Context.cpp revision 94ca5b63700fab01e8aa3f3fc67a2753efdd866e
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 1582const GLvoid* Context::getPixels(const GLvoid* data) const 1583{ 1584 es2::Buffer* unpackBuffer = getPixelUnpackBuffer(); 1585 const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr; 1586 return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data; 1587} 1588 1589bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1590{ 1591 switch(target) 1592 { 1593 case GL_ARRAY_BUFFER: 1594 *buffer = getArrayBuffer(); 1595 break; 1596 case GL_ELEMENT_ARRAY_BUFFER: 1597 *buffer = getElementArrayBuffer(); 1598 break; 1599 case GL_COPY_READ_BUFFER: 1600 if(clientVersion >= 3) 1601 { 1602 *buffer = getCopyReadBuffer(); 1603 break; 1604 } 1605 else return false; 1606 case GL_COPY_WRITE_BUFFER: 1607 if(clientVersion >= 3) 1608 { 1609 *buffer = getCopyWriteBuffer(); 1610 break; 1611 } 1612 else return false; 1613 case GL_PIXEL_PACK_BUFFER: 1614 if(clientVersion >= 3) 1615 { 1616 *buffer = getPixelPackBuffer(); 1617 break; 1618 } 1619 else return false; 1620 case GL_PIXEL_UNPACK_BUFFER: 1621 if(clientVersion >= 3) 1622 { 1623 *buffer = getPixelUnpackBuffer(); 1624 break; 1625 } 1626 else return false; 1627 case GL_TRANSFORM_FEEDBACK_BUFFER: 1628 if(clientVersion >= 3) 1629 { 1630 TransformFeedback* transformFeedback = getTransformFeedback(); 1631 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1632 break; 1633 } 1634 else return false; 1635 case GL_UNIFORM_BUFFER: 1636 if(clientVersion >= 3) 1637 { 1638 *buffer = getGenericUniformBuffer(); 1639 break; 1640 } 1641 else return false; 1642 default: 1643 return false; 1644 } 1645 return true; 1646} 1647 1648TransformFeedback *Context::getTransformFeedback() const 1649{ 1650 return getTransformFeedback(mState.transformFeedback); 1651} 1652 1653Program *Context::getCurrentProgram() const 1654{ 1655 return mResourceManager->getProgram(mState.currentProgram); 1656} 1657 1658Texture2D *Context::getTexture2D() const 1659{ 1660 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1661} 1662 1663Texture3D *Context::getTexture3D() const 1664{ 1665 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1666} 1667 1668Texture2DArray *Context::getTexture2DArray() const 1669{ 1670 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1671} 1672 1673TextureCubeMap *Context::getTextureCubeMap() const 1674{ 1675 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1676} 1677 1678TextureExternal *Context::getTextureExternal() const 1679{ 1680 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1681} 1682 1683Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1684{ 1685 GLuint texid = mState.samplerTexture[type][sampler].name(); 1686 1687 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1688 { 1689 switch(type) 1690 { 1691 case TEXTURE_2D: return mTexture2DZero; 1692 case TEXTURE_3D: return mTexture3DZero; 1693 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1694 case TEXTURE_CUBE: return mTextureCubeMapZero; 1695 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1696 default: UNREACHABLE(type); 1697 } 1698 } 1699 1700 return mState.samplerTexture[type][sampler]; 1701} 1702 1703void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1704{ 1705 mResourceManager->checkSamplerAllocation(sampler); 1706 1707 Sampler *samplerObject = getSampler(sampler); 1708 ASSERT(samplerObject); 1709 1710 switch(pname) 1711 { 1712 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1713 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1714 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1715 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1716 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1717 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1718 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1719 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(param)); break; 1720 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break; 1721 default: UNREACHABLE(pname); break; 1722 } 1723} 1724 1725void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1726{ 1727 mResourceManager->checkSamplerAllocation(sampler); 1728 1729 Sampler *samplerObject = getSampler(sampler); 1730 ASSERT(samplerObject); 1731 1732 switch(pname) 1733 { 1734 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1735 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1736 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1737 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1738 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1739 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1740 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1741 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(roundf(param))); break; 1742 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(roundf(param))); break; 1743 default: UNREACHABLE(pname); break; 1744 } 1745} 1746 1747GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1748{ 1749 mResourceManager->checkSamplerAllocation(sampler); 1750 1751 Sampler *samplerObject = getSampler(sampler); 1752 ASSERT(samplerObject); 1753 1754 switch(pname) 1755 { 1756 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1757 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1758 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1759 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1760 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1761 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1762 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1763 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getCompareMode()); 1764 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc()); 1765 default: UNREACHABLE(pname); return 0; 1766 } 1767} 1768 1769GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1770{ 1771 mResourceManager->checkSamplerAllocation(sampler); 1772 1773 Sampler *samplerObject = getSampler(sampler); 1774 ASSERT(samplerObject); 1775 1776 switch(pname) 1777 { 1778 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1779 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1780 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1781 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1782 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1783 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1784 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1785 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getCompareMode()); 1786 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc()); 1787 default: UNREACHABLE(pname); return 0; 1788 } 1789} 1790 1791bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1792{ 1793 switch(pname) 1794 { 1795 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1796 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1797 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1798 case GL_COLOR_WRITEMASK: 1799 params[0] = mState.colorMaskRed; 1800 params[1] = mState.colorMaskGreen; 1801 params[2] = mState.colorMaskBlue; 1802 params[3] = mState.colorMaskAlpha; 1803 break; 1804 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1805 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1806 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1807 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1808 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1809 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1810 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1811 case GL_BLEND: *params = mState.blendEnabled; break; 1812 case GL_DITHER: *params = mState.ditherEnabled; break; 1813 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1814 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1815 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1816 { 1817 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1818 if(transformFeedback) 1819 { 1820 *params = transformFeedback->isActive(); 1821 break; 1822 } 1823 else return false; 1824 } 1825 case GL_TRANSFORM_FEEDBACK_PAUSED: 1826 { 1827 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1828 if(transformFeedback) 1829 { 1830 *params = transformFeedback->isPaused(); 1831 break; 1832 } 1833 else return false; 1834 } 1835 default: 1836 return false; 1837 } 1838 1839 return true; 1840} 1841 1842bool Context::getFloatv(GLenum pname, GLfloat *params) const 1843{ 1844 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1845 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1846 // GetIntegerv as its native query function. As it would require conversion in any 1847 // case, this should make no difference to the calling application. 1848 switch(pname) 1849 { 1850 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1851 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1852 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1853 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1854 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1855 case GL_ALIASED_LINE_WIDTH_RANGE: 1856 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1857 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1858 break; 1859 case GL_ALIASED_POINT_SIZE_RANGE: 1860 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1861 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1862 break; 1863 case GL_DEPTH_RANGE: 1864 params[0] = mState.zNear; 1865 params[1] = mState.zFar; 1866 break; 1867 case GL_COLOR_CLEAR_VALUE: 1868 params[0] = mState.colorClearValue.red; 1869 params[1] = mState.colorClearValue.green; 1870 params[2] = mState.colorClearValue.blue; 1871 params[3] = mState.colorClearValue.alpha; 1872 break; 1873 case GL_BLEND_COLOR: 1874 params[0] = mState.blendColor.red; 1875 params[1] = mState.blendColor.green; 1876 params[2] = mState.blendColor.blue; 1877 params[3] = mState.blendColor.alpha; 1878 break; 1879 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1880 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1881 break; 1882 default: 1883 return false; 1884 } 1885 1886 return true; 1887} 1888 1889template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1890template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1891 1892template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1893{ 1894 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1895 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1896 // GetIntegerv as its native query function. As it would require conversion in any 1897 // case, this should make no difference to the calling application. You may find it in 1898 // Context::getFloatv. 