418} 419 420void Context::setBlendEnabled(bool enabled) 421{ 422 if(mState.blendEnabled != enabled) 423 { 424 mState.blendEnabled = enabled; 425 mBlendStateDirty = true; 426 } 427} 428 429bool Context::isBlendEnabled() const 430{ 431 return mState.blendEnabled; 432} 433 434void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 435{ 436 if(mState.sourceBlendRGB != sourceRGB || 437 mState.sourceBlendAlpha != sourceAlpha || 438 mState.destBlendRGB != destRGB || 439 mState.destBlendAlpha != destAlpha) 440 { 441 mState.sourceBlendRGB = sourceRGB; 442 mState.destBlendRGB = destRGB; 443 mState.sourceBlendAlpha = sourceAlpha; 444 mState.destBlendAlpha = destAlpha; 445 mBlendStateDirty = true; 446 } 447} 448 449void Context::setBlendColor(float red, float green, float blue, float alpha) 450{ 451 if(mState.blendColor.red != red || 452 mState.blendColor.green != green || 453 mState.blendColor.blue != blue || 454 mState.blendColor.alpha != alpha) 455 { 456 mState.blendColor.red = red; 457 mState.blendColor.green = green; 458 mState.blendColor.blue = blue; 459 mState.blendColor.alpha = alpha; 460 mBlendStateDirty = true; 461 } 462} 463 464void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 465{ 466 if(mState.blendEquationRGB != rgbEquation || 467 mState.blendEquationAlpha != alphaEquation) 468 { 469 mState.blendEquationRGB = rgbEquation; 470 mState.blendEquationAlpha = alphaEquation; 471 mBlendStateDirty = true; 472 } 473} 474 475void Context::setStencilTestEnabled(bool enabled) 476{ 477 if(mState.stencilTestEnabled != enabled) 478 { 479 mState.stencilTestEnabled = enabled; 480 mStencilStateDirty = true; 481 } 482} 483 484bool Context::isStencilTestEnabled() const 485{ 486 return mState.stencilTestEnabled; 487} 488 489void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 490{ 491 if(mState.stencilFunc != stencilFunc || 492 mState.stencilRef != stencilRef || 493 mState.stencilMask != stencilMask) 494 { 495 mState.stencilFunc = stencilFunc; 496 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 497 mState.stencilMask = stencilMask; 498 mStencilStateDirty = true; 499 } 500} 501 502void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 503{ 504 if(mState.stencilBackFunc != stencilBackFunc || 505 mState.stencilBackRef != stencilBackRef || 506 mState.stencilBackMask != stencilBackMask) 507 { 508 mState.stencilBackFunc = stencilBackFunc; 509 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 510 mState.stencilBackMask = stencilBackMask; 511 mStencilStateDirty = true; 512 } 513} 514 515void Context::setStencilWritemask(GLuint stencilWritemask) 516{ 517 if(mState.stencilWritemask != stencilWritemask) 518 { 519 mState.stencilWritemask = stencilWritemask; 520 mStencilStateDirty = true; 521 } 522} 523 524void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 525{ 526 if(mState.stencilBackWritemask != stencilBackWritemask) 527 { 528 mState.stencilBackWritemask = stencilBackWritemask; 529 mStencilStateDirty = true; 530 } 531} 532 533void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 534{ 535 if(mState.stencilFail != stencilFail || 536 mState.stencilPassDepthFail != stencilPassDepthFail || 537 mState.stencilPassDepthPass != stencilPassDepthPass) 538 { 539 mState.stencilFail = stencilFail; 540 mState.stencilPassDepthFail = stencilPassDepthFail; 541 mState.stencilPassDepthPass = stencilPassDepthPass; 542 mStencilStateDirty = true; 543 } 544} 545 546void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 547{ 548 if(mState.stencilBackFail != stencilBackFail || 549 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 550 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 551 { 552 mState.stencilBackFail = stencilBackFail; 553 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 554 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 555 mStencilStateDirty = true; 556 } 557} 558 559void Context::setPolygonOffsetFillEnabled(bool enabled) 560{ 561 if(mState.polygonOffsetFillEnabled != enabled) 562 { 563 mState.polygonOffsetFillEnabled = enabled; 564 mPolygonOffsetStateDirty = true; 565 } 566} 567 568bool Context::isPolygonOffsetFillEnabled() const 569{ 570 return mState.polygonOffsetFillEnabled; 571} 572 573void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 574{ 575 if(mState.polygonOffsetFactor != factor || 576 mState.polygonOffsetUnits != units) 577 { 578 mState.polygonOffsetFactor = factor; 579 mState.polygonOffsetUnits = units; 580 mPolygonOffsetStateDirty = true; 581 } 582} 583 584void Context::setSampleAlphaToCoverageEnabled(bool enabled) 585{ 586 if(mState.sampleAlphaToCoverageEnabled != enabled) 587 { 588 mState.sampleAlphaToCoverageEnabled = enabled; 589 mSampleStateDirty = true; 590 } 591} 592 593bool Context::isSampleAlphaToCoverageEnabled() const 594{ 595 return mState.sampleAlphaToCoverageEnabled; 596} 597 598void Context::setSampleCoverageEnabled(bool enabled) 599{ 600 if(mState.sampleCoverageEnabled != enabled) 601 { 602 mState.sampleCoverageEnabled = enabled; 603 mSampleStateDirty = true; 604 } 605} 606 607bool Context::isSampleCoverageEnabled() const 608{ 609 return mState.sampleCoverageEnabled; 610} 611 612void Context::setSampleCoverageParams(GLclampf value, bool invert) 613{ 614 if(mState.sampleCoverageValue != value || 615 mState.sampleCoverageInvert != invert) 616 { 617 mState.sampleCoverageValue = value; 618 mState.sampleCoverageInvert = invert; 619 mSampleStateDirty = true; 620 } 621} 622 623void Context::setScissorTestEnabled(bool enabled) 624{ 625 mState.scissorTestEnabled = enabled; 626} 627 628bool Context::isScissorTestEnabled() const 629{ 630 return mState.scissorTestEnabled; 631} 632 633void Context::setDitherEnabled(bool enabled) 634{ 635 if(mState.ditherEnabled != enabled) 636 { 637 mState.ditherEnabled = enabled; 638 mDitherStateDirty = true; 639 } 640} 641 642bool Context::isDitherEnabled() const 643{ 644 return mState.ditherEnabled; 645} 646 647void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 648{ 649 mState.primitiveRestartFixedIndexEnabled = enabled; 650} 651 652bool Context::isPrimitiveRestartFixedIndexEnabled() const 653{ 654 return mState.primitiveRestartFixedIndexEnabled; 655} 656 657void Context::setRasterizerDiscardEnabled(bool enabled) 658{ 659 mState.rasterizerDiscardEnabled = enabled; 660} 661 662bool Context::isRasterizerDiscardEnabled() const 663{ 664 return mState.rasterizerDiscardEnabled; 665} 666 667void Context::setLineWidth(GLfloat width) 668{ 669 mState.lineWidth = width; 670 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 671} 672 673void Context::setGenerateMipmapHint(GLenum hint) 674{ 675 mState.generateMipmapHint = hint; 676} 677 678void Context::setFragmentShaderDerivativeHint(GLenum hint) 679{ 680 mState.fragmentShaderDerivativeHint = hint; 681 // TODO: Propagate the hint to shader translator so we can write 682 // ddx, ddx_coarse, or ddx_fine depending on the hint. 683 // Ignore for now. It is valid for implementations to ignore hint. 684} 685 686void Context::setTextureFilteringHint(GLenum hint) 687{ 688 mState.textureFilteringHint = hint; 689} 690 691void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 692{ 693 mState.viewportX = x; 694 mState.viewportY = y; 695 mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[0] 696 mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[1] 697} 698 699void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 700{ 701 mState.scissorX = x; 702 mState.scissorY = y; 703 mState.scissorWidth = width; 704 mState.scissorHeight = height; 705} 706 707void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 708{ 709 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 710 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 711 { 712 mState.colorMaskRed = red; 713 mState.colorMaskGreen = green; 714 mState.colorMaskBlue = blue; 715 mState.colorMaskAlpha = alpha; 716 mMaskStateDirty = true; 717 } 718} 719 720unsigned int Context::getColorMask() const 721{ 722 return (mState.colorMaskRed ? 0x1 : 0) | 723 (mState.colorMaskGreen ? 0x2 : 0) | 724 (mState.colorMaskBlue ? 0x4 : 0) | 725 (mState.colorMaskAlpha ? 0x8 : 0); 726} 727 728void Context::setDepthMask(bool mask) 729{ 730 if(mState.depthMask != mask) 731 { 732 mState.depthMask = mask; 733 mMaskStateDirty = true; 734 } 735} 736 737void Context::setActiveSampler(unsigned int active) 738{ 739 mState.activeSampler = active; 740} 741 742GLuint Context::getReadFramebufferName() const 743{ 744 return mState.readFramebuffer; 745} 746 747GLuint Context::getDrawFramebufferName() const 748{ 749 return mState.drawFramebuffer; 750} 751 752GLuint Context::getRenderbufferName() const 753{ 754 return mState.renderbuffer.name(); 755} 756 757void Context::setFramebufferReadBuffer(GLuint buf) 758{ 759 getReadFramebuffer()->setReadBuffer(buf); 760} 761 762void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs) 763{ 764 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 765 766 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) 767 { 768 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE); 769 } 770} 771 772GLuint Context::getReadFramebufferColorIndex() const 773{ 774 GLenum buf = getReadFramebuffer()->getReadBuffer(); 775 switch(buf) 776 { 777 case GL_BACK: 778 return 0; 779 case GL_NONE: 780 return GL_INVALID_INDEX; 781 default: 782 return buf - GL_COLOR_ATTACHMENT0; 783} 784} 785 786GLuint Context::getArrayBufferName() const 787{ 788 return mState.arrayBuffer.name(); 789} 790 791GLuint Context::getElementArrayBufferName() const 792{ 793 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 794 return elementArrayBuffer ? elementArrayBuffer->name : 0; 795} 796 797GLuint Context::getActiveQuery(GLenum target) const 798{ 799 Query *queryObject = nullptr; 800 801 switch(target) 802 { 803 case GL_ANY_SAMPLES_PASSED_EXT: 804 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 805 break; 806 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 807 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 808 break; 809 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 810 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 811 break; 812 default: 813 ASSERT(false); 814 } 815 816 if(queryObject) 817 { 818 return queryObject->name; 819 } 820 821 return 0; 822} 823 824void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 825{ 826 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 827} 828 829void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 830{ 831 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 832} 833 834const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 835{ 836 return getCurrentVertexArray()->getVertexAttribute(attribNum); 837} 838 839void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 840 GLsizei stride, const void *pointer) 841{ 842 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 843} 844 845const void *Context::getVertexAttribPointer(unsigned int attribNum) const 846{ 847 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 848} 849 850const VertexAttributeArray &Context::getVertexArrayAttributes() 851{ 852 return getCurrentVertexArray()->getVertexAttributes(); 853} 854 855const VertexAttributeArray &Context::getCurrentVertexAttributes() 856{ 857 return mState.vertexAttribute; 858} 859 860void Context::setPackAlignment(GLint alignment) 861{ 862 mState.packAlignment = alignment; 863} 864 865void Context::setUnpackAlignment(GLint alignment) 866{ 867 mState.unpackInfo.alignment = alignment; 868} 869 870const egl::Image::UnpackInfo& Context::getUnpackInfo() const 871{ 872 return mState.unpackInfo; 873} 874 875void Context::setPackRowLength(GLint rowLength) 876{ 877 mState.packRowLength = rowLength; 878} 879 880void Context::setPackImageHeight(GLint imageHeight) 881{ 882 mState.packImageHeight = imageHeight; 883} 884 885void Context::setPackSkipPixels(GLint skipPixels) 886{ 887 mState.packSkipPixels = skipPixels; 888} 889 890void Context::setPackSkipRows(GLint skipRows) 891{ 892 mState.packSkipRows = skipRows; 893} 894 895void Context::setPackSkipImages(GLint skipImages) 896{ 897 mState.packSkipImages = skipImages; 898} 899 900void Context::setUnpackRowLength(GLint rowLength) 901{ 902 mState.unpackInfo.rowLength = rowLength; 903} 904 905void Context::setUnpackImageHeight(GLint imageHeight) 906{ 907 mState.unpackInfo.imageHeight = imageHeight; 908} 909 910void Context::setUnpackSkipPixels(GLint skipPixels) 911{ 912 mState.unpackInfo.skipPixels = skipPixels; 913} 914 915void Context::setUnpackSkipRows(GLint skipRows) 916{ 917 mState.unpackInfo.skipRows = skipRows; 918} 919 920void Context::setUnpackSkipImages(GLint skipImages) 921{ 922 mState.unpackInfo.skipImages = skipImages; 923} 924 925GLuint Context::createBuffer() 926{ 927 return mResourceManager->createBuffer(); 928} 929 930GLuint Context::createProgram() 931{ 932 return mResourceManager->createProgram(); 933} 934 935GLuint Context::createShader(GLenum type) 936{ 937 return mResourceManager->createShader(type); 938} 939 940GLuint Context::createTexture() 941{ 942 return mResourceManager->createTexture(); 943} 944 945GLuint Context::createRenderbuffer() 946{ 947 return mResourceManager->createRenderbuffer(); 948} 949 950// Returns an unused framebuffer name 951GLuint Context::createFramebuffer() 952{ 953 return mFramebufferNameSpace.allocate(); 954} 955 956GLuint Context::createFence() 957{ 958 return mFenceNameSpace.allocate(new Fence()); 959} 960 961// Returns an unused query name 962GLuint Context::createQuery() 963{ 964 return mQueryNameSpace.allocate(); 965} 966 967// Returns an unused vertex array name 968GLuint Context::createVertexArray() 969{ 970 return mVertexArrayNameSpace.allocate(); 971} 972 973GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 974{ 975 GLuint handle = mResourceManager->createFenceSync(condition, flags); 976 977 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 978} 979 980// Returns an unused transform feedback name 981GLuint Context::createTransformFeedback() 982{ 983 return mTransformFeedbackNameSpace.allocate(); 984} 985 986// Returns an unused sampler name 987GLuint Context::createSampler() 988{ 989 return mResourceManager->createSampler(); 990} 991 992void Context::deleteBuffer(GLuint buffer) 993{ 994 detachBuffer(buffer); 995 996 mResourceManager->deleteBuffer(buffer); 997} 998 999void Context::deleteShader(GLuint shader) 1000{ 1001 mResourceManager->deleteShader(shader); 1002} 1003 1004void Context::deleteProgram(GLuint program) 1005{ 1006 mResourceManager->deleteProgram(program); 1007} 1008 1009void Context::deleteTexture(GLuint texture) 1010{ 1011 detachTexture(texture); 1012 1013 mResourceManager->deleteTexture(texture); 1014} 1015 1016void Context::deleteRenderbuffer(GLuint renderbuffer) 1017{ 1018 if(mResourceManager->getRenderbuffer(renderbuffer)) 1019 { 1020 detachRenderbuffer(renderbuffer); 1021 } 1022 1023 mResourceManager->deleteRenderbuffer(renderbuffer); 1024} 1025 1026void Context::deleteFramebuffer(GLuint framebuffer) 1027{ 1028 detachFramebuffer(framebuffer); 1029 1030 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); 1031 1032 if(framebufferObject) 1033 { 1034 delete framebufferObject; 1035 } 1036} 1037 1038void Context::deleteFence(GLuint fence) 1039{ 1040 Fence *fenceObject = mFenceNameSpace.remove(fence); 1041 1042 if(fenceObject) 1043 { 1044 delete fenceObject; 1045 } 1046} 1047 1048void Context::deleteQuery(GLuint query) 1049{ 1050 Query *queryObject = mQueryNameSpace.remove(query); 1051 1052 if(queryObject) 1053 { 1054 queryObject->release(); 1055 } 1056} 1057 1058void Context::deleteVertexArray(GLuint vertexArray) 1059{ 1060 // [OpenGL ES 3.0.2] section 2.10 page 43: 1061 // If a vertex array object that is currently bound is deleted, the binding 1062 // for that object reverts to zero and the default vertex array becomes current. 