Context.cpp revision ae05d655e9b64966bef23c6631955bd8d2808c84
1// SwiftShader Software Renderer 2// 3// Copyright(c) 2005-2013 TransGaming Inc. 4// 5// All rights reserved. No part of this software may be copied, distributed, transmitted, 6// transcribed, stored in a retrieval system, translated into any human or computer 7// language by any means, or disclosed to third parties without the explicit written 8// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express 9// or implied, including but not limited to any patent rights, are granted to you. 10// 11 12// Context.cpp: Implements the es2::Context class, managing all GL state and performing 13// rendering operations. It is the GLES2 specific implementation of EGLContext. 14 15#include "Context.h" 16 17#include "main.h" 18#include "mathutil.h" 19#include "utilities.h" 20#include "ResourceManager.h" 21#include "Buffer.h" 22#include "Fence.h" 23#include "Framebuffer.h" 24#include "Program.h" 25#include "Query.h" 26#include "Renderbuffer.h" 27#include "Sampler.h" 28#include "Shader.h" 29#include "Texture.h" 30#include "TransformFeedback.h" 31#include "VertexArray.h" 32#include "VertexDataManager.h" 33#include "IndexDataManager.h" 34#include "libEGL/Display.h" 35#include "libEGL/Surface.h" 36#include "Common/Half.hpp" 37 38#include <EGL/eglext.h> 39 40namespace es2 41{ 42Context::Context(const egl::Config *config, const Context *shareContext, EGLint clientVersion) 43 : clientVersion(clientVersion), mConfig(config) 44{ 45 sw::Context *context = new sw::Context(); 46 device = new es2::Device(context); 47 48 mFenceNameSpace.setBaseHandle(0); 49 50 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 51 52 mState.depthClearValue = 1.0f; 53 mState.stencilClearValue = 0; 54 55 mState.cullFaceEnabled = false; 56 mState.cullMode = GL_BACK; 57 mState.frontFace = GL_CCW; 58 mState.depthTestEnabled = false; 59 mState.depthFunc = GL_LESS; 60 mState.blendEnabled = false; 61 mState.sourceBlendRGB = GL_ONE; 62 mState.sourceBlendAlpha = GL_ONE; 63 mState.destBlendRGB = GL_ZERO; 64 mState.destBlendAlpha = GL_ZERO; 65 mState.blendEquationRGB = GL_FUNC_ADD; 66 mState.blendEquationAlpha = GL_FUNC_ADD; 67 mState.blendColor.red = 0; 68 mState.blendColor.green = 0; 69 mState.blendColor.blue = 0; 70 mState.blendColor.alpha = 0; 71 mState.stencilTestEnabled = false; 72 mState.stencilFunc = GL_ALWAYS; 73 mState.stencilRef = 0; 74 mState.stencilMask = -1; 75 mState.stencilWritemask = -1; 76 mState.stencilBackFunc = GL_ALWAYS; 77 mState.stencilBackRef = 0; 78 mState.stencilBackMask = - 1; 79 mState.stencilBackWritemask = -1; 80 mState.stencilFail = GL_KEEP; 81 mState.stencilPassDepthFail = GL_KEEP; 82 mState.stencilPassDepthPass = GL_KEEP; 83 mState.stencilBackFail = GL_KEEP; 84 mState.stencilBackPassDepthFail = GL_KEEP; 85 mState.stencilBackPassDepthPass = GL_KEEP; 86 mState.polygonOffsetFillEnabled = false; 87 mState.polygonOffsetFactor = 0.0f; 88 mState.polygonOffsetUnits = 0.0f; 89 mState.sampleAlphaToCoverageEnabled = false; 90 mState.sampleCoverageEnabled = false; 91 mState.sampleCoverageValue = 1.0f; 92 mState.sampleCoverageInvert = false; 93 mState.scissorTestEnabled = false; 94 mState.ditherEnabled = true; 95 mState.primitiveRestartFixedIndexEnabled = false; 96 mState.rasterizerDiscardEnabled = false; 97 mState.generateMipmapHint = GL_DONT_CARE; 98 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 99 100 mState.lineWidth = 1.0f; 101 102 mState.viewportX = 0; 103 mState.viewportY = 0; 104 mState.viewportWidth = 0; 105 mState.viewportHeight = 0; 106 mState.zNear = 0.0f; 107 mState.zFar = 1.0f; 108 109 mState.scissorX = 0; 110 mState.scissorY = 0; 111 mState.scissorWidth = 0; 112 mState.scissorHeight = 0; 113 114 mState.colorMaskRed = true; 115 mState.colorMaskGreen = true; 116 mState.colorMaskBlue = true; 117 mState.colorMaskAlpha = true; 118 mState.depthMask = true; 119 120 if(shareContext != NULL) 121 { 122 mResourceManager = shareContext->mResourceManager; 123 mResourceManager->addRef(); 124 } 125 else 126 { 127 mResourceManager = new ResourceManager(); 128 } 129 130 // [OpenGL ES 2.0.24] section 3.7 page 83: 131 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 132 // and cube map texture state vectors respectively associated with them. 133 // In order that access to these initial textures not be lost, they are treated as texture 134 // objects all of whose names are 0. 135 136 mTexture2DZero = new Texture2D(0); 137 mTexture3DZero = new Texture3D(0); 138 mTexture2DArrayZero = new Texture2DArray(0); 139 mTextureCubeMapZero = new TextureCubeMap(0); 140 mTextureExternalZero = new TextureExternal(0); 141 142 mState.activeSampler = 0; 143 bindVertexArray(0); 144 bindArrayBuffer(0); 145 bindElementArrayBuffer(0); 146 bindTextureCubeMap(0); 147 bindTexture2D(0); 148 bindReadFramebuffer(0); 149 bindDrawFramebuffer(0); 150 bindRenderbuffer(0); 151 bindGenericUniformBuffer(0); 152 bindTransformFeedback(0); 153 154 mState.readFramebufferColorIndex = 0; 155 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; ++i) 156 { 157 mState.drawFramebufferColorIndices[i] = GL_NONE; 158 } 159 160 mState.currentProgram = 0; 161 162 mState.packAlignment = 4; 163 mState.unpackInfo.alignment = 4; 164 mState.packRowLength = 0; 165 mState.packImageHeight = 0; 166 mState.packSkipPixels = 0; 167 mState.packSkipRows = 0; 168 mState.packSkipImages = 0; 169 mState.unpackInfo.rowLength = 0; 170 mState.unpackInfo.imageHeight = 0; 171 mState.unpackInfo.skipPixels = 0; 172 mState.unpackInfo.skipRows = 0; 173 mState.unpackInfo.skipImages = 0; 174 175 mVertexDataManager = NULL; 176 mIndexDataManager = NULL; 177 178 mInvalidEnum = false; 179 mInvalidValue = false; 180 mInvalidOperation = false; 181 mOutOfMemory = false; 182 mInvalidFramebufferOperation = false; 183 184 mHasBeenCurrent = false; 185 186 markAllStateDirty(); 187} 188 189Context::~Context() 190{ 191 if(mState.currentProgram != 0) 192 { 193 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 194 if(programObject) 195 { 196 programObject->release(); 197 } 198 mState.currentProgram = 0; 199 } 200 201 while(!mFramebufferMap.empty()) 202 { 203 deleteFramebuffer(mFramebufferMap.begin()->first); 204 } 205 206 while(!mFenceMap.empty()) 207 { 208 deleteFence(mFenceMap.begin()->first); 209 } 210 211 while(!mQueryMap.empty()) 212 { 213 deleteQuery(mQueryMap.begin()->first); 214 } 215 216 while(!mVertexArrayMap.empty()) 217 { 218 deleteVertexArray(mVertexArrayMap.begin()->first); 219 } 220 221 while(!mTransformFeedbackMap.empty()) 222 { 223 deleteTransformFeedback(mTransformFeedbackMap.begin()->first); 224 } 225 226 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 227 { 228 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 229 { 230 mState.samplerTexture[type][sampler] = NULL; 231 } 232 } 233 234 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 235 { 236 mState.vertexAttribute[i].mBoundBuffer = NULL; 237 } 238 239 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 240 { 241 mState.activeQuery[i] = NULL; 242 } 243 244 mState.arrayBuffer = NULL; 245 mState.copyReadBuffer = NULL; 246 mState.copyWriteBuffer = NULL; 247 mState.pixelPackBuffer = NULL; 248 mState.pixelUnpackBuffer = NULL; 249 mState.genericUniformBuffer = NULL; 250 mState.renderbuffer = NULL; 251 252 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 253 { 254 mState.sampler[i] = NULL; 255 } 256 257 mTexture2DZero = NULL; 258 mTexture3DZero = NULL; 259 mTexture2DArrayZero = NULL; 260 mTextureCubeMapZero = NULL; 261 mTextureExternalZero = NULL; 262 263 delete mVertexDataManager; 264 delete mIndexDataManager; 265 266 mResourceManager->release(); 267 delete device; 268} 269 270void Context::makeCurrent(egl::Surface *surface) 271{ 272 if(!mHasBeenCurrent) 273 { 274 mVertexDataManager = new VertexDataManager(this); 275 mIndexDataManager = new IndexDataManager(); 276 277 mState.viewportX = 0; 278 mState.viewportY = 0; 279 mState.viewportWidth = surface->getWidth(); 280 mState.viewportHeight = surface->getHeight(); 281 282 mState.scissorX = 0; 283 mState.scissorY = 0; 284 mState.scissorWidth = surface->getWidth(); 285 mState.scissorHeight = surface->getHeight(); 286 287 mHasBeenCurrent = true; 288 } 289 290 // Wrap the existing resources into GL objects and assign them to the '0' names 291 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 292 egl::Image *depthStencil = surface->getDepthStencil(); 293 294 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 295 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 296 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 297 298 setFramebufferZero(framebufferZero); 299 300 if(defaultRenderTarget) 301 { 302 defaultRenderTarget->release(); 303 } 304 305 if(depthStencil) 306 { 307 depthStencil->release(); 308 } 309 310 markAllStateDirty(); 311} 312 313EGLint Context::getClientVersion() const 314{ 315 return clientVersion; 316} 317 318// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 319void Context::markAllStateDirty() 320{ 321 mAppliedProgramSerial = 0; 322 323 mDepthStateDirty = true; 324 mMaskStateDirty = true; 325 mBlendStateDirty = true; 326 mStencilStateDirty = true; 327 mPolygonOffsetStateDirty = true; 328 mSampleStateDirty = true; 329 mDitherStateDirty = true; 330 mFrontFaceDirty = true; 331} 332 333void Context::setClearColor(float red, float green, float blue, float alpha) 334{ 335 mState.colorClearValue.red = red; 336 mState.colorClearValue.green = green; 337 mState.colorClearValue.blue = blue; 338 mState.colorClearValue.alpha = alpha; 339} 340 341void Context::setClearDepth(float depth) 342{ 343 mState.depthClearValue = depth; 344} 345 346void Context::setClearStencil(int stencil) 347{ 348 mState.stencilClearValue = stencil; 349} 350 351void Context::setCullFaceEnabled(bool enabled) 352{ 353 mState.cullFaceEnabled = enabled; 354} 355 356bool Context::isCullFaceEnabled() const 357{ 358 return mState.cullFaceEnabled; 359} 360 361void Context::setCullMode(GLenum mode) 362{ 363 mState.cullMode = mode; 364} 365 366void Context::setFrontFace(GLenum front) 367{ 368 if(mState.frontFace != front) 369 { 370 mState.frontFace = front; 371 mFrontFaceDirty = true; 372 } 373} 374 375void Context::setDepthTestEnabled(bool enabled) 376{ 377 if(mState.depthTestEnabled != enabled) 378 { 379 mState.depthTestEnabled = enabled; 380 mDepthStateDirty = true; 381 } 382} 383 384bool Context::isDepthTestEnabled() const 385{ 386 return mState.depthTestEnabled; 387} 388 389void Context::setDepthFunc(GLenum depthFunc) 390{ 391 if(mState.depthFunc != depthFunc) 392 { 393 mState.depthFunc = depthFunc; 394 mDepthStateDirty = true; 395 } 396} 397 398void Context::setDepthRange(float zNear, float zFar) 399{ 400 mState.zNear = zNear; 401 mState.zFar = zFar; 402} 403 404void Context::setBlendEnabled(bool enabled) 405{ 406 if(mState.blendEnabled != enabled) 407 { 408 mState.blendEnabled = enabled; 409 mBlendStateDirty = true; 410 } 411} 412 413bool Context::isBlendEnabled() const 414{ 415 return mState.blendEnabled; 416} 417 418void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 419{ 420 if(mState.sourceBlendRGB != sourceRGB || 421 mState.sourceBlendAlpha != sourceAlpha || 422 mState.destBlendRGB != destRGB || 423 mState.destBlendAlpha != destAlpha) 424 { 425 mState.sourceBlendRGB = sourceRGB; 426 mState.destBlendRGB = destRGB; 427 mState.sourceBlendAlpha = sourceAlpha; 428 mState.destBlendAlpha = destAlpha; 429 mBlendStateDirty = true; 430 } 431} 432 433void Context::setBlendColor(float red, float green, float blue, float alpha) 434{ 435 if(mState.blendColor.red != red || 436 mState.blendColor.green != green || 437 mState.blendColor.blue != blue || 438 mState.blendColor.alpha != alpha) 439 { 440 mState.blendColor.red = red; 441 mState.blendColor.green = green; 442 mState.blendColor.blue = blue; 443 mState.blendColor.alpha = alpha; 444 mBlendStateDirty = true; 445 } 446} 447 448void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 449{ 450 if(mState.blendEquationRGB != rgbEquation || 451 mState.blendEquationAlpha != alphaEquation) 452 { 453 mState.blendEquationRGB = rgbEquation; 454 mState.blendEquationAlpha = alphaEquation; 455 mBlendStateDirty = true; 456 } 457} 458 459void Context::setStencilTestEnabled(bool enabled) 460{ 461 if(mState.stencilTestEnabled != enabled) 462 { 463 mState.stencilTestEnabled = enabled; 464 mStencilStateDirty = true; 465 } 466} 467 468bool Context::isStencilTestEnabled() const 469{ 470 return mState.stencilTestEnabled; 471} 472 473void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 474{ 475 if(mState.stencilFunc != stencilFunc || 476 mState.stencilRef != stencilRef || 477 mState.stencilMask != stencilMask) 478 { 479 mState.stencilFunc = stencilFunc; 480 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 481 mState.stencilMask = stencilMask; 482 mStencilStateDirty = true; 483 } 484} 485 486void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 487{ 488 if(mState.stencilBackFunc != stencilBackFunc || 489 mState.stencilBackRef != stencilBackRef || 490 mState.stencilBackMask != stencilBackMask) 491 { 492 mState.stencilBackFunc = stencilBackFunc; 493 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 494 mState.stencilBackMask = stencilBackMask; 495 mStencilStateDirty = true; 496 } 497} 498 499void Context::setStencilWritemask(GLuint stencilWritemask) 500{ 501 if(mState.stencilWritemask != stencilWritemask) 502 { 503 mState.stencilWritemask = stencilWritemask; 504 mStencilStateDirty = true; 505 } 506} 507 508void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 509{ 510 if(mState.stencilBackWritemask != stencilBackWritemask) 511 { 512 mState.stencilBackWritemask = stencilBackWritemask; 513 mStencilStateDirty = true; 514 } 515} 516 517void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 518{ 519 if(mState.stencilFail != stencilFail || 520 mState.stencilPassDepthFail != stencilPassDepthFail || 521 mState.stencilPassDepthPass != stencilPassDepthPass) 522 { 523 mState.stencilFail = stencilFail; 524 mState.stencilPassDepthFail = stencilPassDepthFail; 525 mState.stencilPassDepthPass = stencilPassDepthPass; 526 mStencilStateDirty = true; 527 } 528} 529 530void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 531{ 532 if(mState.stencilBackFail != stencilBackFail || 533 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 534 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 535 { 536 mState.stencilBackFail = stencilBackFail; 537 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 538 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 539 mStencilStateDirty = true; 540 } 541} 542 543void Context::setPolygonOffsetFillEnabled(bool enabled) 544{ 545 if(mState.polygonOffsetFillEnabled != enabled) 546 { 547 mState.polygonOffsetFillEnabled = enabled; 548 mPolygonOffsetStateDirty = true; 549 } 550} 551 552bool Context::isPolygonOffsetFillEnabled() const 553{ 554 return mState.polygonOffsetFillEnabled; 555} 556 557void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 558{ 559 if(mState.polygonOffsetFactor != factor || 560 mState.polygonOffsetUnits != units) 561 { 562 mState.polygonOffsetFactor = factor; 563 mState.polygonOffsetUnits = units; 564 mPolygonOffsetStateDirty = true; 565 } 566} 567 568void Context::setSampleAlphaToCoverageEnabled(bool enabled) 569{ 570 if(mState.sampleAlphaToCoverageEnabled != enabled) 571 { 572 mState.sampleAlphaToCoverageEnabled = enabled; 573 mSampleStateDirty = true; 574 } 575} 576 577bool Context::isSampleAlphaToCoverageEnabled() const 578{ 579 return mState.sampleAlphaToCoverageEnabled; 580} 581 582void Context::setSampleCoverageEnabled(bool enabled) 583{ 584 if(mState.sampleCoverageEnabled != enabled) 585 { 586 mState.sampleCoverageEnabled = enabled; 587 mSampleStateDirty = true; 588 } 589} 590 591bool Context::isSampleCoverageEnabled() const 592{ 593 return mState.sampleCoverageEnabled; 594} 595 596void Context::setSampleCoverageParams(GLclampf value, bool invert) 597{ 598 if(mState.sampleCoverageValue != value || 599 mState.sampleCoverageInvert != invert) 600 { 601 mState.sampleCoverageValue = value; 602 mState.sampleCoverageInvert = invert; 603 mSampleStateDirty = true; 604 } 605} 606 607void Context::setScissorTestEnabled(bool enabled) 608{ 609 mState.scissorTestEnabled = enabled; 610} 611 612bool Context::isScissorTestEnabled() const 613{ 614 return mState.scissorTestEnabled; 615} 616 617void Context::setDitherEnabled(bool enabled) 618{ 619 if(mState.ditherEnabled != enabled) 620 { 621 mState.ditherEnabled = enabled; 622 mDitherStateDirty = true; 623 } 624} 625 626bool Context::isDitherEnabled() const 627{ 628 return mState.ditherEnabled; 629} 630 631void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 632{ 633 UNIMPLEMENTED(); 634 mState.primitiveRestartFixedIndexEnabled = enabled; 635} 636 637bool Context::isPrimitiveRestartFixedIndexEnabled() const 638{ 639 return mState.primitiveRestartFixedIndexEnabled; 640} 641 642void Context::setRasterizerDiscardEnabled(bool enabled) 643{ 644 UNIMPLEMENTED(); 645 mState.rasterizerDiscardEnabled = enabled; 646} 647 648bool Context::isRasterizerDiscardEnabled() const 649{ 650 return mState.rasterizerDiscardEnabled; 651} 652 653void Context::setLineWidth(GLfloat width) 654{ 655 mState.lineWidth = width; 656 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 657} 658 659void Context::setGenerateMipmapHint(GLenum hint) 660{ 661 mState.generateMipmapHint = hint; 662} 663 664void Context::setFragmentShaderDerivativeHint(GLenum hint) 665{ 666 mState.fragmentShaderDerivativeHint = hint; 667 // TODO: Propagate the hint to shader translator so we can write 668 // ddx, ddx_coarse, or ddx_fine depending on the hint. 669 // Ignore for now. It is valid for implementations to ignore hint. 670} 671 672void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 673{ 674 mState.viewportX = x; 675 mState.viewportY = y; 676 mState.viewportWidth = width; 677 mState.viewportHeight = height; 678} 679 680void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 681{ 682 mState.scissorX = x; 683 mState.scissorY = y; 684 mState.scissorWidth = width; 685 mState.scissorHeight = height; 686} 687 688void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 689{ 690 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 691 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 692 { 693 mState.colorMaskRed = red; 694 mState.colorMaskGreen = green; 695 mState.colorMaskBlue = blue; 696 mState.colorMaskAlpha = alpha; 697 mMaskStateDirty = true; 698 } 699} 700 701unsigned int Context::getColorMask() const 702{ 703 return (mState.colorMaskRed ? 0x1 : 0) | 704 (mState.colorMaskGreen ? 0x2 : 0) | 705 (mState.colorMaskBlue ? 0x4 : 0) | 706 (mState.colorMaskAlpha ? 0x8 : 0); 707} 708 709void Context::setDepthMask(bool mask) 710{ 711 if(mState.depthMask != mask) 712 { 713 mState.depthMask = mask; 714 mMaskStateDirty = true; 715 } 716} 717 718void Context::setActiveSampler(unsigned int active) 719{ 720 mState.activeSampler = active; 721} 722 723GLuint Context::getReadFramebufferName() const 724{ 725 return mState.readFramebuffer; 726} 727 728GLuint Context::getDrawFramebufferName() const 729{ 730 return mState.drawFramebuffer; 731} 732 733GLuint Context::getRenderbufferName() const 734{ 735 return mState.renderbuffer.name(); 736} 737 738void Context::setReadFramebufferColorIndex(GLuint index) 739{ 740 mState.readFramebufferColorIndex = index; 741} 742 743void Context::setDrawFramebufferColorIndices(GLsizei n, const GLenum *bufs) 744{ 745 for(int i = 0; i < n; ++i) 746 { 747 mState.drawFramebufferColorIndices[i] = ((bufs[i] == GL_BACK) || (bufs[i] == GL_NONE)) ? bufs[i] : i; 748 } 749} 750 751GLuint Context::getReadFramebufferColorIndex() const 752{ 753 return mState.readFramebufferColorIndex; 754} 755 756GLuint Context::getArrayBufferName() const 757{ 758 return mState.arrayBuffer.name(); 759} 760 761GLuint Context::getElementArrayBufferName() const 762{ 763 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 764 return elementArrayBuffer ? elementArrayBuffer->name : 0; 765} 766 767GLuint Context::getActiveQuery(GLenum target) const 768{ 769 Query *queryObject = NULL; 770 771 switch(target) 772 { 773 case GL_ANY_SAMPLES_PASSED_EXT: 774 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 775 break; 776 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 777 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 778 break; 779 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 780 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 781 break; 782 default: 783 ASSERT(false); 784 } 785 786 if(queryObject) 787 { 788 return queryObject->name; 789 } 790 791 return 0; 792} 793 794void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 795{ 796 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 797} 798 799void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 800{ 801 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 802} 803 804const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 805{ 806 return getCurrentVertexArray()->getVertexAttribute(attribNum); 807} 808 809void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 810 GLsizei stride, const void *pointer) 811{ 812 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 813} 814 815const void *Context::getVertexAttribPointer(unsigned int attribNum) const 816{ 817 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 818} 819 820const VertexAttributeArray &Context::getVertexArrayAttributes() 821{ 822 return getCurrentVertexArray()->getVertexAttributes(); 823} 824 825const VertexAttributeArray &Context::getCurrentVertexAttributes() 826{ 827 return mState.vertexAttribute; 828} 829 830void Context::setPackAlignment(GLint alignment) 831{ 832 mState.packAlignment = alignment; 833} 834 835void Context::setUnpackAlignment(GLint alignment) 836{ 837 mState.unpackInfo.alignment = alignment; 838} 839 840const egl::Image::UnpackInfo& Context::getUnpackInfo() const 841{ 842 return mState.unpackInfo; 843} 844 845void Context::setPackRowLength(GLint rowLength) 846{ 847 mState.packRowLength = rowLength; 848} 849 850void Context::setPackImageHeight(GLint imageHeight) 851{ 852 mState.packImageHeight = imageHeight; 853} 854 855void Context::setPackSkipPixels(GLint skipPixels) 856{ 857 mState.packSkipPixels = skipPixels; 858} 859 860void Context::setPackSkipRows(GLint skipRows) 861{ 862 mState.packSkipRows = skipRows; 863} 864 865void Context::setPackSkipImages(GLint skipImages) 866{ 867 mState.packSkipImages = skipImages; 868} 869 870void Context::setUnpackRowLength(GLint rowLength) 871{ 872 mState.unpackInfo.rowLength = rowLength; 873} 874 875void Context::setUnpackImageHeight(GLint imageHeight) 876{ 877 mState.unpackInfo.imageHeight = imageHeight; 878} 879 880void Context::setUnpackSkipPixels(GLint skipPixels) 881{ 882 mState.unpackInfo.skipPixels = skipPixels; 883} 884 885void Context::setUnpackSkipRows(GLint skipRows) 886{ 887 mState.unpackInfo.skipRows = skipRows; 888} 889 890void Context::setUnpackSkipImages(GLint skipImages) 891{ 892 mState.unpackInfo.skipImages = skipImages; 893} 894 895GLuint Context::createBuffer() 896{ 897 return mResourceManager->createBuffer(); 898} 899 900GLuint Context::createProgram() 901{ 902 return mResourceManager->createProgram(); 903} 904 905GLuint Context::createShader(GLenum type) 906{ 907 return mResourceManager->createShader(type); 908} 909 910GLuint Context::createTexture() 911{ 912 return mResourceManager->createTexture(); 913} 914 915GLuint Context::createRenderbuffer() 916{ 917 return mResourceManager->createRenderbuffer(); 918} 919 920// Returns an unused framebuffer name 921GLuint Context::createFramebuffer() 922{ 923 GLuint handle = mFramebufferNameSpace.allocate(); 924 925 mFramebufferMap[handle] = NULL; 926 927 return handle; 928} 929 930GLuint Context::createFence() 931{ 932 GLuint handle = mFenceNameSpace.allocate(); 933 934 mFenceMap[handle] = new Fence; 935 936 return handle; 937} 938 939// Returns an unused query name 940GLuint Context::createQuery() 941{ 942 GLuint handle = mQueryNameSpace.allocate(); 943 944 mQueryMap[handle] = NULL; 945 946 return handle; 947} 948 949// Returns an unused vertex array name 950GLuint Context::createVertexArray() 951{ 952 GLuint handle = mVertexArrayNameSpace.allocate(); 953 954 mVertexArrayMap[handle] = NULL; 955 956 return handle; 957} 958 959GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 960{ 961 GLuint handle = mResourceManager->createFenceSync(condition, flags); 962 963 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 964} 965 966// Returns an unused transform feedback name 967GLuint Context::createTransformFeedback() 968{ 969 GLuint handle = mTransformFeedbackNameSpace.allocate(); 970 971 mTransformFeedbackMap[handle] = NULL; 972 973 return handle; 974} 975 976// Returns an unused sampler name 977GLuint Context::createSampler() 978{ 979 return mResourceManager->createSampler(); 980} 981 982void Context::deleteBuffer(GLuint buffer) 983{ 984 if(mResourceManager->getBuffer(buffer)) 985 { 986 detachBuffer(buffer); 987 } 988 989 mResourceManager->deleteBuffer(buffer); 990} 991 992void Context::deleteShader(GLuint shader) 993{ 994 mResourceManager->deleteShader(shader); 995} 996 997void Context::deleteProgram(GLuint program) 998{ 999 mResourceManager->deleteProgram(program); 1000} 1001 1002void Context::deleteTexture(GLuint texture) 1003{ 1004 if(mResourceManager->getTexture(texture)) 1005 { 1006 detachTexture(texture); 1007 } 1008 1009 mResourceManager->deleteTexture(texture); 1010} 1011 1012void Context::deleteRenderbuffer(GLuint renderbuffer) 1013{ 1014 if(mResourceManager->getRenderbuffer(renderbuffer)) 1015 { 1016 detachRenderbuffer(renderbuffer); 1017 } 1018 1019 mResourceManager->deleteRenderbuffer(renderbuffer); 1020} 1021 1022void Context::deleteFramebuffer(GLuint framebuffer) 1023{ 1024 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); 1025 1026 if(framebufferObject != mFramebufferMap.end()) 1027 { 1028 detachFramebuffer(framebuffer); 1029 1030 mFramebufferNameSpace.release(framebufferObject->first); 1031 delete framebufferObject->second; 1032 mFramebufferMap.erase(framebufferObject); 1033 } 1034} 1035 1036void Context::deleteFence(GLuint fence) 1037{ 1038 FenceMap::iterator fenceObject = mFenceMap.find(fence); 1039 1040 if(fenceObject != mFenceMap.end()) 1041 { 1042 mFenceNameSpace.release(fenceObject->first); 1043 delete fenceObject->second; 1044 mFenceMap.erase(fenceObject); 1045 } 1046} 1047 1048void Context::deleteQuery(GLuint query) 1049{ 1050 QueryMap::iterator queryObject = mQueryMap.find(query); 1051 1052 if(queryObject != mQueryMap.end()) 1053 { 1054 mQueryNameSpace.release(queryObject->first); 1055 1056 if(queryObject->second) 1057 { 1058 queryObject->second->release(); 1059 } 1060 1061 mQueryMap.erase(queryObject); 1062 } 1063} 1064 1065void Context::deleteVertexArray(GLuint vertexArray) 1066{ 1067 VertexArrayMap::iterator vertexArrayObject = mVertexArrayMap.find(vertexArray); 1068 1069 if(vertexArrayObject != mVertexArrayMap.end()) 1070 { 1071 // Vertex array detachment is handled by Context, because 0 is a valid 1072 // VAO, and a pointer to it must be passed from Context to State at 1073 // binding time. 1074 1075 // [OpenGL ES 3.0.2] section 2.10 page 43: 1076 // If a vertex array object that is currently bound is deleted, the binding 1077 // for that object reverts to zero and the default vertex array becomes current. 1078 if(getCurrentVertexArray()->name == vertexArray) 1079 { 1080 bindVertexArray(0); 1081 } 1082 1083 mVertexArrayNameSpace.release(vertexArrayObject->first); 1084 delete vertexArrayObject->second; 1085 mVertexArrayMap.erase(vertexArrayObject); 1086 } 1087} 1088 1089void Context::deleteFenceSync(GLsync fenceSync) 1090{ 1091 // The spec specifies the underlying Fence object is not deleted until all current 1092 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1093 // and since our API is currently designed for being called from a single thread, we can delete 1094 // the fence immediately. 