1899 switch(pname) 1900 { 1901 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true; 1902 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true; 1903 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true; 1904 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true; 1905 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true; 1906 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true; 1907 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true; 1908 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true; 1909 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true; 1910 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true; 1911 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true; 1912 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true; 1913// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1914 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; return true; 1915 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; return true; 1916 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true; 1917 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true; 1918 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; return true; 1919 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; return true; 1920 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true; 1921 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true; 1922 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: *params = mState.textureFilteringHint; return true; 1923 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true; 1924 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true; 1925 case GL_STENCIL_REF: *params = mState.stencilRef; return true; 1926 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true; 1927 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true; 1928 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true; 1929 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true; 1930 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true; 1931 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true; 1932 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true; 1933 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true; 1934 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true; 1935 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true; 1936 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true; 1937 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true; 1938 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true; 1939 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true; 1940 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true; 1941 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true; 1942 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true; 1943 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true; 1944 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true; 1945 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true; 1946 case GL_SUBPIXEL_BITS: *params = 4; return true; 1947 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true; 1948 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true; 1949 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true; 1950 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; return true; 1951 case GL_SAMPLE_BUFFERS: 1952 case GL_SAMPLES: 1953 { 1954 Framebuffer *framebuffer = getDrawFramebuffer(); 1955 int width, height, samples; 1956 1957 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1958 { 1959 switch(pname) 1960 { 1961 case GL_SAMPLE_BUFFERS: 1962 if(samples > 1) 1963 { 1964 *params = 1; 1965 } 1966 else 1967 { 1968 *params = 0; 1969 } 1970 break; 1971 case GL_SAMPLES: 1972 *params = samples; 1973 break; 1974 } 1975 } 1976 else 1977 { 1978 *params = 0; 1979 } 1980 } 1981 return true; 1982 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 1983 { 1984 Framebuffer *framebuffer = getReadFramebuffer(); 1985 *params = framebuffer->getImplementationColorReadType(); 1986 } 1987 return true; 1988 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 1989 { 1990 Framebuffer *framebuffer = getReadFramebuffer(); 1991 *params = framebuffer->getImplementationColorReadFormat(); 1992 } 1993 return true; 1994 case GL_MAX_VIEWPORT_DIMS: 1995 { 1996 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 1997 params[0] = maxDimension; 1998 params[1] = maxDimension; 1999 } 2000 return true; 2001 case GL_COMPRESSED_TEXTURE_FORMATS: 2002 { 2003 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 2004 { 2005 params[i] = compressedTextureFormats[i]; 2006 } 2007 } 2008 return true; 2009 case GL_VIEWPORT: 2010 params[0] = mState.viewportX; 2011 params[1] = mState.viewportY; 2012 params[2] = mState.viewportWidth; 2013 params[3] = mState.viewportHeight; 2014 return true; 2015 case GL_SCISSOR_BOX: 2016 params[0] = mState.scissorX; 2017 params[1] = mState.scissorY; 2018 params[2] = mState.scissorWidth; 2019 params[3] = mState.scissorHeight; 2020 return true; 2021 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true; 2022 case GL_FRONT_FACE: *params = mState.frontFace; return true; 2023 case GL_RED_BITS: 2024 case GL_GREEN_BITS: 2025 case GL_BLUE_BITS: 2026 case GL_ALPHA_BITS: 2027 { 2028 Framebuffer *framebuffer = getDrawFramebuffer(); 2029 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 2030 2031 if(colorbuffer) 2032 { 2033 switch(pname) 2034 { 2035 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true; 2036 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true; 2037 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true; 2038 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true; 2039 } 2040 } 2041 else 2042 { 2043 *params = 0; 2044 } 2045 } 2046 return true; 2047 case GL_DEPTH_BITS: 2048 { 2049 Framebuffer *framebuffer = getDrawFramebuffer(); 2050 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2051 2052 if(depthbuffer) 2053 { 2054 *params = depthbuffer->getDepthSize(); 2055 } 2056 else 2057 { 2058 *params = 0; 2059 } 2060 } 2061 return true; 2062 case GL_STENCIL_BITS: 2063 { 2064 Framebuffer *framebuffer = getDrawFramebuffer(); 2065 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2066 2067 if(stencilbuffer) 2068 { 2069 *params = stencilbuffer->getStencilSize(); 2070 } 2071 else 2072 { 2073 *params = 0; 2074 } 2075 } 2076 return true; 2077 case GL_TEXTURE_BINDING_2D: 2078 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2079 { 2080 error(GL_INVALID_OPERATION); 2081 return false; 2082 } 2083 2084 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2085 return true; 2086 case GL_TEXTURE_BINDING_CUBE_MAP: 2087 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2088 { 2089 error(GL_INVALID_OPERATION); 2090 return false; 2091 } 2092 2093 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2094 return true; 2095 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2096 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2097 { 2098 error(GL_INVALID_OPERATION); 2099 return false; 2100 } 2101 2102 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2103 return true; 2104 case GL_TEXTURE_BINDING_3D_OES: 2105 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2106 { 2107 error(GL_INVALID_OPERATION); 2108 return false; 2109 } 2110 2111 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2112 return true; 2113 case GL_DRAW_BUFFER0: 2114 case GL_DRAW_BUFFER1: 2115 case GL_DRAW_BUFFER2: 2116 case GL_DRAW_BUFFER3: 2117 case GL_DRAW_BUFFER4: 2118 case GL_DRAW_BUFFER5: 2119 case GL_DRAW_BUFFER6: 2120 case GL_DRAW_BUFFER7: 2121 case GL_DRAW_BUFFER8: 2122 case GL_DRAW_BUFFER9: 2123 case GL_DRAW_BUFFER10: 2124 case GL_DRAW_BUFFER11: 2125 case GL_DRAW_BUFFER12: 2126 case GL_DRAW_BUFFER13: 2127 case GL_DRAW_BUFFER14: 2128 case GL_DRAW_BUFFER15: 2129 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS) 2130 { 2131 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0); 2132 } 2133 else 2134 { 2135 return false; 2136 } 2137 return true; 2138 case GL_MAX_DRAW_BUFFERS: 2139 *params = MAX_DRAW_BUFFERS; 2140 return true; 2141 case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers 2142 *params = MAX_COLOR_ATTACHMENTS; 2143 return true; 2144 default: 2145 break; 2146 } 2147 2148 if(clientVersion >= 3) 2149 { 2150 switch(pname) 2151 { 2152 case GL_TEXTURE_BINDING_2D_ARRAY: 2153 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2154 { 2155 error(GL_INVALID_OPERATION); 2156 return false; 2157 } 2158 2159 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name(); 2160 return true; 2161 case GL_COPY_READ_BUFFER_BINDING: 2162 *params = mState.copyReadBuffer.name(); 2163 return true; 2164 case GL_COPY_WRITE_BUFFER_BINDING: 2165 *params = mState.copyWriteBuffer.name(); 2166 return true; 2167 case GL_MAJOR_VERSION: 2168 *params = clientVersion; 2169 return true; 2170 case GL_MAX_3D_TEXTURE_SIZE: 2171 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2172 return true; 2173 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2174 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2175 return true; 2176 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2177 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2178 return true; 2179 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2180 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS; 2181 return true; 2182 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2183 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2184 return true; 2185 case GL_MAX_ELEMENT_INDEX: 2186 *params = MAX_ELEMENT_INDEX; 2187 return true; 2188 case GL_MAX_ELEMENTS_INDICES: 2189 *params = MAX_ELEMENTS_INDICES; 2190 return true; 2191 case GL_MAX_ELEMENTS_VERTICES: 2192 *params = MAX_ELEMENTS_VERTICES; 2193 return true; 2194 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2195 *params = MAX_FRAGMENT_INPUT_VECTORS * 4; 2196 return true; 2197 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2198 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2199 return true; 2200 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2201 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2202 return true; 2203 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2204 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2205 // In any case, any behavior outside the specified range is valid since the spec mentions: 2206 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2207 // "If any of the offset values are outside the range of the implementation-defined values 2208 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2209 // undefined." 