1063 if(getCurrentVertexArray()->name == vertexArray) 1064 { 1065 bindVertexArray(0); 1066 } 1067 1068 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray); 1069 1070 if(vertexArrayObject) 1071 { 1072 delete vertexArrayObject; 1073 } 1074} 1075 1076void Context::deleteFenceSync(GLsync fenceSync) 1077{ 1078 // The spec specifies the underlying Fence object is not deleted until all current 1079 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1080 // and since our API is currently designed for being called from a single thread, we can delete 1081 // the fence immediately. 1082 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1083} 1084 1085void Context::deleteTransformFeedback(GLuint transformFeedback) 1086{ 1087 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback); 1088 1089 if(transformFeedbackObject) 1090 { 1091 delete transformFeedbackObject; 1092 } 1093} 1094 1095void Context::deleteSampler(GLuint sampler) 1096{ 1097 detachSampler(sampler); 1098 1099 mResourceManager->deleteSampler(sampler); 1100} 1101 1102Buffer *Context::getBuffer(GLuint handle) const 1103{ 1104 return mResourceManager->getBuffer(handle); 1105} 1106 1107Shader *Context::getShader(GLuint handle) const 1108{ 1109 return mResourceManager->getShader(handle); 1110} 1111 1112Program *Context::getProgram(GLuint handle) const 1113{ 1114 return mResourceManager->getProgram(handle); 1115} 1116 1117Texture *Context::getTexture(GLuint handle) const 1118{ 1119 return mResourceManager->getTexture(handle); 1120} 1121 1122Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1123{ 1124 return mResourceManager->getRenderbuffer(handle); 1125} 1126 1127Framebuffer *Context::getReadFramebuffer() const 1128{ 1129 return getFramebuffer(mState.readFramebuffer); 1130} 1131 1132Framebuffer *Context::getDrawFramebuffer() const 1133{ 1134 return getFramebuffer(mState.drawFramebuffer); 1135} 1136 1137void Context::bindArrayBuffer(unsigned int buffer) 1138{ 1139 mResourceManager->checkBufferAllocation(buffer); 1140 1141 mState.arrayBuffer = getBuffer(buffer); 1142} 1143 1144void Context::bindElementArrayBuffer(unsigned int buffer) 1145{ 1146 mResourceManager->checkBufferAllocation(buffer); 1147 1148 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1149} 1150 1151void Context::bindCopyReadBuffer(GLuint buffer) 1152{ 1153 mResourceManager->checkBufferAllocation(buffer); 1154 1155 mState.copyReadBuffer = getBuffer(buffer); 1156} 1157 1158void Context::bindCopyWriteBuffer(GLuint buffer) 1159{ 1160 mResourceManager->checkBufferAllocation(buffer); 1161 1162 mState.copyWriteBuffer = getBuffer(buffer); 1163} 1164 1165void Context::bindPixelPackBuffer(GLuint buffer) 1166{ 1167 mResourceManager->checkBufferAllocation(buffer); 1168 1169 mState.pixelPackBuffer = getBuffer(buffer); 1170} 1171 1172void Context::bindPixelUnpackBuffer(GLuint buffer) 1173{ 1174 mResourceManager->checkBufferAllocation(buffer); 1175 1176 mState.pixelUnpackBuffer = getBuffer(buffer); 1177} 1178 1179void Context::bindTransformFeedbackBuffer(GLuint buffer) 1180{ 1181 mResourceManager->checkBufferAllocation(buffer); 1182 1183 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1184 1185 if(transformFeedback) 1186 { 1187 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1188 } 1189} 1190 1191void Context::bindTexture2D(GLuint texture) 1192{ 1193 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1194 1195 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1196} 1197 1198void Context::bindTextureCubeMap(GLuint texture) 1199{ 1200 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1201 1202 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1203} 1204 1205void Context::bindTextureExternal(GLuint texture) 1206{ 1207 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1208 1209 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1210} 1211 1212void Context::bindTexture3D(GLuint texture) 1213{ 1214 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1215 1216 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1217} 1218 1219void Context::bindTexture2DArray(GLuint texture) 1220{ 1221 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1222 1223 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1224} 1225 1226void Context::bindReadFramebuffer(GLuint framebuffer) 1227{ 1228 if(!getFramebuffer(framebuffer)) 1229 { 1230 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1231 } 1232 1233 mState.readFramebuffer = framebuffer; 1234} 1235 1236void Context::bindDrawFramebuffer(GLuint framebuffer) 1237{ 1238 if(!getFramebuffer(framebuffer)) 1239 { 1240 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1241 } 1242 1243 mState.drawFramebuffer = framebuffer; 1244} 1245 1246void Context::bindRenderbuffer(GLuint renderbuffer) 1247{ 1248 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1249 1250 mState.renderbuffer = getRenderbuffer(renderbuffer); 1251} 1252 1253void Context::bindVertexArray(GLuint array) 1254{ 1255 VertexArray *vertexArray = getVertexArray(array); 1256 1257 if(!vertexArray) 1258 { 1259 vertexArray = new VertexArray(array); 1260 mVertexArrayNameSpace.insert(array, vertexArray); 1261 } 1262 1263 mState.vertexArray = array; 1264} 1265 1266void Context::bindGenericUniformBuffer(GLuint buffer) 1267{ 1268 mResourceManager->checkBufferAllocation(buffer); 1269 1270 mState.genericUniformBuffer = getBuffer(buffer); 1271} 1272 1273void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1274{ 1275 mResourceManager->checkBufferAllocation(buffer); 1276 1277 Buffer* bufferObject = getBuffer(buffer); 1278 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size)); 1279} 1280 1281void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1282{ 1283 mResourceManager->checkBufferAllocation(buffer); 1284 1285 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1286} 1287 1288void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1289{ 1290 mResourceManager->checkBufferAllocation(buffer); 1291 1292 Buffer* bufferObject = getBuffer(buffer); 1293 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1294} 1295 1296void Context::bindTransformFeedback(GLuint id) 1297{ 1298 if(!getTransformFeedback(id)) 1299 { 1300 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id)); 1301 } 1302 1303 mState.transformFeedback = id; 1304} 1305 1306bool Context::bindSampler(GLuint unit, GLuint sampler) 1307{ 1308 mResourceManager->checkSamplerAllocation(sampler); 1309 1310 Sampler* samplerObject = getSampler(sampler); 1311 1312 mState.sampler[unit] = samplerObject; 1313 1314 return !!samplerObject; 1315} 1316 1317void Context::useProgram(GLuint program) 1318{ 1319 GLuint priorProgram = mState.currentProgram; 1320 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1321 1322 if(priorProgram != program) 1323 { 1324 Program *newProgram = mResourceManager->getProgram(program); 1325 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1326 1327 if(newProgram) 1328 { 1329 newProgram->addRef(); 1330 } 1331 1332 if(oldProgram) 1333 { 1334 oldProgram->release(); 1335 } 1336 } 1337} 1338 1339void Context::beginQuery(GLenum target, GLuint query) 1340{ 1341 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1342 // of zero, if the active query object name for <target> is non-zero (for the 1343 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1344 // the active query for either target is non-zero), if <id> is the name of an 1345 // existing query object whose type does not match <target>, or if <id> is the 1346 // active query object name for any query type, the error INVALID_OPERATION is 1347 // generated. 1348 1349 // Ensure no other queries are active 1350 // NOTE: If other queries than occlusion are supported, we will need to check 1351 // separately that: 1352 // a) The query ID passed is not the current active query for any target/type 1353 // b) There are no active queries for the requested target (and in the case 1354 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1355 // no query may be active for either if glBeginQuery targets either. 1356 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1357 { 1358 if(mState.activeQuery[i]) 1359 { 1360 switch(mState.activeQuery[i]->getType()) 1361 { 1362 case GL_ANY_SAMPLES_PASSED_EXT: 1363 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1364 if((target == GL_ANY_SAMPLES_PASSED_EXT) || 1365 (target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT)) 1366 { 1367 return error(GL_INVALID_OPERATION); 1368 } 1369 break; 1370 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1371 if(target == GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN) 1372 { 1373 return error(GL_INVALID_OPERATION); 1374 } 1375 break; 1376 default: 1377 break; 1378 } 1379 } 1380 } 1381 1382 QueryType qType; 1383 switch(target) 1384 { 1385 case GL_ANY_SAMPLES_PASSED_EXT: 1386 qType = QUERY_ANY_SAMPLES_PASSED; 1387 break; 1388 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1389 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1390 break; 1391 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1392 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1393 break; 1394 default: 1395 UNREACHABLE(target); 1396 return error(GL_INVALID_ENUM); 1397 } 1398 1399 Query *queryObject = createQuery(query, target); 1400 1401 // Check that name was obtained with glGenQueries 1402 if(!queryObject) 1403 { 1404 return error(GL_INVALID_OPERATION); 1405 } 1406 1407 // Check for type mismatch 1408 if(queryObject->getType() != target) 1409 { 1410 return error(GL_INVALID_OPERATION); 1411 } 1412 1413 // Set query as active for specified target 1414 mState.activeQuery[qType] = queryObject; 1415 1416 // Begin query 1417 queryObject->begin(); 1418} 1419 1420void Context::endQuery(GLenum target) 1421{ 1422 QueryType qType; 1423 1424 switch(target) 1425 { 1426 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1427 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1428 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1429 default: UNREACHABLE(target); return; 1430 } 1431 1432 Query *queryObject = mState.activeQuery[qType]; 1433 1434 if(!queryObject) 1435 { 1436 return error(GL_INVALID_OPERATION); 1437 } 1438 1439 queryObject->end(); 1440 1441 mState.activeQuery[qType] = nullptr; 1442} 1443 1444void Context::setFramebufferZero(Framebuffer *buffer) 1445{ 1446 delete mFramebufferNameSpace.remove(0); 1447 mFramebufferNameSpace.insert(0, buffer); 1448} 1449 1450void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1451{ 1452 Renderbuffer *renderbufferObject = mState.renderbuffer; 1453 renderbufferObject->setStorage(renderbuffer); 1454} 1455 1456Framebuffer *Context::getFramebuffer(unsigned int handle) const 1457{ 1458 return mFramebufferNameSpace.find(handle); 1459} 1460 1461Fence *Context::getFence(unsigned int handle) const 1462{ 1463 return mFenceNameSpace.find(handle); 1464} 1465 1466FenceSync *Context::getFenceSync(GLsync handle) const 1467{ 1468 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1469} 1470 1471Query *Context::getQuery(unsigned int handle) const 1472{ 1473 return mQueryNameSpace.find(handle); 1474} 1475 1476Query *Context::createQuery(unsigned int handle, GLenum type) 1477{ 1478 if(!mQueryNameSpace.isReserved(handle)) 1479 { 1480 return nullptr; 1481 } 1482 else 1483 { 1484 Query *query = mQueryNameSpace.find(handle); 1485 if(!query) 1486 { 1487 query = new Query(handle, type); 1488 query->addRef(); 1489 mQueryNameSpace.insert(handle, query); 1490 } 1491 1492 return query; 1493 } 1494} 1495 1496VertexArray *Context::getVertexArray(GLuint array) const 1497{ 1498 return mVertexArrayNameSpace.find(array); 1499} 1500 1501VertexArray *Context::getCurrentVertexArray() const 1502{ 1503 return getVertexArray(mState.vertexArray); 1504} 1505 1506bool Context::isVertexArray(GLuint array) const 1507{ 1508 return mVertexArrayNameSpace.isReserved(array); 1509} 1510 1511bool Context::hasZeroDivisor() const 1512{ 1513 // Verify there is at least one active attribute with a divisor of zero 1514 es2::Program *programObject = getCurrentProgram(); 1515 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1516 { 1517 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1518 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1519 { 1520 return true; 1521 } 1522 } 1523 1524 return false; 1525} 1526 1527TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1528{ 1529 return mTransformFeedbackNameSpace.find(transformFeedback); 1530} 1531 