1095 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1096} 1097 1098void Context::deleteTransformFeedback(GLuint transformFeedback) 1099{ 1100 TransformFeedbackMap::iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1101 1102 if(transformFeedbackObject != mTransformFeedbackMap.end()) 1103 { 1104 mTransformFeedbackNameSpace.release(transformFeedbackObject->first); 1105 delete transformFeedbackObject->second; 1106 mTransformFeedbackMap.erase(transformFeedbackObject); 1107 } 1108} 1109 1110void Context::deleteSampler(GLuint sampler) 1111{ 1112 if(mResourceManager->getSampler(sampler)) 1113 { 1114 detachSampler(sampler); 1115 } 1116 1117 mResourceManager->deleteSampler(sampler); 1118} 1119 1120Buffer *Context::getBuffer(GLuint handle) const 1121{ 1122 return mResourceManager->getBuffer(handle); 1123} 1124 1125Shader *Context::getShader(GLuint handle) const 1126{ 1127 return mResourceManager->getShader(handle); 1128} 1129 1130Program *Context::getProgram(GLuint handle) const 1131{ 1132 return mResourceManager->getProgram(handle); 1133} 1134 1135Texture *Context::getTexture(GLuint handle) const 1136{ 1137 return mResourceManager->getTexture(handle); 1138} 1139 1140Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1141{ 1142 return mResourceManager->getRenderbuffer(handle); 1143} 1144 1145Framebuffer *Context::getReadFramebuffer() const 1146{ 1147 return getFramebuffer(mState.readFramebuffer); 1148} 1149 1150Framebuffer *Context::getDrawFramebuffer() const 1151{ 1152 return getFramebuffer(mState.drawFramebuffer); 1153} 1154 1155void Context::bindArrayBuffer(unsigned int buffer) 1156{ 1157 mResourceManager->checkBufferAllocation(buffer); 1158 1159 mState.arrayBuffer = getBuffer(buffer); 1160} 1161 1162void Context::bindElementArrayBuffer(unsigned int buffer) 1163{ 1164 mResourceManager->checkBufferAllocation(buffer); 1165 1166 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1167} 1168 1169void Context::bindCopyReadBuffer(GLuint buffer) 1170{ 1171 mResourceManager->checkBufferAllocation(buffer); 1172 1173 mState.copyReadBuffer = getBuffer(buffer); 1174} 1175 1176void Context::bindCopyWriteBuffer(GLuint buffer) 1177{ 1178 mResourceManager->checkBufferAllocation(buffer); 1179 1180 mState.copyWriteBuffer = getBuffer(buffer); 1181} 1182 1183void Context::bindPixelPackBuffer(GLuint buffer) 1184{ 1185 mResourceManager->checkBufferAllocation(buffer); 1186 1187 mState.pixelPackBuffer = getBuffer(buffer); 1188} 1189 1190void Context::bindPixelUnpackBuffer(GLuint buffer) 1191{ 1192 mResourceManager->checkBufferAllocation(buffer); 1193 1194 mState.pixelUnpackBuffer = getBuffer(buffer); 1195} 1196 1197void Context::bindTransformFeedbackBuffer(GLuint buffer) 1198{ 1199 mResourceManager->checkBufferAllocation(buffer); 1200 1201 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1202 1203 if(transformFeedback) 1204 { 1205 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1206 } 1207} 1208 1209void Context::bindTexture2D(GLuint texture) 1210{ 1211 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1212 1213 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1214} 1215 1216void Context::bindTextureCubeMap(GLuint texture) 1217{ 1218 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1219 1220 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1221} 1222 1223void Context::bindTextureExternal(GLuint texture) 1224{ 1225 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1226 1227 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1228} 1229 1230void Context::bindTexture3D(GLuint texture) 1231{ 1232 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1233 1234 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1235} 1236 1237void Context::bindTexture2DArray(GLuint texture) 1238{ 1239 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1240 1241 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1242} 1243 1244void Context::bindReadFramebuffer(GLuint framebuffer) 1245{ 1246 if(!getFramebuffer(framebuffer)) 1247 { 1248 mFramebufferMap[framebuffer] = new Framebuffer(); 1249 } 1250 1251 mState.readFramebuffer = framebuffer; 1252} 1253 1254void Context::bindDrawFramebuffer(GLuint framebuffer) 1255{ 1256 if(!getFramebuffer(framebuffer)) 1257 { 1258 mFramebufferMap[framebuffer] = new Framebuffer(); 1259 } 1260 1261 mState.drawFramebuffer = framebuffer; 1262} 1263 1264void Context::bindRenderbuffer(GLuint renderbuffer) 1265{ 1266 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1267 1268 mState.renderbuffer = getRenderbuffer(renderbuffer); 1269} 1270 1271bool Context::bindVertexArray(GLuint array) 1272{ 1273 VertexArray* vertexArray = getVertexArray(array); 1274 1275 if(!vertexArray) 1276 { 1277 vertexArray = new VertexArray(array); 1278 mVertexArrayMap[array] = vertexArray; 1279 } 1280 1281 mState.vertexArray = array; 1282 1283 return !!vertexArray; 1284} 1285 1286void Context::bindGenericUniformBuffer(GLuint buffer) 1287{ 1288 mResourceManager->checkBufferAllocation(buffer); 1289 1290 mState.genericUniformBuffer = getBuffer(buffer); 1291} 1292 1293void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1294{ 1295 mResourceManager->checkBufferAllocation(buffer); 1296 1297 Buffer* bufferObject = getBuffer(buffer); 1298 if(bufferObject) 1299 { 1300 bufferObject->setOffset(offset); 1301 bufferObject->setSize(size); 1302 } 1303 mState.uniformBuffers[index] = bufferObject; 1304} 1305 1306void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1307{ 1308 mResourceManager->checkBufferAllocation(buffer); 1309 1310 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1311} 1312 1313void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1314{ 1315 mResourceManager->checkBufferAllocation(buffer); 1316 1317 Buffer* bufferObject = getBuffer(buffer); 1318 if(bufferObject) 1319 { 1320 bufferObject->setOffset(offset); 1321 bufferObject->setSize(size); 1322 } 1323 getTransformFeedback()->setBuffer(index, bufferObject); 1324} 1325 1326bool Context::bindTransformFeedback(GLuint id) 1327{ 1328 if(!getTransformFeedback(id)) 1329 { 1330 mTransformFeedbackMap[id] = new TransformFeedback(id); 1331 } 1332 1333 mState.transformFeedback = id; 1334 1335 return true; 1336} 1337 1338bool Context::bindSampler(GLuint unit, GLuint sampler) 1339{ 1340 mResourceManager->checkSamplerAllocation(sampler); 1341 1342 Sampler* samplerObject = getSampler(sampler); 1343 1344 if(sampler) 1345 { 1346 mState.sampler[unit] = samplerObject; 1347 } 1348 1349 return !!samplerObject; 1350} 1351 1352void Context::useProgram(GLuint program) 1353{ 1354 GLuint priorProgram = mState.currentProgram; 1355 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1356 1357 if(priorProgram != program) 1358 { 1359 Program *newProgram = mResourceManager->getProgram(program); 1360 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1361 1362 if(newProgram) 1363 { 1364 newProgram->addRef(); 1365 } 1366 1367 if(oldProgram) 1368 { 1369 oldProgram->release(); 1370 } 1371 } 1372} 1373 1374void Context::beginQuery(GLenum target, GLuint query) 1375{ 1376 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1377 // of zero, if the active query object name for <target> is non-zero (for the 1378 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1379 // the active query for either target is non-zero), if <id> is the name of an 1380 // existing query object whose type does not match <target>, or if <id> is the 1381 // active query object name for any query type, the error INVALID_OPERATION is 1382 // generated. 1383 1384 // Ensure no other queries are active 1385 // NOTE: If other queries than occlusion are supported, we will need to check 1386 // separately that: 1387 // a) The query ID passed is not the current active query for any target/type 1388 // b) There are no active queries for the requested target (and in the case 1389 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1390 // no query may be active for either if glBeginQuery targets either. 1391 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1392 { 1393 if(mState.activeQuery[i] != NULL) 1394 { 1395 return error(GL_INVALID_OPERATION); 1396 } 1397 } 1398 1399 QueryType qType; 1400 switch(target) 1401 { 1402 case GL_ANY_SAMPLES_PASSED_EXT: 1403 qType = QUERY_ANY_SAMPLES_PASSED; 1404 break; 1405 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1406 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1407 break; 1408 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1409 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1410 break; 1411 default: 1412 ASSERT(false); 1413 } 1414 1415 Query *queryObject = createQuery(query, target); 1416 1417 // Check that name was obtained with glGenQueries 1418 if(!queryObject) 1419 { 1420 return error(GL_INVALID_OPERATION); 1421 } 1422 1423 // Check for type mismatch 1424 if(queryObject->getType() != target) 1425 { 1426 return error(GL_INVALID_OPERATION); 1427 } 1428 1429 // Set query as active for specified target 1430 mState.activeQuery[qType] = queryObject; 1431 1432 // Begin query 1433 queryObject->begin(); 1434} 1435 1436void Context::endQuery(GLenum target) 1437{ 1438 QueryType qType; 1439 1440 switch(target) 1441 { 1442 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1443 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1444 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1445 default: UNREACHABLE(target); return; 1446 } 1447 1448 Query *queryObject = mState.activeQuery[qType]; 1449 1450 if(queryObject == NULL) 1451 { 1452 return error(GL_INVALID_OPERATION); 1453 } 1454 1455 queryObject->end(); 1456 1457 mState.activeQuery[qType] = NULL; 1458} 1459 1460void Context::setFramebufferZero(Framebuffer *buffer) 1461{ 1462 delete mFramebufferMap[0]; 1463 mFramebufferMap[0] = buffer; 1464} 1465 1466void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1467{ 1468 Renderbuffer *renderbufferObject = mState.renderbuffer; 1469 renderbufferObject->setStorage(renderbuffer); 1470} 1471 1472Framebuffer *Context::getFramebuffer(unsigned int handle) const 1473{ 1474 FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle); 1475 1476 if(framebuffer == mFramebufferMap.end()) 1477 { 1478 return NULL; 1479 } 1480 else 1481 { 1482 return framebuffer->second; 1483 } 1484} 1485 1486Fence *Context::getFence(unsigned int handle) const 1487{ 1488 FenceMap::const_iterator fence = mFenceMap.find(handle); 1489 1490 if(fence == mFenceMap.end()) 1491 { 1492 return NULL; 1493 } 1494 else 1495 { 1496 return fence->second; 1497 } 1498} 1499 1500FenceSync *Context::getFenceSync(GLsync handle) const 1501{ 1502 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1503} 1504 1505Query *Context::getQuery(unsigned int handle) const 1506{ 1507 QueryMap::const_iterator query = mQueryMap.find(handle); 1508 1509 if(query == mQueryMap.end()) 1510 { 1511 return NULL; 1512 } 1513 else 1514 { 1515 return query->second; 1516 } 1517} 1518 1519Query *Context::createQuery(unsigned int handle, GLenum type) 1520{ 1521 QueryMap::iterator query = mQueryMap.find(handle); 1522 1523 if(query == mQueryMap.end()) 1524 { 1525 return NULL; 1526 } 1527 else 1528 { 1529 if(!query->second) 1530 { 1531 query->second = new Query(handle, type); 1532 query->second->addRef(); 1533 } 1534 1535 return query->second; 1536 } 1537} 1538 1539VertexArray *Context::getVertexArray(GLuint array) const 1540{ 1541 VertexArrayMap::const_iterator vertexArray = mVertexArrayMap.find(array); 1542 1543 return (vertexArray == mVertexArrayMap.end()) ? NULL : vertexArray->second; 1544} 1545 1546VertexArray *Context::getCurrentVertexArray() const 1547{ 1548 return getVertexArray(mState.vertexArray); 1549} 1550 1551bool Context::hasZeroDivisor() const 1552{ 1553 // Verify there is at least one active attribute with a divisor of zero 1554 es2::Program *programObject = getCurrentProgram(); 1555 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1556 { 1557 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1558 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1559 { 1560 return true; 1561 } 1562 } 1563 1564 return false; 1565} 1566 1567TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1568{ 1569 TransformFeedbackMap::const_iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1570 1571 return (transformFeedbackObject == mTransformFeedbackMap.end()) ? NULL : transformFeedbackObject->second; 1572} 1573 1574Sampler *Context::getSampler(GLuint sampler) const 1575{ 1576 return mResourceManager->getSampler(sampler); 1577} 1578 1579bool Context::isSampler(GLuint sampler) const 1580{ 1581 return mResourceManager->isSampler(sampler); 1582} 1583 1584Buffer *Context::getArrayBuffer() const 1585{ 1586 return mState.arrayBuffer; 1587} 1588 1589Buffer *Context::getElementArrayBuffer() const 1590{ 1591 return getCurrentVertexArray()->getElementArrayBuffer(); 1592} 1593 1594Buffer *Context::getCopyReadBuffer() const 1595{ 1596 return mState.copyReadBuffer; 1597} 1598 1599Buffer *Context::getCopyWriteBuffer() const 1600{ 1601 return mState.copyWriteBuffer; 1602} 1603 1604Buffer *Context::getPixelPackBuffer() const 1605{ 1606 return mState.pixelPackBuffer; 1607} 1608 1609Buffer *Context::getPixelUnpackBuffer() const 1610{ 1611 return mState.pixelUnpackBuffer; 1612} 1613 1614Buffer *Context::getGenericUniformBuffer() const 1615{ 1616 return mState.genericUniformBuffer; 1617} 1618 1619bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1620{ 1621 switch(target) 1622 { 1623 case GL_ARRAY_BUFFER: 1624 *buffer = getArrayBuffer(); 1625 break; 1626 case GL_ELEMENT_ARRAY_BUFFER: 1627 *buffer = getElementArrayBuffer(); 1628 break; 1629 case GL_COPY_READ_BUFFER: 1630 if(clientVersion >= 3) 1631 { 1632 *buffer = getCopyReadBuffer(); 1633 break; 1634 } 1635 else return false; 1636 case GL_COPY_WRITE_BUFFER: 1637 if(clientVersion >= 3) 1638 { 1639 *buffer = getCopyWriteBuffer(); 1640 break; 1641 } 1642 else return false; 1643 case GL_PIXEL_PACK_BUFFER: 1644 if(clientVersion >= 3) 1645 { 1646 *buffer = getPixelPackBuffer(); 1647 break; 1648 } 1649 else return false; 1650 case GL_PIXEL_UNPACK_BUFFER: 1651 if(clientVersion >= 3) 1652 { 1653 *buffer = getPixelUnpackBuffer(); 1654 break; 1655 } 1656 else return false; 1657 case GL_TRANSFORM_FEEDBACK_BUFFER: 1658 if(clientVersion >= 3) 1659 { 1660 TransformFeedback* transformFeedback = getTransformFeedback(); 1661 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1662 break; 1663 } 1664 else return false; 1665 case GL_UNIFORM_BUFFER: 1666 if(clientVersion >= 3) 1667 { 1668 *buffer = getGenericUniformBuffer(); 1669 break; 1670 } 1671 else return false; 1672 default: 1673 return false; 1674 } 1675 return true; 1676} 1677 1678TransformFeedback *Context::getTransformFeedback() const 1679{ 1680 return getTransformFeedback(mState.transformFeedback); 1681} 1682 1683Program *Context::getCurrentProgram() const 1684{ 1685 return mResourceManager->getProgram(mState.currentProgram); 1686} 1687 1688Texture2D *Context::getTexture2D() const 1689{ 1690 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1691} 1692 1693Texture3D *Context::getTexture3D() const 1694{ 1695 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1696} 1697 1698Texture2DArray *Context::getTexture2DArray() const 1699{ 1700 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1701} 1702 1703TextureCubeMap *Context::getTextureCubeMap() const 1704{ 1705 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1706} 1707 1708TextureExternal *Context::getTextureExternal() const 1709{ 1710 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1711} 1712 1713Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1714{ 1715 GLuint texid = mState.samplerTexture[type][sampler].name(); 1716 1717 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1718 { 1719 switch (type) 1720 { 1721 case TEXTURE_2D: return mTexture2DZero; 1722 case TEXTURE_3D: return mTexture3DZero; 1723 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1724 case TEXTURE_CUBE: return mTextureCubeMapZero; 1725 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1726 default: UNREACHABLE(type); 1727 } 1728 } 1729 1730 return mState.samplerTexture[type][sampler]; 1731} 1732 1733void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1734{ 1735 mResourceManager->checkSamplerAllocation(sampler); 