2210 *params = MAX_PROGRAM_TEXEL_OFFSET; 2211 return true; 2212 case GL_MAX_SERVER_WAIT_TIMEOUT: 2213 *params = 0; 2214 return true; 2215 case GL_MAX_TEXTURE_LOD_BIAS: 2216 *params = MAX_TEXTURE_LOD_BIAS; 2217 return true; 2218 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2219 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; 2220 return true; 2221 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2222 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2223 return true; 2224 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2225 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS; 2226 return true; 2227 case GL_MAX_UNIFORM_BLOCK_SIZE: 2228 *params = MAX_UNIFORM_BLOCK_SIZE; 2229 return true; 2230 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2231 *params = MAX_UNIFORM_BUFFER_BINDINGS; 2232 return true; 2233 case GL_MAX_VARYING_COMPONENTS: 2234 *params = MAX_VARYING_VECTORS * 4; 2235 return true; 2236 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2237 *params = MAX_VERTEX_OUTPUT_VECTORS * 4; 2238 return true; 2239 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2240 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2241 return true; 2242 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2243 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2244 return true; 2245 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2246 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2247 // In any case, any behavior outside the specified range is valid since the spec mentions: 2248 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2249 // "If any of the offset values are outside the range of the implementation-defined values 2250 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2251 // undefined." 2252 *params = MIN_PROGRAM_TEXEL_OFFSET; 2253 return true; 2254 case GL_MINOR_VERSION: 2255 *params = 0; 2256 return true; 2257 case GL_NUM_EXTENSIONS: 2258 GLuint numExtensions; 2259 getExtensions(0, &numExtensions); 2260 *params = numExtensions; 2261 return true; 2262 case GL_NUM_PROGRAM_BINARY_FORMATS: 2263 *params = NUM_PROGRAM_BINARY_FORMATS; 2264 return true; 2265 case GL_PACK_ROW_LENGTH: 2266 *params = mState.packRowLength; 2267 return true; 2268 case GL_PACK_SKIP_PIXELS: 2269 *params = mState.packSkipPixels; 2270 return true; 2271 case GL_PACK_SKIP_ROWS: 2272 *params = mState.packSkipRows; 2273 return true; 2274 case GL_PIXEL_PACK_BUFFER_BINDING: 2275 *params = mState.pixelPackBuffer.name(); 2276 return true; 2277 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2278 *params = mState.pixelUnpackBuffer.name(); 2279 return true; 2280 case GL_PROGRAM_BINARY_FORMATS: 2281 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input 2282 // should be a 0 sized array, so don't write to params 2283 return true; 2284 case GL_READ_BUFFER: 2285 *params = getReadFramebuffer()->getReadBuffer(); 2286 return true; 2287 case GL_SAMPLER_BINDING: 2288 *params = mState.sampler[mState.activeSampler].name(); 2289 return true; 2290 case GL_UNIFORM_BUFFER_BINDING: 2291 *params = mState.genericUniformBuffer.name(); 2292 return true; 2293 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2294 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2295 return true; 2296 case GL_UNIFORM_BUFFER_SIZE: 2297 *params = static_cast<T>(mState.genericUniformBuffer->size()); 2298 return true; 2299 case GL_UNIFORM_BUFFER_START: 2300 *params = static_cast<T>(mState.genericUniformBuffer->offset()); 2301 return true; 2302 case GL_UNPACK_IMAGE_HEIGHT: 2303 *params = mState.unpackInfo.imageHeight; 2304 return true; 2305 case GL_UNPACK_ROW_LENGTH: 2306 *params = mState.unpackInfo.rowLength; 2307 return true; 2308 case GL_UNPACK_SKIP_IMAGES: 2309 *params = mState.unpackInfo.skipImages; 2310 return true; 2311 case GL_UNPACK_SKIP_PIXELS: 2312 *params = mState.unpackInfo.skipPixels; 2313 return true; 2314 case GL_UNPACK_SKIP_ROWS: 2315 *params = mState.unpackInfo.skipRows; 2316 return true; 2317 case GL_VERTEX_ARRAY_BINDING: 2318 *params = getCurrentVertexArray()->name; 2319 return true; 2320 case GL_TRANSFORM_FEEDBACK_BINDING: 2321 { 2322 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2323 if(transformFeedback) 2324 { 2325 *params = transformFeedback->name; 2326 } 2327 else 2328 { 2329 return false; 2330 } 2331 } 2332 return true; 2333 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2334 { 2335 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2336 if(transformFeedback) 2337 { 2338 *params = transformFeedback->getGenericBufferName(); 2339 } 2340 else 2341 { 2342 return false; 2343 } 2344 } 2345 return true; 2346 default: 2347 break; 2348 } 2349 } 2350 2351 return false; 2352} 2353 2354template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2355template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2356 2357template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2358{ 2359 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2360 if(!transformFeedback) 2361 { 2362 return false; 2363 } 2364 2365 switch(pname) 2366 { 2367 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2368 *param = transformFeedback->name; 2369 break; 2370 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2371 *param = transformFeedback->isActive(); 2372 break; 2373 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2374 *param = transformFeedback->getBufferName(index); 2375 break; 2376 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2377 *param = transformFeedback->isPaused(); 2378 break; 2379 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2380 if(transformFeedback->getBuffer(index)) 2381 { 2382 *param = transformFeedback->getSize(index); 2383 break; 2384 } 2385 else return false; 2386 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2387 if(transformFeedback->getBuffer(index)) 2388 { 2389 *param = transformFeedback->getOffset(index); 2390 break; 2391 } 2392 else return false; 2393 default: 2394 return false; 2395 } 2396 2397 return true; 2398} 2399 2400template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2401template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2402 2403template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2404{ 2405 const BufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2406 2407 switch(pname) 2408 { 2409 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2410 *param = uniformBuffer.get().name(); 2411 break; 2412 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2413 *param = uniformBuffer.getSize(); 2414 break; 2415 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2416 *param = uniformBuffer.getOffset(); 2417 break; 2418 default: 2419 return false; 2420 } 2421 2422 return true; 2423} 2424 2425bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2426{ 2427 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2428 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2429 // to the fact that it is stored internally as a float, and so would require conversion 2430 // if returned from Context::getIntegerv. Since this conversion is already implemented 2431 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2432 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2433 // application. 2434 switch(pname) 2435 { 2436 case GL_COMPRESSED_TEXTURE_FORMATS: 2437 { 2438 *type = GL_INT; 2439 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2440 } 2441 break; 2442 case GL_SHADER_BINARY_FORMATS: 2443 { 2444 *type = GL_INT; 2445 *numParams = 0; 2446 } 2447 break; 2448 case GL_MAX_VERTEX_ATTRIBS: 2449 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2450 case GL_MAX_VARYING_VECTORS: 2451 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2452 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2453 case GL_MAX_TEXTURE_IMAGE_UNITS: 2454 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2455 case GL_MAX_RENDERBUFFER_SIZE: 2456 case GL_NUM_SHADER_BINARY_FORMATS: 2457 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2458 case GL_ARRAY_BUFFER_BINDING: 2459 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2460 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2461 case GL_RENDERBUFFER_BINDING: 2462 case GL_CURRENT_PROGRAM: 2463 case GL_PACK_ALIGNMENT: 2464 case GL_UNPACK_ALIGNMENT: 2465 case GL_GENERATE_MIPMAP_HINT: 2466 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2467 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: 2468 case GL_RED_BITS: 2469 case GL_GREEN_BITS: 2470 case GL_BLUE_BITS: 2471 case GL_ALPHA_BITS: 2472 case GL_DEPTH_BITS: 2473 case GL_STENCIL_BITS: 2474 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2475 case GL_CULL_FACE_MODE: 2476 case GL_FRONT_FACE: 2477 case GL_ACTIVE_TEXTURE: 2478 case GL_STENCIL_FUNC: 2479 case GL_STENCIL_VALUE_MASK: 2480 case GL_STENCIL_REF: 2481 case GL_STENCIL_FAIL: 2482 case GL_STENCIL_PASS_DEPTH_FAIL: 2483 case GL_STENCIL_PASS_DEPTH_PASS: 2484 case GL_STENCIL_BACK_FUNC: 2485 case GL_STENCIL_BACK_VALUE_MASK: 2486 case GL_STENCIL_BACK_REF: 2487 case GL_STENCIL_BACK_FAIL: 2488 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2489 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2490 case GL_DEPTH_FUNC: 2491 case GL_BLEND_SRC_RGB: 2492 case GL_BLEND_SRC_ALPHA: 2493 case GL_BLEND_DST_RGB: 2494 case GL_BLEND_DST_ALPHA: 2495 case GL_BLEND_EQUATION_RGB: 2496 case GL_BLEND_EQUATION_ALPHA: 2497 case GL_STENCIL_WRITEMASK: 2498 case GL_STENCIL_BACK_WRITEMASK: 2499 case GL_STENCIL_CLEAR_VALUE: 2500 case GL_SUBPIXEL_BITS: 2501 case GL_MAX_TEXTURE_SIZE: 2502 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2503 case GL_SAMPLE_BUFFERS: 2504 case GL_SAMPLES: 2505 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2506 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2507 