1532bool Context::isTransformFeedback(GLuint array) const 1533{ 1534 return mTransformFeedbackNameSpace.isReserved(array); 1535} 1536 1537Sampler *Context::getSampler(GLuint sampler) const 1538{ 1539 return mResourceManager->getSampler(sampler); 1540} 1541 1542bool Context::isSampler(GLuint sampler) const 1543{ 1544 return mResourceManager->isSampler(sampler); 1545} 1546 1547Buffer *Context::getArrayBuffer() const 1548{ 1549 return mState.arrayBuffer; 1550} 1551 1552Buffer *Context::getElementArrayBuffer() const 1553{ 1554 return getCurrentVertexArray()->getElementArrayBuffer(); 1555} 1556 1557Buffer *Context::getCopyReadBuffer() const 1558{ 1559 return mState.copyReadBuffer; 1560} 1561 1562Buffer *Context::getCopyWriteBuffer() const 1563{ 1564 return mState.copyWriteBuffer; 1565} 1566 1567Buffer *Context::getPixelPackBuffer() const 1568{ 1569 return mState.pixelPackBuffer; 1570} 1571 1572Buffer *Context::getPixelUnpackBuffer() const 1573{ 1574 return mState.pixelUnpackBuffer; 1575} 1576 1577Buffer *Context::getGenericUniformBuffer() const 1578{ 1579 return mState.genericUniformBuffer; 1580} 1581 1582GLsizei Context::getRequiredBufferSize(GLsizei width, GLsizei height, GLsizei depth, GLint internalformat, GLenum type) const 1583{ 1584 GLenum format = GetSizedInternalFormat(internalformat, type); 1585 GLsizei inputWidth = (mState.unpackInfo.rowLength == 0) ? width : mState.unpackInfo.rowLength; 1586 GLsizei inputPitch = egl::ComputePitch(inputWidth, format, type, mState.unpackInfo.alignment); 1587 GLsizei inputHeight = (mState.unpackInfo.imageHeight == 0) ? height : mState.unpackInfo.imageHeight; 1588 return inputPitch * inputHeight * depth; 1589} 1590 1591GLenum Context::getPixels(const GLvoid **data, GLenum type, GLsizei imageSize) const 1592{ 1593 if(mState.pixelUnpackBuffer) 1594 { 1595 if(mState.pixelUnpackBuffer->name) 1596 { 1597 if(mState.pixelUnpackBuffer->isMapped() || 1598 (mState.pixelUnpackBuffer->size() < static_cast<size_t>(imageSize)) || 1599 (static_cast<GLsizei>((ptrdiff_t)(*data)) % GetTypeSize(type))) 1600 { 1601 return GL_INVALID_OPERATION; 1602 } 1603 } 1604 1605 *data = static_cast<const unsigned char*>(mState.pixelUnpackBuffer->data()) + (ptrdiff_t)(*data); 1606 } 1607 return GL_NONE; 1608} 1609 1610bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1611{ 1612 switch(target) 1613 { 1614 case GL_ARRAY_BUFFER: 1615 *buffer = getArrayBuffer(); 1616 break; 1617 case GL_ELEMENT_ARRAY_BUFFER: 1618 *buffer = getElementArrayBuffer(); 1619 break; 1620 case GL_COPY_READ_BUFFER: 1621 if(clientVersion >= 3) 1622 { 1623 *buffer = getCopyReadBuffer(); 1624 break; 1625 } 1626 else return false; 1627 case GL_COPY_WRITE_BUFFER: 1628 if(clientVersion >= 3) 1629 { 1630 *buffer = getCopyWriteBuffer(); 1631 break; 1632 } 1633 else return false; 1634 case GL_PIXEL_PACK_BUFFER: 1635 if(clientVersion >= 3) 1636 { 1637 *buffer = getPixelPackBuffer(); 1638 break; 1639 } 1640 else return false; 1641 case GL_PIXEL_UNPACK_BUFFER: 1642 if(clientVersion >= 3) 1643 { 1644 *buffer = getPixelUnpackBuffer(); 1645 break; 1646 } 1647 else return false; 1648 case GL_TRANSFORM_FEEDBACK_BUFFER: 1649 if(clientVersion >= 3) 1650 { 1651 TransformFeedback* transformFeedback = getTransformFeedback(); 1652 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1653 break; 1654 } 1655 else return false; 1656 case GL_UNIFORM_BUFFER: 1657 if(clientVersion >= 3) 1658 { 1659 *buffer = getGenericUniformBuffer(); 1660 break; 1661 } 1662 else return false; 1663 default: 1664 return false; 1665 } 1666 return true; 1667} 1668 1669TransformFeedback *Context::getTransformFeedback() const 1670{ 1671 return getTransformFeedback(mState.transformFeedback); 1672} 1673 1674Program *Context::getCurrentProgram() const 1675{ 1676 return mResourceManager->getProgram(mState.currentProgram); 1677} 1678 1679Texture2D *Context::getTexture2D() const 1680{ 1681 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1682} 1683 1684Texture3D *Context::getTexture3D() const 1685{ 1686 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1687} 1688 1689Texture2DArray *Context::getTexture2DArray() const 1690{ 1691 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1692} 1693 1694TextureCubeMap *Context::getTextureCubeMap() const 1695{ 1696 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1697} 1698 1699TextureExternal *Context::getTextureExternal() const 1700{ 1701 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1702} 1703 1704Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1705{ 1706 GLuint texid = mState.samplerTexture[type][sampler].name(); 1707 1708 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1709 { 1710 switch(type) 1711 { 1712 case TEXTURE_2D: return mTexture2DZero; 1713 case TEXTURE_3D: return mTexture3DZero; 1714 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1715 case TEXTURE_CUBE: return mTextureCubeMapZero; 1716 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1717 default: UNREACHABLE(type); 1718 } 1719 } 1720 1721 return mState.samplerTexture[type][sampler]; 1722} 1723 1724void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1725{ 1726 mResourceManager->checkSamplerAllocation(sampler); 1727 1728 Sampler *samplerObject = getSampler(sampler); 1729 ASSERT(samplerObject); 1730 1731 switch(pname) 1732 { 1733 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1734 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1735 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1736 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1737 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1738 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1739 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1740 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(param)); break; 1741 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break; 1742 default: UNREACHABLE(pname); break; 1743 } 1744} 1745 1746void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1747{ 1748 mResourceManager->checkSamplerAllocation(sampler); 1749 1750 Sampler *samplerObject = getSampler(sampler); 1751 ASSERT(samplerObject); 1752 1753 switch(pname) 1754 { 1755 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1756 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1757 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1758 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1759 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1760 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1761 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1762 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(roundf(param))); break; 1763 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(roundf(param))); break; 1764 default: UNREACHABLE(pname); break; 1765 } 1766} 1767 1768GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1769{ 1770 mResourceManager->checkSamplerAllocation(sampler); 1771 1772 Sampler *samplerObject = getSampler(sampler); 1773 ASSERT(samplerObject); 1774 1775 switch(pname) 1776 { 1777 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1778 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1779 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1780 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1781 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1782 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1783 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1784 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getCompareMode()); 1785 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc()); 1786 default: UNREACHABLE(pname); return 0; 1787 } 1788} 1789 1790GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1791{ 1792 mResourceManager->checkSamplerAllocation(sampler); 1793 1794 Sampler *samplerObject = getSampler(sampler); 1795 ASSERT(samplerObject); 1796 1797 switch(pname) 1798 { 1799 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1800 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1801 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1802 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1803 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1804 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1805 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1806 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getCompareMode()); 1807 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc()); 1808 default: UNREACHABLE(pname); return 0; 1809 } 1810} 1811 1812bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1813{ 1814 switch(pname) 1815 { 1816 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1817 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1818 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1819 case GL_COLOR_WRITEMASK: 1820 params[0] = mState.colorMaskRed; 1821 params[1] = mState.colorMaskGreen; 1822 params[2] = mState.colorMaskBlue; 1823 params[3] = mState.colorMaskAlpha; 1824 break; 1825 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1826 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1827 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1828 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1829 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1830 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1831 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1832 case GL_BLEND: *params = mState.blendEnabled; break; 1833 case GL_DITHER: *params = mState.ditherEnabled; break; 1834 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1835 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1836 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1837 { 1838 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1839 if(transformFeedback) 1840 { 1841 *params = transformFeedback->isActive(); 1842 break; 1843 } 1844 else return false; 1845 } 1846 case GL_TRANSFORM_FEEDBACK_PAUSED: 1847 { 1848 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1849 if(transformFeedback) 1850 { 1851 *params = transformFeedback->isPaused(); 1852 break; 1853 } 1854 else return false; 1855 } 1856 default: 1857 return false; 1858 } 1859 1860 return true; 1861} 1862 1863bool Context::getFloatv(GLenum pname, GLfloat *params) const 1864{ 1865 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1866 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1867 // GetIntegerv as its native query function. As it would require conversion in any 1868 // case, this should make no difference to the calling application. 1869 switch(pname) 1870 { 1871 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1872 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1873 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1874 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1875 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1876 case GL_ALIASED_LINE_WIDTH_RANGE: 1877 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1878 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1879 break; 1880 case GL_ALIASED_POINT_SIZE_RANGE: 1881 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1882 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1883 break; 1884 case GL_DEPTH_RANGE: 1885 params[0] = mState.zNear; 1886 params[1] = mState.zFar; 1887 break; 1888 case GL_COLOR_CLEAR_VALUE: 1889 params[0] = mState.colorClearValue.red; 1890 params[1] = mState.colorClearValue.green; 1891 params[2] = mState.colorClearValue.blue; 1892 params[3] = mState.colorClearValue.alpha; 1893 break; 1894 case GL_BLEND_COLOR: 1895 params[0] = mState.blendColor.red; 1896 params[1] = mState.blendColor.green; 1897 params[2] = mState.blendColor.blue; 1898 params[3] = mState.blendColor.alpha; 1899 break; 1900 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1901 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1902 break; 1903 default: 1904 return false; 1905 } 1906 1907 return true; 1908} 1909 1910template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1911template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1912 1913template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1914{ 1915 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1916 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1917 // GetIntegerv as its native query function. As it would require conversion in any 1918 // case, this should make no difference to the calling application. You may find it in 1919 // Context::getFloatv. 