Context.cpp revision ede04d36028aaf614e168748e5f148c4929a8442
1// SwiftShader Software Renderer 2// 3// Copyright(c) 2005-2013 TransGaming Inc. 4// 5// All rights reserved. No part of this software may be copied, distributed, transmitted, 6// transcribed, stored in a retrieval system, translated into any human or computer 7// language by any means, or disclosed to third parties without the explicit written 8// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express 9// or implied, including but not limited to any patent rights, are granted to you. 10// 11 12// Context.cpp: Implements the es2::Context class, managing all GL state and performing 13// rendering operations. It is the GLES2 specific implementation of EGLContext. 14 15#include "Context.h" 16 17#include "main.h" 18#include "mathutil.h" 19#include "utilities.h" 20#include "ResourceManager.h" 21#include "Buffer.h" 22#include "Fence.h" 23#include "Framebuffer.h" 24#include "Program.h" 25#include "Query.h" 26#include "Renderbuffer.h" 27#include "Sampler.h" 28#include "Shader.h" 29#include "Texture.h" 30#include "TransformFeedback.h" 31#include "VertexArray.h" 32#include "VertexDataManager.h" 33#include "IndexDataManager.h" 34#include "libEGL/Display.h" 35#include "libEGL/Surface.h" 36#include "Common/Half.hpp" 37 38#include <EGL/eglext.h> 39 40namespace es2 41{ 42Context::Context(const egl::Config *config, const Context *shareContext, EGLint clientVersion) 43 : clientVersion(clientVersion), mConfig(config) 44{ 45 sw::Context *context = new sw::Context(); 46 device = new es2::Device(context); 47 48 mFenceNameSpace.setBaseHandle(0); 49 50 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 51 52 mState.depthClearValue = 1.0f; 53 mState.stencilClearValue = 0; 54 55 mState.cullFaceEnabled = false; 56 mState.cullMode = GL_BACK; 57 mState.frontFace = GL_CCW; 58 mState.depthTestEnabled = false; 59 mState.depthFunc = GL_LESS; 60 mState.blendEnabled = false; 61 mState.sourceBlendRGB = GL_ONE; 62 mState.sourceBlendAlpha = GL_ONE; 63 mState.destBlendRGB = GL_ZERO; 64 mState.destBlendAlpha = GL_ZERO; 65 mState.blendEquationRGB = GL_FUNC_ADD; 66 mState.blendEquationAlpha = GL_FUNC_ADD; 67 mState.blendColor.red = 0; 68 mState.blendColor.green = 0; 69 mState.blendColor.blue = 0; 70 mState.blendColor.alpha = 0; 71 mState.stencilTestEnabled = false; 72 mState.stencilFunc = GL_ALWAYS; 73 mState.stencilRef = 0; 74 mState.stencilMask = -1; 75 mState.stencilWritemask = -1; 76 mState.stencilBackFunc = GL_ALWAYS; 77 mState.stencilBackRef = 0; 78 mState.stencilBackMask = - 1; 79 mState.stencilBackWritemask = -1; 80 mState.stencilFail = GL_KEEP; 81 mState.stencilPassDepthFail = GL_KEEP; 82 mState.stencilPassDepthPass = GL_KEEP; 83 mState.stencilBackFail = GL_KEEP; 84 mState.stencilBackPassDepthFail = GL_KEEP; 85 mState.stencilBackPassDepthPass = GL_KEEP; 86 mState.polygonOffsetFillEnabled = false; 87 mState.polygonOffsetFactor = 0.0f; 88 mState.polygonOffsetUnits = 0.0f; 89 mState.sampleAlphaToCoverageEnabled = false; 90 mState.sampleCoverageEnabled = false; 91 mState.sampleCoverageValue = 1.0f; 92 mState.sampleCoverageInvert = false; 93 mState.scissorTestEnabled = false; 94 mState.ditherEnabled = true; 95 mState.primitiveRestartFixedIndexEnabled = false; 96 mState.rasterizerDiscardEnabled = false; 97 mState.generateMipmapHint = GL_DONT_CARE; 98 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 99 100 mState.lineWidth = 1.0f; 101 102 mState.viewportX = 0; 103 mState.viewportY = 0; 104 mState.viewportWidth = 0; 105 mState.viewportHeight = 0; 106 mState.zNear = 0.0f; 107 mState.zFar = 1.0f; 108 109 mState.scissorX = 0; 110 mState.scissorY = 0; 111 mState.scissorWidth = 0; 112 mState.scissorHeight = 0; 113 114 mState.colorMaskRed = true; 115 mState.colorMaskGreen = true; 116 mState.colorMaskBlue = true; 117 mState.colorMaskAlpha = true; 118 mState.depthMask = true; 119 120 if(shareContext != NULL) 121 { 122 mResourceManager = shareContext->mResourceManager; 123 mResourceManager->addRef(); 124 } 125 else 126 { 127 mResourceManager = new ResourceManager(); 128 } 129 130 // [OpenGL ES 2.0.24] section 3.7 page 83: 131 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 132 // and cube map texture state vectors respectively associated with them. 133 // In order that access to these initial textures not be lost, they are treated as texture 134 // objects all of whose names are 0. 135 136 mTexture2DZero = new Texture2D(0); 137 mTexture3DZero = new Texture3D(0); 138 mTexture2DArrayZero = new Texture2DArray(0); 139 mTextureCubeMapZero = new TextureCubeMap(0); 140 mTextureExternalZero = new TextureExternal(0); 141 142 mState.activeSampler = 0; 143 bindVertexArray(0); 144 bindArrayBuffer(0); 145 bindElementArrayBuffer(0); 146 bindTextureCubeMap(0); 147 bindTexture2D(0); 148 bindReadFramebuffer(0); 149 bindDrawFramebuffer(0); 150 bindRenderbuffer(0); 151 bindGenericUniformBuffer(0); 152 bindTransformFeedback(0); 153 154 mState.readFramebufferColorIndex = 0; 155 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; ++i) 156 { 157 mState.drawFramebufferColorIndices[i] = GL_NONE; 158 } 159 160 mState.currentProgram = 0; 161 162 mState.packAlignment = 4; 163 mState.unpackInfo.alignment = 4; 164 mState.packRowLength = 0; 165 mState.packImageHeight = 0; 166 mState.packSkipPixels = 0; 167 mState.packSkipRows = 0; 168 mState.packSkipImages = 0; 169 mState.unpackInfo.rowLength = 0; 170 mState.unpackInfo.imageHeight = 0; 171 mState.unpackInfo.skipPixels = 0; 172 mState.unpackInfo.skipRows = 0; 173 mState.unpackInfo.skipImages = 0; 174 175 mVertexDataManager = NULL; 176 mIndexDataManager = NULL; 177 178 mInvalidEnum = false; 179 mInvalidValue = false; 180 mInvalidOperation = false; 181 mOutOfMemory = false; 182 mInvalidFramebufferOperation = false; 183 184 mHasBeenCurrent = false; 185 186 markAllStateDirty(); 187} 188 189Context::~Context() 190{ 191 if(mState.currentProgram != 0) 192 { 193 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 194 if(programObject) 195 { 196 programObject->release(); 197 } 198 mState.currentProgram = 0; 199 } 200 201 while(!mFramebufferMap.empty()) 202 { 203 deleteFramebuffer(mFramebufferMap.begin()->first); 204 } 205 206 while(!mFenceMap.empty()) 207 { 208 deleteFence(mFenceMap.begin()->first); 209 } 210 211 while(!mQueryMap.empty()) 212 { 213 deleteQuery(mQueryMap.begin()->first); 214 } 215 216 while(!mVertexArrayMap.empty()) 217 { 218 deleteVertexArray(mVertexArrayMap.begin()->first); 219 } 220 221 while(!mTransformFeedbackMap.empty()) 222 { 223 deleteTransformFeedback(mTransformFeedbackMap.begin()->first); 224 } 225 226 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 227 { 228 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 229 { 230 mState.samplerTexture[type][sampler] = NULL; 231 } 232 } 233 234 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 235 { 236 mState.vertexAttribute[i].mBoundBuffer = NULL; 237 } 238 239 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 240 { 241 mState.activeQuery[i] = NULL; 242 } 243 244 mState.arrayBuffer = NULL; 245 mState.copyReadBuffer = NULL; 246 mState.copyWriteBuffer = NULL; 247 mState.pixelPackBuffer = NULL; 248 mState.pixelUnpackBuffer = NULL; 249 mState.genericUniformBuffer = NULL; 250 mState.renderbuffer = NULL; 251 252 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 253 { 254 mState.sampler[i] = NULL; 255 } 256 257 mTexture2DZero = NULL; 258 mTexture3DZero = NULL; 259 mTexture2DArrayZero = NULL; 260 mTextureCubeMapZero = NULL; 261 mTextureExternalZero = NULL; 262 263 delete mVertexDataManager; 264 delete mIndexDataManager; 265 266 mResourceManager->release(); 267 delete device; 268} 269 270void Context::makeCurrent(egl::Surface *surface) 271{ 272 if(!mHasBeenCurrent) 273 { 274 mVertexDataManager = new VertexDataManager(this); 275 mIndexDataManager = new IndexDataManager(); 276 277 mState.viewportX = 0; 278 mState.viewportY = 0; 279 mState.viewportWidth = surface->getWidth(); 280 mState.viewportHeight = surface->getHeight(); 281 282 mState.scissorX = 0; 283 mState.scissorY = 0; 284 mState.scissorWidth = surface->getWidth(); 285 mState.scissorHeight = surface->getHeight(); 286 287 mHasBeenCurrent = true; 288 } 289 290 // Wrap the existing resources into GL objects and assign them to the '0' names 291 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 292 egl::Image *depthStencil = surface->getDepthStencil(); 293 294 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 295 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 296 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 297 298 setFramebufferZero(framebufferZero); 299 300 if(defaultRenderTarget) 301 { 302 defaultRenderTarget->release(); 303 } 304 305 if(depthStencil) 306 { 307 depthStencil->release(); 308 } 309 310 markAllStateDirty(); 311} 312 313EGLint Context::getClientVersion() const 314{ 315 return clientVersion; 316} 317 318// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 319void Context::markAllStateDirty() 320{ 321 mAppliedProgramSerial = 0; 322 323 mDepthStateDirty = true; 324 mMaskStateDirty = true; 325 mBlendStateDirty = true; 326 mStencilStateDirty = true; 327 mPolygonOffsetStateDirty = true; 328 mSampleStateDirty = true; 329 mDitherStateDirty = true; 330 mFrontFaceDirty = true; 331} 332 333void Context::setClearColor(float red, float green, float blue, float alpha) 334{ 335 mState.colorClearValue.red = red; 336 mState.colorClearValue.green = green; 337 mState.colorClearValue.blue = blue; 338 mState.colorClearValue.alpha = alpha; 339} 340 341void Context::setClearDepth(float depth) 342{ 343 mState.depthClearValue = depth; 344} 345 346void Context::setClearStencil(int stencil) 347{ 348 mState.stencilClearValue = stencil; 349} 350 351void Context::setCullFaceEnabled(bool enabled) 352{ 353 mState.cullFaceEnabled = enabled; 354} 355 356bool Context::isCullFaceEnabled() const 357{ 358 return mState.cullFaceEnabled; 359} 360 361void Context::setCullMode(GLenum mode) 362{ 363 mState.cullMode = mode; 364} 365 366void Context::setFrontFace(GLenum front) 367{ 368 if(mState.frontFace != front) 369 { 370 mState.frontFace = front; 371 mFrontFaceDirty = true; 372 } 373} 374 375void Context::setDepthTestEnabled(bool enabled) 376{ 377 if(mState.depthTestEnabled != enabled) 378 { 379 mState.depthTestEnabled = enabled; 380 mDepthStateDirty = true; 381 } 382} 383 384bool Context::isDepthTestEnabled() const 385{ 386 return mState.depthTestEnabled; 387} 388 389void Context::setDepthFunc(GLenum depthFunc) 390{ 391 if(mState.depthFunc != depthFunc) 392 { 393 mState.depthFunc = depthFunc; 394 mDepthStateDirty = true; 395 } 396} 397 398void Context::setDepthRange(float zNear, float zFar) 399{ 400 mState.zNear = zNear; 401 mState.zFar = zFar; 402} 403 404void Context::setBlendEnabled(bool enabled) 405{ 406 if(mState.blendEnabled != enabled) 407 { 408 mState.blendEnabled = enabled; 409 mBlendStateDirty = true; 410 } 411} 412 413bool Context::isBlendEnabled() const 414{ 415 return mState.blendEnabled; 416} 417 418void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 419{ 420 if(mState.sourceBlendRGB != sourceRGB || 421 mState.sourceBlendAlpha != sourceAlpha || 422 mState.destBlendRGB != destRGB || 423 mState.destBlendAlpha != destAlpha) 424 { 425 mState.sourceBlendRGB = sourceRGB; 426 mState.destBlendRGB = destRGB; 427 mState.sourceBlendAlpha = sourceAlpha; 428 mState.destBlendAlpha = destAlpha; 429 mBlendStateDirty = true; 430 } 431} 432 433void Context::setBlendColor(float red, float green, float blue, float alpha) 434{ 435 if(mState.blendColor.red != red || 436 mState.blendColor.green != green || 437 mState.blendColor.blue != blue || 438 mState.blendColor.alpha != alpha) 439 { 440 mState.blendColor.red = red; 441 mState.blendColor.green = green; 442 mState.blendColor.blue = blue; 443 mState.blendColor.alpha = alpha; 444 mBlendStateDirty = true; 445 } 446} 447 448void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 449{ 450 if(mState.blendEquationRGB != rgbEquation || 451 mState.blendEquationAlpha != alphaEquation) 452 { 453 mState.blendEquationRGB = rgbEquation; 454 mState.blendEquationAlpha = alphaEquation; 455 mBlendStateDirty = true; 456 } 457} 458 459void Context::setStencilTestEnabled(bool enabled) 460{ 461 if(mState.stencilTestEnabled != enabled) 462 { 463 mState.stencilTestEnabled = enabled; 464 mStencilStateDirty = true; 465 } 466} 467 468bool Context::isStencilTestEnabled() const 469{ 470 return mState.stencilTestEnabled; 471} 472 473void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 474{ 475 if(mState.stencilFunc != stencilFunc || 476 mState.stencilRef != stencilRef || 477 mState.stencilMask != stencilMask) 478 { 479 mState.stencilFunc = stencilFunc; 480 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 481 mState.stencilMask = stencilMask; 482 mStencilStateDirty = true; 483 } 484} 485 486void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 487{ 488 if(mState.stencilBackFunc != stencilBackFunc || 489 mState.stencilBackRef != stencilBackRef || 490 mState.stencilBackMask != stencilBackMask) 491 { 492 mState.stencilBackFunc = stencilBackFunc; 493 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 494 mState.stencilBackMask = stencilBackMask; 495 mStencilStateDirty = true; 496 } 497} 498 499void Context::setStencilWritemask(GLuint stencilWritemask) 500{ 501 if(mState.stencilWritemask != stencilWritemask) 502 { 503 mState.stencilWritemask = stencilWritemask; 504 mStencilStateDirty = true; 505 } 506} 507 508void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 509{ 510 if(mState.stencilBackWritemask != stencilBackWritemask) 511 { 512 mState.stencilBackWritemask = stencilBackWritemask; 513 mStencilStateDirty = true; 514 } 515} 516 517void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 518{ 519 if(mState.stencilFail != stencilFail || 520 mState.stencilPassDepthFail != stencilPassDepthFail || 521 mState.stencilPassDepthPass != stencilPassDepthPass) 522 { 523 mState.stencilFail = stencilFail; 524 mState.stencilPassDepthFail = stencilPassDepthFail; 525 mState.stencilPassDepthPass = stencilPassDepthPass; 526 mStencilStateDirty = true; 527 } 528} 529 530void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 531{ 532 if(mState.stencilBackFail != stencilBackFail || 533 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 534 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 535 { 536 mState.stencilBackFail = stencilBackFail; 537 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 538 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 539 mStencilStateDirty = true; 540 } 541} 542 543void Context::setPolygonOffsetFillEnabled(bool enabled) 544{ 545 if(mState.polygonOffsetFillEnabled != enabled) 546 { 547 mState.polygonOffsetFillEnabled = enabled; 548 mPolygonOffsetStateDirty = true; 549 } 550} 551 552bool Context::isPolygonOffsetFillEnabled() const 553{ 554 return mState.polygonOffsetFillEnabled; 555} 556 557void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 558{ 559 if(mState.polygonOffsetFactor != factor || 560 mState.polygonOffsetUnits != units) 561 { 562 mState.polygonOffsetFactor = factor; 563 mState.polygonOffsetUnits = units; 564 mPolygonOffsetStateDirty = true; 565 } 566} 567 568void Context::setSampleAlphaToCoverageEnabled(bool enabled) 569{ 570 if(mState.sampleAlphaToCoverageEnabled != enabled) 571 { 572 mState.sampleAlphaToCoverageEnabled = enabled; 573 mSampleStateDirty = true; 574 } 575} 576 577bool Context::isSampleAlphaToCoverageEnabled() const 578{ 579 return mState.sampleAlphaToCoverageEnabled; 580} 581 582void Context::setSampleCoverageEnabled(bool enabled) 583{ 584 if(mState.sampleCoverageEnabled != enabled) 585 { 586 mState.sampleCoverageEnabled = enabled; 587 mSampleStateDirty = true; 588 } 589} 590 591bool Context::isSampleCoverageEnabled() const 592{ 593 return mState.sampleCoverageEnabled; 594} 