case GL_TEXTURE_BINDING_2D: 2508 case GL_TEXTURE_BINDING_CUBE_MAP: 2509 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2510 case GL_TEXTURE_BINDING_3D_OES: 2511 case GL_COPY_READ_BUFFER_BINDING: 2512 case GL_COPY_WRITE_BUFFER_BINDING: 2513 case GL_DRAW_BUFFER0: 2514 case GL_DRAW_BUFFER1: 2515 case GL_DRAW_BUFFER2: 2516 case GL_DRAW_BUFFER3: 2517 case GL_DRAW_BUFFER4: 2518 case GL_DRAW_BUFFER5: 2519 case GL_DRAW_BUFFER6: 2520 case GL_DRAW_BUFFER7: 2521 case GL_DRAW_BUFFER8: 2522 case GL_DRAW_BUFFER9: 2523 case GL_DRAW_BUFFER10: 2524 case GL_DRAW_BUFFER11: 2525 case GL_DRAW_BUFFER12: 2526 case GL_DRAW_BUFFER13: 2527 case GL_DRAW_BUFFER14: 2528 case GL_DRAW_BUFFER15: 2529 case GL_MAJOR_VERSION: 2530 case GL_MAX_3D_TEXTURE_SIZE: 2531 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2532 case GL_MAX_COLOR_ATTACHMENTS: 2533 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2534 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2535 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2536 case GL_MAX_DRAW_BUFFERS: 2537 case GL_MAX_ELEMENT_INDEX: 2538 case GL_MAX_ELEMENTS_INDICES: 2539 case GL_MAX_ELEMENTS_VERTICES: 2540 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2541 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2542 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2543 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2544 case GL_MAX_SERVER_WAIT_TIMEOUT: 2545 case GL_MAX_TEXTURE_LOD_BIAS: 2546 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2547 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2548 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2549 case GL_MAX_UNIFORM_BLOCK_SIZE: 2550 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2551 case GL_MAX_VARYING_COMPONENTS: 2552 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2553 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2554 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2555 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2556 case GL_MINOR_VERSION: 2557 case GL_NUM_EXTENSIONS: 2558 case GL_NUM_PROGRAM_BINARY_FORMATS: 2559 case GL_PACK_ROW_LENGTH: 2560 case GL_PACK_SKIP_PIXELS: 2561 case GL_PACK_SKIP_ROWS: 2562 case GL_PIXEL_PACK_BUFFER_BINDING: 2563 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2564 case GL_PROGRAM_BINARY_FORMATS: 2565 case GL_READ_BUFFER: 2566 case GL_SAMPLER_BINDING: 2567 case GL_TEXTURE_BINDING_2D_ARRAY: 2568 case GL_UNIFORM_BUFFER_BINDING: 2569 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2570 case GL_UNIFORM_BUFFER_SIZE: 2571 case GL_UNIFORM_BUFFER_START: 2572 case GL_UNPACK_IMAGE_HEIGHT: 2573 case GL_UNPACK_ROW_LENGTH: 2574 case GL_UNPACK_SKIP_IMAGES: 2575 case GL_UNPACK_SKIP_PIXELS: 2576 case GL_UNPACK_SKIP_ROWS: 2577 case GL_VERTEX_ARRAY_BINDING: 2578 case GL_TRANSFORM_FEEDBACK_BINDING: 2579 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2580 { 2581 *type = GL_INT; 2582 *numParams = 1; 2583 } 2584 break; 2585 case GL_MAX_SAMPLES_ANGLE: 2586 { 2587 *type = GL_INT; 2588 *numParams = 1; 2589 } 2590 break; 2591 case GL_MAX_VIEWPORT_DIMS: 2592 { 2593 *type = GL_INT; 2594 *numParams = 2; 2595 } 2596 break; 2597 case GL_VIEWPORT: 2598 case GL_SCISSOR_BOX: 2599 { 2600 *type = GL_INT; 2601 *numParams = 4; 2602 } 2603 break; 2604 case GL_SHADER_COMPILER: 2605 case GL_SAMPLE_COVERAGE_INVERT: 2606 case GL_DEPTH_WRITEMASK: 2607 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2608 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2609 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2610 case GL_SAMPLE_COVERAGE: 2611 case GL_SCISSOR_TEST: 2612 case GL_STENCIL_TEST: 2613 case GL_DEPTH_TEST: 2614 case GL_BLEND: 2615 case GL_DITHER: 2616 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2617 case GL_RASTERIZER_DISCARD: 2618 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2619 case GL_TRANSFORM_FEEDBACK_PAUSED: 2620 { 2621 *type = GL_BOOL; 2622 *numParams = 1; 2623 } 2624 break; 2625 case GL_COLOR_WRITEMASK: 2626 { 2627 *type = GL_BOOL; 2628 *numParams = 4; 2629 } 2630 break; 2631 case GL_POLYGON_OFFSET_FACTOR: 2632 case GL_POLYGON_OFFSET_UNITS: 2633 case GL_SAMPLE_COVERAGE_VALUE: 2634 case GL_DEPTH_CLEAR_VALUE: 2635 case GL_LINE_WIDTH: 2636 { 2637 *type = GL_FLOAT; 2638 *numParams = 1; 2639 } 2640 break; 2641 case GL_ALIASED_LINE_WIDTH_RANGE: 2642 case GL_ALIASED_POINT_SIZE_RANGE: 2643 case GL_DEPTH_RANGE: 2644 { 2645 *type = GL_FLOAT; 2646 *numParams = 2; 2647 } 2648 break; 2649 case GL_COLOR_CLEAR_VALUE: 2650 case GL_BLEND_COLOR: 2651 { 2652 *type = GL_FLOAT; 2653 *numParams = 4; 2654 } 2655 break; 2656 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2657 *type = GL_FLOAT; 2658 *numParams = 1; 2659 break; 2660 default: 2661 return false; 2662 } 2663 2664 return true; 2665} 2666 2667void Context::applyScissor(int width, int height) 2668{ 2669 if(mState.scissorTestEnabled) 2670 { 2671 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2672 scissor.clip(0, 0, width, height); 2673 2674 device->setScissorRect(scissor); 2675 device->setScissorEnable(true); 2676 } 2677 else 2678 { 2679 device->setScissorEnable(false); 2680 } 2681} 2682 2683// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2684bool Context::applyRenderTarget() 2685{ 2686 Framebuffer *framebuffer = getDrawFramebuffer(); 2687 int width, height, samples; 2688 2689 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2690 { 2691 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2692 } 2693 2694 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2695 { 2696 if(framebuffer->getDrawBuffer(i) != GL_NONE) 2697 { 2698 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2699 device->setRenderTarget(i, renderTarget); 2700 if(renderTarget) renderTarget->release(); 2701 } 2702 else 2703 { 2704 device->setRenderTarget(i, nullptr); 2705 } 2706 } 2707 2708 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 2709 device->setDepthBuffer(depthBuffer); 2710 if(depthBuffer) depthBuffer->release(); 2711 2712 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 2713 device->setStencilBuffer(stencilBuffer); 2714 if(stencilBuffer) stencilBuffer->release(); 2715 2716 Viewport viewport; 2717 float zNear = clamp01(mState.zNear); 2718 float zFar = clamp01(mState.zFar); 2719 2720 viewport.x0 = mState.viewportX; 2721 viewport.y0 = mState.viewportY; 2722 viewport.width = mState.viewportWidth; 2723 viewport.height = mState.viewportHeight; 2724 viewport.minZ = zNear; 2725 viewport.maxZ = zFar; 2726 2727 device->setViewport(viewport); 2728 2729 applyScissor(width, height); 2730 2731 Program *program = getCurrentProgram(); 2732 2733 if(program) 2734 { 2735 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2736 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2737 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2738 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2739 } 2740 2741 return true; 2742} 2743 2744// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2745void Context::applyState(GLenum drawMode) 2746{ 2747 Framebuffer *framebuffer = getDrawFramebuffer(); 2748 2749 if(mState.cullFaceEnabled) 2750 { 2751 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2752 } 2753 else 2754 { 2755 device->setCullMode(sw::CULL_NONE); 2756 } 2757 2758 if(mDepthStateDirty) 2759 { 2760 if(mState.depthTestEnabled) 2761 { 2762 device->setDepthBufferEnable(true); 2763 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2764 } 2765 else 2766 { 2767 device->setDepthBufferEnable(false); 2768 } 2769 2770 mDepthStateDirty = false; 2771 } 2772 2773 if(mBlendStateDirty) 2774 { 2775 if(mState.blendEnabled) 2776 { 2777 device->setAlphaBlendEnable(true); 2778 device->setSeparateAlphaBlendEnable(true); 2779 2780 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2781 2782 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2783 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2784 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2785 2786 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2787 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2788 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2789 } 2790 else 2791 { 2792 device->setAlphaBlendEnable(false); 2793 } 2794 2795 mBlendStateDirty = false; 2796 } 2797 2798 if(mStencilStateDirty || mFrontFaceDirty) 2799 { 2800 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2801 { 2802 device->setStencilEnable(true); 2803 device->setTwoSidedStencil(true); 2804 2805 // get the maximum size of the stencil ref 2806 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2807 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2808 2809 if(mState.frontFace == GL_CCW) 2810 { 2811 device->setStencilWriteMask(mState.stencilWritemask); 2812 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2813 2814 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2815 device->setStencilMask(mState.stencilMask); 2816 2817 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2818 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2819 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2820 2821 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2822 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2823 2824 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2825 device->setStencilMaskCCW(mState.stencilBackMask); 2826 2827 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2828 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2829 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2830 } 2831 else 2832 { 2833 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2834 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2835 2836 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2837 device->setStencilMaskCCW(mState.stencilMask); 2838 2839 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2840 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2841 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2842 2843 device->setStencilWriteMask(mState.stencilBackWritemask); 2844 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2845 2846 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2847 device->setStencilMask(mState.stencilBackMask); 2848 2849 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2850 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2851 