1920 switch(pname) 1921 { 1922 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true; 1923 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true; 1924 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true; 1925 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true; 1926 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true; 1927 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true; 1928 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true; 1929 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true; 1930 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true; 1931 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true; 1932 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true; 1933 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true; 1934// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1935 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; return true; 1936 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; return true; 1937 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true; 1938 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true; 1939 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; return true; 1940 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; return true; 1941 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true; 1942 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true; 1943 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: *params = mState.textureFilteringHint; return true; 1944 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true; 1945 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true; 1946 case GL_STENCIL_REF: *params = mState.stencilRef; return true; 1947 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true; 1948 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true; 1949 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true; 1950 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true; 1951 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true; 1952 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true; 1953 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true; 1954 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true; 1955 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true; 1956 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true; 1957 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true; 1958 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true; 1959 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true; 1960 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true; 1961 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true; 1962 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true; 1963 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true; 1964 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true; 1965 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true; 1966 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true; 1967 case GL_SUBPIXEL_BITS: *params = 4; return true; 1968 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true; 1969 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true; 1970 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true; 1971 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; return true; 1972 case GL_SAMPLE_BUFFERS: 1973 case GL_SAMPLES: 1974 { 1975 Framebuffer *framebuffer = getDrawFramebuffer(); 1976 int width, height, samples; 1977 1978 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1979 { 1980 switch(pname) 1981 { 1982 case GL_SAMPLE_BUFFERS: 1983 if(samples > 1) 1984 { 1985 *params = 1; 1986 } 1987 else 1988 { 1989 *params = 0; 1990 } 1991 break; 1992 case GL_SAMPLES: 1993 *params = samples; 1994 break; 1995 } 1996 } 1997 else 1998 { 1999 *params = 0; 2000 } 2001 } 2002 return true; 2003 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2004 { 2005 Framebuffer *framebuffer = getReadFramebuffer(); 2006 *params = framebuffer->getImplementationColorReadType(); 2007 } 2008 return true; 2009 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2010 { 2011 Framebuffer *framebuffer = getReadFramebuffer(); 2012 *params = framebuffer->getImplementationColorReadFormat(); 2013 } 2014 return true; 2015 case GL_MAX_VIEWPORT_DIMS: 2016 { 2017 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 2018 params[0] = maxDimension; 2019 params[1] = maxDimension; 2020 } 2021 return true; 2022 case GL_COMPRESSED_TEXTURE_FORMATS: 2023 { 2024 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 2025 { 2026 params[i] = compressedTextureFormats[i]; 2027 } 2028 } 2029 return true; 2030 case GL_VIEWPORT: 2031 params[0] = mState.viewportX; 2032 params[1] = mState.viewportY; 2033 params[2] = mState.viewportWidth; 2034 params[3] = mState.viewportHeight; 2035 return true; 2036 case GL_SCISSOR_BOX: 2037 params[0] = mState.scissorX; 2038 params[1] = mState.scissorY; 2039 params[2] = mState.scissorWidth; 2040 params[3] = mState.scissorHeight; 2041 return true; 2042 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true; 2043 case GL_FRONT_FACE: *params = mState.frontFace; return true; 2044 case GL_RED_BITS: 2045 case GL_GREEN_BITS: 2046 case GL_BLUE_BITS: 2047 case GL_ALPHA_BITS: 2048 { 2049 Framebuffer *framebuffer = getDrawFramebuffer(); 2050 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 2051 2052 if(colorbuffer) 2053 { 2054 switch(pname) 2055 { 2056 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true; 2057 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true; 2058 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true; 2059 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true; 2060 } 2061 } 2062 else 2063 { 2064 *params = 0; 2065 } 2066 } 2067 return true; 2068 case GL_DEPTH_BITS: 2069 { 2070 Framebuffer *framebuffer = getDrawFramebuffer(); 2071 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2072 2073 if(depthbuffer) 2074 { 2075 *params = depthbuffer->getDepthSize(); 2076 } 2077 else 2078 { 2079 *params = 0; 2080 } 2081 } 2082 return true; 2083 case GL_STENCIL_BITS: 2084 { 2085 Framebuffer *framebuffer = getDrawFramebuffer(); 2086 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2087 2088 if(stencilbuffer) 2089 { 2090 *params = stencilbuffer->getStencilSize(); 2091 } 2092 else 2093 { 2094 *params = 0; 2095 } 2096 } 2097 return true; 2098 case GL_TEXTURE_BINDING_2D: 2099 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2100 { 2101 error(GL_INVALID_OPERATION); 2102 return false; 2103 } 2104 2105 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2106 return true; 2107 case GL_TEXTURE_BINDING_CUBE_MAP: 2108 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2109 { 2110 error(GL_INVALID_OPERATION); 2111 return false; 2112 } 2113 2114 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2115 return true; 2116 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2117 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2118 { 2119 error(GL_INVALID_OPERATION); 2120 return false; 2121 } 2122 2123 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2124 return true; 2125 case GL_TEXTURE_BINDING_3D_OES: 2126 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2127 { 2128 error(GL_INVALID_OPERATION); 2129 return false; 2130 } 2131 2132 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2133 return true; 2134 case GL_DRAW_BUFFER0: 2135 case GL_DRAW_BUFFER1: 2136 case GL_DRAW_BUFFER2: 2137 case GL_DRAW_BUFFER3: 2138 case GL_DRAW_BUFFER4: 2139 case GL_DRAW_BUFFER5: 2140 case GL_DRAW_BUFFER6: 2141 case GL_DRAW_BUFFER7: 2142 case GL_DRAW_BUFFER8: 2143 case GL_DRAW_BUFFER9: 2144 case GL_DRAW_BUFFER10: 2145 case GL_DRAW_BUFFER11: 2146 case GL_DRAW_BUFFER12: 2147 case GL_DRAW_BUFFER13: 2148 case GL_DRAW_BUFFER14: 2149 case GL_DRAW_BUFFER15: 2150 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS) 2151 { 2152 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0); 2153 } 2154 else 2155 { 2156 return false; 2157 } 2158 return true; 2159 case GL_MAX_DRAW_BUFFERS: 2160 *params = MAX_DRAW_BUFFERS; 2161 return true; 2162 case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers 2163 *params = MAX_COLOR_ATTACHMENTS; 2164 return true; 2165 default: 2166 break; 2167 } 2168 2169 if(clientVersion >= 3) 2170 { 2171 switch(pname) 2172 { 2173 case GL_TEXTURE_BINDING_2D_ARRAY: 2174 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2175 { 2176 error(GL_INVALID_OPERATION); 2177 return false; 2178 } 2179 2180 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name(); 2181 return true; 2182 case GL_COPY_READ_BUFFER_BINDING: 2183 *params = mState.copyReadBuffer.name(); 2184 return true; 2185 case GL_COPY_WRITE_BUFFER_BINDING: 2186 *params = mState.copyWriteBuffer.name(); 2187 return true; 2188 case GL_MAJOR_VERSION: 2189 *params = clientVersion; 2190 return true; 2191 case GL_MAX_3D_TEXTURE_SIZE: 2192 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2193 return true; 2194 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2195 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2196 return true; 2197 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2198 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2199 return true; 2200 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2201 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS; 2202 return true; 2203 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2204 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2205 return true; 2206 case GL_MAX_ELEMENT_INDEX: 2207 *params = MAX_ELEMENT_INDEX; 2208 return true; 2209 case GL_MAX_ELEMENTS_INDICES: 2210 *params = MAX_ELEMENTS_INDICES; 2211 return true; 2212 case GL_MAX_ELEMENTS_VERTICES: 2213 *params = MAX_ELEMENTS_VERTICES; 2214 return true; 2215 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2216 *params = MAX_FRAGMENT_INPUT_VECTORS * 4; 2217 return true; 2218 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2219 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2220 return true; 2221 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2222 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2223 return true; 2224 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2225 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2226 // In any case, any behavior outside the specified range is valid since the spec mentions: 2227 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2228 // "If any of the offset values are outside the range of the implementation-defined values 2229 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2230 // undefined." 2231 *params = MAX_PROGRAM_TEXEL_OFFSET; 2232 return true; 2233 case GL_MAX_SERVER_WAIT_TIMEOUT: 2234 *params = 0; 2235 return true; 2236 case GL_MAX_TEXTURE_LOD_BIAS: 2237 *params = MAX_TEXTURE_LOD_BIAS; 2238 return true; 2239 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2240 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; 2241 return true; 2242 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2243 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2244 return true; 2245 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2246 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS; 2247 return true; 2248 case GL_MAX_UNIFORM_BLOCK_SIZE: 2249 *params = MAX_UNIFORM_BLOCK_SIZE; 2250 return true; 2251 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2252 *params = MAX_UNIFORM_BUFFER_BINDINGS; 2253 return true; 2254 case GL_MAX_VARYING_COMPONENTS: 2255 *params = MAX_VARYING_VECTORS * 4; 2256 return true; 2257 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2258 *params = MAX_VERTEX_OUTPUT_VECTORS * 4; 2259 return true; 2260 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2261 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2262 return true; 2263 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2264 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2265 return true; 2266 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2267 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2268 // In any case, any behavior outside the specified range is valid since the spec mentions: 2269 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2270 // "If any of the offset values are outside the range of the implementation-defined values 2271 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2272 // undefined." 2273 *params = MIN_PROGRAM_TEXEL_OFFSET; 2274 return true; 2275 case GL_MINOR_VERSION: 2276 *params = 0; 2277 return true; 2278 case GL_NUM_EXTENSIONS: 2279 GLuint numExtensions; 2280 getExtensions(0, &numExtensions); 2281 *params = numExtensions; 2282 return true; 2283 case GL_NUM_PROGRAM_BINARY_FORMATS: 2284 *params = NUM_PROGRAM_BINARY_FORMATS; 2285 return true; 2286 case GL_PACK_ROW_LENGTH: 2287 *params = mState.packRowLength; 2288 return true; 2289 case GL_PACK_SKIP_PIXELS: 2290 *params = mState.packSkipPixels; 2291 return true; 2292 case GL_PACK_SKIP_ROWS: 2293 *params = mState.packSkipRows; 2294 return true; 2295 case GL_PIXEL_PACK_BUFFER_BINDING: 2296 *params = mState.pixelPackBuffer.name(); 2297 return true; 2298 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2299 *params = mState.pixelUnpackBuffer.name(); 2300 return true; 2301 case GL_PROGRAM_BINARY_FORMATS: 2302 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input 2303 // should be a 0 sized array, so don't write to params 2304 return true; 2305 case GL_READ_BUFFER: 2306 *params = getReadFramebuffer()->getReadBuffer(); 2307 return true; 2308 case GL_SAMPLER_BINDING: 2309 *params = mState.sampler[mState.activeSampler].name(); 2310 return true; 2311 case GL_UNIFORM_BUFFER_BINDING: 2312 *params = mState.genericUniformBuffer.name(); 2313 return true; 2314 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2315 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2316 return true; 2317 case GL_UNIFORM_BUFFER_SIZE: 2318 *params = static_cast<T>(mState.genericUniformBuffer->size()); 2319 return true; 2320 case GL_UNIFORM_BUFFER_START: 2321 *params = static_cast<T>(mState.genericUniformBuffer->offset()); 2322 return true; 2323 case GL_UNPACK_IMAGE_HEIGHT: 2324 *params = mState.unpackInfo.imageHeight; 2325 return true; 2326 case GL_UNPACK_ROW_LENGTH: 2327 *params = mState.unpackInfo.rowLength; 2328 return true; 2329 case GL_UNPACK_SKIP_IMAGES: 2330 *params = mState.unpackInfo.skipImages; 2331 return true; 2332 case GL_UNPACK_SKIP_PIXELS: 2333 *params = mState.unpackInfo.skipPixels; 2334 return true; 2335 case GL_UNPACK_SKIP_ROWS: 2336 *params = mState.unpackInfo.skipRows; 2337 return true; 2338 case GL_VERTEX_ARRAY_BINDING: 2339 *params = getCurrentVertexArray()->name; 2340 return true; 2341 case GL_TRANSFORM_FEEDBACK_BINDING: 2342 { 2343 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2344 if(transformFeedback) 2345 { 2346 *params = transformFeedback->name; 2347 } 2348 else 2349 { 2350 return false; 2351 } 2352 } 2353 return true; 2354 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2355 { 2356 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2357 if(transformFeedback) 2358 { 2359 *params = transformFeedback->getGenericBufferName(); 2360 } 2361 else 2362 { 2363 return false; 2364 } 2365 } 2366 return true; 2367 default: 2368 break; 2369 } 2370 } 2371 2372 return false; 2373} 2374 2375template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2376template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2377 2378template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2379{ 2380 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2381 if(!transformFeedback) 2382 { 2383 return false; 2384 } 2385 2386 switch(pname) 2387 { 2388 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2389 *param = transformFeedback->name; 2390 break; 2391 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2392 *param = transformFeedback->isActive(); 2393 break; 2394 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2395 *param = transformFeedback->getBufferName(index); 2396 break; 2397 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2398 *param = transformFeedback->isPaused(); 2399 break; 2400 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2401 if(transformFeedback->getBuffer(index)) 2402 { 2403 *param = transformFeedback->getSize(index); 2404 break; 2405 } 2406 else return false; 2407 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2408 if(transformFeedback->getBuffer(index)) 2409 { 2410 *param = transformFeedback->getOffset(index); 2411 break; 2412 } 2413 else return false; 2414 default: 2415 return false; 2416 } 2417 2418 return true; 2419} 2420 2421template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2422template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2423 2424template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2425{ 2426 const BufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2427 2428 switch(pname) 2429 { 2430 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2431 *param = uniformBuffer.get().name(); 2432 break; 2433 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2434 *param = uniformBuffer.getSize(); 2435 break; 2436 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2437 *param = uniformBuffer.getOffset(); 2438 break; 2439 default: 2440 return false; 2441 } 2442 2443 return true; 2444} 2445 2446bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2447{ 2448 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2449 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2450 // to the fact that it is stored internally as a float, and so would require conversion 2451 // if returned from Context::getIntegerv. Since this conversion is already implemented 2452 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2453 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2454 // application. 