595 596void Context::setSampleCoverageParams(GLclampf value, bool invert) 597{ 598 if(mState.sampleCoverageValue != value || 599 mState.sampleCoverageInvert != invert) 600 { 601 mState.sampleCoverageValue = value; 602 mState.sampleCoverageInvert = invert; 603 mSampleStateDirty = true; 604 } 605} 606 607void Context::setScissorTestEnabled(bool enabled) 608{ 609 mState.scissorTestEnabled = enabled; 610} 611 612bool Context::isScissorTestEnabled() const 613{ 614 return mState.scissorTestEnabled; 615} 616 617void Context::setDitherEnabled(bool enabled) 618{ 619 if(mState.ditherEnabled != enabled) 620 { 621 mState.ditherEnabled = enabled; 622 mDitherStateDirty = true; 623 } 624} 625 626bool Context::isDitherEnabled() const 627{ 628 return mState.ditherEnabled; 629} 630 631void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 632{ 633 UNIMPLEMENTED(); 634 mState.primitiveRestartFixedIndexEnabled = enabled; 635} 636 637bool Context::isPrimitiveRestartFixedIndexEnabled() const 638{ 639 return mState.primitiveRestartFixedIndexEnabled; 640} 641 642void Context::setRasterizerDiscardEnabled(bool enabled) 643{ 644 UNIMPLEMENTED(); 645 mState.rasterizerDiscardEnabled = enabled; 646} 647 648bool Context::isRasterizerDiscardEnabled() const 649{ 650 return mState.rasterizerDiscardEnabled; 651} 652 653void Context::setLineWidth(GLfloat width) 654{ 655 mState.lineWidth = width; 656 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 657} 658 659void Context::setGenerateMipmapHint(GLenum hint) 660{ 661 mState.generateMipmapHint = hint; 662} 663 664void Context::setFragmentShaderDerivativeHint(GLenum hint) 665{ 666 mState.fragmentShaderDerivativeHint = hint; 667 // TODO: Propagate the hint to shader translator so we can write 668 // ddx, ddx_coarse, or ddx_fine depending on the hint. 669 // Ignore for now. It is valid for implementations to ignore hint. 670} 671 672void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 673{ 674 mState.viewportX = x; 675 mState.viewportY = y; 676 mState.viewportWidth = width; 677 mState.viewportHeight = height; 678} 679 680void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 681{ 682 mState.scissorX = x; 683 mState.scissorY = y; 684 mState.scissorWidth = width; 685 mState.scissorHeight = height; 686} 687 688void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 689{ 690 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 691 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 692 { 693 mState.colorMaskRed = red; 694 mState.colorMaskGreen = green; 695 mState.colorMaskBlue = blue; 696 mState.colorMaskAlpha = alpha; 697 mMaskStateDirty = true; 698 } 699} 700 701unsigned int Context::getColorMask() const 702{ 703 return (mState.colorMaskRed ? 0x1 : 0) | 704 (mState.colorMaskGreen ? 0x2 : 0) | 705 (mState.colorMaskBlue ? 0x4 : 0) | 706 (mState.colorMaskAlpha ? 0x8 : 0); 707} 708 709void Context::setDepthMask(bool mask) 710{ 711 if(mState.depthMask != mask) 712 { 713 mState.depthMask = mask; 714 mMaskStateDirty = true; 715 } 716} 717 718void Context::setActiveSampler(unsigned int active) 719{ 720 mState.activeSampler = active; 721} 722 723GLuint Context::getReadFramebufferName() const 724{ 725 return mState.readFramebuffer; 726} 727 728GLuint Context::getDrawFramebufferName() const 729{ 730 return mState.drawFramebuffer; 731} 732 733GLuint Context::getRenderbufferName() const 734{ 735 return mState.renderbuffer.name(); 736} 737 738void Context::setReadFramebufferColorIndex(GLuint index) 739{ 740 mState.readFramebufferColorIndex = index; 741} 742 743void Context::setDrawFramebufferColorIndices(GLsizei n, const GLenum *bufs) 744{ 745 for(int i = 0; i < n; ++i) 746 { 747 mState.drawFramebufferColorIndices[i] = ((bufs[i] == GL_BACK) || (bufs[i] == GL_NONE)) ? bufs[i] : i; 748 } 749} 750 751GLuint Context::getReadFramebufferColorIndex() const 752{ 753 return mState.readFramebufferColorIndex; 754} 755 756GLuint Context::getArrayBufferName() const 757{ 758 return mState.arrayBuffer.name(); 759} 760 761GLuint Context::getElementArrayBufferName() const 762{ 763 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 764 return elementArrayBuffer ? elementArrayBuffer->name : 0; 765} 766 767GLuint Context::getActiveQuery(GLenum target) const 768{ 769 Query *queryObject = NULL; 770 771 switch(target) 772 { 773 case GL_ANY_SAMPLES_PASSED_EXT: 774 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 775 break; 776 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 777 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 778 break; 779 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 780 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 781 break; 782 default: 783 ASSERT(false); 784 } 785 786 if(queryObject) 787 { 788 return queryObject->name; 789 } 790 791 return 0; 792} 793 794void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 795{ 796 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 797} 798 799void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 800{ 801 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 802} 803 804const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 805{ 806 return getCurrentVertexArray()->getVertexAttribute(attribNum); 807} 808 809void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 810 GLsizei stride, const void *pointer) 811{ 812 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 813} 814 815const void *Context::getVertexAttribPointer(unsigned int attribNum) const 816{ 817 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 818} 819 820const VertexAttributeArray &Context::getVertexArrayAttributes() 821{ 822 return getCurrentVertexArray()->getVertexAttributes(); 823} 824 825const VertexAttributeArray &Context::getCurrentVertexAttributes() 826{ 827 return mState.vertexAttribute; 828} 829 830void Context::setPackAlignment(GLint alignment) 831{ 832 mState.packAlignment = alignment; 833} 834 835void Context::setUnpackAlignment(GLint alignment) 836{ 837 mState.unpackInfo.alignment = alignment; 838} 839 840const egl::Image::UnpackInfo& Context::getUnpackInfo() const 841{ 842 return mState.unpackInfo; 843} 844 845void Context::setPackRowLength(GLint rowLength) 846{ 847 mState.packRowLength = rowLength; 848} 849 850void Context::setPackImageHeight(GLint imageHeight) 851{ 852 mState.packImageHeight = imageHeight; 853} 854 855void Context::setPackSkipPixels(GLint skipPixels) 856{ 857 mState.packSkipPixels = skipPixels; 858} 859 860void Context::setPackSkipRows(GLint skipRows) 861{ 862 mState.packSkipRows = skipRows; 863} 864 865void Context::setPackSkipImages(GLint skipImages) 866{ 867 mState.packSkipImages = skipImages; 868} 869 870void Context::setUnpackRowLength(GLint rowLength) 871{ 872 mState.unpackInfo.rowLength = rowLength; 873} 874 875void Context::setUnpackImageHeight(GLint imageHeight) 876{ 877 mState.unpackInfo.imageHeight = imageHeight; 878} 879 880void Context::setUnpackSkipPixels(GLint skipPixels) 881{ 882 mState.unpackInfo.skipPixels = skipPixels; 883} 884 885void Context::setUnpackSkipRows(GLint skipRows) 886{ 887 mState.unpackInfo.skipRows = skipRows; 888} 889 890void Context::setUnpackSkipImages(GLint skipImages) 891{ 892 mState.unpackInfo.skipImages = skipImages; 893} 894 895GLuint Context::createBuffer() 896{ 897 return mResourceManager->createBuffer(); 898} 899 900GLuint Context::createProgram() 901{ 902 return mResourceManager->createProgram(); 903} 904 905GLuint Context::createShader(GLenum type) 906{ 907 return mResourceManager->createShader(type); 908} 909 910GLuint Context::createTexture() 911{ 912 return mResourceManager->createTexture(); 913} 914 915GLuint Context::createRenderbuffer() 916{ 917 return mResourceManager->createRenderbuffer(); 918} 919 920// Returns an unused framebuffer name 921GLuint Context::createFramebuffer() 922{ 923 GLuint handle = mFramebufferNameSpace.allocate(); 924 925 mFramebufferMap[handle] = NULL; 926 927 return handle; 928} 929 930GLuint