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2852 } 2853 } 2854 else 2855 { 2856 device->setStencilEnable(false); 2857 } 2858 2859 mStencilStateDirty = false; 2860 mFrontFaceDirty = false; 2861 } 2862 2863 if(mMaskStateDirty) 2864 { 2865 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2866 { 2867 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2868 } 2869 2870 device->setDepthWriteEnable(mState.depthMask); 2871 2872 mMaskStateDirty = false; 2873 } 2874 2875 if(mPolygonOffsetStateDirty) 2876 { 2877 if(mState.polygonOffsetFillEnabled) 2878 { 2879 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2880 if(depthbuffer) 2881 { 2882 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2883 float depthBias = ldexp(mState.polygonOffsetUnits, -23); // We use 32-bit floating-point for all depth formats, with 23 mantissa bits. 2884 device->setDepthBias(depthBias); 2885 } 2886 } 2887 else 2888 { 2889 device->setSlopeDepthBias(0); 2890 device->setDepthBias(0); 2891 } 2892 2893 mPolygonOffsetStateDirty = false; 2894 } 2895 2896 if(mSampleStateDirty) 2897 { 2898 if(mState.sampleAlphaToCoverageEnabled) 2899 { 2900 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2901 } 2902 else 2903 { 2904 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2905 } 2906 2907 if(mState.sampleCoverageEnabled) 2908 { 2909 unsigned int mask = 0; 2910 if(mState.sampleCoverageValue != 0) 2911 { 2912 int width, height, samples; 2913 framebuffer->completeness(width, height, samples); 2914 2915 float threshold = 0.5f; 2916 2917 for(int i = 0; i < samples; i++) 2918 { 2919 mask <<= 1; 2920 2921 if((i + 1) * mState.sampleCoverageValue >= threshold) 2922 { 2923 threshold += 1.0f; 2924 mask |= 1; 2925 } 2926 } 2927 } 2928 2929 if(mState.sampleCoverageInvert) 2930 { 2931 mask = ~mask; 2932 } 2933 2934 device->setMultiSampleMask(mask); 2935 } 2936 else 2937 { 2938 device->setMultiSampleMask(0xFFFFFFFF); 2939 } 2940 2941 mSampleStateDirty = false; 2942 } 2943 2944 if(mDitherStateDirty) 2945 { 2946 // UNIMPLEMENTED(); // FIXME 2947 2948 mDitherStateDirty = false; 2949 } 2950 2951 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled); 2952} 2953 2954GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2955{ 2956 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2957 2958 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2959 if(err != GL_NO_ERROR) 2960 { 2961 return err; 2962 } 2963 2964 Program *program = getCurrentProgram(); 2965 2966 device->resetInputStreams(false); 2967 2968 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2969 { 2970 if(program->getAttributeStream(i) == -1) 2971 { 2972 continue; 2973 } 2974 2975 sw::Resource *resource = attributes[i].vertexBuffer; 2976 const void *buffer = (char*)resource->data() + attributes[i].offset; 2977 2978 int stride = attributes[i].stride; 2979 2980 buffer = (char*)buffer + stride * base; 2981 2982 sw::Stream attribute(resource, buffer, stride); 2983 2984 attribute.type = attributes[i].type; 2985 attribute.count = attributes[i].count; 2986 attribute.normalized = attributes[i].normalized; 2987 2988 int stream = program->getAttributeStream(i); 2989 device->setInputStream(stream, attribute); 2990 } 2991 2992 return GL_NO_ERROR; 2993} 2994 2995// Applies the indices and element array bindings 2996GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 2997{ 2998 GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled()); 2999 3000 if(err == GL_NO_ERROR) 3001 { 3002 device->setIndexBuffer(indexInfo->indexBuffer); 3003 } 3004 3005 return err; 3006} 3007 3008// Applies the shaders and shader constants 3009void Context::applyShaders() 3010{ 3011 Program *programObject = getCurrentProgram(); 3012 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3013 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3014 3015 device->setVertexShader(vertexShader); 3016 device->setPixelShader(pixelShader); 3017 3018 if(programObject->getSerial() != mAppliedProgramSerial) 3019 { 3020 programObject->dirtyAllUniforms(); 3021 mAppliedProgramSerial = programObject->getSerial(); 3022 } 3023 3024 programObject->applyTransformFeedback(device, getTransformFeedback()); 3025 programObject->applyUniformBuffers(device, mState.uniformBuffers); 3026 programObject->applyUniforms(device); 3027} 3028 3029void Context::applyTextures() 3030{ 3031 applyTextures(sw::SAMPLER_PIXEL); 3032 applyTextures(sw::SAMPLER_VERTEX); 3033} 3034 3035void Context::applyTextures(sw::SamplerType samplerType) 3036{ 3037 Program *programObject = getCurrentProgram(); 3038 3039 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3040 3041 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3042 { 3043 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3044 3045 if(textureUnit != -1) 3046 { 3047 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3048 3049 Texture *texture = getSamplerTexture(textureUnit, textureType); 3050 3051 if(texture->isSamplerComplete()) 3052 { 3053 GLenum wrapS, wrapT, wrapR, minFilter, magFilter, compFunc, compMode; 3054 GLfloat minLOD, maxLOD; 3055 3056 Sampler *samplerObject = mState.sampler[textureUnit]; 3057 if(samplerObject) 3058 { 3059 wrapS = samplerObject->getWrapS(); 3060 wrapT = samplerObject->getWrapT(); 3061 wrapR = samplerObject->getWrapR(); 3062 minFilter = samplerObject->getMinFilter(); 3063 magFilter = samplerObject->getMagFilter(); 3064 minLOD = samplerObject->getMinLod(); 3065 maxLOD = samplerObject->getMaxLod(); 3066 compFunc = samplerObject->getCompareFunc(); 3067 compMode = samplerObject->getCompareMode(); 3068 } 3069 else 3070 { 3071 wrapS = texture->getWrapS(); 3072 wrapT = texture->getWrapT(); 3073 wrapR = texture->getWrapR(); 3074 minFilter = texture->getMinFilter(); 3075 magFilter = texture->getMagFilter(); 3076 minLOD = texture->getMinLOD(); 3077 maxLOD = texture->getMaxLOD(); 3078 compFunc = texture->getCompareFunc(); 3079 compMode = texture->getCompareMode(); 3080 } 3081 3082 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3083 GLint baseLevel = texture->getBaseLevel(); 3084 GLint maxLevel = texture->getMaxLevel(); 3085 GLenum swizzleR = texture->getSwizzleR(); 3086 GLenum swizzleG = texture->getSwizzleG(); 3087 GLenum swizzleB = texture->getSwizzleB(); 3088 GLenum swizzleA = texture->getSwizzleA(); 3089 3090 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3091 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3092 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3093 device->setCompareFunc(samplerType, samplerIndex, es2sw::ConvertCompareFunc(compFunc, compMode)); 3094 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3095 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3096 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3097 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3098 device->setMinLod(samplerType, samplerIndex, minLOD); 3099 device->setMaxLod(samplerType, samplerIndex, maxLOD); 3100 device->setBaseLevel(samplerType, samplerIndex, baseLevel); 3101 device->setMaxLevel(samplerType, samplerIndex, maxLevel); 3102 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3103 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3104 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3105 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST); 3106 3107 applyTexture(samplerType, samplerIndex, texture); 3108 } 3109 else 3110 { 3111 applyTexture(samplerType, samplerIndex, nullptr); 3112 } 3113 } 3114 else 3115 { 3116 applyTexture(samplerType, samplerIndex, nullptr); 3117 } 3118 } 3119} 3120 3121void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3122{ 3123 Program *program = getCurrentProgram(); 3124 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3125 bool textureUsed = false; 3126 3127 if(type == sw::SAMPLER_PIXEL) 3128 { 3129 textureUsed = program->getPixelShader()->usesSampler(index); 3130 } 3131 else if(type == sw::SAMPLER_VERTEX) 3132 { 3133 textureUsed = program->getVertexShader()->usesSampler(index); 3134 } 3135 else UNREACHABLE(type); 3136 3137 sw::Resource *resource = 0; 3138 3139 if(baseTexture && textureUsed) 3140 { 3141 resource = baseTexture->getResource(); 3142 } 3143 3144 device->setTextureResource(sampler, resource); 3145 3146 if(baseTexture && textureUsed) 3147 { 3148 int levelCount = baseTexture->getLevelCount(); 3149 3150 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3151 { 3152 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3153 3154 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3155 { 3156 int surfaceLevel = mipmapLevel; 3157 3158 if(surfaceLevel < 0) 3159 { 3160 surfaceLevel = 0; 3161 } 3162 else if(surfaceLevel >= levelCount) 3163 { 3164 surfaceLevel = levelCount - 1; 3165 } 3166 3167 egl::Image *surface = texture->getImage(surfaceLevel); 3168 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3169 } 3170 } 3171 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3172 { 3173 Texture3D *texture = static_cast<Texture3D*>(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_3D); 3190 } 3191 } 3192 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3193 { 3194 Texture2DArray *texture = static_cast<Texture2DArray*>(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_2D_ARRAY); 3211 } 3212 } 3213 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3214 { 3215 for(int face = 0; face < 6; face++) 3216 { 3217 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3218 3219 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3220 { 3221 int surfaceLevel = mipmapLevel; 3222 3223 if(surfaceLevel < 0) 3224 { 3225 surfaceLevel = 0; 3226 } 3227 else if(surfaceLevel >= levelCount) 3228 { 3229 surfaceLevel = levelCount - 1; 3230 } 3231 3232 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3233 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3234 } 3235 } 3236 } 3237 else UNIMPLEMENTED(); 3238 } 3239 else 3240 { 3241 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3242 } 3243} 3244 3245void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3246{ 3247 Framebuffer *framebuffer = getReadFramebuffer(); 3248 int framebufferWidth, framebufferHeight, framebufferSamples; 3249 3250 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3251 { 3252 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3253 } 3254 3255 