2455 switch(pname) 2456 { 2457 case GL_COMPRESSED_TEXTURE_FORMATS: 2458 { 2459 *type = GL_INT; 2460 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2461 } 2462 break; 2463 case GL_SHADER_BINARY_FORMATS: 2464 { 2465 *type = GL_INT; 2466 *numParams = 0; 2467 } 2468 break; 2469 case GL_MAX_VERTEX_ATTRIBS: 2470 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2471 case GL_MAX_VARYING_VECTORS: 2472 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2473 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2474 case GL_MAX_TEXTURE_IMAGE_UNITS: 2475 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2476 case GL_MAX_RENDERBUFFER_SIZE: 2477 case GL_NUM_SHADER_BINARY_FORMATS: 2478 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2479 case GL_ARRAY_BUFFER_BINDING: 2480 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2481 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2482 case GL_RENDERBUFFER_BINDING: 2483 case GL_CURRENT_PROGRAM: 2484 case GL_PACK_ALIGNMENT: 2485 case GL_UNPACK_ALIGNMENT: 2486 case GL_GENERATE_MIPMAP_HINT: 2487 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2488 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: 2489 case GL_RED_BITS: 2490 case GL_GREEN_BITS: 2491 case GL_BLUE_BITS: 2492 case GL_ALPHA_BITS: 2493 case GL_DEPTH_BITS: 2494 case GL_STENCIL_BITS: 2495 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2496 case GL_CULL_FACE_MODE: 2497 case GL_FRONT_FACE: 2498 case GL_ACTIVE_TEXTURE: 2499 case GL_STENCIL_FUNC: 2500 case GL_STENCIL_VALUE_MASK: 2501 case GL_STENCIL_REF: 2502 case GL_STENCIL_FAIL: 2503 case GL_STENCIL_PASS_DEPTH_FAIL: 2504 case GL_STENCIL_PASS_DEPTH_PASS: 2505 case GL_STENCIL_BACK_FUNC: 2506 case GL_STENCIL_BACK_VALUE_MASK: 2507 case GL_STENCIL_BACK_REF: 2508 case GL_STENCIL_BACK_FAIL: 2509 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2510 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2511 case GL_DEPTH_FUNC: 2512 case GL_BLEND_SRC_RGB: 2513 case GL_BLEND_SRC_ALPHA: 2514 case GL_BLEND_DST_RGB: 2515 case GL_BLEND_DST_ALPHA: 2516 case GL_BLEND_EQUATION_RGB: 2517 case GL_BLEND_EQUATION_ALPHA: 2518 case GL_STENCIL_WRITEMASK: 2519 case GL_STENCIL_BACK_WRITEMASK: 2520 case GL_STENCIL_CLEAR_VALUE: 2521 case GL_SUBPIXEL_BITS: 2522 case GL_MAX_TEXTURE_SIZE: 2523 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2524 case GL_SAMPLE_BUFFERS: 2525 case GL_SAMPLES: 2526 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2527 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2528 case GL_TEXTURE_BINDING_2D: 2529 case GL_TEXTURE_BINDING_CUBE_MAP: 2530 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2531 case GL_TEXTURE_BINDING_3D_OES: 2532 case GL_COPY_READ_BUFFER_BINDING: 2533 case GL_COPY_WRITE_BUFFER_BINDING: 2534 case GL_DRAW_BUFFER0: 2535 case GL_DRAW_BUFFER1: 2536 case GL_DRAW_BUFFER2: 2537 case GL_DRAW_BUFFER3: 2538 case GL_DRAW_BUFFER4: 2539 case GL_DRAW_BUFFER5: 2540 case GL_DRAW_BUFFER6: 2541 case GL_DRAW_BUFFER7: 2542 case GL_DRAW_BUFFER8: 2543 case GL_DRAW_BUFFER9: 2544 case GL_DRAW_BUFFER10: 2545 case GL_DRAW_BUFFER11: 2546 case GL_DRAW_BUFFER12: 2547 case GL_DRAW_BUFFER13: 2548 case GL_DRAW_BUFFER14: 2549 case GL_DRAW_BUFFER15: 2550 case GL_MAJOR_VERSION: 2551 case GL_MAX_3D_TEXTURE_SIZE: 2552 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2553 case GL_MAX_COLOR_ATTACHMENTS: 2554 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2555 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2556 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2557 case GL_MAX_DRAW_BUFFERS: 2558 case GL_MAX_ELEMENT_INDEX: 2559 case GL_MAX_ELEMENTS_INDICES: 2560 case GL_MAX_ELEMENTS_VERTICES: 2561 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2562 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2563 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2564 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2565 case GL_MAX_SERVER_WAIT_TIMEOUT: 2566 case GL_MAX_TEXTURE_LOD_BIAS: 2567 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2568 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2569 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2570 case GL_MAX_UNIFORM_BLOCK_SIZE: 2571 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2572 case GL_MAX_VARYING_COMPONENTS: 2573 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2574 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2575 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2576 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2577 case GL_MINOR_VERSION: 2578 case GL_NUM_EXTENSIONS: 2579 case GL_NUM_PROGRAM_BINARY_FORMATS: 2580 case GL_PACK_ROW_LENGTH: 2581 case GL_PACK_SKIP_PIXELS: 2582 case GL_PACK_SKIP_ROWS: 2583 case GL_PIXEL_PACK_BUFFER_BINDING: 2584 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2585 case GL_PROGRAM_BINARY_FORMATS: 2586 case GL_READ_BUFFER: 2587 case GL_SAMPLER_BINDING: 2588 case GL_TEXTURE_BINDING_2D_ARRAY: 2589 case GL_UNIFORM_BUFFER_BINDING: 2590 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2591 case GL_UNIFORM_BUFFER_SIZE: 2592 case GL_UNIFORM_BUFFER_START: 2593 case GL_UNPACK_IMAGE_HEIGHT: 2594 case GL_UNPACK_ROW_LENGTH: 2595 case GL_UNPACK_SKIP_IMAGES: 2596 case GL_UNPACK_SKIP_PIXELS: 2597 case GL_UNPACK_SKIP_ROWS: 2598 case GL_VERTEX_ARRAY_BINDING: 2599 case GL_TRANSFORM_FEEDBACK_BINDING: 2600 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2601 { 2602 *type = GL_INT; 2603 *numParams = 1; 2604 } 2605 break; 2606 case GL_MAX_SAMPLES_ANGLE: 2607 { 2608 *type = GL_INT; 2609 *numParams = 1; 2610 } 2611 break; 2612 case GL_MAX_VIEWPORT_DIMS: 2613 { 2614 *type = GL_INT; 2615 *numParams = 2; 2616 } 2617 break; 2618 case GL_VIEWPORT: 2619 case GL_SCISSOR_BOX: 2620 { 2621 *type = GL_INT; 2622 *numParams = 4; 2623 } 2624 break; 2625 case GL_SHADER_COMPILER: 2626 case GL_SAMPLE_COVERAGE_INVERT: 2627 case GL_DEPTH_WRITEMASK: 2628 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2629 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2630 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2631 case GL_SAMPLE_COVERAGE: 2632 case GL_SCISSOR_TEST: 2633 case GL_STENCIL_TEST: 2634 case GL_DEPTH_TEST: 2635 case GL_BLEND: 2636 case GL_DITHER: 2637 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2638 case GL_RASTERIZER_DISCARD: 2639 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2640 case GL_TRANSFORM_FEEDBACK_PAUSED: 2641 { 2642 *type = GL_BOOL; 2643 *numParams = 1; 2644 } 2645 break; 2646 case GL_COLOR_WRITEMASK: 2647 { 2648 *type = GL_BOOL; 2649 *numParams = 4; 2650 } 2651 break; 2652 case GL_POLYGON_OFFSET_FACTOR: 2653 case GL_POLYGON_OFFSET_UNITS: 2654 case GL_SAMPLE_COVERAGE_VALUE: 2655 case GL_DEPTH_CLEAR_VALUE: 2656 case GL_LINE_WIDTH: 2657 { 2658 *type = GL_FLOAT; 2659 *numParams = 1; 2660 } 2661 break; 2662 case GL_ALIASED_LINE_WIDTH_RANGE: 2663 case GL_ALIASED_POINT_SIZE_RANGE: 2664 case GL_DEPTH_RANGE: 2665 { 2666 *type = GL_FLOAT; 2667 *numParams = 2; 2668 } 2669 break; 2670 case GL_COLOR_CLEAR_VALUE: 2671 case GL_BLEND_COLOR: 2672 { 2673 *type = GL_FLOAT; 2674 *numParams = 4; 2675 } 2676 break; 2677 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2678 *type = GL_FLOAT; 2679 *numParams = 1; 2680 break; 2681 default: 2682 return false; 2683 } 2684 2685 return true; 2686} 2687 2688void Context::applyScissor(int width, int height) 2689{ 2690 if(mState.scissorTestEnabled) 2691 { 2692 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2693 scissor.clip(0, 0, width, height); 2694 2695 device->setScissorRect(scissor); 2696 device->setScissorEnable(true); 2697 } 2698 else 2699 { 2700 device->setScissorEnable(false); 2701 } 2702} 2703 2704// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2705bool Context::applyRenderTarget() 2706{ 2707 Framebuffer *framebuffer = getDrawFramebuffer(); 2708 int width, height, samples; 2709 2710 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2711 { 2712 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2713 } 2714 2715 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2716 { 2717 if(framebuffer->getDrawBuffer(i) != GL_NONE) 2718 { 2719 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2720 device->setRenderTarget(i, renderTarget); 2721 if(renderTarget) renderTarget->release(); 2722 } 2723 else 2724 { 2725 device->setRenderTarget(i, nullptr); 2726 } 2727 } 2728 2729 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 2730 device->setDepthBuffer(depthBuffer); 2731 if(depthBuffer) depthBuffer->release(); 2732 2733 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 2734 device->setStencilBuffer(stencilBuffer); 2735 if(stencilBuffer) stencilBuffer->release(); 2736 2737 Viewport viewport; 2738 float zNear = clamp01(mState.zNear); 2739 float zFar = clamp01(mState.zFar); 2740 2741 viewport.x0 = mState.viewportX; 2742 viewport.y0 = mState.viewportY; 2743 viewport.width = mState.viewportWidth; 2744 viewport.height = mState.viewportHeight; 2745 viewport.minZ = zNear; 2746 viewport.maxZ = zFar; 2747 2748 device->setViewport(viewport); 2749 2750 applyScissor(width, height); 2751 2752 Program *program = getCurrentProgram(); 2753 2754 if(program) 2755 { 2756 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2757 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2758 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2759 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2760 } 2761 2762 return true; 2763} 2764 2765// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2766void Context::applyState(GLenum drawMode) 2767{ 2768 Framebuffer *framebuffer = getDrawFramebuffer(); 2769 2770 if(mState.cullFaceEnabled) 2771 { 2772 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2773 } 2774 else 2775 { 2776 device->setCullMode(sw::CULL_NONE); 2777 } 2778 2779 if(mDepthStateDirty) 2780 { 2781 if(mState.depthTestEnabled) 2782 { 2783 device->setDepthBufferEnable(true); 2784 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2785 } 2786 else 2787 { 2788 device->setDepthBufferEnable(false); 2789 } 2790 2791 mDepthStateDirty = false; 2792 } 2793 2794 if(mBlendStateDirty) 2795 { 2796 if(mState.blendEnabled) 2797 { 2798 device->setAlphaBlendEnable(true); 2799 device->setSeparateAlphaBlendEnable(true); 2800 2801 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2802 2803 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2804 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2805 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2806 2807 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2808 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2809 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2810 } 2811 else 2812 { 2813 device->setAlphaBlendEnable(false); 2814 } 2815 2816 mBlendStateDirty = false; 2817 } 2818 2819 if(mStencilStateDirty || mFrontFaceDirty) 2820 { 2821 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2822 { 2823 device->setStencilEnable(true); 2824 device->setTwoSidedStencil(true); 2825 2826 // get the maximum size of the stencil ref 2827 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2828 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2829 2830 if(mState.frontFace == GL_CCW) 2831 { 2832 device->setStencilWriteMask(mState.stencilWritemask); 2833 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2834 2835 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2836 device->setStencilMask(mState.stencilMask); 2837 2838 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2839 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2840 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2841 2842 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2843 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2844 2845 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2846 device->setStencilMaskCCW(mState.stencilBackMask); 2847 2848 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2849 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2850 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2851 } 2852 else 2853 { 2854 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2855 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2856 2857 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2858 