Context::createFence() 931{ 932 GLuint handle = mFenceNameSpace.allocate(); 933 934 mFenceMap[handle] = new Fence; 935 936 return handle; 937} 938 939// Returns an unused query name 940GLuint Context::createQuery() 941{ 942 GLuint handle = mQueryNameSpace.allocate(); 943 944 mQueryMap[handle] = NULL; 945 946 return handle; 947} 948 949// Returns an unused vertex array name 950GLuint Context::createVertexArray() 951{ 952 GLuint handle = mVertexArrayNameSpace.allocate(); 953 954 mVertexArrayMap[handle] = nullptr; 955 956 return handle; 957} 958 959GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 960{ 961 GLuint handle = mResourceManager->createFenceSync(condition, flags); 962 963 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 964} 965 966// Returns an unused transform feedback name 967GLuint Context::createTransformFeedback() 968{ 969 GLuint handle = mTransformFeedbackNameSpace.allocate(); 970 971 mTransformFeedbackMap[handle] = NULL; 972 973 return handle; 974} 975 976// Returns an unused sampler name 977GLuint Context::createSampler() 978{ 979 return mResourceManager->createSampler(); 980} 981 982void Context::deleteBuffer(GLuint buffer) 983{ 984 if(mResourceManager->getBuffer(buffer)) 985 { 986 detachBuffer(buffer); 987 } 988 989 mResourceManager->deleteBuffer(buffer); 990} 991 992void Context::deleteShader(GLuint shader) 993{ 994 mResourceManager->deleteShader(shader); 995} 996 997void Context::deleteProgram(GLuint program) 998{ 999 mResourceManager->deleteProgram(program); 1000} 1001 1002void Context::deleteTexture(GLuint texture) 1003{ 1004 if(mResourceManager->getTexture(texture)) 1005 { 1006 detachTexture(texture); 1007 } 1008 1009 mResourceManager->deleteTexture(texture); 1010} 1011 1012void Context::deleteRenderbuffer(GLuint renderbuffer) 1013{ 1014 if(mResourceManager->getRenderbuffer(renderbuffer)) 1015 { 1016 detachRenderbuffer(renderbuffer); 1017 } 1018 1019 mResourceManager->deleteRenderbuffer(renderbuffer); 1020} 1021 1022void Context::deleteFramebuffer(GLuint framebuffer) 1023{ 1024 FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer); 1025 1026 if(framebufferObject != mFramebufferMap.end()) 1027 { 1028 detachFramebuffer(framebuffer); 1029 1030 mFramebufferNameSpace.release(framebufferObject->first); 1031 delete framebufferObject->second; 1032 mFramebufferMap.erase(framebufferObject); 1033 } 1034} 1035 1036void Context::deleteFence(GLuint fence) 1037{ 1038 FenceMap::iterator fenceObject = mFenceMap.find(fence); 1039 1040 if(fenceObject != mFenceMap.end()) 1041 { 1042 mFenceNameSpace.release(fenceObject->first); 1043 delete fenceObject->second; 1044 mFenceMap.erase(fenceObject); 1045 } 1046} 1047 1048void Context::deleteQuery(GLuint query) 1049{ 1050 QueryMap::iterator queryObject = mQueryMap.find(query); 1051 1052 if(queryObject != mQueryMap.end()) 1053 { 1054 mQueryNameSpace.release(queryObject->first); 1055 1056 if(queryObject->second) 1057 { 1058 queryObject->second->release(); 1059 } 1060 1061 mQueryMap.erase(queryObject); 1062 } 1063} 1064 1065void Context::deleteVertexArray(GLuint vertexArray) 1066{ 1067 VertexArrayMap::iterator vertexArrayObject = mVertexArrayMap.find(vertexArray); 1068 1069 if(vertexArrayObject != mVertexArrayMap.end()) 1070 { 1071 // Vertex array detachment is handled by Context, because 0 is a valid 1072 // VAO, and a pointer to it must be passed from Context to State at 1073 // binding time. 1074 1075 // [OpenGL ES 3.0.2] section 2.10 page 43: 1076 // If a vertex array object that is currently bound is deleted, the binding 1077 // for that object reverts to zero and the default vertex array becomes current. 1078 if(getCurrentVertexArray()->name == vertexArray) 1079 { 1080 bindVertexArray(0); 1081 } 1082 1083 mVertexArrayNameSpace.release(vertexArrayObject->first); 1084 delete vertexArrayObject->second; 1085 mVertexArrayMap.erase(vertexArrayObject); 1086 } 1087} 1088 1089void Context::deleteFenceSync(GLsync fenceSync) 1090{ 1091 // The spec specifies the underlying Fence object is not deleted until all current 1092 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1093 // and since our API is currently designed for being called from a single thread, we can delete 1094 // the fence immediately. 1095 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1096} 1097 1098void Context::deleteTransformFeedback(GLuint transformFeedback) 1099{ 1100 TransformFeedbackMap::iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1101 1102 if(transformFeedbackObject != mTransformFeedbackMap.end()) 1103 { 1104 mTransformFeedbackNameSpace.release(transformFeedbackObject->first); 1105 delete transformFeedbackObject->second; 1106 mTransformFeedbackMap.erase(transformFeedbackObject); 1107 } 1108} 1109 1110void Context::deleteSampler(GLuint sampler) 1111{ 1112 if(mResourceManager->getSampler(sampler)) 1113 { 1114 detachSampler(sampler); 1115 } 1116 1117 mResourceManager->deleteSampler(sampler); 1118} 1119 1120Buffer *Context::getBuffer(GLuint handle) const 1121{ 1122 return mResourceManager->getBuffer(handle); 1123} 1124 1125Shader *Context::getShader(GLuint handle) const 1126{ 1127 return mResourceManager->getShader(handle); 1128} 1129 1130Program *Context::getProgram(GLuint handle) const 1131{ 1132 return mResourceManager->getProgram(handle); 1133} 1134 1135Texture *Context::getTexture(GLuint handle) const 1136{ 1137 return mResourceManager->getTexture(handle); 1138} 1139 1140Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1141{ 1142 return mResourceManager->getRenderbuffer(handle); 1143} 1144 1145Framebuffer *Context::getReadFramebuffer() const 1146{ 1147 return getFramebuffer(mState.readFramebuffer); 1148} 1149 1150Framebuffer *Context::getDrawFramebuffer() const 1151{ 1152 return getFramebuffer(mState.drawFramebuffer); 1153} 1154 1155void Context::bindArrayBuffer(unsigned int buffer) 1156{ 1157 mResourceManager->checkBufferAllocation(buffer); 1158 1159 mState.arrayBuffer = getBuffer(buffer); 1160} 1161 1162void Context::bindElementArrayBuffer(unsigned int buffer) 1163{ 1164 mResourceManager->checkBufferAllocation(buffer); 1165 1166 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1167} 1168 1169void Context::bindCopyReadBuffer(GLuint buffer) 1170{ 1171 mResourceManager->checkBufferAllocation(buffer); 1172 1173 mState.copyReadBuffer = getBuffer(buffer); 1174} 1175 1176void Context::bindCopyWriteBuffer(GLuint buffer) 1177{ 1178 mResourceManager->checkBufferAllocation(buffer); 1179 1180 mState.copyWriteBuffer = getBuffer(buffer); 1181} 1182 1183void Context::bindPixelPackBuffer(GLuint buffer) 1184{ 1185 mResourceManager->checkBufferAllocation(buffer); 1186 1187 mState.pixelPackBuffer = getBuffer(buffer); 1188} 1189 1190void Context::bindPixelUnpackBuffer(GLuint buffer) 1191{ 1192 mResourceManager->checkBufferAllocation(buffer); 1193 1194 mState.pixelUnpackBuffer = getBuffer(buffer); 1195} 1196 1197void Context::bindTransformFeedbackBuffer(GLuint buffer) 1198{ 1199 mResourceManager->checkBufferAllocation(buffer); 1200 1201 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1202 1203 if(transformFeedback) 1204 { 1205 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1206 } 1207} 1208 1209void Context::bindTexture2D(GLuint texture) 1210{ 1211 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1212 1213 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1214} 1215 1216void Context::bindTextureCubeMap(GLuint texture) 1217{ 1218 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1219 1220 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1221} 1222 1223void Context::bindTextureExternal(GLuint texture) 1224{ 1225 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1226 1227 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1228} 1229 1230void Context::bindTexture3D(GLuint texture) 1231{ 1232 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1233 1234 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1235} 1236 1237void