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3256 { 3257 return error(GL_INVALID_OPERATION); 3258 } 3259 3260 if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion)) 3261 { 3262 return error(GL_INVALID_OPERATION); 3263 } 3264 3265 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width; 3266 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment); 3267 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3268 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3269 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels); 3270 3271 // Sized query sanity check 3272 if(bufSize) 3273 { 3274 int requiredSize = outputPitch * height; 3275 if(requiredSize > *bufSize) 3276 { 3277 return error(GL_INVALID_OPERATION); 3278 } 3279 } 3280 3281 egl::Image *renderTarget = nullptr; 3282 switch(format) 3283 { 3284 case GL_DEPTH_COMPONENT: 3285 renderTarget = framebuffer->getDepthBuffer(); 3286 break; 3287 default: 3288 renderTarget = framebuffer->getReadRenderTarget(); 3289 break; 3290 } 3291 3292 if(!renderTarget) 3293 { 3294 return error(GL_INVALID_OPERATION); 3295 } 3296 3297 sw::Rect rect = {x, y, x + width, y + height}; 3298 sw::Rect dstRect = { 0, 0, width, height }; 3299 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3300 3301 sw::Surface *externalSurface = sw::Surface::create(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3302 sw::SliceRect sliceRect(rect); 3303 sw::SliceRect dstSliceRect(dstRect); 3304 device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false); 3305 delete externalSurface; 3306 3307 renderTarget->release(); 3308} 3309 3310void Context::clear(GLbitfield mask) 3311{ 3312 if(mState.rasterizerDiscardEnabled) 3313 { 3314 return; 3315 } 3316 3317 Framebuffer *framebuffer = getDrawFramebuffer(); 3318 3319 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3320 { 3321 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3322 } 3323 3324 if(!applyRenderTarget()) 3325 { 3326 return; 3327 } 3328 3329 if(mask & GL_COLOR_BUFFER_BIT) 3330 { 3331 unsigned int rgbaMask = getColorMask(); 3332 3333 if(rgbaMask != 0) 3334 { 3335 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3336 } 3337 } 3338 3339 if(mask & GL_DEPTH_BUFFER_BIT) 3340 { 3341 if(mState.depthMask != 0) 3342 { 3343 float depth = clamp01(mState.depthClearValue); 3344 device->clearDepth(depth); 3345 } 3346 } 3347 3348 if(mask & GL_STENCIL_BUFFER_BIT) 3349 { 3350 if(mState.stencilWritemask != 0) 3351 { 3352 int stencil = mState.stencilClearValue & 0x000000FF; 3353 device->clearStencil(stencil, mState.stencilWritemask); 3354 } 3355 } 3356} 3357 3358void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3359{ 3360 unsigned int rgbaMask = getColorMask(); 3361 if(rgbaMask && !mState.rasterizerDiscardEnabled) 3362 { 3363 Framebuffer *framebuffer = getDrawFramebuffer(); 3364 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer); 3365 3366 if(colorbuffer) 3367 { 3368 sw::Rect clearRect = colorbuffer->getRect(); 3369 3370 if(mState.scissorTestEnabled) 3371 { 3372 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3373 } 3374 3375 device->clear(value, format, colorbuffer, clearRect, rgbaMask); 3376 3377 colorbuffer->release(); 3378 } 3379 } 3380} 3381 3382void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3383{ 3384 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3385} 3386 3387void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3388{ 3389 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3390} 3391 3392void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3393{ 3394 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3395} 3396 3397void Context::clearDepthBuffer(const GLfloat value) 3398{ 3399 if(mState.depthMask && !mState.rasterizerDiscardEnabled) 3400 { 3401 Framebuffer *framebuffer = getDrawFramebuffer(); 3402 egl::Image *depthbuffer = framebuffer->getDepthBuffer(); 3403 3404 if(depthbuffer) 3405 { 3406 float depth = clamp01(value); 3407 sw::Rect clearRect = depthbuffer->getRect(); 3408 3409 if(mState.scissorTestEnabled) 3410 { 3411 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3412 } 3413 3414 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3415 3416 depthbuffer->release(); 3417 } 3418 } 3419} 3420 3421void Context::clearStencilBuffer(const GLint value) 3422{ 3423 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled) 3424 { 3425 Framebuffer *framebuffer = getDrawFramebuffer(); 3426 egl::Image *stencilbuffer = framebuffer->getStencilBuffer(); 3427 3428 if(stencilbuffer) 3429 { 3430 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF); 3431 sw::Rect clearRect = stencilbuffer->getRect(); 3432 3433 if(mState.scissorTestEnabled) 3434 { 3435 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3436 } 3437 3438 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3439 3440 stencilbuffer->release(); 3441 } 3442 } 3443} 3444 3445void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3446{ 3447 if(!mState.currentProgram) 3448 { 3449 return error(GL_INVALID_OPERATION); 3450 } 3451 3452 sw::DrawType primitiveType; 3453 int primitiveCount; 3454 int verticesPerPrimitive; 3455 3456 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive)) 3457 return error(GL_INVALID_ENUM); 3458 3459 if(primitiveCount <= 0) 3460 { 3461 return; 3462 } 3463 3464 if(!applyRenderTarget()) 3465 { 3466 return; 3467 } 3468 3469 applyState(mode); 3470 3471 for(int i = 0; i < instanceCount; ++i) 3472 { 3473 device->setInstanceID(i); 3474 3475 GLenum err = applyVertexBuffer(0, first, count, i); 3476 if(err != GL_NO_ERROR) 3477 { 3478 return error(err); 3479 } 3480 3481 applyShaders(); 3482 applyTextures(); 3483 3484 if(!getCurrentProgram()->validateSamplers(false)) 3485 { 3486 return error(GL_INVALID_OPERATION); 3487 } 3488 3489 TransformFeedback* transformFeedback = getTransformFeedback(); 3490 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3491 { 3492 device->drawPrimitive(primitiveType, primitiveCount); 3493 } 3494 if(transformFeedback) 3495 { 3496 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3497 } 3498 } 3499} 3500 3501void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3502{ 3503 if(!mState.currentProgram) 3504 { 3505 return error(GL_INVALID_OPERATION); 3506 } 3507 3508 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3509 { 3510 return error(GL_INVALID_OPERATION); 3511 } 3512 3513 GLenum internalMode = mode; 3514 if(isPrimitiveRestartFixedIndexEnabled()) 3515 { 3516 switch(mode) 3517 { 3518 case GL_TRIANGLE_FAN: 3519 case GL_TRIANGLE_STRIP: 3520 internalMode = GL_TRIANGLES; 3521 break; 3522 case GL_LINE_LOOP: 3523 case GL_LINE_STRIP: 3524 internalMode = GL_LINES; 3525 break; 3526 default: 3527 break; 3528 } 3529 } 3530 3531 sw::DrawType primitiveType; 3532 int primitiveCount; 3533 int verticesPerPrimitive; 3534 3535 if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive)) 3536 return error(GL_INVALID_ENUM); 3537 3538 if(primitiveCount <= 0) 3539 { 3540 return; 3541 } 3542 3543 if(!applyRenderTarget()) 3544 { 3545 return; 3546 } 3547 3548 TranslatedIndexData indexInfo(primitiveCount); 3549 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3550 if(err != GL_NO_ERROR) 3551 { 3552 return error(err); 3553 } 3554 3555 applyState(internalMode); 3556 3557 for(int i = 0; i < instanceCount; ++i) 3558 { 3559 device->setInstanceID(i); 3560 3561 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3562 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3563 if(err != GL_NO_ERROR) 3564 { 3565 return error(err); 3566 } 3567 3568 applyShaders(); 3569 applyTextures(); 3570 3571 if(!getCurrentProgram()->validateSamplers(false)) 3572 { 3573 return error(GL_INVALID_OPERATION); 3574 } 3575 3576 TransformFeedback* transformFeedback = getTransformFeedback(); 3577 if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3578 { 3579 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount); 3580 } 3581 if(transformFeedback) 3582 { 3583 transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive); 3584 } 3585 } 3586} 3587 3588void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect) 3589{ 3590 device->blit(source, sRect, dest, dRect, false); 3591} 3592 3593void Context::finish() 3594{ 3595 device->finish(); 3596} 3597 3598void Context::flush() 3599{ 3600 // We don't queue anything without processing it as fast as possible 3601} 3602 3603void Context::recordInvalidEnum() 3604{ 3605 mInvalidEnum = true; 3606} 3607 3608void Context::recordInvalidValue() 3609{ 3610 mInvalidValue = true; 3611} 3612 3613void Context::recordInvalidOperation() 3614{ 3615 mInvalidOperation = true; 3616} 3617 3618void Context::recordOutOfMemory() 3619{ 3620 mOutOfMemory = true; 3621} 3622 3623void Context::recordInvalidFramebufferOperation() 3624{ 3625 mInvalidFramebufferOperation = true; 3626} 3627 3628// Get one of the recorded errors and clear its flag, if any. 3629// [OpenGL ES 2.0.24] section 2.5 page 13. 