1736 1737 Sampler *samplerObject = getSampler(sampler); 1738 ASSERT(samplerObject); 1739 1740 switch(pname) 1741 { 1742 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1743 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1744 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1745 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1746 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1747 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1748 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1749 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; 1750 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; 1751 default: UNREACHABLE(pname); break; 1752 } 1753} 1754 1755void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1756{ 1757 mResourceManager->checkSamplerAllocation(sampler); 1758 1759 Sampler *samplerObject = getSampler(sampler); 1760 ASSERT(samplerObject); 1761 1762 switch(pname) 1763 { 1764 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1765 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1766 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1767 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1768 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1769 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1770 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1771 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break; 1772 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break; 1773 default: UNREACHABLE(pname); break; 1774 } 1775} 1776 1777GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1778{ 1779 mResourceManager->checkSamplerAllocation(sampler); 1780 1781 Sampler *samplerObject = getSampler(sampler); 1782 ASSERT(samplerObject); 1783 1784 switch(pname) 1785 { 1786 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1787 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1788 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1789 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1790 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1791 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1792 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1793 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); 1794 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); 1795 default: UNREACHABLE(pname); return 0; 1796 } 1797} 1798 1799GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1800{ 1801 mResourceManager->checkSamplerAllocation(sampler); 1802 1803 Sampler *samplerObject = getSampler(sampler); 1804 ASSERT(samplerObject); 1805 1806 switch(pname) 1807 { 1808 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1809 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1810 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1811 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1812 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1813 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1814 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1815 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); 1816 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); 1817 default: UNREACHABLE(pname); return 0; 1818 } 1819} 1820 1821bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1822{ 1823 switch(pname) 1824 { 1825 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1826 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1827 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1828 case GL_COLOR_WRITEMASK: 1829 params[0] = mState.colorMaskRed; 1830 params[1] = mState.colorMaskGreen; 1831 params[2] = mState.colorMaskBlue; 1832 params[3] = mState.colorMaskAlpha; 1833 break; 1834 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1835 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1836 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1837 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1838 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1839 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1840 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1841 case GL_BLEND: *params = mState.blendEnabled; break; 1842 case GL_DITHER: *params = mState.ditherEnabled; break; 1843 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1844 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1845 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1846 { 1847 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1848 if(transformFeedback) 1849 { 1850 *params = transformFeedback->isActive(); 1851 break; 1852 } 1853 else return false; 1854 } 1855 case GL_TRANSFORM_FEEDBACK_PAUSED: 1856 { 1857 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1858 if(transformFeedback) 1859 { 1860 *params = transformFeedback->isPaused(); 1861 break; 1862 } 1863 else return false; 1864 } 1865 default: 1866 return false; 1867 } 1868 1869 return true; 1870} 1871 1872bool Context::getFloatv(GLenum pname, GLfloat *params) const 1873{ 1874 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1875 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1876 // GetIntegerv as its native query function. As it would require conversion in any 1877 // case, this should make no difference to the calling application. 1878 switch(pname) 1879 { 1880 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1881 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1882 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1883 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1884 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1885 case GL_ALIASED_LINE_WIDTH_RANGE: 1886 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1887 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1888 break; 1889 case GL_ALIASED_POINT_SIZE_RANGE: 1890 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1891 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1892 break; 1893 case GL_DEPTH_RANGE: 1894 params[0] = mState.zNear; 1895 params[1] = mState.zFar; 1896 break; 1897 case GL_COLOR_CLEAR_VALUE: 1898 params[0] = mState.colorClearValue.red; 1899 params[1] = mState.colorClearValue.green; 1900 params[2] = mState.colorClearValue.blue; 1901 params[3] = mState.colorClearValue.alpha; 1902 break; 1903 case GL_BLEND_COLOR: 1904 params[0] = mState.blendColor.red; 1905 params[1] = mState.blendColor.green; 1906 params[2] = mState.blendColor.blue; 1907 params[3] = mState.blendColor.alpha; 1908 break; 1909 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1910 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1911 break; 1912 default: 1913 return false; 1914 } 1915 1916 return true; 1917} 1918 1919template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1920template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1921 1922template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1923{ 1924 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1925 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1926 // GetIntegerv as its native query function. As it would require conversion in any 1927 // case, this should make no difference to the calling application. You may find it in 1928 // Context::getFloatv. 1929 switch(pname) 1930 { 1931 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break; 1932 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break; 1933 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break; 1934 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; 1935 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break; 1936 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break; 1937 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break; 1938 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break; 1939 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; 1940 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; 1941 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); break; 1942 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); break; 1943// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1944 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; 1945 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; 1946 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); break; 1947 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; 1948 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1949 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; break; 1950 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1951 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; 1952 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1953 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1954 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1955 case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break; 1956 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; 1957 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; 1958 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break; 1959 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1960 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1961 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1962 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; 1963 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; 1964 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; 1965 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1966 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; 1967 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; 1968 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; 1969 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; 1970 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; 1971 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; 1972 case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break; 1973 case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break; 1974 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1975 case GL_SUBPIXEL_BITS: *params = 4; break; 1976 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1977 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break; 1978 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1979 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break; 1980 case GL_SAMPLE_BUFFERS: 1981 case GL_SAMPLES: 1982 { 1983 Framebuffer *framebuffer = getDrawFramebuffer(); 1984 int width, height, samples; 1985 1986 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1987 { 1988 switch(pname) 1989 { 1990 case GL_SAMPLE_BUFFERS: 1991 if(samples > 1) 1992 { 1993 *params = 1; 1994 } 1995 else 1996 { 1997 *params = 0; 1998 } 1999 break; 2000 case GL_SAMPLES: 2001 *params = samples; 2002 break; 2003 } 2004 } 2005 else 2006 { 2007 *params = 0; 2008 } 2009 } 2010 break; 2011 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2012 { 2013 Framebuffer *framebuffer = getReadFramebuffer(); 2014 *params = framebuffer->getImplementationColorReadType(); 2015 } 2016 break; 2017 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2018 { 2019 Framebuffer *framebuffer = getReadFramebuffer(); 2020 *params = framebuffer->getImplementationColorReadFormat(); 2021 } 2022 break; 2023 case GL_MAX_VIEWPORT_DIMS: 2024 { 2025 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 2026 params[0] = maxDimension; 2027 params[1] = maxDimension; 2028 } 2029 break; 2030 case GL_COMPRESSED_TEXTURE_FORMATS: 2031 { 2032 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 2033 { 2034 params[i] = compressedTextureFormats[i]; 2035 } 2036 } 2037 break; 2038 case GL_VIEWPORT: 2039 params[0] = mState.viewportX; 2040 params[1] = mState.viewportY; 2041 params[2] = mState.viewportWidth; 2042 params[3] = mState.viewportHeight; 2043 break; 2044 case GL_SCISSOR_BOX: 2045 params[0] = mState.scissorX; 2046 params[1] = mState.scissorY; 2047 params[2] = mState.scissorWidth; 2048 params[3] = mState.scissorHeight; 2049 break; 2050 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 2051 case GL_FRONT_FACE: *params = mState.frontFace; break; 2052 case GL_RED_BITS: 2053 case GL_GREEN_BITS: 2054 case GL_BLUE_BITS: 2055 case GL_ALPHA_BITS: 2056 { 2057 Framebuffer *framebuffer = getDrawFramebuffer(); 2058 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 2059 2060 if(colorbuffer) 2061 { 2062 switch (pname) 2063 { 2064 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 2065 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 2066 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 2067 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 2068 } 2069 } 2070 else 2071 { 2072 *params = 0; 2073 } 2074 } 2075 break; 2076 case GL_DEPTH_BITS: 2077 { 2078 Framebuffer *framebuffer = getDrawFramebuffer(); 2079 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2080 2081 if(depthbuffer) 2082 { 2083 *params = depthbuffer->getDepthSize(); 2084 } 2085 else 2086 { 2087 *params = 0; 2088 } 2089 } 2090 break; 2091 case GL_STENCIL_BITS: 2092 { 2093 Framebuffer *framebuffer = getDrawFramebuffer(); 2094 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2095 2096 if(stencilbuffer) 2097 { 2098 *params = stencilbuffer->getStencilSize(); 2099 } 2100 else 2101 { 2102 *params = 0; 2103 } 2104 } 2105 break; 2106 case GL_TEXTURE_BINDING_2D: 2107 { 2108 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2109 { 2110 error(GL_INVALID_OPERATION); 2111 return false; 2112 } 2113 2114 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2115 } 2116 break; 2117 case GL_TEXTURE_BINDING_CUBE_MAP: 2118 { 2119 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2120 { 2121 error(GL_INVALID_OPERATION); 2122 return false; 2123 } 2124 2125 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2126 } 2127 break; 2128 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2129 { 2130 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2131 { 2132 error(GL_INVALID_OPERATION); 2133 return false; 2134 } 2135 2136 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2137 } 2138 break; 2139 case GL_TEXTURE_BINDING_3D_OES: 2140 case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0 2141 { 2142 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2143 { 2144 error(GL_INVALID_OPERATION); 2145 return false; 2146 } 2147 2148 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2149 } 2150 break; 2151 case GL_COPY_READ_BUFFER_BINDING: // name, initially 0 2152 if(clientVersion >= 3) 2153 { 2154 *params = mState.copyReadBuffer.name(); 2155 } 2156 else 2157 { 2158 return false; 2159 } 2160 break; 2161 case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0 2162 if(clientVersion >= 3) 2163 { 2164 *params = mState.copyWriteBuffer.name(); 2165 } 2166 else 2167 { 2168 return false; 2169 } 2170 break; 2171 case GL_DRAW_BUFFER0: // symbolic constant, initial value is GL_BACK 2172 UNIMPLEMENTED(); 2173 *params = GL_BACK; 2174 break; 