Context::bindTexture2DArray(GLuint texture) 1238{ 1239 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1240 1241 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1242} 1243 1244void Context::bindReadFramebuffer(GLuint framebuffer) 1245{ 1246 if(!getFramebuffer(framebuffer)) 1247 { 1248 mFramebufferMap[framebuffer] = new Framebuffer(); 1249 } 1250 1251 mState.readFramebuffer = framebuffer; 1252} 1253 1254void Context::bindDrawFramebuffer(GLuint framebuffer) 1255{ 1256 if(!getFramebuffer(framebuffer)) 1257 { 1258 mFramebufferMap[framebuffer] = new Framebuffer(); 1259 } 1260 1261 mState.drawFramebuffer = framebuffer; 1262} 1263 1264void Context::bindRenderbuffer(GLuint renderbuffer) 1265{ 1266 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1267 1268 mState.renderbuffer = getRenderbuffer(renderbuffer); 1269} 1270 1271void Context::bindVertexArray(GLuint array) 1272{ 1273 VertexArray *vertexArray = getVertexArray(array); 1274 1275 if(!vertexArray) 1276 { 1277 vertexArray = new VertexArray(array); 1278 mVertexArrayMap[array] = vertexArray; 1279 } 1280 1281 mState.vertexArray = array; 1282} 1283 1284void Context::bindGenericUniformBuffer(GLuint buffer) 1285{ 1286 mResourceManager->checkBufferAllocation(buffer); 1287 1288 mState.genericUniformBuffer = getBuffer(buffer); 1289} 1290 1291void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1292{ 1293 mResourceManager->checkBufferAllocation(buffer); 1294 1295 Buffer* bufferObject = getBuffer(buffer); 1296 mState.uniformBuffers[index].set(bufferObject, offset, size); 1297} 1298 1299void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1300{ 1301 mResourceManager->checkBufferAllocation(buffer); 1302 1303 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1304} 1305 1306void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1307{ 1308 mResourceManager->checkBufferAllocation(buffer); 1309 1310 Buffer* bufferObject = getBuffer(buffer); 1311 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1312} 1313 1314bool Context::bindTransformFeedback(GLuint id) 1315{ 1316 if(!getTransformFeedback(id)) 1317 { 1318 mTransformFeedbackMap[id] = new TransformFeedback(id); 1319 } 1320 1321 mState.transformFeedback = id; 1322 1323 return true; 1324} 1325 1326bool Context::bindSampler(GLuint unit, GLuint sampler) 1327{ 1328 mResourceManager->checkSamplerAllocation(sampler); 1329 1330 Sampler* samplerObject = getSampler(sampler); 1331 1332 if(sampler) 1333 { 1334 mState.sampler[unit] = samplerObject; 1335 } 1336 1337 return !!samplerObject; 1338} 1339 1340void Context::useProgram(GLuint program) 1341{ 1342 GLuint priorProgram = mState.currentProgram; 1343 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1344 1345 if(priorProgram != program) 1346 { 1347 Program *newProgram = mResourceManager->getProgram(program); 1348 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1349 1350 if(newProgram) 1351 { 1352 newProgram->addRef(); 1353 } 1354 1355 if(oldProgram) 1356 { 1357 oldProgram->release(); 1358 } 1359 } 1360} 1361 1362void Context::beginQuery(GLenum target, GLuint query) 1363{ 1364 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1365 // of zero, if the active query object name for <target> is non-zero (for the 1366 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1367 // the active query for either target is non-zero), if <id> is the name of an 1368 // existing query object whose type does not match <target>, or if <id> is the 1369 // active query object name for any query type, the error INVALID_OPERATION is 1370 // generated. 1371 1372 // Ensure no other queries are active 1373 // NOTE: If other queries than occlusion are supported, we will need to check 1374 // separately that: 1375 // a) The query ID passed is not the current active query for any target/type 1376 // b) There are no active queries for the requested target (and in the case 1377 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1378 // no query may be active for either if glBeginQuery targets either. 1379 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1380 { 1381 if(mState.activeQuery[i] != NULL) 1382 { 1383 return error(GL_INVALID_OPERATION); 1384 } 1385 } 1386 1387 QueryType qType; 1388 switch(target) 1389 { 1390 case GL_ANY_SAMPLES_PASSED_EXT: 1391 qType = QUERY_ANY_SAMPLES_PASSED; 1392 break; 1393 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1394 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1395 break; 1396 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1397 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1398 break; 1399 default: 1400 ASSERT(false); 1401 } 1402 1403 Query *queryObject = createQuery(query, target); 1404 1405 // Check that name was obtained with glGenQueries 1406 if(!queryObject) 1407 { 1408 return error(GL_INVALID_OPERATION); 1409 } 1410 1411 // Check for type mismatch 1412 if(queryObject->getType() != target) 1413 { 1414 return error(GL_INVALID_OPERATION); 1415 } 1416 1417 // Set query as active for specified target 1418 mState.activeQuery[qType] = queryObject; 1419 1420 // Begin query 1421 queryObject->begin(); 1422} 1423 1424void Context::endQuery(GLenum target) 1425{ 1426 QueryType qType; 1427 1428 switch(target) 1429 { 1430 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1431 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1432 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1433 default: UNREACHABLE(target); return; 1434 } 1435 1436 Query *queryObject = mState.activeQuery[qType]; 1437 1438 if(queryObject == NULL) 1439 { 1440 return error(GL_INVALID_OPERATION); 1441 } 1442 1443 queryObject->end(); 1444 1445 mState.activeQuery[qType] = NULL; 1446} 1447 1448void Context::setFramebufferZero(Framebuffer *buffer) 1449{ 1450 delete mFramebufferMap[0]; 1451 mFramebufferMap[0] = buffer; 1452} 1453 1454void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1455{ 1456 Renderbuffer *renderbufferObject = mState.renderbuffer; 1457 renderbufferObject->setStorage(renderbuffer); 1458} 1459 1460Framebuffer *Context::getFramebuffer(unsigned int handle) const 1461{ 1462 FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle); 1463 1464 if(framebuffer == mFramebufferMap.end()) 1465 { 1466 return NULL; 1467 } 1468 else 1469 { 1470 return framebuffer->second; 1471 } 1472} 1473 1474Fence *Context::getFence(unsigned int handle) const 1475{ 1476 FenceMap::const_iterator fence = mFenceMap.find(handle); 1477 1478 if(fence == mFenceMap.end()) 1479 { 1480 return NULL; 1481 } 1482 else 1483 { 1484 return fence->second; 1485 } 1486} 1487 1488FenceSync *Context::getFenceSync(GLsync handle) const 1489{ 1490 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1491} 1492 1493Query *Context::getQuery(unsigned int handle) const 1494{ 1495 QueryMap::const_iterator query = mQueryMap.find(handle); 1496 1497 if(query == mQueryMap.end()) 1498 { 1499 return NULL; 1500 } 1501 else 1502 { 1503 return query->second; 1504 } 1505} 1506 1507Query *Context::createQuery(unsigned int handle, GLenum type) 1508{ 1509 QueryMap::iterator query = mQueryMap.find(handle); 1510 1511 if(query == mQueryMap.end()) 1512 { 1513 return NULL; 1514 } 1515 else 1516 { 1517 if(!query->second) 1518 { 1519 query->second = new Query(handle, type); 1520 query->second->addRef(); 1521 } 1522 1523 return query->second; 1524 } 1525} 1526 1527VertexArray *Context::getVertexArray(GLuint array) const 1528{ 1529 VertexArrayMap::const_iterator vertexArray = mVertexArrayMap.find(array); 1530 1531 return (vertexArray == mVertexArrayMap.end()) ? nullptr : vertexArray->second; 1532} 1533 1534VertexArray *Context::getCurrentVertexArray() const 1535{ 1536 return getVertexArray(mState.vertexArray); 1537} 1538 1539bool Context::isVertexArray(GLuint array) const 1540{ 1541 VertexArrayMap::const_iterator vertexArray = mVertexArrayMap.find(array); 1542 1543 return vertexArray != mVertexArrayMap.end(); 1544} 1545 1546bool Context::hasZeroDivisor() const 1547{ 