3630GLenum Context::getError() 3631{ 3632 if(mInvalidEnum) 3633 { 3634 mInvalidEnum = false; 3635 3636 return GL_INVALID_ENUM; 3637 } 3638 3639 if(mInvalidValue) 3640 { 3641 mInvalidValue = false; 3642 3643 return GL_INVALID_VALUE; 3644 } 3645 3646 if(mInvalidOperation) 3647 { 3648 mInvalidOperation = false; 3649 3650 return GL_INVALID_OPERATION; 3651 } 3652 3653 if(mOutOfMemory) 3654 { 3655 mOutOfMemory = false; 3656 3657 return GL_OUT_OF_MEMORY; 3658 } 3659 3660 if(mInvalidFramebufferOperation) 3661 { 3662 mInvalidFramebufferOperation = false; 3663 3664 return GL_INVALID_FRAMEBUFFER_OPERATION; 3665 } 3666 3667 return GL_NO_ERROR; 3668} 3669 3670int Context::getSupportedMultisampleCount(int requested) 3671{ 3672 int supported = 0; 3673 3674 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3675 { 3676 if(supported >= requested) 3677 { 3678 return supported; 3679 } 3680 3681 supported = multisampleCount[i]; 3682 } 3683 3684 return supported; 3685} 3686 3687void Context::detachBuffer(GLuint buffer) 3688{ 3689 // [OpenGL ES 2.0.24] section 2.9 page 22: 3690 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3691 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3692 3693 if(mState.copyReadBuffer.name() == buffer) 3694 { 3695 mState.copyReadBuffer = nullptr; 3696 } 3697 3698 if(mState.copyWriteBuffer.name() == buffer) 3699 { 3700 mState.copyWriteBuffer = nullptr; 3701 } 3702 3703 if(mState.pixelPackBuffer.name() == buffer) 3704 { 3705 mState.pixelPackBuffer = nullptr; 3706 } 3707 3708 if(mState.pixelUnpackBuffer.name() == buffer) 3709 { 3710 mState.pixelUnpackBuffer = nullptr; 3711 } 3712 3713 if(mState.genericUniformBuffer.name() == buffer) 3714 { 3715 mState.genericUniformBuffer = nullptr; 3716 } 3717 3718 if(getArrayBufferName() == buffer) 3719 { 3720 mState.arrayBuffer = nullptr; 3721 } 3722 3723 // Only detach from the current transform feedback 3724 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3725 if(currentTransformFeedback) 3726 { 3727 currentTransformFeedback->detachBuffer(buffer); 3728 } 3729 3730 // Only detach from the current vertex array 3731 VertexArray* currentVertexArray = getCurrentVertexArray(); 3732 if(currentVertexArray) 3733 { 3734 currentVertexArray->detachBuffer(buffer); 3735 } 3736 3737 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3738 { 3739 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3740 { 3741 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 3742 } 3743 } 3744} 3745 3746void Context::detachTexture(GLuint texture) 3747{ 3748 // [OpenGL ES 2.0.24] section 3.8 page 84: 3749 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3750 // rebound to texture object zero 3751 3752 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3753 { 3754 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3755 { 3756 if(mState.samplerTexture[type][sampler].name() == texture) 3757 { 3758 mState.samplerTexture[type][sampler] = nullptr; 3759 } 3760 } 3761 } 3762 3763 // [OpenGL ES 2.0.24] section 4.4 page 112: 3764 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3765 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3766 // image was attached in the currently bound framebuffer. 3767 3768 Framebuffer *readFramebuffer = getReadFramebuffer(); 3769 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3770 3771 if(readFramebuffer) 3772 { 3773 readFramebuffer->detachTexture(texture); 3774 } 3775 3776 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3777 { 3778 drawFramebuffer->detachTexture(texture); 3779 } 3780} 3781 3782void Context::detachFramebuffer(GLuint framebuffer) 3783{ 3784 // [OpenGL ES 2.0.24] section 4.4 page 107: 3785 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3786 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3787 3788 if(mState.readFramebuffer == framebuffer) 3789 { 3790 bindReadFramebuffer(0); 3791 } 3792 3793 if(mState.drawFramebuffer == framebuffer) 3794 { 3795 bindDrawFramebuffer(0); 3796 } 3797} 3798 3799void Context::detachRenderbuffer(GLuint renderbuffer) 3800{ 3801 // [OpenGL ES 2.0.24] section 4.4 page 109: 3802 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3803 // had been executed with the target RENDERBUFFER and name of zero. 3804 3805 if(mState.renderbuffer.name() == renderbuffer) 3806 { 3807 bindRenderbuffer(0); 3808 } 3809 3810 // [OpenGL ES 2.0.24] section 4.4 page 111: 3811 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3812 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3813 // point to which this image was attached in the currently bound framebuffer. 3814 3815 Framebuffer *readFramebuffer = getReadFramebuffer(); 3816 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3817 3818 if(readFramebuffer) 3819 { 3820 readFramebuffer->detachRenderbuffer(renderbuffer); 3821 } 3822 3823 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3824 { 3825 drawFramebuffer->detachRenderbuffer(renderbuffer); 3826 } 3827} 3828 3829void Context::detachSampler(GLuint sampler) 3830{ 3831 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3832 // If a sampler object that is currently bound to one or more texture units is 3833 // deleted, it is as though BindSampler is called once for each texture unit to 3834 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3835 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3836 { 3837 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3838 if(samplerBinding.name() == sampler) 3839 { 3840 samplerBinding = nullptr; 3841 } 3842 } 3843} 3844 3845bool Context::cullSkipsDraw(GLenum drawMode) 3846{ 3847 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3848} 3849 3850bool Context::isTriangleMode(GLenum drawMode) 3851{ 3852 switch(drawMode) 3853 { 3854 case GL_TRIANGLES: 3855 case GL_TRIANGLE_FAN: 3856 case GL_TRIANGLE_STRIP: 3857 return true; 3858 case GL_POINTS: 3859 case GL_LINES: 3860 case GL_LINE_LOOP: 3861 case GL_LINE_STRIP: 3862 return false; 3863 default: UNREACHABLE(drawMode); 3864 } 3865 3866 return false; 3867} 3868 3869void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3870{ 3871 ASSERT(index < MAX_VERTEX_ATTRIBS); 3872 3873 mState.vertexAttribute[index].setCurrentValue(values); 3874 3875 mVertexDataManager->dirtyCurrentValue(index); 3876} 3877 3878void Context::setVertexAttrib(GLuint index, const GLint *values) 3879{ 3880 ASSERT(index < MAX_VERTEX_ATTRIBS); 3881 3882 mState.vertexAttribute[index].setCurrentValue(values); 3883 3884 mVertexDataManager->dirtyCurrentValue(index); 3885} 3886 3887void Context::setVertexAttrib(GLuint index, const GLuint *values) 3888{ 3889 ASSERT(index < MAX_VERTEX_ATTRIBS); 3890 3891 mState.vertexAttribute[index].setCurrentValue(values); 3892 3893 mVertexDataManager->dirtyCurrentValue(index); 3894} 3895 3896void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3897 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3898 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit) 3899{ 3900 Framebuffer *readFramebuffer = getReadFramebuffer(); 3901 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3902 3903 int readBufferWidth, readBufferHeight, readBufferSamples; 3904 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3905 3906 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3907 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3908 { 3909 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3910 } 3911 3912 if(drawBufferSamples > 1) 3913 { 3914 return error(GL_INVALID_OPERATION); 3915 } 3916 3917 sw::SliceRect sourceRect; 3918 sw::SliceRect destRect; 3919 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3920 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3921 3922 if(srcX0 < srcX1) 3923 { 3924 sourceRect.x0 = srcX0; 3925 sourceRect.x1 = srcX1; 3926 } 3927 else 3928 { 3929 sourceRect.x0 = srcX1; 3930 sourceRect.x1 = srcX0; 3931 } 3932 3933 if(dstX0 < dstX1) 3934 { 3935 destRect.x0 = dstX0; 3936 destRect.x1 = dstX1; 3937 } 3938 else 3939 { 3940 destRect.x0 = dstX1; 3941 destRect.x1 = dstX0; 3942 } 3943 3944 if(srcY0 < srcY1) 3945 { 3946 sourceRect.y0 = srcY0; 3947 sourceRect.y1 = srcY1; 3948 } 3949 else 3950 { 3951 sourceRect.y0 = srcY1; 3952 sourceRect.y1 = srcY0; 3953 } 3954 3955 if(dstY0 < dstY1) 3956 { 3957 destRect.y0 = dstY0; 3958 destRect.y1 = dstY1; 3959 } 3960 else 3961 { 3962 destRect.y0 = dstY1; 3963 destRect.y1 = dstY0; 3964 } 3965 3966 sw::Rect sourceScissoredRect = sourceRect; 3967 sw::Rect destScissoredRect = destRect; 3968 3969 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3970 { 3971 if(destRect.x0 < mState.scissorX) 3972 { 3973 int xDiff = mState.scissorX - destRect.x0; 3974 destScissoredRect.x0 = mState.scissorX; 3975 sourceScissoredRect.x0 += xDiff; 3976 } 3977 3978 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3979 { 3980 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3981 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3982 sourceScissoredRect.x1 -= xDiff; 3983 } 3984 3985 if(destRect.y0 < mState.scissorY) 3986 { 3987 int yDiff = mState.scissorY - destRect.y0; 3988 destScissoredRect.y0 = mState.scissorY; 3989 sourceScissoredRect.y0 += yDiff; 3990 } 3991 3992 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3993 { 3994 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3995 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3996 sourceScissoredRect.y1 -= yDiff; 3997 } 3998 } 3999 4000 sw::Rect sourceTrimmedRect = sourceScissoredRect; 4001 sw::Rect destTrimmedRect = destScissoredRect; 4002 4003 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 4004 // the actual draw and read surfaces. 4005 if(sourceTrimmedRect.x0 < 0) 4006 { 4007 int xDiff = 0 - sourceTrimmedRect.x0; 4008 sourceTrimmedRect.x0 = 0; 4009 destTrimmedRect.x0 += xDiff; 4010 } 4011 4012 if(sourceTrimmedRect.x1 > readBufferWidth) 4013 { 4014 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 4015 sourceTrimmedRect.x1 = readBufferWidth; 4016 destTrimmedRect.x1 -= xDiff; 4017 } 4018 4019 if(sourceTrimmedRect.y0 < 0) 4020 { 4021 int yDiff = 0 - sourceTrimmedRect.y0; 4022 sourceTrimmedRect.y0 = 0; 4023 destTrimmedRect.y0 += yDiff; 4024 } 4025 4026 if(sourceTrimmedRect.y1 > readBufferHeight) 4027 { 4028 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 4029 sourceTrimmedRect.y1 = readBufferHeight; 4030 destTrimmedRect.y1 -= yDiff; 4031 } 4032 4033 if(destTrimmedRect.x0 < 0) 4034 { 4035 int xDiff = 0 - destTrimmedRect.x0; 4036 destTrimmedRect.x0 = 0; 4037 sourceTrimmedRect.x0 += xDiff; 4038 } 4039 4040 if(destTrimmedRect.x1 > drawBufferWidth) 4041 { 4042 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 4043 destTrimmedRect.x1 = drawBufferWidth; 4044 sourceTrimmedRect.x1 -= xDiff; 4045 } 4046 4047 if(destTrimmedRect.y0 < 0) 4048 { 4049 int yDiff = 0 - destTrimmedRect.y0; 4050 destTrimmedRect.y0 = 0; 4051 sourceTrimmedRect.y0 += yDiff; 4052 } 4053 4054 if(destTrimmedRect.y1 > drawBufferHeight) 4055 { 4056 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 4057 destTrimmedRect.y1 = drawBufferHeight; 4058 sourceTrimmedRect.y1 -= yDiff; 4059 } 4060 4061 bool partialBufferCopy = false; 4062 4063 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4064 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4065 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4066 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4067 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4068 { 4069 partialBufferCopy = true; 4070 } 4071 4072 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1); 4073 bool blitRenderTarget = false; 4074 bool blitDepth = false; 4075 bool blitStencil = false; 4076 4077 if(mask & GL_COLOR_BUFFER_BIT) 4078 { 4079 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()); 4080 