2175 case GL_DRAW_BUFFER1: // symbolic constant, initial value is GL_NONE 2176 case GL_DRAW_BUFFER2: 2177 case GL_DRAW_BUFFER3: 2178 case GL_DRAW_BUFFER4: 2179 case GL_DRAW_BUFFER5: 2180 case GL_DRAW_BUFFER6: 2181 case GL_DRAW_BUFFER7: 2182 case GL_DRAW_BUFFER8: 2183 case GL_DRAW_BUFFER9: 2184 case GL_DRAW_BUFFER10: 2185 case GL_DRAW_BUFFER11: 2186 case GL_DRAW_BUFFER12: 2187 case GL_DRAW_BUFFER13: 2188 case GL_DRAW_BUFFER14: 2189 case GL_DRAW_BUFFER15: 2190 UNIMPLEMENTED(); 2191 *params = GL_NONE; 2192 break; 2193 case GL_MAJOR_VERSION: // integer, at least 3 2194 UNIMPLEMENTED(); 2195 *params = 3; 2196 break; 2197 case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048 2198 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2199 break; 2200 case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048 2201 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2202 break; 2203 case GL_MAX_COLOR_ATTACHMENTS: // integer, at least 8 2204 UNIMPLEMENTED(); 2205 *params = IMPLEMENTATION_MAX_COLOR_ATTACHMENTS; 2206 break; 2207 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048 2208 UNIMPLEMENTED(); 2209 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2210 break; 2211 case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70 2212 UNIMPLEMENTED(); 2213 *params = 70; 2214 break; 2215 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176 2216 UNIMPLEMENTED(); 2217 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2218 break; 2219 case GL_MAX_DRAW_BUFFERS: // integer, at least 8 2220 UNIMPLEMENTED(); 2221 *params = IMPLEMENTATION_MAX_DRAW_BUFFERS; 2222 break; 2223 case GL_MAX_ELEMENT_INDEX: 2224 *params = MAX_ELEMENT_INDEX; 2225 break; 2226 case GL_MAX_ELEMENTS_INDICES: 2227 *params = MAX_ELEMENTS_INDICES; 2228 break; 2229 case GL_MAX_ELEMENTS_VERTICES: 2230 *params = MAX_ELEMENTS_VERTICES; 2231 break; 2232 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128 2233 UNIMPLEMENTED(); 2234 *params = 128; 2235 break; 2236 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12 2237 UNIMPLEMENTED(); 2238 *params = 12; 2239 break; 2240 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 1024 2241 UNIMPLEMENTED(); 2242 *params = 1024; 2243 break; 2244 case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7 2245 UNIMPLEMENTED(); 2246 *params = 7; 2247 break; 2248 case GL_MAX_SERVER_WAIT_TIMEOUT: // integer 2249 UNIMPLEMENTED(); 2250 *params = 0; 2251 break; 2252 case GL_MAX_TEXTURE_LOD_BIAS: // integer, at least 2.0 2253 UNIMPLEMENTED(); 2254 *params = 2; 2255 break; 2256 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64 2257 UNIMPLEMENTED(); 2258 *params = 64; 2259 break; 2260 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4 2261 UNIMPLEMENTED(); 2262 *params = IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2263 break; 2264 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4 2265 UNIMPLEMENTED(); 2266 *params = 4; 2267 break; 2268 case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384 2269 UNIMPLEMENTED(); 2270 *params = 16384; 2271 break; 2272 case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 36 2273 *params = IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; 2274 break; 2275 case GL_MAX_VARYING_COMPONENTS: // integer, at least 60 2276 UNIMPLEMENTED(); 2277 *params = 60; 2278 break; 2279 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer, at least 64 2280 UNIMPLEMENTED(); 2281 *params = 64; 2282 break; 2283 case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer, at least 12 2284 UNIMPLEMENTED(); 2285 *params = 12; 2286 break; 2287 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer, at least 1024 2288 UNIMPLEMENTED(); 2289 *params = 1024; 2290 break; 2291 case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8 2292 UNIMPLEMENTED(); 2293 *params = -8; 2294 break; 2295 case GL_MINOR_VERSION: // integer 2296 UNIMPLEMENTED(); 2297 *params = 0; 2298 break; 2299 case GL_NUM_EXTENSIONS: // integer 2300 GLuint numExtensions; 2301 getExtensions(0, &numExtensions); 2302 *params = numExtensions; 2303 break; 2304 case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0 2305 UNIMPLEMENTED(); 2306 *params = 0; 2307 break; 2308 case GL_PACK_ROW_LENGTH: // integer, initially 0 2309 *params = mState.packRowLength; 2310 break; 2311 case GL_PACK_SKIP_PIXELS: // integer, initially 0 2312 *params = mState.packSkipPixels; 2313 break; 2314 case GL_PACK_SKIP_ROWS: // integer, initially 0 2315 *params = mState.packSkipRows; 2316 break; 2317 case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0 2318 if(clientVersion >= 3) 2319 { 2320 *params = mState.pixelPackBuffer.name(); 2321 } 2322 else 2323 { 2324 return false; 2325 } 2326 break; 2327 case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0 2328 if(clientVersion >= 3) 2329 { 2330 *params = mState.pixelUnpackBuffer.name(); 2331 } 2332 else 2333 { 2334 return false; 2335 } 2336 break; 2337 case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS] 2338 UNIMPLEMENTED(); 2339 *params = 0; 2340 break; 2341 case GL_READ_BUFFER: // symbolic constant, initial value is GL_BACK 2342 UNIMPLEMENTED(); 2343 *params = GL_BACK; 2344 break; 2345 case GL_SAMPLER_BINDING: // GLint, default 0 2346 UNIMPLEMENTED(); 2347 *params = 0; 2348 break; 2349 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2350 if(clientVersion >= 3) 2351 { 2352 *params = mState.genericUniformBuffer.name(); 2353 } 2354 else 2355 { 2356 return false; 2357 } 2358 break; 2359 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1 2360 *params = IMPLEMENTATION_UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2361 break; 2362 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2363 if(clientVersion >= 3) 2364 { 2365 *params = mState.genericUniformBuffer->size(); 2366 } 2367 else 2368 { 2369 return false; 2370 } 2371 break; 2372 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2373 if(clientVersion >= 3) 2374 { 2375 *params = mState.genericUniformBuffer->offset(); 2376 } 2377 else 2378 { 2379 return false; 2380 } 2381 *params = 0; 2382 break; 2383 case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0 2384 *params = mState.unpackInfo.imageHeight; 2385 break; 2386 case GL_UNPACK_ROW_LENGTH: // integer, initially 0 2387 *params = mState.unpackInfo.rowLength; 2388 break; 2389 case GL_UNPACK_SKIP_IMAGES: // integer, initially 0 2390 *params = mState.unpackInfo.skipImages; 2391 break; 2392 case GL_UNPACK_SKIP_PIXELS: // integer, initially 0 2393 *params = mState.unpackInfo.skipPixels; 2394 break; 2395 case GL_UNPACK_SKIP_ROWS: // integer, initially 0 2396 *params = mState.unpackInfo.skipRows; 2397 break; 2398 case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0 2399 *params = getCurrentVertexArray()->name; 2400 break; 2401 default: 2402 return false; 2403 } 2404 2405 return true; 2406} 2407 2408template bool Context::getTransformFeedbackiv<GLint>(GLuint xfb, GLenum pname, GLint *param) const; 2409template bool Context::getTransformFeedbackiv<GLint64>(GLuint xfb, GLenum pname, GLint64 *param) const; 2410 2411template<typename T> bool Context::getTransformFeedbackiv(GLuint xfb, GLenum pname, T *param) const 2412{ 2413 UNIMPLEMENTED(); 2414 2415 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2416 if(!transformFeedback) 2417 { 2418 return false; 2419 } 2420 2421 switch(pname) 2422 { 2423 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2424 *param = 0; 2425 break; 2426 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2427 *param = transformFeedback->isActive(); 2428 break; 2429 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2430 *param = transformFeedback->name; 2431 break; 2432 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2433 *param = transformFeedback->isPaused(); 2434 break; 2435 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2436 if(transformFeedback->getGenericBuffer()) 2437 { 2438 *param = transformFeedback->getGenericBuffer()->size(); 2439 break; 2440 } 2441 else return false; 2442 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2443 *param = 0; 2444 break; 2445 default: 2446 return false; 2447 } 2448 2449 return true; 2450} 2451 2452bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2453{ 2454 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2455 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2456 // to the fact that it is stored internally as a float, and so would require conversion 2457 // if returned from Context::getIntegerv. Since this conversion is already implemented 2458 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2459 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2460 // application. 2461 switch(pname) 2462 { 2463 case GL_COMPRESSED_TEXTURE_FORMATS: 2464 { 2465 *type = GL_INT; 2466 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2467 } 2468 break; 2469 case GL_SHADER_BINARY_FORMATS: 2470 { 2471 *type = GL_INT; 2472 *numParams = 0; 2473 } 2474 break; 2475 case GL_MAX_VERTEX_ATTRIBS: 2476 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2477 case GL_MAX_VARYING_VECTORS: 2478 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2479 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2480 case GL_MAX_TEXTURE_IMAGE_UNITS: 2481 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2482 case GL_MAX_RENDERBUFFER_SIZE: 2483 case GL_NUM_SHADER_BINARY_FORMATS: 2484 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2485 case GL_ARRAY_BUFFER_BINDING: 2486 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2487 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2488 case GL_RENDERBUFFER_BINDING: 2489 case GL_CURRENT_PROGRAM: 2490 case GL_PACK_ALIGNMENT: 2491 case GL_UNPACK_ALIGNMENT: 2492 case GL_GENERATE_MIPMAP_HINT: 2493 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2494 case GL_RED_BITS: 2495 case GL_GREEN_BITS: 2496 case GL_BLUE_BITS: 2497 case GL_ALPHA_BITS: 2498 case GL_DEPTH_BITS: 2499 case GL_STENCIL_BITS: 2500 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2501 case GL_CULL_FACE_MODE: 2502 case GL_FRONT_FACE: 2503 case GL_ACTIVE_TEXTURE: 2504 case GL_STENCIL_FUNC: 2505 case GL_STENCIL_VALUE_MASK: 2506 case GL_STENCIL_REF: 2507 case GL_STENCIL_FAIL: 2508 case GL_STENCIL_PASS_DEPTH_FAIL: 2509 case GL_STENCIL_PASS_DEPTH_PASS: 2510 case GL_STENCIL_BACK_FUNC: 2511 case GL_STENCIL_BACK_VALUE_MASK: 2512 case GL_STENCIL_BACK_REF: 2513 case GL_STENCIL_BACK_FAIL: 2514 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2515 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2516 case GL_DEPTH_FUNC: 2517 case GL_BLEND_SRC_RGB: 2518 case GL_BLEND_SRC_ALPHA: 2519 case GL_BLEND_DST_RGB: 2520 case GL_BLEND_DST_ALPHA: 2521 case GL_BLEND_EQUATION_RGB: 2522 case GL_BLEND_EQUATION_ALPHA: 2523 case GL_STENCIL_WRITEMASK: 2524 case GL_STENCIL_BACK_WRITEMASK: 2525 case GL_STENCIL_CLEAR_VALUE: 2526 case GL_SUBPIXEL_BITS: 2527 case GL_MAX_TEXTURE_SIZE: 2528 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2529 case GL_SAMPLE_BUFFERS: 2530 case GL_SAMPLES: 2531 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2532 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2533 case GL_TEXTURE_BINDING_2D: 2534 case GL_TEXTURE_BINDING_CUBE_MAP: 2535 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2536 case GL_TEXTURE_BINDING_3D_OES: 2537 case GL_COPY_READ_BUFFER_BINDING: 2538 case GL_COPY_WRITE_BUFFER_BINDING: 2539 case GL_DRAW_BUFFER0: 2540 case GL_DRAW_BUFFER1: 2541 case GL_DRAW_BUFFER2: 2542 case GL_DRAW_BUFFER3: 2543 case GL_DRAW_BUFFER4: 2544 case GL_DRAW_BUFFER5: 2545 case GL_DRAW_BUFFER6: 2546 case GL_DRAW_BUFFER7: 2547 case GL_DRAW_BUFFER8: 2548 case GL_DRAW_BUFFER9: 2549 case GL_DRAW_BUFFER10: 2550 case GL_DRAW_BUFFER11: 2551 case GL_DRAW_BUFFER12: 2552 case GL_DRAW_BUFFER13: 2553 case GL_DRAW_BUFFER14: 2554 case GL_DRAW_BUFFER15: 2555 case GL_MAJOR_VERSION: 2556 case GL_MAX_3D_TEXTURE_SIZE: 2557 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2558 case GL_MAX_COLOR_ATTACHMENTS: 2559 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2560 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2561 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2562 case GL_MAX_DRAW_BUFFERS: 2563 case GL_MAX_ELEMENT_INDEX: 2564 case GL_MAX_ELEMENTS_INDICES: 2565 case GL_MAX_ELEMENTS_VERTICES: 2566 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2567 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2568 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2569 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2570 case GL_MAX_SERVER_WAIT_TIMEOUT: 2571 case GL_MAX_TEXTURE_LOD_BIAS: 2572 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2573 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2574 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2575 case GL_MAX_UNIFORM_BLOCK_SIZE: 2576 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2577 case GL_MAX_VARYING_COMPONENTS: 2578 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2579 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2580 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2581 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2582 case GL_MINOR_VERSION: 2583 case GL_NUM_EXTENSIONS: 2584 case GL_NUM_PROGRAM_BINARY_FORMATS: 2585 case GL_PACK_ROW_LENGTH: 2586 case GL_PACK_SKIP_PIXELS: 2587 case GL_PACK_SKIP_ROWS: 2588 case GL_PIXEL_PACK_BUFFER_BINDING: 2589 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2590 case GL_PROGRAM_BINARY_FORMATS: 2591 case GL_READ_BUFFER: 2592 case GL_SAMPLER_BINDING: 2593 case GL_TEXTURE_BINDING_2D_ARRAY: 2594 case GL_UNIFORM_BUFFER_BINDING: 2595 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2596 case GL_UNIFORM_BUFFER_SIZE: 2597 case GL_UNIFORM_BUFFER_START: 2598 case GL_UNPACK_IMAGE_HEIGHT: 2599 case GL_UNPACK_ROW_LENGTH: 2600 case GL_UNPACK_SKIP_IMAGES: 2601 case GL_UNPACK_SKIP_PIXELS: 2602 case GL_UNPACK_SKIP_ROWS: 2603 case GL_VERTEX_ARRAY_BINDING: 2604 { 2605 *type = GL_INT; 2606 *numParams = 1; 2607 } 2608 break; 2609 case GL_MAX_SAMPLES_ANGLE: 2610 { 2611 *type = GL_INT; 2612 *numParams = 1; 2613 } 2614 break; 2615 case GL_MAX_VIEWPORT_DIMS: 2616 { 2617 *type = GL_INT; 2618 *numParams = 2; 2619 } 2620 break; 2621 case GL_VIEWPORT: 2622 case GL_SCISSOR_BOX: 2623 { 2624 *type = GL_INT; 2625 *numParams = 4; 2626 } 2627 break; 2628 case GL_SHADER_COMPILER: 2629 case GL_SAMPLE_COVERAGE_INVERT: 2630 case GL_DEPTH_WRITEMASK: 2631 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2632 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2633 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2634 case GL_SAMPLE_COVERAGE: 2635 case GL_SCISSOR_TEST: 2636 case GL_STENCIL_TEST: 2637 case GL_DEPTH_TEST: 2638 case GL_BLEND: 2639 case GL_DITHER: 2640 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2641 case GL_RASTERIZER_DISCARD: 2642 