1548 // Verify there is at least one active attribute with a divisor of zero 1549 es2::Program *programObject = getCurrentProgram(); 1550 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1551 { 1552 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1553 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1554 { 1555 return true; 1556 } 1557 } 1558 1559 return false; 1560} 1561 1562TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1563{ 1564 TransformFeedbackMap::const_iterator transformFeedbackObject = mTransformFeedbackMap.find(transformFeedback); 1565 1566 return (transformFeedbackObject == mTransformFeedbackMap.end()) ? NULL : transformFeedbackObject->second; 1567} 1568 1569Sampler *Context::getSampler(GLuint sampler) const 1570{ 1571 return mResourceManager->getSampler(sampler); 1572} 1573 1574bool Context::isSampler(GLuint sampler) const 1575{ 1576 return mResourceManager->isSampler(sampler); 1577} 1578 1579Buffer *Context::getArrayBuffer() const 1580{ 1581 return mState.arrayBuffer; 1582} 1583 1584Buffer *Context::getElementArrayBuffer() const 1585{ 1586 return getCurrentVertexArray()->getElementArrayBuffer(); 1587} 1588 1589Buffer *Context::getCopyReadBuffer() const 1590{ 1591 return mState.copyReadBuffer; 1592} 1593 1594Buffer *Context::getCopyWriteBuffer() const 1595{ 1596 return mState.copyWriteBuffer; 1597} 1598 1599Buffer *Context::getPixelPackBuffer() const 1600{ 1601 return mState.pixelPackBuffer; 1602} 1603 1604Buffer *Context::getPixelUnpackBuffer() const 1605{ 1606 return mState.pixelUnpackBuffer; 1607} 1608 1609Buffer *Context::getGenericUniformBuffer() const 1610{ 1611 return mState.genericUniformBuffer; 1612} 1613 1614bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1615{ 1616 switch(target) 1617 { 1618 case GL_ARRAY_BUFFER: 1619 *buffer = getArrayBuffer(); 1620 break; 1621 case GL_ELEMENT_ARRAY_BUFFER: 1622 *buffer = getElementArrayBuffer(); 1623 break; 1624 case GL_COPY_READ_BUFFER: 1625 if(clientVersion >= 3) 1626 { 1627 *buffer = getCopyReadBuffer(); 1628 break; 1629 } 1630 else return false; 1631 case GL_COPY_WRITE_BUFFER: 1632 if(clientVersion >= 3) 1633 { 1634 *buffer = getCopyWriteBuffer(); 1635 break; 1636 } 1637 else return false; 1638 case GL_PIXEL_PACK_BUFFER: 1639 if(clientVersion >= 3) 1640 { 1641 *buffer = getPixelPackBuffer(); 1642 break; 1643 } 1644 else return false; 1645 case GL_PIXEL_UNPACK_BUFFER: 1646 if(clientVersion >= 3) 1647 { 1648 *buffer = getPixelUnpackBuffer(); 1649 break; 1650 } 1651 else return false; 1652 case GL_TRANSFORM_FEEDBACK_BUFFER: 1653 if(clientVersion >= 3) 1654 { 1655 TransformFeedback* transformFeedback = getTransformFeedback(); 1656 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1657 break; 1658 } 1659 else return false; 1660 case GL_UNIFORM_BUFFER: 1661 if(clientVersion >= 3) 1662 { 1663 *buffer = getGenericUniformBuffer(); 1664 break; 1665 } 1666 else return false; 1667 default: 1668 return false; 1669 } 1670 return true; 1671} 1672 1673TransformFeedback *Context::getTransformFeedback() const 1674{ 1675 return getTransformFeedback(mState.transformFeedback); 1676} 1677 1678Program *Context::getCurrentProgram() const 1679{ 1680 return mResourceManager->getProgram(mState.currentProgram); 1681} 1682 1683Texture2D *Context::getTexture2D() const 1684{ 1685 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1686} 1687 1688Texture3D *Context::getTexture3D() const 1689{ 1690 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1691} 1692 1693Texture2DArray *Context::getTexture2DArray() const 1694{ 1695 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1696} 1697 1698TextureCubeMap *Context::getTextureCubeMap() const 1699{ 1700 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1701} 1702 1703TextureExternal *Context::getTextureExternal() const 1704{ 1705 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1706} 1707 1708Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1709{ 1710 GLuint texid = mState.samplerTexture[type][sampler].name(); 1711 1712 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1713 { 1714 switch (type) 1715 { 1716 case TEXTURE_2D: return mTexture2DZero; 1717 case TEXTURE_3D: return mTexture3DZero; 1718 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1719 case TEXTURE_CUBE: return mTextureCubeMapZero; 1720 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1721 default: UNREACHABLE(type); 1722 } 1723 } 1724 1725 return mState.samplerTexture[type][sampler]; 1726} 1727 1728void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1729{ 1730 mResourceManager->checkSamplerAllocation(sampler); 1731 1732 Sampler *samplerObject = getSampler(sampler); 1733 ASSERT(samplerObject); 1734 1735 switch(pname) 1736 { 1737 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1738 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1739 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1740 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1741 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1742 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1743 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1744 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; 1745 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; 1746 default: UNREACHABLE(pname); break; 1747 } 1748} 1749 1750void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1751{ 1752 mResourceManager->checkSamplerAllocation(sampler); 1753 1754 Sampler *samplerObject = getSampler(sampler); 1755 ASSERT(samplerObject); 1756 1757 switch(pname) 1758 { 1759 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1760 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1761 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1762 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1763 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1764 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1765 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1766 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break; 1767 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break; 1768 default: UNREACHABLE(pname); break; 1769 } 1770} 1771 1772GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1773{ 1774 mResourceManager->checkSamplerAllocation(sampler); 1775 1776 Sampler *samplerObject = getSampler(sampler); 1777 ASSERT(samplerObject); 1778 1779 switch(pname) 1780 { 1781 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1782 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1783 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1784 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1785 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1786 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1787 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1788 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); 1789 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); 1790 default: UNREACHABLE(pname); return 0; 1791 } 1792} 1793 1794GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1795{ 1796 mResourceManager->checkSamplerAllocation(sampler); 1797 1798 Sampler *samplerObject = getSampler(sampler); 1799 ASSERT(samplerObject); 1800 1801 switch(pname) 1802 { 1803 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1804 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1805 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1806 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1807 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1808 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1809 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1810 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); 1811 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); 1812 default: UNREACHABLE(pname); return 0; 1813 } 1814} 1815 1816bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1817{ 1818 switch(pname) 1819 { 1820 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1821 