device->setStencilMaskCCW(mState.stencilMask); 2859 2860 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2861 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2862 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2863 2864 device->setStencilWriteMask(mState.stencilBackWritemask); 2865 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2866 2867 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2868 device->setStencilMask(mState.stencilBackMask); 2869 2870 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2871 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2872 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2873 } 2874 } 2875 else 2876 { 2877 device->setStencilEnable(false); 2878 } 2879 2880 mStencilStateDirty = false; 2881 mFrontFaceDirty = false; 2882 } 2883 2884 if(mMaskStateDirty) 2885 { 2886 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2887 { 2888 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2889 } 2890 2891 device->setDepthWriteEnable(mState.depthMask); 2892 2893 mMaskStateDirty = false; 2894 } 2895 2896 if(mPolygonOffsetStateDirty) 2897 { 2898 if(mState.polygonOffsetFillEnabled) 2899 { 2900 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2901 if(depthbuffer) 2902 { 2903 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2904 float depthBias = ldexp(mState.polygonOffsetUnits, -23); // We use 32-bit floating-point for all depth formats, with 23 mantissa bits. 2905 device->setDepthBias(depthBias); 2906 } 2907 } 2908 else 2909 { 2910 device->setSlopeDepthBias(0); 2911 device->setDepthBias(0); 2912 } 2913 2914 mPolygonOffsetStateDirty = false; 2915 } 2916 2917 if(mSampleStateDirty) 2918 { 2919 if(mState.sampleAlphaToCoverageEnabled) 2920 { 2921 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2922 } 2923 else 2924 { 2925 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2926 } 2927 2928 if(mState.sampleCoverageEnabled) 2929 { 2930 unsigned int mask = 0; 2931 if(mState.sampleCoverageValue != 0) 2932 { 2933 int width, height, samples; 2934 framebuffer->completeness(width, height, samples); 2935 2936 float threshold = 0.5f; 2937 2938 for(int i = 0; i < samples; i++) 2939 { 2940 mask <<= 1; 2941 2942 if((i + 1) * mState.sampleCoverageValue >= threshold) 2943 { 2944 threshold += 1.0f; 2945 mask |= 1; 2946 } 2947 } 2948 } 2949 2950 if(mState.sampleCoverageInvert) 2951 { 2952 mask = ~mask; 2953 } 2954 2955 device->setMultiSampleMask(mask); 2956 } 2957 else 2958 { 2959 device->setMultiSampleMask(0xFFFFFFFF); 2960 } 2961 2962 mSampleStateDirty = false; 2963 } 2964 2965 if(mDitherStateDirty) 2966 { 2967 // UNIMPLEMENTED(); // FIXME 2968 2969 mDitherStateDirty = false; 2970 } 2971 2972 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled); 2973} 2974 2975GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2976{ 2977 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2978 2979 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2980 if(err != GL_NO_ERROR) 2981 { 2982 return err; 2983 } 2984 2985 Program *program = getCurrentProgram(); 2986 2987 device->resetInputStreams(false); 2988 2989 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2990 { 2991 if(program->getAttributeStream(i) == -1) 2992 { 2993 continue; 2994 } 2995 2996 sw::Resource *resource = attributes[i].vertexBuffer; 2997 const void *buffer = (char*)resource->data() + attributes[i].offset; 2998 2999 int stride = attributes[i].stride; 3000 3001 buffer = (char*)buffer + stride * base; 3002 3003 sw::Stream attribute(resource, buffer, stride); 3004 3005 attribute.type = attributes[i].type; 3006 attribute.count = attributes[i].count; 3007 attribute.normalized = attributes[i].normalized; 3008 3009 int stream = program->getAttributeStream(i); 3010 device->setInputStream(stream, attribute); 3011 } 3012 3013 return GL_NO_ERROR; 3014} 3015 3016// Applies the indices and element array bindings 3017GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 3018{ 3019 GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled()); 3020 3021 if(err == GL_NO_ERROR) 3022 { 3023 device->setIndexBuffer(indexInfo->indexBuffer); 3024 } 3025 3026 return err; 3027} 3028 3029// Applies the shaders and shader constants 3030void Context::applyShaders() 3031{ 3032 Program *programObject = getCurrentProgram(); 3033 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3034 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3035 3036 device->setVertexShader(vertexShader); 3037 device->setPixelShader(pixelShader); 3038 3039 if(programObject->getSerial() != mAppliedProgramSerial) 3040 { 3041 programObject->dirtyAllUniforms(); 3042 mAppliedProgramSerial = programObject->getSerial(); 3043 } 3044 3045 programObject->applyTransformFeedback(device, getTransformFeedback()); 3046 programObject->applyUniformBuffers(device, mState.uniformBuffers); 3047 programObject->applyUniforms(device); 3048} 3049 3050void Context::applyTextures() 3051{ 3052 applyTextures(sw::SAMPLER_PIXEL); 3053 applyTextures(sw::SAMPLER_VERTEX); 3054} 3055 3056void Context::applyTextures(sw::SamplerType samplerType) 3057{ 3058 Program *programObject = getCurrentProgram(); 3059 3060 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3061 3062 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3063 { 3064 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3065 3066 if(textureUnit != -1) 3067 { 3068 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3069 3070 Texture *texture = getSamplerTexture(textureUnit, textureType); 3071 3072 if(texture->isSamplerComplete()) 3073 { 3074 GLenum wrapS, wrapT, wrapR, minFilter, magFilter, compFunc, compMode; 3075 GLfloat minLOD, maxLOD; 3076 3077 Sampler *samplerObject = mState.sampler[textureUnit]; 3078 if(samplerObject) 3079 { 3080 wrapS = samplerObject->getWrapS(); 3081 wrapT = samplerObject->getWrapT(); 3082 wrapR = samplerObject->getWrapR(); 3083 minFilter = samplerObject->getMinFilter(); 3084 magFilter = samplerObject->getMagFilter(); 3085 minLOD = samplerObject->getMinLod(); 3086 maxLOD = samplerObject->getMaxLod(); 3087 compFunc = samplerObject->getCompareFunc(); 3088 compMode = samplerObject->getCompareMode(); 3089 } 3090 else 3091 { 3092 wrapS = texture->getWrapS(); 3093 wrapT = texture->getWrapT(); 3094 wrapR = texture->getWrapR(); 3095 minFilter = texture->getMinFilter(); 3096 magFilter = texture->getMagFilter(); 3097 minLOD = texture->getMinLOD(); 3098 maxLOD = texture->getMaxLOD(); 3099 compFunc = texture->getCompareFunc(); 3100 compMode = texture->getCompareMode(); 3101 } 3102 3103 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3104 GLint baseLevel = texture->getBaseLevel(); 3105 GLint maxLevel = texture->getMaxLevel(); 3106 GLenum swizzleR = texture->getSwizzleR(); 3107 GLenum swizzleG = texture->getSwizzleG(); 3108 GLenum swizzleB = texture->getSwizzleB(); 3109 GLenum swizzleA = texture->getSwizzleA(); 3110 3111 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3112 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3113 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3114 device->setCompareFunc(samplerType, samplerIndex, es2sw::ConvertCompareFunc(compFunc, compMode)); 3115 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3116 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3117 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3118 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3119 device->setMinLod(samplerType, samplerIndex, minLOD); 3120 device->setMaxLod(samplerType, samplerIndex, maxLOD); 3121 device->setBaseLevel(samplerType, samplerIndex, baseLevel); 3122 device->setMaxLevel(samplerType, samplerIndex, maxLevel); 3123 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3124 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3125 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3126 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST); 3127 3128 applyTexture(samplerType, samplerIndex, texture); 3129 } 3130 else 3131 { 3132 applyTexture(samplerType, samplerIndex, nullptr); 3133 } 3134 } 3135 else 3136 { 3137 applyTexture(samplerType, samplerIndex, nullptr); 3138 } 3139 } 3140} 3141 3142void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3143{ 3144 Program *program = getCurrentProgram(); 3145 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3146 bool textureUsed = false; 3147 3148 if(type == sw::SAMPLER_PIXEL) 3149 { 3150 textureUsed = program->getPixelShader()->usesSampler(index); 3151 } 3152 else if(type == sw::SAMPLER_VERTEX) 3153 { 3154 textureUsed = program->getVertexShader()->usesSampler(index); 3155 } 3156 else UNREACHABLE(type); 3157 3158 sw::Resource *resource = 0; 3159 3160 if(baseTexture && textureUsed) 3161 { 3162 resource = baseTexture->getResource(); 3163 } 3164 3165 device->setTextureResource(sampler, resource); 3166 3167 if(baseTexture && textureUsed) 3168 { 3169 int levelCount = baseTexture->getLevelCount(); 3170 3171 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3172 { 3173 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3174 3175 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3176 { 3177 int surfaceLevel = mipmapLevel; 3178 3179 if(surfaceLevel < 0) 3180 { 3181 surfaceLevel = 0; 3182 } 3183 else if(surfaceLevel >= levelCount) 3184 { 3185 surfaceLevel = levelCount - 1; 3186 } 3187 3188 egl::Image *surface = texture->getImage(surfaceLevel); 3189 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3190 } 3191 } 3192 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3193 { 3194 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3195 3196 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3197 { 3198 int surfaceLevel = mipmapLevel; 3199 3200 if(surfaceLevel < 0) 3201 { 3202 surfaceLevel = 0; 3203 } 3204 else if(surfaceLevel >= levelCount) 3205 { 3206 surfaceLevel = levelCount - 1; 3207 } 3208 3209 egl::Image *surface = texture->getImage(surfaceLevel); 3210 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3211 } 3212 } 3213 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3214 { 3215 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3216 3217 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3218 { 3219 int surfaceLevel = mipmapLevel; 3220 3221 if(surfaceLevel < 0) 3222 { 3223 surfaceLevel = 0; 3224 } 3225 else if(surfaceLevel >= levelCount) 3226 { 3227 surfaceLevel = levelCount - 1; 3228 } 3229 3230 egl::Image *surface = texture->getImage(surfaceLevel); 3231 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3232 } 3233 } 3234 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3235 { 3236 for(int face = 0; face < 6; face++) 3237 { 3238 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3239 3240 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3241 { 3242 int surfaceLevel = mipmapLevel; 3243 3244 if(surfaceLevel < 0) 3245 { 3246 surfaceLevel = 0; 3247 } 3248 else if(surfaceLevel >= levelCount) 3249 { 3250 surfaceLevel = levelCount - 1; 3251 } 3252 3253 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3254 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3255 } 3256 } 3257 } 3258 else UNIMPLEMENTED(); 3259 } 3260 else 3261 { 3262 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3263 } 3264} 3265 3266void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3267{ 3268 Framebuffer *framebuffer = getReadFramebuffer(); 3269 int framebufferWidth, framebufferHeight, framebufferSamples; 3270 3271 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3272 { 3273 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3274 } 3275 3276 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3277 { 3278 return error(GL_INVALID_OPERATION); 3279 } 3280 3281 if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion)) 3282 { 3283 return error(GL_INVALID_OPERATION); 3284 } 3285 3286 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width; 3287 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment); 3288 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3289 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3290 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels); 3291 3292 // Sized query sanity check 3293 if(bufSize) 3294 { 3295 int requiredSize = outputPitch * height; 3296 if(requiredSize > *bufSize) 3297 { 3298 return error(GL_INVALID_OPERATION); 3299 } 3300 } 3301 3302 egl::Image *renderTarget = nullptr; 3303 switch(format) 3304 { 3305 case GL_DEPTH_COMPONENT: 3306 renderTarget = framebuffer->getDepthBuffer(); 3307 break; 3308 default: 3309 renderTarget = framebuffer->getReadRenderTarget(); 3310 break; 3311 } 3312 3313 if(!renderTarget) 3314 { 3315 return error(GL_INVALID_OPERATION); 3316 } 3317 3318 sw::Rect rect = {x, y, x + width, y + height}; 3319 sw::Rect dstRect = { 0, 0, width, height }; 3320 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3321 3322 sw::Surface *externalSurface = sw::Surface::create(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3323 sw::SliceRect sliceRect(rect); 3324 sw::SliceRect dstSliceRect(dstRect); 3325 device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false); 3326 delete externalSurface; 3327 3328 renderTarget->release(); 3329} 3330 3331void Context::clear(GLbitfield mask) 3332{ 3333 if(mState.rasterizerDiscardEnabled) 3334 { 3335 return; 3336 } 3337 3338 Framebuffer *framebuffer = getDrawFramebuffer(); 3339 3340 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3341 { 3342 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3343 } 3344 3345 if(!applyRenderTarget()) 3346 { 3347 return; 3348 } 3349 3350 if(mask & GL_COLOR_BUFFER_BIT) 3351 { 3352 unsigned int rgbaMask = getColorMask(); 3353 3354 if(rgbaMask != 0) 3355 { 3356 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3357 } 3358 } 3359 3360 if(mask & GL_DEPTH_BUFFER_BIT) 3361 { 3362 if(mState.depthMask != 0) 3363 { 3364 float depth = clamp01(mState.depthClearValue); 3365 device->clearDepth(depth); 3366 } 3367 } 3368 3369 if(mask & GL_STENCIL_BUFFER_BIT) 3370 { 3371 if(mState.stencilWritemask != 0) 3372 { 3373 int stencil = mState.stencilClearValue & 0x000000FF; 3374 device->clearStencil(stencil, mState.stencilWritemask); 3375 } 3376 } 3377} 3378 