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2643 case GL_TRANSFORM_FEEDBACK_PAUSED: 2644 { 2645 *type = GL_BOOL; 2646 *numParams = 1; 2647 } 2648 break; 2649 case GL_COLOR_WRITEMASK: 2650 { 2651 *type = GL_BOOL; 2652 *numParams = 4; 2653 } 2654 break; 2655 case GL_POLYGON_OFFSET_FACTOR: 2656 case GL_POLYGON_OFFSET_UNITS: 2657 case GL_SAMPLE_COVERAGE_VALUE: 2658 case GL_DEPTH_CLEAR_VALUE: 2659 case GL_LINE_WIDTH: 2660 { 2661 *type = GL_FLOAT; 2662 *numParams = 1; 2663 } 2664 break; 2665 case GL_ALIASED_LINE_WIDTH_RANGE: 2666 case GL_ALIASED_POINT_SIZE_RANGE: 2667 case GL_DEPTH_RANGE: 2668 { 2669 *type = GL_FLOAT; 2670 *numParams = 2; 2671 } 2672 break; 2673 case GL_COLOR_CLEAR_VALUE: 2674 case GL_BLEND_COLOR: 2675 { 2676 *type = GL_FLOAT; 2677 *numParams = 4; 2678 } 2679 break; 2680 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2681 *type = GL_FLOAT; 2682 *numParams = 1; 2683 break; 2684 default: 2685 return false; 2686 } 2687 2688 return true; 2689} 2690 2691void Context::applyScissor(int width, int height) 2692{ 2693 if(mState.scissorTestEnabled) 2694 { 2695 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2696 scissor.clip(0, 0, width, height); 2697 2698 device->setScissorRect(scissor); 2699 device->setScissorEnable(true); 2700 } 2701 else 2702 { 2703 device->setScissorEnable(false); 2704 } 2705} 2706 2707egl::Image *Context::getScissoredImage(GLint drawbuffer, int &x0, int &y0, int &width, int &height, bool depthStencil) 2708{ 2709 Framebuffer* framebuffer = getDrawFramebuffer(); 2710 egl::Image* image = depthStencil ? framebuffer->getDepthStencil() : framebuffer->getRenderTarget(drawbuffer); 2711 2712 applyScissor(image->getWidth(), image->getHeight()); 2713 2714 device->getScissoredRegion(image, x0, y0, width, height); 2715 2716 return image; 2717} 2718 2719// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2720bool Context::applyRenderTarget() 2721{ 2722 Framebuffer *framebuffer = getDrawFramebuffer(); 2723 int width, height, samples; 2724 2725 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2726 { 2727 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2728 } 2729 2730 for(int i = 0; i < MAX_DRAW_BUFFERS; ++i) 2731 { 2732 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2733 device->setRenderTarget(i, renderTarget); 2734 if(renderTarget) renderTarget->release(); 2735 } 2736 2737 egl::Image *depthStencil = framebuffer->getDepthStencil(); 2738 device->setDepthStencilSurface(depthStencil); 2739 if(depthStencil) depthStencil->release(); 2740 2741 Viewport viewport; 2742 float zNear = clamp01(mState.zNear); 2743 float zFar = clamp01(mState.zFar); 2744 2745 viewport.x0 = mState.viewportX; 2746 viewport.y0 = mState.viewportY; 2747 viewport.width = mState.viewportWidth; 2748 viewport.height = mState.viewportHeight; 2749 viewport.minZ = zNear; 2750 viewport.maxZ = zFar; 2751 2752 device->setViewport(viewport); 2753 2754 applyScissor(width, height); 2755 2756 Program *program = getCurrentProgram(); 2757 2758 if(program) 2759 { 2760 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2761 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2762 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2763 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2764 } 2765 2766 return true; 2767} 2768 2769// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2770void Context::applyState(GLenum drawMode) 2771{ 2772 Framebuffer *framebuffer = getDrawFramebuffer(); 2773 2774 if(mState.cullFaceEnabled) 2775 { 2776 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2777 } 2778 else 2779 { 2780 device->setCullMode(sw::CULL_NONE); 2781 } 2782 2783 if(mDepthStateDirty) 2784 { 2785 if(mState.depthTestEnabled) 2786 { 2787 device->setDepthBufferEnable(true); 2788 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2789 } 2790 else 2791 { 2792 device->setDepthBufferEnable(false); 2793 } 2794 2795 mDepthStateDirty = false; 2796 } 2797 2798 if(mBlendStateDirty) 2799 { 2800 if(mState.blendEnabled) 2801 { 2802 device->setAlphaBlendEnable(true); 2803 device->setSeparateAlphaBlendEnable(true); 2804 2805 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2806 2807 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2808 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2809 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2810 2811 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2812 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2813 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2814 } 2815 else 2816 { 2817 device->setAlphaBlendEnable(false); 2818 } 2819 2820 mBlendStateDirty = false; 2821 } 2822 2823 if(mStencilStateDirty || mFrontFaceDirty) 2824 { 2825 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2826 { 2827 device->setStencilEnable(true); 2828 device->setTwoSidedStencil(true); 2829 2830 // get the maximum size of the stencil ref 2831 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2832 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2833 2834 if(mState.frontFace == GL_CCW) 2835 { 2836 device->setStencilWriteMask(mState.stencilWritemask); 2837 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2838 2839 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2840 device->setStencilMask(mState.stencilMask); 2841 2842 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2843 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2844 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2845 2846 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2847 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2848 2849 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2850 device->setStencilMaskCCW(mState.stencilBackMask); 2851 2852 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2853 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2854 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2855 } 2856 else 2857 { 2858 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2859 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2860 2861 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2862 device->setStencilMaskCCW(mState.stencilMask); 2863 2864 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2865 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2866 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2867 2868 device->setStencilWriteMask(mState.stencilBackWritemask); 2869 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2870 2871 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2872 device->setStencilMask(mState.stencilBackMask); 2873 2874 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2875 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2876 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2877 } 2878 } 2879 else 2880 { 2881 device->setStencilEnable(false); 2882 } 2883 2884 mStencilStateDirty = false; 2885 mFrontFaceDirty = false; 2886 } 2887 2888 if(mMaskStateDirty) 2889 { 2890 device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2891 device->setDepthWriteEnable(mState.depthMask); 2892 2893 mMaskStateDirty = false; 2894 } 2895 2896 if(mPolygonOffsetStateDirty) 2897 { 2898 if(mState.polygonOffsetFillEnabled) 2899 { 2900 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2901 if(depthbuffer) 2902 { 2903 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2904 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 2905 device->setDepthBias(depthBias); 2906 } 2907 } 2908 else 2909 { 2910 device->setSlopeDepthBias(0); 2911 device->setDepthBias(0); 2912 } 2913 2914 mPolygonOffsetStateDirty = false; 2915 } 2916 2917 if(mSampleStateDirty) 2918 { 2919 if(mState.sampleAlphaToCoverageEnabled) 2920 { 2921 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2922 } 2923 else 2924 { 2925 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2926 } 2927 2928 if(mState.sampleCoverageEnabled) 2929 { 2930 unsigned int mask = 0; 2931 if(mState.sampleCoverageValue != 0) 2932 { 2933 int width, height, samples; 2934 framebuffer->completeness(width, height, samples); 2935 2936 float threshold = 0.5f; 2937 2938 for(int i = 0; i < samples; i++) 2939 { 2940 mask <<= 1; 2941 2942 if((i + 1) * mState.sampleCoverageValue >= threshold) 2943 { 2944 threshold += 1.0f; 2945 mask |= 1; 2946 } 2947 } 2948 } 2949 2950 if(mState.sampleCoverageInvert) 2951 { 2952 mask = ~mask; 2953 } 2954 2955 device->setMultiSampleMask(mask); 2956 } 2957 else 2958 { 2959 device->setMultiSampleMask(0xFFFFFFFF); 2960 } 2961 2962 mSampleStateDirty = false; 2963 } 2964 2965 if(mDitherStateDirty) 2966 { 2967 // UNIMPLEMENTED(); // FIXME 2968 2969 mDitherStateDirty = false; 2970 } 2971} 2972 2973GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2974{ 2975 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2976 2977 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2978 if(err != GL_NO_ERROR) 2979 { 2980 return err; 2981 } 2982 2983 Program *program = getCurrentProgram(); 2984 2985 device->resetInputStreams(false); 2986 2987 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2988 { 2989 if(program->getAttributeStream(i) == -1) 2990 { 2991 continue; 2992 } 2993 2994 sw::Resource *resource = attributes[i].vertexBuffer; 2995 const void *buffer = (char*)resource->data() + attributes[i].offset; 2996 2997 int stride = attributes[i].stride; 2998 2999 buffer = (char*)buffer + stride * base; 3000 3001 sw::Stream attribute(resource, buffer, stride); 3002 3003 attribute.type = attributes[i].type; 3004 attribute.count = attributes[i].count; 3005 attribute.normalized = attributes[i].normalized; 3006 3007 int stream = program->getAttributeStream(i); 3008 device->setInputStream(stream, attribute); 3009 } 3010 3011 return GL_NO_ERROR; 3012} 3013 3014// Applies the indices and element array bindings 3015GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 3016{ 3017 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo); 3018 3019 if(err == GL_NO_ERROR) 3020 { 3021 device->setIndexBuffer(indexInfo->indexBuffer); 3022 } 3023 3024 return err; 3025} 3026 3027// Applies the shaders and shader constants 3028void Context::applyShaders() 3029{ 3030 Program *programObject = getCurrentProgram(); 3031 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3032 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3033 3034 device->setVertexShader(vertexShader); 3035 device->setPixelShader(pixelShader); 3036 3037 if(programObject->getSerial() != mAppliedProgramSerial) 3038 { 3039 programObject->dirtyAllUniforms(); 3040 mAppliedProgramSerial = programObject->getSerial(); 3041 } 3042 3043 programObject->applyUniforms(); 3044 programObject->applyUniformBuffers(); 3045} 3046 3047void Context::applyTextures() 3048{ 3049 applyTextures(sw::SAMPLER_PIXEL); 3050 applyTextures(sw::SAMPLER_VERTEX); 3051} 3052 3053void Context::applyTextures(sw::SamplerType samplerType) 3054{ 3055 Program *programObject = getCurrentProgram(); 3056 3057 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3058 3059 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3060 { 3061 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3062 3063 if(textureUnit != -1) 3064 { 3065 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3066 3067 Texture *texture = getSamplerTexture(textureUnit, textureType); 3068 3069 if(texture->isSamplerComplete()) 3070 { 3071 GLenum wrapS, wrapT, wrapR, minFilter, magFilter; 3072 3073 Sampler *samplerObject = mState.sampler[textureUnit]; 3074 if(samplerObject) 3075 { 3076 wrapS = samplerObject->getWrapS(); 3077 wrapT = samplerObject->getWrapT(); 3078 wrapR = samplerObject->getWrapR(); 3079 minFilter = samplerObject->getMinFilter(); 3080 magFilter = samplerObject->getMagFilter(); 3081 } 3082 else 3083 { 3084 wrapS = texture->getWrapS(); 3085 wrapT = texture->getWrapT(); 3086 wrapR = texture->getWrapR(); 3087 minFilter = texture->getMinFilter(); 3088 magFilter = texture->getMagFilter(); 3089 } 3090 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3091 3092 GLenum swizzleR = texture->getSwizzleR(); 3093 GLenum swizzleG = texture->getSwizzleG(); 3094 GLenum swizzleB = texture->getSwizzleB(); 3095 GLenum swizzleA = texture->getSwizzleA(); 3096 3097 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3098 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3099 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3100 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3101 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3102 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3103 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3104 3105 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3106 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3107 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3108 3109 applyTexture(samplerType, samplerIndex, texture); 3110 } 3111 else 3112 { 3113 applyTexture(samplerType, samplerIndex, nullptr); 3114 } 3115 } 3116 else 3117 { 3118 applyTexture(samplerType, samplerIndex, nullptr); 3119 } 3120 } 3121} 3122 3123void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3124{ 3125 Program *program = getCurrentProgram(); 3126 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3127 bool textureUsed = false; 3128 3129 if(type == sw::SAMPLER_PIXEL) 3130 { 3131 textureUsed = program->getPixelShader()->usesSampler(index); 3132 } 3133 else if(type == sw::SAMPLER_VERTEX) 3134 { 3135 textureUsed = program->getVertexShader()->usesSampler(index); 3136 } 3137 else UNREACHABLE(type); 3138 3139 sw::Resource *resource = 0; 3140 3141 if(baseTexture && textureUsed) 3142 { 3143 resource = baseTexture->getResource(); 3144 } 3145 3146 device->setTextureResource(sampler, resource); 3147 3148 if(baseTexture && textureUsed) 3149 { 3150 int levelCount = baseTexture->getLevelCount(); 3151 3152 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3153 { 3154 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3155 3156 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3157 { 3158 int surfaceLevel = mipmapLevel; 3159 3160 if(surfaceLevel < 0) 3161 { 3162 surfaceLevel = 0; 3163 } 3164 else if(surfaceLevel >= levelCount) 3165 { 3166 surfaceLevel = levelCount - 1; 3167 } 3168 3169 egl::Image *surface = texture->getImage(surfaceLevel); 3170 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3171 } 3172 } 3173 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3174 { 3175 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3176 3177 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3178 { 3179 int surfaceLevel = mipmapLevel; 3180 3181 if(surfaceLevel < 0) 3182 { 3183 surfaceLevel = 0; 3184 } 3185 else if(surfaceLevel >= levelCount) 3186 { 3187 surfaceLevel = levelCount - 1; 3188 } 3189 3190 egl::Image *surface = texture->getImage(surfaceLevel); 3191 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3192 } 3193 } 3194 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3195 { 3196 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3197 3198 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3199 { 3200 int surfaceLevel = mipmapLevel; 3201 3202 if(surfaceLevel < 0) 3203 { 3204 surfaceLevel = 0; 3205 } 3206 else if(surfaceLevel >= levelCount) 3207 { 3208 surfaceLevel = levelCount - 1; 3209 } 3210 3211 egl::Image *surface = texture->getImage(surfaceLevel); 3212 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3213 } 3214 } 3215 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3216 { 3217 for(int face = 0; face < 6; face++) 3218 { 3219 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3220 3221 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3222 { 3223 int surfaceLevel = mipmapLevel; 3224 3225 if(surfaceLevel < 0) 3226 { 3227 surfaceLevel = 0; 3228 } 3229 else if(surfaceLevel >= levelCount) 3230 { 3231 surfaceLevel = levelCount - 1; 3232 } 3233 3234 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3235 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3236 } 3237 } 3238 } 3239 else UNIMPLEMENTED(); 3240 } 3241 else 3242 { 3243 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3244 } 3245} 3246 3247void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, 3248 GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3249{ 3250 Framebuffer *framebuffer = getReadFramebuffer(); 3251 int framebufferWidth, framebufferHeight, framebufferSamples; 3252 3253 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3254 { 3255 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3256 } 3257 3258 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3259 { 3260 return error(GL_INVALID_OPERATION); 3261 } 3262 3263 GLenum readFormat = framebuffer->getImplementationColorReadFormat(); 3264 GLenum readType = framebuffer->getImplementationColorReadType(); 3265 3266 if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion)) 3267 { 3268 return error(GL_INVALID_OPERATION); 3269 } 3270 3271 GLsizei outputPitch = egl::ComputePitch((mState.packRowLength > 0) ? mState.packRowLength : width, format, type, mState.packAlignment); 3272 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3273 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3274 pixels = ((char*)pixels) + (mState.packSkipImages * outputHeight + mState.packSkipRows) * outputPitch + mState.packSkipPixels; 3275 3276 // Sized query sanity check 3277 if(bufSize) 3278 { 3279 int requiredSize = outputPitch * height; 3280 if(requiredSize > *bufSize) 3281 { 3282 return error(GL_INVALID_OPERATION); 3283 } 3284 } 3285 3286 egl::Image *renderTarget = framebuffer->getReadRenderTarget(); 3287 3288 if(!renderTarget) 3289 { 3290 return error(GL_OUT_OF_MEMORY); 3291 } 3292 3293 x += mState.packSkipPixels; 3294 y += mState.packSkipRows; 3295 sw::Rect rect = {x, y, x + width, y + height}; 3296 sw::Rect dstRect = { 0, 0, width, height }; 3297 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3298 3299 sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3300 sw::SliceRect sliceRect(rect); 3301 sw::SliceRect dstSliceRect(dstRect); 3302 device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false); 3303 3304 renderTarget->release(); 3305} 3306 3307void Context::clear(GLbitfield mask) 3308{ 3309 Framebuffer *framebuffer = getDrawFramebuffer(); 3310 3311 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3312 { 3313 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3314 } 3315 3316 if(!applyRenderTarget()) 3317 { 3318 return; 3319 } 3320 3321 if(mask & GL_COLOR_BUFFER_BIT) 3322 { 3323 unsigned int rgbaMask = getColorMask(); 3324 3325 if(rgbaMask != 0) 3326 { 3327 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3328 } 3329 } 3330 3331 if(mask & GL_DEPTH_BUFFER_BIT) 3332 { 3333 if(mState.depthMask != 0) 3334 { 3335 float depth = clamp01(mState.depthClearValue); 3336 device->clearDepth(depth); 3337 } 3338 } 3339 3340 if(mask & GL_STENCIL_BUFFER_BIT) 3341 { 3342 if(mState.stencilWritemask != 0) 3343 { 3344 int stencil = mState.stencilClearValue & 0x000000FF; 3345 device->clearStencil(stencil, mState.stencilWritemask); 3346 } 3347 } 3348} 3349 3350void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3351{ 3352 unsigned int rgbaMask = getColorMask(); 3353 if(device && rgbaMask) 3354 { 3355 int x0(0), y0(0), width(0), height(0); 3356 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, false); 3357 3358 sw::SliceRect sliceRect; 3359 if(image->getClearRect(x0, y0, width, height, sliceRect)) 3360 { 3361 device->clear(value, format, image, sliceRect, rgbaMask); 3362 } 3363 3364 image->release(); 3365 } 3366} 3367 3368void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3369{ 3370 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3371} 3372 3373void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3374{ 3375 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3376} 3377 3378void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3379{ 3380 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3381} 3382 3383void Context::clearDepthBuffer(GLint drawbuffer, const GLfloat *value) 3384{ 3385 if(device && mState.depthMask) 3386 { 3387 int x0(0), y0(0), width(0), height(0); 3388 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3389 3390 float depth = clamp01(value[0]); 3391 image->clearDepthBuffer(depth, x0, y0, width, height); 3392 3393 image->release(); 3394 } 3395} 3396 3397void Context::clearStencilBuffer(GLint drawbuffer, const GLint *value) 3398{ 3399 if(device && mState.stencilWritemask) 3400 { 3401 int x0(0), y0(0), width(0), height(0); 3402 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3403 3404 unsigned char stencil = value[0] < 0 ? 0 : static_cast<unsigned char>(value[0] & 0x000000FF); 3405 image->clearStencilBuffer(stencil, static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3406 3407 image->release(); 3408 } 3409} 3410 3411void Context::clearDepthStencilBuffer(GLint drawbuffer, GLfloat depth, GLint stencil) 3412{ 3413 if(device && (mState.depthMask || mState.stencilWritemask)) 3414 { 3415 int x0(0), y0(0), width(0), height(0); 3416 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3417 3418 if(mState.stencilWritemask) 3419 { 3420 image->clearStencilBuffer(static_cast<unsigned char>(stencil & 0x000000FF), static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3421 } 3422 3423 if(mState.depthMask) 3424 { 3425 image->clearDepthBuffer(clamp01(depth), x0, y0, width, height); 3426 } 3427 3428 image->release(); 3429 } 3430} 3431 3432void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3433{ 3434 if(!mState.currentProgram) 3435 { 3436 return error(GL_INVALID_OPERATION); 3437 } 3438 3439 PrimitiveType primitiveType; 3440 int primitiveCount; 3441 3442 if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) 3443 return error(GL_INVALID_ENUM); 3444 3445 if(primitiveCount <= 0) 3446 { 3447 return; 3448 } 3449 3450 if(!applyRenderTarget()) 3451 { 3452 return; 3453 } 3454 3455 applyState(mode); 3456 3457 for(int i = 0; i < instanceCount; ++i) 3458 { 3459 device->setInstanceID(i); 3460 3461 GLenum err = applyVertexBuffer(0, first, count, i); 3462 if(err != GL_NO_ERROR) 3463 { 3464 return error(err); 3465 } 3466 3467 applyShaders(); 3468 applyTextures(); 3469 3470 if(!getCurrentProgram()->validateSamplers(false)) 3471 { 3472 return error(GL_INVALID_OPERATION); 3473 } 3474 3475 if(!cullSkipsDraw(mode)) 3476 { 3477 device->drawPrimitive(primitiveType, primitiveCount); 3478 } 3479 } 3480} 3481 3482void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3483{ 3484 if(!mState.currentProgram) 3485 { 3486 return error(GL_INVALID_OPERATION); 3487 } 3488 3489 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3490 { 3491 return error(GL_INVALID_OPERATION); 3492 } 3493 3494 PrimitiveType primitiveType; 3495 int primitiveCount; 3496 3497 if(!es2sw::ConvertPrimitiveType(mode, count, primitiveType, primitiveCount)) 3498 return error(GL_INVALID_ENUM); 3499 3500 if(primitiveCount <= 0) 3501 { 3502 return; 3503 } 3504 3505 if(!applyRenderTarget()) 3506 { 3507 return; 3508 } 3509 3510 applyState(mode); 3511 3512 for(int i = 0; i < instanceCount; ++i) 3513 { 3514 device->setInstanceID(i); 3515 3516 TranslatedIndexData indexInfo; 3517 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3518 if(err != GL_NO_ERROR) 3519 { 3520 return error(err); 3521 } 3522 3523 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3524 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3525 if(err != GL_NO_ERROR) 3526 { 3527 return error(err); 3528 } 3529 3530 applyShaders(); 3531 applyTextures(); 3532 3533 if(!getCurrentProgram()->validateSamplers(false)) 3534 { 3535 return error(GL_INVALID_OPERATION); 3536 } 3537 3538 if(!cullSkipsDraw(mode)) 3539 { 3540 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount, IndexDataManager::typeSize(type)); 3541 } 3542 } 3543} 3544 3545void Context::finish() 3546{ 3547 device->finish(); 3548} 3549 3550void Context::flush() 3551{ 3552 // We don't queue anything without processing it as fast as possible 3553} 3554 3555void Context::recordInvalidEnum() 3556{ 3557 mInvalidEnum = true; 3558} 3559 3560void Context::recordInvalidValue() 3561{ 3562 mInvalidValue = true; 3563} 3564 3565void Context::recordInvalidOperation() 3566{ 3567 mInvalidOperation = true; 3568} 3569 3570void Context::recordOutOfMemory() 3571{ 3572 mOutOfMemory = true; 3573} 3574 3575void Context::recordInvalidFramebufferOperation() 3576{ 3577 mInvalidFramebufferOperation = true; 3578} 3579 3580// Get one of the recorded errors and clear its flag, if any. 3581// [OpenGL ES 2.0.24] section 2.5 page 13. 3582GLenum Context::getError() 3583{ 3584 if(mInvalidEnum) 3585 { 3586 mInvalidEnum = false; 3587 3588 return GL_INVALID_ENUM; 3589 } 3590 3591 if(mInvalidValue) 3592 { 3593 mInvalidValue = false; 3594 3595 return GL_INVALID_VALUE; 3596 } 3597 3598 if(mInvalidOperation) 3599 { 3600 mInvalidOperation = false; 3601 3602 return GL_INVALID_OPERATION; 3603 } 3604 3605 if(mOutOfMemory) 3606 { 3607 mOutOfMemory = false; 3608 3609 return GL_OUT_OF_MEMORY; 3610 } 3611 3612 if(mInvalidFramebufferOperation) 3613 { 3614 mInvalidFramebufferOperation = false; 3615 3616 return GL_INVALID_FRAMEBUFFER_OPERATION; 3617 } 3618 3619 return GL_NO_ERROR; 3620} 3621 3622int Context::getSupportedMultisampleCount(int requested) 3623{ 3624 int supported = 0; 3625 3626 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3627 { 3628 if(supported >= requested) 3629 { 3630 return supported; 3631 } 3632 3633 supported = multisampleCount[i]; 3634 } 3635 3636 return supported; 3637} 3638 3639void Context::detachBuffer(GLuint buffer) 3640{ 3641 // [OpenGL ES 2.0.24] section 2.9 page 22: 3642 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3643 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3644 3645 if(getArrayBufferName() == buffer) 3646 { 3647 mState.arrayBuffer = NULL; 3648 } 3649 3650 for(auto tfIt = mTransformFeedbackMap.begin(); tfIt != mTransformFeedbackMap.end(); tfIt++) 3651 { 3652 tfIt->second->detachBuffer(buffer); 3653 } 3654 3655 for(auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++) 3656 { 3657 vaoIt->second->detachBuffer(buffer); 3658 } 3659 3660 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3661 { 3662 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3663 { 3664 mState.vertexAttribute[attribute].mBoundBuffer = NULL; 3665 } 3666 } 3667} 3668 3669void Context::detachTexture(GLuint texture) 3670{ 3671 // [OpenGL ES 2.0.24] section 3.8 page 84: 3672 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3673 // rebound to texture object zero 3674 3675 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3676 { 3677 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3678 { 3679 if(mState.samplerTexture[type][sampler].name() == texture) 3680 { 3681 mState.samplerTexture[type][sampler] = NULL; 3682 } 3683 } 3684 } 3685 3686 // [OpenGL ES 2.0.24] section 4.4 page 112: 3687 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3688 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3689 // image was attached in the currently bound framebuffer. 3690 3691 Framebuffer *readFramebuffer = getReadFramebuffer(); 3692 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3693 3694 if(readFramebuffer) 3695 { 3696 readFramebuffer->detachTexture(texture); 3697 } 3698 3699 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3700 { 3701 drawFramebuffer->detachTexture(texture); 3702 } 3703} 3704 3705void Context::detachFramebuffer(GLuint framebuffer) 3706{ 3707 // [OpenGL ES 2.0.24] section 4.4 page 107: 3708 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3709 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3710 3711 if(mState.readFramebuffer == framebuffer) 3712 { 3713 bindReadFramebuffer(0); 3714 } 3715 3716 if(mState.drawFramebuffer == framebuffer) 3717 { 3718 bindDrawFramebuffer(0); 3719 } 3720} 3721 3722void Context::detachRenderbuffer(GLuint renderbuffer) 3723{ 3724 // [OpenGL ES 2.0.24] section 4.4 page 109: 3725 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3726 // had been executed with the target RENDERBUFFER and name of zero. 3727 3728 if(mState.renderbuffer.name() == renderbuffer) 3729 { 3730 bindRenderbuffer(0); 3731 } 3732 3733 // [OpenGL ES 2.0.24] section 4.4 page 111: 3734 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3735 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3736 // point to which this image was attached in the currently bound framebuffer. 