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1822 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1823 case GL_COLOR_WRITEMASK: 1824 params[0] = mState.colorMaskRed; 1825 params[1] = mState.colorMaskGreen; 1826 params[2] = mState.colorMaskBlue; 1827 params[3] = mState.colorMaskAlpha; 1828 break; 1829 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1830 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1831 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1832 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1833 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1834 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1835 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1836 case GL_BLEND: *params = mState.blendEnabled; break; 1837 case GL_DITHER: *params = mState.ditherEnabled; break; 1838 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1839 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1840 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1841 { 1842 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1843 if(transformFeedback) 1844 { 1845 *params = transformFeedback->isActive(); 1846 break; 1847 } 1848 else return false; 1849 } 1850 case GL_TRANSFORM_FEEDBACK_PAUSED: 1851 { 1852 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1853 if(transformFeedback) 1854 { 1855 *params = transformFeedback->isPaused(); 1856 break; 1857 } 1858 else return false; 1859 } 1860 default: 1861 return false; 1862 } 1863 1864 return true; 1865} 1866 1867bool Context::getFloatv(GLenum pname, GLfloat *params) const 1868{ 1869 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1870 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1871 // GetIntegerv as its native query function. As it would require conversion in any 1872 // case, this should make no difference to the calling application. 1873 switch(pname) 1874 { 1875 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1876 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1877 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1878 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1879 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1880 case GL_ALIASED_LINE_WIDTH_RANGE: 1881 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1882 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1883 break; 1884 case GL_ALIASED_POINT_SIZE_RANGE: 1885 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1886 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1887 break; 1888 case GL_DEPTH_RANGE: 1889 params[0] = mState.zNear; 1890 params[1] = mState.zFar; 1891 break; 1892 case GL_COLOR_CLEAR_VALUE: 1893 params[0] = mState.colorClearValue.red; 1894 params[1] = mState.colorClearValue.green; 1895 params[2] = mState.colorClearValue.blue; 1896 params[3] = mState.colorClearValue.alpha; 1897 break; 1898 case GL_BLEND_COLOR: 1899 params[0] = mState.blendColor.red; 1900 params[1] = mState.blendColor.green; 1901 params[2] = mState.blendColor.blue; 1902 params[3] = mState.blendColor.alpha; 1903 break; 1904 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1905 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1906 break; 1907 default: 1908 return false; 1909 } 1910 1911 return true; 1912} 1913 1914template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1915template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1916 1917template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1918{ 1919 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1920 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1921 // GetIntegerv as its native query function. As it would require conversion in any 1922 // case, this should make no difference to the calling application. You may find it in 1923 // Context::getFloatv. 1924 switch(pname) 1925 { 1926 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break; 1927 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break; 1928 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break; 1929 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; 1930 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break; 1931 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break; 1932 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break; 1933 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break; 1934 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; 1935 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; 1936 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); break; 1937 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); break; 1938// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1939 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; 1940 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; 1941 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); break; 1942 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; 1943 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1944 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; break; 1945 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1946 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; 1947 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1948 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1949 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1950 case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break; 1951 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; 1952 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; 1953 case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break; 1954 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1955 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1956 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1957 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; 1958 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; 1959 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; 1960 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1961 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; 1962 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; 1963 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; 1964 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; 1965 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; 1966 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; 1967 case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break; 1968 case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break; 1969 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1970 case GL_SUBPIXEL_BITS: *params = 4; break; 1971 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1972 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break; 1973 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1974 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break; 1975 case GL_SAMPLE_BUFFERS: 1976 case GL_SAMPLES: 1977 { 1978 Framebuffer *framebuffer = getDrawFramebuffer(); 1979 int width, height, samples; 1980 1981 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1982 { 1983 switch(pname) 1984 { 1985 case GL_SAMPLE_BUFFERS: 1986 if(samples > 1) 1987 { 1988 *params = 1; 1989 } 1990 else 1991 { 1992 *params = 0; 1993 } 1994 break; 1995 case GL_SAMPLES: 1996 *params = samples; 1997 break; 1998 } 1999 } 2000 else 2001 { 2002 *params = 0; 2003 } 2004 } 2005 break; 2006 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2007 { 2008 Framebuffer *framebuffer = getReadFramebuffer(); 2009 *params = framebuffer->getImplementationColorReadType(); 2010 } 2011 break; 2012 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2013 { 2014 Framebuffer *framebuffer = getReadFramebuffer(); 2015 *params = framebuffer->getImplementationColorReadFormat(); 2016 } 2017 break; 2018 case GL_MAX_VIEWPORT_DIMS: 2019 { 2020 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 2021 params[0] = maxDimension; 2022 params[1] = maxDimension; 2023 } 2024 break; 2025 case