3379void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3380{ 3381 unsigned int rgbaMask = getColorMask(); 3382 if(rgbaMask && !mState.rasterizerDiscardEnabled) 3383 { 3384 Framebuffer *framebuffer = getDrawFramebuffer(); 3385 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer); 3386 3387 if(colorbuffer) 3388 { 3389 sw::Rect clearRect = colorbuffer->getRect(); 3390 3391 if(mState.scissorTestEnabled) 3392 { 3393 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3394 } 3395 3396 device->clear(value, format, colorbuffer, clearRect, rgbaMask); 3397 3398 colorbuffer->release(); 3399 } 3400 } 3401} 3402 3403void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3404{ 3405 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3406} 3407 3408void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3409{ 3410 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3411} 3412 3413void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3414{ 3415 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3416} 3417 3418void Context::clearDepthBuffer(const GLfloat value) 3419{ 3420 if(mState.depthMask && !mState.rasterizerDiscardEnabled) 3421 { 3422 Framebuffer *framebuffer = getDrawFramebuffer(); 3423 egl::Image *depthbuffer = framebuffer->getDepthBuffer(); 3424 3425 if(depthbuffer) 3426 { 3427 float depth = clamp01(value); 3428 sw::Rect clearRect = depthbuffer->getRect(); 3429 3430 if(mState.scissorTestEnabled) 3431 { 3432 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3433 } 3434 3435 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3436 3437 depthbuffer->release(); 3438 } 3439 } 3440} 3441 3442void Context::clearStencilBuffer(const GLint value) 3443{ 3444 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled) 3445 { 3446 Framebuffer *framebuffer = getDrawFramebuffer(); 3447 egl::Image *stencilbuffer = framebuffer->getStencilBuffer(); 3448 3449 if(stencilbuffer) 3450 { 3451 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF); 3452 sw::Rect clearRect = stencilbuffer->getRect(); 3453 3454 if(mState.scissorTestEnabled) 3455 { 3456 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3457 } 3458 3459 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3460 3461 stencilbuffer->release(); 3462 } 3463 } 3464} 3465 3466void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3467{ 3468 if(!mState.currentProgram) 3469 { 3470 return error(GL_INVALID_OPERATION); 3471 } 3472 3473 sw::DrawType primitiveType; 3474 int primitiveCount; 3475 int verticesPerPrimitive; 3476 3477 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive)) 3478 return error(GL_INVALID_ENUM); 3479 3480 if(primitiveCount <= 0) 3481 { 3482 return; 3483 } 3484 3485 if(!applyRenderTarget()) 3486 { 3487 return; 3488 } 3489 3490 applyState(mode); 3491 3492 for(int i = 0; i < instanceCount; ++i) 3493 { 3494 device->setInstanceID(i); 3495 3496 GLenum err = applyVertexBuffer(0, first, count, i); 3497 if(err != GL_NO_ERROR) 3498 { 3499 return error(err); 3500 } 3501 3502 applyShaders(); 3503 applyTextures(); 3504 3505 if(!getCurrentProgram()->validateSamplers(false)) 3506 { 3507 return error(GL_INVALID_OPERATION); 3508 } 3509 3510 TransformFeedback* transformFeedback = getTransformFeedback(); 3511 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3512 { 3513 device->drawPrimitive(primitiveType, primitiveCount); 3514 } 3515 if(transformFeedback) 3516 { 3517 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3518 } 3519 } 3520} 3521 3522void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3523{ 3524 if(!mState.currentProgram) 3525 { 3526 return error(GL_INVALID_OPERATION); 3527 } 3528 3529 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3530 { 3531 return error(GL_INVALID_OPERATION); 3532 } 3533 3534 GLenum internalMode = mode; 3535 if(isPrimitiveRestartFixedIndexEnabled()) 3536 { 3537 switch(mode) 3538 { 3539 case GL_TRIANGLE_FAN: 3540 case GL_TRIANGLE_STRIP: 3541 internalMode = GL_TRIANGLES; 3542 break; 3543 case GL_LINE_LOOP: 3544 case GL_LINE_STRIP: 3545 internalMode = GL_LINES; 3546 break; 3547 default: 3548 break; 3549 } 3550 } 3551 3552 sw::DrawType primitiveType; 3553 int primitiveCount; 3554 int verticesPerPrimitive; 3555 3556 if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive)) 3557 return error(GL_INVALID_ENUM); 3558 3559 if(primitiveCount <= 0) 3560 { 3561 return; 3562 } 3563 3564 if(!applyRenderTarget()) 3565 { 3566 return; 3567 } 3568 3569 TranslatedIndexData indexInfo(primitiveCount); 3570 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3571 if(err != GL_NO_ERROR) 3572 { 3573 return error(err); 3574 } 3575 3576 applyState(internalMode); 3577 3578 for(int i = 0; i < instanceCount; ++i) 3579 { 3580 device->setInstanceID(i); 3581 3582 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3583 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3584 if(err != GL_NO_ERROR) 3585 { 3586 return error(err); 3587 } 3588 3589 applyShaders(); 3590 applyTextures(); 3591 3592 if(!getCurrentProgram()->validateSamplers(false)) 3593 { 3594 return error(GL_INVALID_OPERATION); 3595 } 3596 3597 TransformFeedback* transformFeedback = getTransformFeedback(); 3598 if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3599 { 3600 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount); 3601 } 3602 if(transformFeedback) 3603 { 3604 transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive); 3605 } 3606 } 3607} 3608 3609void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect) 3610{ 3611 device->blit(source, sRect, dest, dRect, false); 3612} 3613 3614void Context::finish() 3615{ 3616 device->finish(); 3617} 3618 3619void Context::flush() 3620{ 3621 // We don't queue anything without processing it as fast as possible 3622} 3623 3624void Context::recordInvalidEnum() 3625{ 3626 mInvalidEnum = true; 3627} 3628 3629void Context::recordInvalidValue() 3630{ 3631 mInvalidValue = true; 3632} 3633 3634void Context::recordInvalidOperation() 3635{ 3636 mInvalidOperation = true; 3637} 3638 3639void Context::recordOutOfMemory() 3640{ 3641 mOutOfMemory = true; 3642} 3643 3644void Context::recordInvalidFramebufferOperation() 3645{ 3646 mInvalidFramebufferOperation = true; 3647} 3648 3649// Get one of the recorded errors and clear its flag, if any. 3650// [OpenGL ES 2.0.24] section 2.5 page 13. 3651GLenum Context::getError() 3652{ 3653 if(mInvalidEnum) 3654 { 3655 mInvalidEnum = false; 3656 3657 return GL_INVALID_ENUM; 3658 } 3659 3660 if(mInvalidValue) 3661 { 3662 mInvalidValue = false; 3663 3664 return GL_INVALID_VALUE; 3665 } 3666 3667 if(mInvalidOperation) 3668 { 3669 mInvalidOperation = false; 3670 3671 return GL_INVALID_OPERATION; 3672 } 3673 3674 if(mOutOfMemory) 3675 { 3676 mOutOfMemory = false; 3677 3678 return GL_OUT_OF_MEMORY; 3679 } 3680 3681 if(mInvalidFramebufferOperation) 3682 { 3683 mInvalidFramebufferOperation = false; 3684 3685 return GL_INVALID_FRAMEBUFFER_OPERATION; 3686 } 3687 3688 return GL_NO_ERROR; 3689} 3690 3691int Context::getSupportedMultisampleCount(int requested) 3692{ 3693 int supported = 0; 3694 3695 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3696 { 3697 if(supported >= requested) 3698 { 3699 return supported; 3700 } 3701 3702 supported = multisampleCount[i]; 3703 } 3704 3705 return supported; 3706} 3707 3708void Context::detachBuffer(GLuint buffer) 3709{ 3710 // [OpenGL ES 2.0.24] section 2.9 page 22: 3711 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3712 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3713 3714 if(mState.copyReadBuffer.name() == buffer) 3715 { 3716 mState.copyReadBuffer = nullptr; 3717 } 3718 3719 if(mState.copyWriteBuffer.name() == buffer) 3720 { 3721 mState.copyWriteBuffer = nullptr; 3722 } 3723 3724 if(mState.pixelPackBuffer.name() == buffer) 3725 { 3726 mState.pixelPackBuffer = nullptr; 3727 } 3728 3729 if(mState.pixelUnpackBuffer.name() == buffer) 3730 { 3731 mState.pixelUnpackBuffer = nullptr; 3732 } 3733 3734 if(mState.genericUniformBuffer.name() == buffer) 3735 { 3736 mState.genericUniformBuffer = nullptr; 3737 } 3738 3739 if(getArrayBufferName() == buffer) 3740 { 3741 mState.arrayBuffer = nullptr; 3742 } 3743 3744 // Only detach from the current transform feedback 3745 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3746 if(currentTransformFeedback) 3747 { 3748 currentTransformFeedback->detachBuffer(buffer); 3749 } 3750 3751 // Only detach from the current vertex array 3752 VertexArray* currentVertexArray = getCurrentVertexArray(); 3753 if(currentVertexArray) 3754 { 3755 currentVertexArray->detachBuffer(buffer); 3756 } 3757 3758 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3759 { 3760 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3761 { 3762 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 3763 } 3764 } 3765} 3766 3767void Context::detachTexture(GLuint texture) 3768{ 3769 // [OpenGL ES 2.0.24] section 3.8 page 84: 3770 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3771 // rebound to texture object zero 3772 3773 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3774 { 3775 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3776 { 3777 if(mState.samplerTexture[type][sampler].name() == texture) 3778 { 3779 mState.samplerTexture[type][sampler] = nullptr; 3780 } 3781 } 3782 } 3783 3784 // [OpenGL ES 2.0.24] section 4.4 page 112: 3785 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3786 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3787 // image was attached in the currently bound framebuffer. 3788 3789 Framebuffer *readFramebuffer = getReadFramebuffer(); 3790 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3791 3792 if(readFramebuffer) 3793 { 3794 readFramebuffer->detachTexture(texture); 3795 } 3796 3797 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3798 { 3799 drawFramebuffer->detachTexture(texture); 3800 } 3801} 3802 3803void Context::detachFramebuffer(GLuint framebuffer) 3804{ 3805 // [OpenGL ES 2.0.24] section 4.4 page 107: 3806 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3807 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3808 3809 if(mState.readFramebuffer == framebuffer) 3810 { 3811 bindReadFramebuffer(0); 3812 } 3813 3814 if(mState.drawFramebuffer == framebuffer) 3815 { 3816 bindDrawFramebuffer(0); 3817 } 3818} 3819 3820void Context::detachRenderbuffer(GLuint renderbuffer) 3821{ 3822 // [OpenGL ES 2.0.24] section 4.4 page 109: 3823 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3824 // had been executed with the target RENDERBUFFER and name of zero. 3825 3826 if(mState.renderbuffer.name() == renderbuffer) 3827 { 3828 bindRenderbuffer(0); 3829 } 3830 3831 // [OpenGL ES 2.0.24] section 4.4 page 111: 3832 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3833 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3834 // point to which this image was attached in the currently bound framebuffer. 3835 3836 Framebuffer *readFramebuffer = getReadFramebuffer(); 3837 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3838 3839 if(readFramebuffer) 3840 { 3841 readFramebuffer->detachRenderbuffer(renderbuffer); 3842 } 3843 3844 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3845 { 3846 drawFramebuffer->detachRenderbuffer(renderbuffer); 3847 } 3848} 3849 3850void Context::detachSampler(GLuint sampler) 3851{ 3852 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3853 // If a sampler object that is currently bound to one or more texture units is 3854 // deleted, it is as though BindSampler is called once for each texture unit to 3855 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3856 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3857 { 3858 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3859 if(samplerBinding.name() == sampler) 3860 { 3861 samplerBinding = nullptr; 3862 } 3863 } 3864} 3865 3866bool Context::cullSkipsDraw(GLenum drawMode) 3867{ 3868 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3869} 3870 3871bool Context::isTriangleMode(GLenum drawMode) 3872{ 3873 switch(drawMode) 3874 { 3875 case GL_TRIANGLES: 3876 case GL_TRIANGLE_FAN: 3877 case GL_TRIANGLE_STRIP: 3878 return true; 3879 case GL_POINTS: 3880 case GL_LINES: 3881 case GL_LINE_LOOP: 3882 case GL_LINE_STRIP: 3883 return false; 3884 default: UNREACHABLE(drawMode); 3885 } 3886 3887 return false; 3888} 3889 3890void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3891{ 3892 ASSERT(index < MAX_VERTEX_ATTRIBS); 3893 3894 mState.vertexAttribute[index].setCurrentValue(values); 3895 3896 mVertexDataManager->dirtyCurrentValue(index); 3897} 3898 3899void Context::setVertexAttrib(GLuint index, const GLint *values) 3900{ 3901 ASSERT(index < MAX_VERTEX_ATTRIBS); 3902 3903 mState.vertexAttribute[index].setCurrentValue(values); 3904 3905 mVertexDataManager->dirtyCurrentValue(index); 3906} 3907 3908void Context::setVertexAttrib(GLuint index, const GLuint *values) 3909{ 3910 ASSERT(index < MAX_VERTEX_ATTRIBS); 3911 3912 mState.vertexAttribute[index].setCurrentValue(values); 3913 3914 mVertexDataManager->dirtyCurrentValue(index); 3915} 3916 3917void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3918 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3919 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit) 3920{ 3921 Framebuffer *readFramebuffer = getReadFramebuffer(); 3922 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3923 3924 int readBufferWidth, readBufferHeight, readBufferSamples; 3925 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3926 3927 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3928 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3929 { 3930 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3931 } 3932 3933 if(drawBufferSamples > 1) 3934 { 3935 return error(GL_INVALID_OPERATION); 3936 } 3937 3938 sw::SliceRect sourceRect; 3939 sw::SliceRect destRect; 3940 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3941 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3942 3943 if(srcX0 < srcX1) 3944 { 3945 sourceRect.x0 = srcX0; 3946 sourceRect.x1 = srcX1; 3947 } 3948 else 3949 { 3950 sourceRect.x0 = srcX1; 3951 sourceRect.x1 = srcX0; 3952 } 3953 3954 if(dstX0 < dstX1) 3955 { 3956 destRect.x0 = dstX0; 3957 destRect.x1 = dstX1; 3958 } 3959 else 3960 { 3961 destRect.x0 = dstX1; 3962 destRect.x1 = dstX0; 3963 } 3964 3965 if(srcY0 < srcY1) 3966 { 3967 sourceRect.y0 = srcY0; 3968 sourceRect.y1 = srcY1; 3969 } 3970 else 3971 { 3972 sourceRect.y0 = srcY1; 3973 sourceRect.y1 = srcY0; 3974 } 3975 3976 if(dstY0 < dstY1) 3977 { 3978 destRect.y0 = dstY0; 3979 destRect.y1 = dstY1; 3980 } 3981 else 3982 { 3983 destRect.y0 = dstY1; 3984 destRect.y1 = dstY0; 3985 } 3986 3987 sw::Rect sourceScissoredRect = sourceRect; 3988 sw::Rect destScissoredRect = destRect; 3989 3990 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3991 { 3992 if(destRect.x0 < mState.scissorX) 3993 { 3994 int xDiff = mState.scissorX - destRect.x0; 3995 destScissoredRect.x0 = mState.scissorX; 3996 sourceScissoredRect.x0 += xDiff; 3997 } 3998 3999 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 4000 { 4001 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 4002 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 4003 sourceScissoredRect.x1 -= xDiff; 4004 } 4005 4006 if(destRect.y0 < mState.scissorY) 4007 { 4008 int yDiff = mState.scissorY - destRect.y0; 4009 destScissoredRect.y0 = mState.scissorY; 4010 sourceScissoredRect.y0 += yDiff; 4011 } 4012 4013 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 4014 { 4015 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 4016 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 4017 sourceScissoredRect.y1 -= yDiff; 4018 } 4019 } 4020 4021 sw::Rect sourceTrimmedRect = sourceScissoredRect; 4022 sw::Rect destTrimmedRect = destScissoredRect; 4023 4024 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 4025 // the actual draw and read surfaces. 