3737 3738 Framebuffer *readFramebuffer = getReadFramebuffer(); 3739 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3740 3741 if(readFramebuffer) 3742 { 3743 readFramebuffer->detachRenderbuffer(renderbuffer); 3744 } 3745 3746 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3747 { 3748 drawFramebuffer->detachRenderbuffer(renderbuffer); 3749 } 3750} 3751 3752void Context::detachSampler(GLuint sampler) 3753{ 3754 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3755 // If a sampler object that is currently bound to one or more texture units is 3756 // deleted, it is as though BindSampler is called once for each texture unit to 3757 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3758 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3759 { 3760 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3761 if(samplerBinding.name() == sampler) 3762 { 3763 samplerBinding = NULL; 3764 } 3765 } 3766} 3767 3768bool Context::cullSkipsDraw(GLenum drawMode) 3769{ 3770 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3771} 3772 3773bool Context::isTriangleMode(GLenum drawMode) 3774{ 3775 switch (drawMode) 3776 { 3777 case GL_TRIANGLES: 3778 case GL_TRIANGLE_FAN: 3779 case GL_TRIANGLE_STRIP: 3780 return true; 3781 case GL_POINTS: 3782 case GL_LINES: 3783 case GL_LINE_LOOP: 3784 case GL_LINE_STRIP: 3785 return false; 3786 default: UNREACHABLE(drawMode); 3787 } 3788 3789 return false; 3790} 3791 3792void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3793{ 3794 ASSERT(index < MAX_VERTEX_ATTRIBS); 3795 3796 mState.vertexAttribute[index].setCurrentValue(values); 3797 3798 mVertexDataManager->dirtyCurrentValue(index); 3799} 3800 3801void Context::setVertexAttrib(GLuint index, const GLint *values) 3802{ 3803 ASSERT(index < MAX_VERTEX_ATTRIBS); 3804 3805 mState.vertexAttribute[index].setCurrentValue(values); 3806 3807 mVertexDataManager->dirtyCurrentValue(index); 3808} 3809 3810void Context::setVertexAttrib(GLuint index, const GLuint *values) 3811{ 3812 ASSERT(index < MAX_VERTEX_ATTRIBS); 3813 3814 mState.vertexAttribute[index].setCurrentValue(values); 3815 3816 mVertexDataManager->dirtyCurrentValue(index); 3817} 3818 3819void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3820 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3821 GLbitfield mask) 3822{ 3823 Framebuffer *readFramebuffer = getReadFramebuffer(); 3824 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3825 3826 int readBufferWidth, readBufferHeight, readBufferSamples; 3827 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3828 3829 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3830 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3831 { 3832 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3833 } 3834 3835 if(drawBufferSamples > 1) 3836 { 3837 return error(GL_INVALID_OPERATION); 3838 } 3839 3840 sw::SliceRect sourceRect; 3841 sw::SliceRect destRect; 3842 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3843 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3844 3845 if(srcX0 < srcX1) 3846 { 3847 sourceRect.x0 = srcX0; 3848 sourceRect.x1 = srcX1; 3849 } 3850 else 3851 { 3852 sourceRect.x0 = srcX1; 3853 sourceRect.x1 = srcX0; 3854 } 3855 3856 if(dstX0 < dstX1) 3857 { 3858 destRect.x0 = dstX0; 3859 destRect.x1 = dstX1; 3860 } 3861 else 3862 { 3863 destRect.x0 = dstX1; 3864 destRect.x1 = dstX0; 3865 } 3866 3867 if(srcY0 < srcY1) 3868 { 3869 sourceRect.y0 = srcY0; 3870 sourceRect.y1 = srcY1; 3871 } 3872 else 3873 { 3874 sourceRect.y0 = srcY1; 3875 sourceRect.y1 = srcY0; 3876 } 3877 3878 if(dstY0 < dstY1) 3879 { 3880 destRect.y0 = dstY0; 3881 destRect.y1 = dstY1; 3882 } 3883 else 3884 { 3885 destRect.y0 = dstY1; 3886 destRect.y1 = dstY0; 3887 } 3888 3889 sw::Rect sourceScissoredRect = sourceRect; 3890 sw::Rect destScissoredRect = destRect; 3891 3892 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3893 { 3894 if(destRect.x0 < mState.scissorX) 3895 { 3896 int xDiff = mState.scissorX - destRect.x0; 3897 destScissoredRect.x0 = mState.scissorX; 3898 sourceScissoredRect.x0 += xDiff; 3899 } 3900 3901 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3902 { 3903 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3904 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3905 sourceScissoredRect.x1 -= xDiff; 3906 } 3907 3908 if(destRect.y0 < mState.scissorY) 3909 { 3910 int yDiff = mState.scissorY - destRect.y0; 3911 destScissoredRect.y0 = mState.scissorY; 3912 sourceScissoredRect.y0 += yDiff; 3913 } 3914 3915 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3916 { 3917 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3918 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3919 sourceScissoredRect.y1 -= yDiff; 3920 } 3921 } 3922 3923 sw::Rect sourceTrimmedRect = sourceScissoredRect; 3924 sw::Rect destTrimmedRect = destScissoredRect; 3925 3926 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 3927 // the actual draw and read surfaces. 3928 if(sourceTrimmedRect.x0 < 0) 3929 { 3930 int xDiff = 0 - sourceTrimmedRect.x0; 3931 sourceTrimmedRect.x0 = 0; 3932 destTrimmedRect.x0 += xDiff; 3933 } 3934 3935 if(sourceTrimmedRect.x1 > readBufferWidth) 3936 { 3937 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 3938 sourceTrimmedRect.x1 = readBufferWidth; 3939 destTrimmedRect.x1 -= xDiff; 3940 } 3941 3942 if(sourceTrimmedRect.y0 < 0) 3943 { 3944 int yDiff = 0 - sourceTrimmedRect.y0; 3945 sourceTrimmedRect.y0 = 0; 3946 destTrimmedRect.y0 += yDiff; 3947 } 3948 3949 if(sourceTrimmedRect.y1 > readBufferHeight) 3950 { 3951 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 3952 sourceTrimmedRect.y1 = readBufferHeight; 3953 destTrimmedRect.y1 -= yDiff; 3954 } 3955 3956 if(destTrimmedRect.x0 < 0) 3957 { 3958 int xDiff = 0 - destTrimmedRect.x0; 3959 destTrimmedRect.x0 = 0; 3960 sourceTrimmedRect.x0 += xDiff; 3961 } 3962 3963 if(destTrimmedRect.x1 > drawBufferWidth) 3964 { 3965 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 3966 destTrimmedRect.x1 = drawBufferWidth; 3967 sourceTrimmedRect.x1 -= xDiff; 3968 } 3969 3970 if(destTrimmedRect.y0 < 0) 3971 { 3972 int yDiff = 0 - destTrimmedRect.y0; 3973 destTrimmedRect.y0 = 0; 3974 sourceTrimmedRect.y0 += yDiff; 3975 } 3976 3977 if(destTrimmedRect.y1 > drawBufferHeight) 3978 { 3979 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 3980 destTrimmedRect.y1 = drawBufferHeight; 3981 sourceTrimmedRect.y1 -= yDiff; 3982 } 3983 3984 bool partialBufferCopy = false; 3985 3986 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 3987 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 3988 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 3989 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 3990 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 3991 { 3992 partialBufferCopy = true; 3993 } 3994 3995 bool blitRenderTarget = false; 3996 bool blitDepthStencil = false; 3997 3998 if(mask & GL_COLOR_BUFFER_BIT) 3999 { 4000 const bool validReadType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()) == GL_TEXTURE_2D || 4001 readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()) == GL_RENDERBUFFER; 4002 const bool validDrawType = drawFramebuffer->getColorbufferType(0) == GL_TEXTURE_2D || 4003 drawFramebuffer->getColorbufferType(0) == GL_RENDERBUFFER; 4004 if(!validReadType || !validDrawType) 4005 { 4006 return error(GL_INVALID_OPERATION); 4007 } 4008 4009 if(partialBufferCopy && readBufferSamples > 1) 4010 { 4011 return error(GL_INVALID_OPERATION); 4012 } 4013 4014 blitRenderTarget = true; 4015 } 4016 4017 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4018 { 4019 Renderbuffer *readDSBuffer = NULL; 4020 Renderbuffer *drawDSBuffer = NULL; 4021 4022 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have 4023 // both a depth and stencil buffer, it will be the same buffer. 4024 4025 if(mask & GL_DEPTH_BUFFER_BIT) 4026 { 4027 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4028 { 4029 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType()) 4030 { 4031 return error(GL_INVALID_OPERATION); 4032 } 4033 4034 blitDepthStencil = true; 4035 readDSBuffer = readFramebuffer->getDepthbuffer(); 4036 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4037 } 4038 } 4039 4040 if(mask & GL_STENCIL_BUFFER_BIT) 4041 { 4042 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4043 { 4044 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType()) 4045 { 4046 return error(GL_INVALID_OPERATION); 4047 } 4048 4049 blitDepthStencil = true; 4050 readDSBuffer = readFramebuffer->getStencilbuffer(); 4051 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4052 } 4053 } 4054 4055 if(partialBufferCopy) 4056 { 4057 ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); 4058 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4059 } 4060 4061 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4062 (readDSBuffer && readDSBuffer->getSamples() > 1)) 4063 { 4064 return error(GL_INVALID_OPERATION); 4065 } 4066 } 4067 4068 if(blitRenderTarget || blitDepthStencil) 4069 { 4070 if(blitRenderTarget) 4071 { 4072 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4073 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4074 4075 if(flipX) 4076 { 4077 swap(destRect.x0, destRect.x1); 4078 } 4079 if(flipy) 4080 { 4081 swap(destRect.y0, destRect.y1); 4082 } 4083 4084 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false); 4085 4086 readRenderTarget->release(); 4087 drawRenderTarget->release(); 4088 4089 if(!success) 4090 { 4091 ERR("BlitFramebuffer failed."); 4092 return; 4093 } 4094 } 4095 4096 if(blitDepthStencil) 4097 { 4098 bool success = device->stretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, false); 4099 4100 if(!success) 4101 { 4102 ERR("BlitFramebuffer failed."); 4103 return; 4104 } 4105 } 4106 } 4107} 4108 4109void Context::bindTexImage(egl::Surface *surface) 4110{ 4111 es2::Texture2D *textureObject = getTexture2D(); 4112 4113 if(textureObject) 4114 { 4115 textureObject->bindTexImage(surface); 4116 } 4117} 4118 4119EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4120{ 4121 GLenum textureTarget = GL_NONE; 4122 4123 switch(target) 4124 { 4125 case EGL_GL_TEXTURE_2D_KHR: 4126 textureTarget = GL_TEXTURE_2D; 4127 break; 4128 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4129 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4130 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4131 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4132 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4133 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4134 textureTarget = GL_TEXTURE_CUBE_MAP; 4135 break; 4136 case EGL_GL_RENDERBUFFER_KHR: 4137 break; 4138 default: 4139 return EGL_BAD_PARAMETER; 4140 } 4141 4142 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4143 { 4144 return EGL_BAD_MATCH; 4145 } 4146 4147 if(textureTarget != GL_NONE) 4148 { 4149 es2::Texture *texture = getTexture(name); 4150 4151 if(!texture || texture->getTarget() != textureTarget) 4152 { 4153 return EGL_BAD_PARAMETER; 4154 } 4155 4156 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4157 { 4158 return EGL_BAD_ACCESS; 4159 } 4160 4161 if(textureLevel != 0 && !texture->isSamplerComplete()) 4162 { 4163 return EGL_BAD_PARAMETER; 4164 } 4165 4166 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4167 { 4168 return EGL_BAD_PARAMETER; 4169 } 4170 } 4171 else if(target == EGL_GL_RENDERBUFFER_KHR) 4172 { 4173 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4174 4175 if(!renderbuffer) 4176 { 4177 return EGL_BAD_PARAMETER; 4178 } 4179 4180 if(renderbuffer->isShared()) // Already an EGLImage sibling 4181 { 4182 return EGL_BAD_ACCESS; 4183 } 4184 } 4185 else UNREACHABLE(target); 4186 4187 return EGL_SUCCESS; 4188} 4189 4190egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4191{ 4192 GLenum textureTarget = GL_NONE; 4193 4194 switch(target) 4195 { 4196 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4197 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4198 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4199 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4200 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4201 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4202 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4203 } 4204 4205 if(textureTarget != GL_NONE) 4206 { 4207 es2::Texture *texture = getTexture(name); 4208 4209 return texture->createSharedImage(textureTarget, textureLevel); 4210 } 4211 else if(target == EGL_GL_RENDERBUFFER_KHR) 4212 { 4213 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4214 4215 return renderbuffer->createSharedImage(); 4216 } 4217 else UNREACHABLE(target); 4218 4219 return 0; 4220} 4221 4222Device *Context::getDevice() 4223{ 4224 return device; 4225} 4226 4227const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const 4228{ 4229 // Keep list sorted in following order: 4230 // OES extensions 4231 // EXT extensions 4232 // Vendor extensions 4233 static const GLubyte* extensions[] = { 4234 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture", 4235 (const GLubyte*)"GL_OES_depth24", 4236 (const GLubyte*)"GL_OES_depth32", 4237 (const GLubyte*)"GL_OES_depth_texture", 4238 (const GLubyte*)"GL_OES_depth_texture_cube_map", 4239 (const GLubyte*)"GL_OES_EGL_image", 4240 (const GLubyte*)"GL_OES_EGL_image_external", 4241 (const GLubyte*)"GL_OES_EGL_sync", 4242 (const GLubyte*)"GL_OES_element_index_uint", 4243 (const GLubyte*)"GL_OES_framebuffer_object", 4244 (const GLubyte*)"GL_OES_packed_depth_stencil", 4245 (const GLubyte*)"GL_OES_rgb8_rgba8", 4246 (const GLubyte*)"GL_OES_standard_derivatives", 4247 (const GLubyte*)"GL_OES_texture_float", 4248 (const GLubyte*)"GL_OES_texture_float_linear", 4249 (const GLubyte*)"GL_OES_texture_half_float", 4250 (const GLubyte*)"GL_OES_texture_half_float_linear", 4251 (const GLubyte*)"GL_OES_texture_npot", 4252 (const GLubyte*)"GL_OES_texture_3D", 4253 (const GLubyte*)"GL_EXT_blend_minmax", 4254 (const GLubyte*)"GL_EXT_color_buffer_half_float", 4255 (const GLubyte*)"GL_EXT_occlusion_query_boolean", 4256 (const GLubyte*)"GL_EXT_read_format_bgra", 4257#if (S3TC_SUPPORT) 4258 (const GLubyte*)"GL_EXT_texture_compression_dxt1", 4259#endif 4260 (const GLubyte*)"GL_EXT_texture_filter_anisotropic", 4261 (const GLubyte*)"GL_EXT_texture_format_BGRA8888", 4262 (const GLubyte*)"GL_ANGLE_framebuffer_blit", 4263 (const GLubyte*)"GL_NV_framebuffer_blit", 4264 (const GLubyte*)"GL_ANGLE_framebuffer_multisample", 4265#if (S3TC_SUPPORT) 4266 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3", 4267 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5", 4268#endif 4269 (const GLubyte*)"GL_NV_fence", 4270 (const GLubyte*)"GL_EXT_instanced_arrays", 4271 (const GLubyte*)"GL_ANGLE_instanced_arrays", 4272 }; 4273 static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions); 4274 4275 if(numExt) 4276 { 4277 *numExt = numExtensions; 4278 return nullptr; 4279 } 4280 4281 if(index == GL_INVALID_INDEX) 4282 { 4283 static GLubyte* extensionsCat = nullptr; 4284 if((extensionsCat == nullptr) && (numExtensions > 0)) 4285 { 4286 int totalLength = numExtensions; // 1 space between each extension name + terminating null 4287 for(int i = 0; i < numExtensions; ++i) 4288 { 4289 totalLength += strlen(reinterpret_cast<const char*>(extensions[i])); 4290 } 4291 extensionsCat = new GLubyte[totalLength]; 4292 extensionsCat[0] = '\0'; 4293 for(int i = 0; i < numExtensions; ++i) 4294 { 4295 if(i != 0) 4296 { 4297 strcat(reinterpret_cast<char*>(extensionsCat), " "); 4298 } 4299 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i])); 4300 } 4301 } 4302 return extensionsCat; 4303 } 4304 4305 if(index >= numExtensions) 4306 { 4307 return nullptr; 4308 } 4309 4310 return extensions[index]; 4311} 4312 4313} 4314 4315egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion) 4316{ 4317 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4318 return new es2::Context(config, static_cast<const es2::Context*>(shareContext), clientVersion); 4319} 4320