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0); 4081 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType); 4082 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType); 4083 if(!validReadType || !validDrawType) 4084 { 4085 return error(GL_INVALID_OPERATION); 4086 } 4087 4088 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds) 4089 { 4090 return error(GL_INVALID_OPERATION); 4091 } 4092 4093 blitRenderTarget = true; 4094 } 4095 4096 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4097 { 4098 Renderbuffer *readDSBuffer = nullptr; 4099 Renderbuffer *drawDSBuffer = nullptr; 4100 4101 if(mask & GL_DEPTH_BUFFER_BIT) 4102 { 4103 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4104 { 4105 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType(); 4106 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType(); 4107 if((readDepthBufferType != drawDepthBufferType) && 4108 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType))) 4109 { 4110 return error(GL_INVALID_OPERATION); 4111 } 4112 4113 blitDepth = true; 4114 readDSBuffer = readFramebuffer->getDepthbuffer(); 4115 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4116 } 4117 } 4118 4119 if(mask & GL_STENCIL_BUFFER_BIT) 4120 { 4121 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4122 { 4123 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType(); 4124 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType(); 4125 if((readStencilBufferType != drawStencilBufferType) && 4126 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType))) 4127 { 4128 return error(GL_INVALID_OPERATION); 4129 } 4130 4131 blitStencil = true; 4132 readDSBuffer = readFramebuffer->getStencilbuffer(); 4133 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4134 } 4135 } 4136 4137 if(partialBufferCopy && !allowPartialDepthStencilBlit) 4138 { 4139 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit."); 4140 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4141 } 4142 4143 // OpenGL ES 3.0.4 spec, p.199: 4144 // ...an INVALID_OPERATION error is generated if the formats of the read 4145 // and draw framebuffers are not identical or if the source and destination 4146 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds. 4147 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an 4148 // INVALID_OPERATION error is generated. 4149 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4150 ((readDSBuffer && readDSBuffer->getSamples() > 1) && 4151 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat())))) 4152 { 4153 return error(GL_INVALID_OPERATION); 4154 } 4155 } 4156 4157 if(blitRenderTarget || blitDepth || blitStencil) 4158 { 4159 if(blitRenderTarget) 4160 { 4161 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4162 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4163 4164 if(flipX) 4165 { 4166 swap(destRect.x0, destRect.x1); 4167 } 4168 if(flipy) 4169 { 4170 swap(destRect.y0, destRect.y1); 4171 } 4172 4173 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER); 4174 4175 readRenderTarget->release(); 4176 drawRenderTarget->release(); 4177 4178 if(!success) 4179 { 4180 ERR("BlitFramebuffer failed."); 4181 return; 4182 } 4183 } 4184 4185 if(blitDepth) 4186 { 4187 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer(); 4188 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer(); 4189 4190 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER); 4191 4192 readRenderTarget->release(); 4193 drawRenderTarget->release(); 4194 4195 if(!success) 4196 { 4197 ERR("BlitFramebuffer failed."); 4198 return; 4199 } 4200 } 4201 4202 if(blitStencil) 4203 { 4204 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer(); 4205 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer(); 4206 4207 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER); 4208 4209 readRenderTarget->release(); 4210 drawRenderTarget->release(); 4211 4212 if(!success) 4213 { 4214 ERR("BlitFramebuffer failed."); 4215 return; 4216 } 4217 } 4218 } 4219} 4220 4221void Context::bindTexImage(gl::Surface *surface) 4222{ 4223 es2::Texture2D *textureObject = getTexture2D(); 4224 4225 if(textureObject) 4226 { 4227 textureObject->bindTexImage(surface); 4228 } 4229} 4230 4231EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4232{ 4233 GLenum textureTarget = GL_NONE; 4234 4235 switch(target) 4236 { 4237 case EGL_GL_TEXTURE_2D_KHR: 4238 textureTarget = GL_TEXTURE_2D; 4239 break; 4240 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4241 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4242 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4243 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4244 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4245 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4246 textureTarget = GL_TEXTURE_CUBE_MAP; 4247 break; 4248 case EGL_GL_RENDERBUFFER_KHR: 4249 break; 4250 default: 4251 return EGL_BAD_PARAMETER; 4252 } 4253 4254 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4255 { 4256 return EGL_BAD_MATCH; 4257 } 4258 4259 if(textureTarget != GL_NONE) 4260 { 4261 es2::Texture *texture = getTexture(name); 4262 4263 if(!texture || texture->getTarget() != textureTarget) 4264 { 4265 return EGL_BAD_PARAMETER; 4266 } 4267 4268 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4269 { 4270 return EGL_BAD_ACCESS; 4271 } 4272 4273 if(textureLevel != 0 && !texture->isSamplerComplete()) 4274 { 4275 return EGL_BAD_PARAMETER; 4276 } 4277 4278 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4279 { 4280 return EGL_BAD_PARAMETER; 4281 } 4282 } 4283 else if(target == EGL_GL_RENDERBUFFER_KHR) 4284 { 4285 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4286 4287 if(!renderbuffer) 4288 { 4289 return EGL_BAD_PARAMETER; 4290 } 4291 4292 if(renderbuffer->isShared()) // Already an EGLImage sibling 4293 { 4294 return EGL_BAD_ACCESS; 4295 } 4296 } 4297 else UNREACHABLE(target); 4298 4299 return EGL_SUCCESS; 4300} 4301 4302egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4303{ 4304 GLenum textureTarget = GL_NONE; 4305 4306 switch(target) 4307 { 4308 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4309 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4310 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4311 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4312 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4313 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4314 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4315 } 4316 4317 if(textureTarget != GL_NONE) 4318 { 4319 es2::Texture *texture = getTexture(name); 4320 4321 return texture->createSharedImage(textureTarget, textureLevel); 4322 } 4323 else if(target == EGL_GL_RENDERBUFFER_KHR) 4324 { 4325 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4326 4327 return renderbuffer->createSharedImage(); 4328 } 4329 else UNREACHABLE(target); 4330 4331 return nullptr; 4332} 4333 4334egl::Image *Context::getSharedImage(GLeglImageOES image) 4335{ 4336 return display->getSharedImage(image); 4337} 4338 4339Device *Context::getDevice() 4340{ 4341 return device; 4342} 4343 4344const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const 4345{ 4346 // Keep list sorted in following order: 4347 // OES extensions 4348 // EXT extensions 4349 // Vendor extensions 4350 static const char *es2extensions[] = 4351 { 4352 "GL_OES_compressed_ETC1_RGB8_texture", 4353 "GL_OES_depth24", 4354 "GL_OES_depth32", 4355 "GL_OES_depth_texture", 4356 "GL_OES_depth_texture_cube_map", 4357 "GL_OES_EGL_image", 4358 "GL_OES_EGL_image_external", 4359 "GL_OES_EGL_sync", 4360 "GL_OES_element_index_uint", 4361 "GL_OES_framebuffer_object", 4362 "GL_OES_packed_depth_stencil", 4363 "GL_OES_rgb8_rgba8", 4364 "GL_OES_standard_derivatives", 4365 "GL_OES_texture_float", 4366 "GL_OES_texture_float_linear", 4367 "GL_OES_texture_half_float", 4368 "GL_OES_texture_half_float_linear", 4369 "GL_OES_texture_npot", 4370 "GL_OES_texture_3D", 4371 "GL_OES_vertex_half_float", 4372 "GL_EXT_blend_minmax", 4373 "GL_EXT_color_buffer_half_float", 4374 "GL_EXT_draw_buffers", 4375 "GL_EXT_instanced_arrays", 4376 "GL_EXT_occlusion_query_boolean", 4377 "GL_EXT_read_format_bgra", 4378#if (S3TC_SUPPORT) 4379 "GL_EXT_texture_compression_dxt1", 4380#endif 4381 "GL_EXT_texture_filter_anisotropic", 4382 "GL_EXT_texture_format_BGRA8888", 4383 "GL_EXT_texture_rg", 4384#if (ASTC_SUPPORT) 4385 "GL_KHR_texture_compression_astc_hdr", 4386 "GL_KHR_texture_compression_astc_ldr", 4387#endif 4388 "GL_ANGLE_framebuffer_blit", 4389 "GL_ANGLE_framebuffer_multisample", 4390 "GL_ANGLE_instanced_arrays", 4391#if (S3TC_SUPPORT) 4392 "GL_ANGLE_texture_compression_dxt3", 4393 "GL_ANGLE_texture_compression_dxt5", 4394#endif 4395 "GL_CHROMIUM_texture_filtering_hint", 4396 "GL_NV_fence", 4397 "GL_NV_framebuffer_blit", 4398 "GL_NV_read_depth", 4399 }; 4400 4401 // Extensions exclusive to OpenGL ES 3.0 and above. 4402 static const char *es3extensions[] = 4403 { 4404 "GL_EXT_color_buffer_float", 4405 }; 4406 4407 GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]); 4408 GLuint numExtensions = numES2extensions; 4409 4410 if(clientVersion >= 3) 4411 { 4412 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]); 4413 } 4414 4415 if(numExt) 4416 { 4417 *numExt = numExtensions; 4418 4419 return nullptr; 4420 } 4421 4422 if(index == GL_INVALID_INDEX) 4423 { 4424 static std::string extensionsCat; 4425 4426 if(extensionsCat.empty() && (numExtensions > 0)) 4427 { 4428 for(const char *extension : es2extensions) 4429 { 4430 extensionsCat += std::string(extension) + " "; 4431 } 4432 4433 if(clientVersion >= 3) 4434 { 4435 for(const char *extension : es3extensions) 4436 { 4437 extensionsCat += std::string(extension) + " "; 4438 } 4439 } 4440 } 4441 4442 return (const GLubyte*)extensionsCat.c_str(); 4443 } 4444 4445 if(index >= numExtensions) 4446 { 4447 return nullptr; 4448 } 4449 4450 if(index < numES2extensions) 4451 { 4452 return (const GLubyte*)es2extensions[index]; 4453 } 4454 else 4455 { 4456 return (const GLubyte*)es3extensions[index - numES2extensions]; 4457 } 4458} 4459 4460} 4461 4462NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config) 4463{ 4464 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4465 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config); 4466} 4467