4026 if(sourceTrimmedRect.x0 < 0) 4027 { 4028 int xDiff = 0 - sourceTrimmedRect.x0; 4029 sourceTrimmedRect.x0 = 0; 4030 destTrimmedRect.x0 += xDiff; 4031 } 4032 4033 if(sourceTrimmedRect.x1 > readBufferWidth) 4034 { 4035 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 4036 sourceTrimmedRect.x1 = readBufferWidth; 4037 destTrimmedRect.x1 -= xDiff; 4038 } 4039 4040 if(sourceTrimmedRect.y0 < 0) 4041 { 4042 int yDiff = 0 - sourceTrimmedRect.y0; 4043 sourceTrimmedRect.y0 = 0; 4044 destTrimmedRect.y0 += yDiff; 4045 } 4046 4047 if(sourceTrimmedRect.y1 > readBufferHeight) 4048 { 4049 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 4050 sourceTrimmedRect.y1 = readBufferHeight; 4051 destTrimmedRect.y1 -= yDiff; 4052 } 4053 4054 if(destTrimmedRect.x0 < 0) 4055 { 4056 int xDiff = 0 - destTrimmedRect.x0; 4057 destTrimmedRect.x0 = 0; 4058 sourceTrimmedRect.x0 += xDiff; 4059 } 4060 4061 if(destTrimmedRect.x1 > drawBufferWidth) 4062 { 4063 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 4064 destTrimmedRect.x1 = drawBufferWidth; 4065 sourceTrimmedRect.x1 -= xDiff; 4066 } 4067 4068 if(destTrimmedRect.y0 < 0) 4069 { 4070 int yDiff = 0 - destTrimmedRect.y0; 4071 destTrimmedRect.y0 = 0; 4072 sourceTrimmedRect.y0 += yDiff; 4073 } 4074 4075 if(destTrimmedRect.y1 > drawBufferHeight) 4076 { 4077 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 4078 destTrimmedRect.y1 = drawBufferHeight; 4079 sourceTrimmedRect.y1 -= yDiff; 4080 } 4081 4082 bool partialBufferCopy = false; 4083 4084 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4085 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4086 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4087 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4088 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4089 { 4090 partialBufferCopy = true; 4091 } 4092 4093 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1); 4094 bool blitRenderTarget = false; 4095 bool blitDepth = false; 4096 bool blitStencil = false; 4097 4098 if(mask & GL_COLOR_BUFFER_BIT) 4099 { 4100 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()); 4101 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0); 4102 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType); 4103 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType); 4104 if(!validReadType || !validDrawType) 4105 { 4106 return error(GL_INVALID_OPERATION); 4107 } 4108 4109 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds) 4110 { 4111 return error(GL_INVALID_OPERATION); 4112 } 4113 4114 blitRenderTarget = true; 4115 } 4116 4117 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4118 { 4119 Renderbuffer *readDSBuffer = nullptr; 4120 Renderbuffer *drawDSBuffer = nullptr; 4121 4122 if(mask & GL_DEPTH_BUFFER_BIT) 4123 { 4124 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4125 { 4126 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType(); 4127 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType(); 4128 if((readDepthBufferType != drawDepthBufferType) && 4129 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType))) 4130 { 4131 return error(GL_INVALID_OPERATION); 4132 } 4133 4134 blitDepth = true; 4135 readDSBuffer = readFramebuffer->getDepthbuffer(); 4136 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4137 } 4138 } 4139 4140 if(mask & GL_STENCIL_BUFFER_BIT) 4141 { 4142 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4143 { 4144 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType(); 4145 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType(); 4146 if((readStencilBufferType != drawStencilBufferType) && 4147 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType))) 4148 { 4149 return error(GL_INVALID_OPERATION); 4150 } 4151 4152 blitStencil = true; 4153 readDSBuffer = readFramebuffer->getStencilbuffer(); 4154 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4155 } 4156 } 4157 4158 if(partialBufferCopy && !allowPartialDepthStencilBlit) 4159 { 4160 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit."); 4161 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4162 } 4163 4164 // OpenGL ES 3.0.4 spec, p.199: 4165 // ...an INVALID_OPERATION error is generated if the formats of the read 4166 // and draw framebuffers are not identical or if the source and destination 4167 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds. 4168 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an 4169 // INVALID_OPERATION error is generated. 4170 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4171 ((readDSBuffer && readDSBuffer->getSamples() > 1) && 4172 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat())))) 4173 { 4174 return error(GL_INVALID_OPERATION); 4175 } 4176 } 4177 4178 if(blitRenderTarget || blitDepth || blitStencil) 4179 { 4180 if(blitRenderTarget) 4181 { 4182 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4183 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4184 4185 if(flipX) 4186 { 4187 swap(destRect.x0, destRect.x1); 4188 } 4189 if(flipy) 4190 { 4191 swap(destRect.y0, destRect.y1); 4192 } 4193 4194 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER); 4195 4196 readRenderTarget->release(); 4197 drawRenderTarget->release(); 4198 4199 if(!success) 4200 { 4201 ERR("BlitFramebuffer failed."); 4202 return; 4203 } 4204 } 4205 4206 if(blitDepth) 4207 { 4208 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer(); 4209 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer(); 4210 4211 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER); 4212 4213 readRenderTarget->release(); 4214 drawRenderTarget->release(); 4215 4216 if(!success) 4217 { 4218 ERR("BlitFramebuffer failed."); 4219 return; 4220 } 4221 } 4222 4223 if(blitStencil) 4224 { 4225 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer(); 4226 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer(); 4227 4228 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER); 4229 4230 readRenderTarget->release(); 4231 drawRenderTarget->release(); 4232 4233 if(!success) 4234 { 4235 ERR("BlitFramebuffer failed."); 4236 return; 4237 } 4238 } 4239 } 4240} 4241 4242void Context::bindTexImage(gl::Surface *surface) 4243{ 4244 es2::Texture2D *textureObject = getTexture2D(); 4245 4246 if(textureObject) 4247 { 4248 textureObject->bindTexImage(surface); 4249 } 4250} 4251 4252EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4253{ 4254 GLenum textureTarget = GL_NONE; 4255 4256 switch(target) 4257 { 4258 case EGL_GL_TEXTURE_2D_KHR: 4259 textureTarget = GL_TEXTURE_2D; 4260 break; 4261 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4262 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4263 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4264 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4265 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4266 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4267 textureTarget = GL_TEXTURE_CUBE_MAP; 4268 break; 4269 case EGL_GL_RENDERBUFFER_KHR: 4270 break; 4271 default: 4272 return EGL_BAD_PARAMETER; 4273 } 4274 4275 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4276 { 4277 return EGL_BAD_MATCH; 4278 } 4279 4280 if(textureTarget != GL_NONE) 4281 { 4282 es2::Texture *texture = getTexture(name); 4283 4284 if(!texture || texture->getTarget() != textureTarget) 4285 { 4286 return EGL_BAD_PARAMETER; 4287 } 4288 4289 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4290 { 4291 return EGL_BAD_ACCESS; 4292 } 4293 4294 if(textureLevel != 0 && !texture->isSamplerComplete()) 4295 { 4296 return EGL_BAD_PARAMETER; 4297 } 4298 4299 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4300 { 4301 return EGL_BAD_PARAMETER; 4302 } 4303 } 4304 else if(target == EGL_GL_RENDERBUFFER_KHR) 4305 { 4306 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4307 4308 if(!renderbuffer) 4309 { 4310 return EGL_BAD_PARAMETER; 4311 } 4312 4313 if(renderbuffer->isShared()) // Already an EGLImage sibling 4314 { 4315 return EGL_BAD_ACCESS; 4316 } 4317 } 4318 else UNREACHABLE(target); 4319 4320 return EGL_SUCCESS; 4321} 4322 4323egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4324{ 4325 GLenum textureTarget = GL_NONE; 4326 4327 switch(target) 4328 { 4329 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4330 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4331 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4332 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4333 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4334 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4335 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4336 } 4337 4338 if(textureTarget != GL_NONE) 4339 { 4340 es2::Texture *texture = getTexture(name); 4341 4342 return texture->createSharedImage(textureTarget, textureLevel); 4343 } 4344 else if(target == EGL_GL_RENDERBUFFER_KHR) 4345 { 4346 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4347 4348 return renderbuffer->createSharedImage(); 4349 } 4350 else UNREACHABLE(target); 4351 4352 return nullptr; 4353} 4354 4355egl::Image *Context::getSharedImage(GLeglImageOES image) 4356{ 4357 return display->getSharedImage(image); 4358} 4359 4360Device *Context::getDevice() 4361{ 4362 return device; 4363} 4364 4365const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const 4366{ 4367 // Keep list sorted in following order: 4368 // OES extensions 4369 // EXT extensions 4370 // Vendor extensions 4371 static const char *es2extensions[] = 4372 { 4373 "GL_OES_compressed_ETC1_RGB8_texture", 4374 "GL_OES_depth24", 4375 "GL_OES_depth32", 4376 "GL_OES_depth_texture", 4377 "GL_OES_depth_texture_cube_map", 4378 "GL_OES_EGL_image", 4379 "GL_OES_EGL_image_external", 4380 "GL_OES_EGL_sync", 4381 "GL_OES_element_index_uint", 4382 "GL_OES_framebuffer_object", 4383 "GL_OES_packed_depth_stencil", 4384 "GL_OES_rgb8_rgba8", 4385 "GL_OES_standard_derivatives", 4386 "GL_OES_texture_float", 4387 "GL_OES_texture_float_linear", 4388 "GL_OES_texture_half_float", 4389 "GL_OES_texture_half_float_linear", 4390 "GL_OES_texture_npot", 4391 "GL_OES_texture_3D", 4392 "GL_OES_vertex_half_float", 4393 "GL_EXT_blend_minmax", 4394 "GL_EXT_color_buffer_half_float", 4395 "GL_EXT_draw_buffers", 4396 "GL_EXT_instanced_arrays", 4397 "GL_EXT_occlusion_query_boolean", 4398 "GL_EXT_read_format_bgra", 4399#if (S3TC_SUPPORT) 4400 "GL_EXT_texture_compression_dxt1", 4401#endif 4402 "GL_EXT_texture_filter_anisotropic", 4403 "GL_EXT_texture_format_BGRA8888", 4404 "GL_EXT_texture_rg", 4405#if (ASTC_SUPPORT) 4406 "GL_KHR_texture_compression_astc_hdr", 4407 "GL_KHR_texture_compression_astc_ldr", 4408#endif 4409 "GL_ANGLE_framebuffer_blit", 4410 "GL_ANGLE_framebuffer_multisample", 4411 "GL_ANGLE_instanced_arrays", 4412#if (S3TC_SUPPORT) 4413 "GL_ANGLE_texture_compression_dxt3", 4414 "GL_ANGLE_texture_compression_dxt5", 4415#endif 4416 "GL_CHROMIUM_texture_filtering_hint", 4417 "GL_NV_fence", 4418 "GL_NV_framebuffer_blit", 4419 "GL_NV_read_depth", 4420 }; 4421 4422 // Extensions exclusive to OpenGL ES 3.0 and above. 4423 static const char *es3extensions[] = 4424 { 4425 "GL_EXT_color_buffer_float", 4426 }; 4427 4428 GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]); 4429 GLuint numExtensions = numES2extensions; 4430 4431 if(clientVersion >= 3) 4432 { 4433 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]); 4434 } 4435 4436 if(numExt) 4437 { 4438 *numExt = numExtensions; 4439 4440 return nullptr; 4441 } 4442 4443 if(index == GL_INVALID_INDEX) 4444 { 4445 static std::string extensionsCat; 4446 4447 if(extensionsCat.empty() && (numExtensions > 0)) 4448 { 4449 for(const char *extension : es2extensions) 4450 { 4451 extensionsCat += std::string(extension) + " "; 4452 } 4453 4454 if(clientVersion >= 3) 4455 { 4456 for(const char *extension : es3extensions) 4457 { 4458 extensionsCat += std::string(extension) + " "; 4459 } 4460 } 4461 } 4462 4463 return (const GLubyte*)extensionsCat.c_str(); 4464 } 4465 4466 if(index >= numExtensions) 4467 { 4468 return nullptr; 4469 } 4470 4471 if(index < numES2extensions) 4472 { 4473 return (const GLubyte*)es2extensions[index]; 4474 } 4475 else 4476 { 4477 return (const GLubyte*)es3extensions[index - numES2extensions]; 4478 } 4479} 4480 4481} 4482 4483NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config) 4484{ 4485 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4486 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config); 4487} 4488