GL_COMPRESSED_TEXTURE_FORMATS: 2026 { 2027 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 2028 { 2029 params[i] = compressedTextureFormats[i]; 2030 } 2031 } 2032 break; 2033 case GL_VIEWPORT: 2034 params[0] = mState.viewportX; 2035 params[1] = mState.viewportY; 2036 params[2] = mState.viewportWidth; 2037 params[3] = mState.viewportHeight; 2038 break; 2039 case GL_SCISSOR_BOX: 2040 params[0] = mState.scissorX; 2041 params[1] = mState.scissorY; 2042 params[2] = mState.scissorWidth; 2043 params[3] = mState.scissorHeight; 2044 break; 2045 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 2046 case GL_FRONT_FACE: *params = mState.frontFace; break; 2047 case GL_RED_BITS: 2048 case GL_GREEN_BITS: 2049 case GL_BLUE_BITS: 2050 case GL_ALPHA_BITS: 2051 { 2052 Framebuffer *framebuffer = getDrawFramebuffer(); 2053 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 2054 2055 if(colorbuffer) 2056 { 2057 switch (pname) 2058 { 2059 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 2060 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 2061 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 2062 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 2063 } 2064 } 2065 else 2066 { 2067 *params = 0; 2068 } 2069 } 2070 break; 2071 case GL_DEPTH_BITS: 2072 { 2073 Framebuffer *framebuffer = getDrawFramebuffer(); 2074 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2075 2076 if(depthbuffer) 2077 { 2078 *params = depthbuffer->getDepthSize(); 2079 } 2080 else 2081 { 2082 *params = 0; 2083 } 2084 } 2085 break; 2086 case GL_STENCIL_BITS: 2087 { 2088 Framebuffer *framebuffer = getDrawFramebuffer(); 2089 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2090 2091 if(stencilbuffer) 2092 { 2093 *params = stencilbuffer->getStencilSize(); 2094 } 2095 else 2096 { 2097 *params = 0; 2098 } 2099 } 2100 break; 2101 case GL_TEXTURE_BINDING_2D: 2102 { 2103 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2104 { 2105 error(GL_INVALID_OPERATION); 2106 return false; 2107 } 2108 2109 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2110 } 2111 break; 2112 case GL_TEXTURE_BINDING_CUBE_MAP: 2113 { 2114 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2115 { 2116 error(GL_INVALID_OPERATION); 2117 return false; 2118 } 2119 2120 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2121 } 2122 break; 2123 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2124 { 2125 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2126 { 2127 error(GL_INVALID_OPERATION); 2128 return false; 2129 } 2130 2131 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2132 } 2133 break; 2134 case GL_TEXTURE_BINDING_3D_OES: 2135 case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0 2136 { 2137 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2138 { 2139 error(GL_INVALID_OPERATION); 2140 return false; 2141 } 2142 2143 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2144 } 2145 break; 2146 case GL_COPY_READ_BUFFER_BINDING: // name, initially 0 2147 if(clientVersion >= 3) 2148 { 2149 *params = mState.copyReadBuffer.name(); 2150 } 2151 else 2152 { 2153 return false; 2154 } 2155 break; 2156 case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0 2157 if(clientVersion >= 3) 2158 { 2159 *params = mState.copyWriteBuffer.name(); 2160 } 2161 else 2162 { 2163 return false; 2164 } 2165 break; 2166 case GL_DRAW_BUFFER0: // symbolic constant, initial value is GL_BACK 2167 UNIMPLEMENTED(); 2168 *params = GL_BACK; 2169 break; 2170 case GL_DRAW_BUFFER1: // symbolic constant, initial value is GL_NONE 2171 case GL_DRAW_BUFFER2: 2172 case GL_DRAW_BUFFER3: 2173 case GL_DRAW_BUFFER4: 2174 case GL_DRAW_BUFFER5: 2175 case GL_DRAW_BUFFER6: 2176 case GL_DRAW_BUFFER7: 2177 case GL_DRAW_BUFFER8: 2178 case GL_DRAW_BUFFER9: 2179 case GL_DRAW_BUFFER10: 2180 case GL_DRAW_BUFFER11: 2181 case GL_DRAW_BUFFER12: 2182 case GL_DRAW_BUFFER13: 2183 case GL_DRAW_BUFFER14: 2184 case GL_DRAW_BUFFER15: 2185 UNIMPLEMENTED(); 2186 *params = GL_NONE; 2187 break; 2188 case GL_MAJOR_VERSION: // integer, at least 3 2189 UNIMPLEMENTED(); 2190 *params = 3; 2191 break; 2192 case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048 2193 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2194 break; 2195 case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048 2196 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2197 break; 2198 case GL_MAX_COLOR_ATTACHMENTS: // integer, at least 8 2199 UNIMPLEMENTED(); 2200 *params = IMPLEMENTATION_MAX_COLOR_ATTACHMENTS; 2201 break; 2202 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048 2203 UNIMPLEMENTED(); 2204 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2205 break; 2206 case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70 2207 UNIMPLEMENTED(); 2208 *params = 70; 2209 break; 2210 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176 2211 UNIMPLEMENTED(); 2212 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2213 break; 2214 case GL_MAX_DRAW_BUFFERS: // integer, at least 8 2215 UNIMPLEMENTED(); 2216 *params = IMPLEMENTATION_MAX_DRAW_BUFFERS; 2217 break; 2218 case GL_MAX_ELEMENT_INDEX: 2219 *params = MAX_ELEMENT_INDEX; 2220 break; 2221 case GL_MAX_ELEMENTS_INDICES: 2222 *params = MAX_ELEMENTS_INDICES; 2223 break; 2224 case GL_MAX_ELEMENTS_VERTICES: 2225 *params = MAX_ELEMENTS_VERTICES; 2226 break; 2227 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128 2228 UNIMPLEMENTED(); 2229 *params = 128; 2230 break; 2231 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12 2232 UNIMPLEMENTED(); 2233 *params = 12; 2234 break; 2235 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 1024 2236 UNIMPLEMENTED(); 2237 *params = 1024; 2238 break; 2239 case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7 2240 UNIMPLEMENTED(); 2241 *params = 7; 2242 break; 2243 case GL_MAX_SERVER_WAIT_TIMEOUT: // integer 2244 UNIMPLEMENTED(); 2245 *params = 0; 2246 break; 2247 case GL_MAX_TEXTURE_LOD_BIAS: // integer, at least 2.0 2248 UNIMPLEMENTED(); 2249 *params = 2; 2250 break; 2251 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64 2252 UNIMPLEMENTED(); 2253 *params = 64; 2254 break; 2255 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4 2256 UNIMPLEMENTED(); 2257 *params = IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2258 break; 2259 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4 2260 UNIMPLEMENTED(); 2261 *params = 4; 2262 break; 2263 case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384 2264 UNIMPLEMENTED(); 2265 *params = 16384; 2266 break; 2267 case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 36 2268 *params = IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; 2269 break; 2270 case GL_MAX_VARYING_COMPONENTS: // integer, at least 60 2271 UNIMPLEMENTED(); 2272 *params = 60; 2273 break; 2274 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer, at least 64 2275 UNIMPLEMENTED(); 2276 *params = 64; 2277 break; 2278 case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer, at least 12 2279 UNIMPLEMENTED(); 2280 *params = 12; 2281 break; 2282 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer, at least 1024 2283 UNIMPLEMENTED(); 2284 *params = 1024; 2285 break; 2286 case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8 2287 UNIMPLEMENTED(); 2288 *params = -8; 2289 break; 2290 case GL_MINOR_VERSION: // integer 2291 UNIMPLEMENTED(); 2292 *params = 0; 2293 break; 2294 case GL_NUM_EXTENSIONS: // integer 2295 GLuint numExtensions; 2296 getExtensions(0, &numExtensions); 2297 *params = numExtensions; 2298 break; 2299 case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0 2300 UNIMPLEMENTED(); 2301 *params = 0; 2302 break; 2303 case GL_PACK_ROW_LENGTH: // integer, initially 0 2304 *params = mState.packRowLength; 2305 break; 2306 case GL_PACK_SKIP_PIXELS: // integer, initially 0 2307 *params = mState.packSkipPixels; 2308 break; 2309 case GL_PACK_SKIP_ROWS: // integer, initially 0 2310 *params = mState.packSkipRows; 2311 break; 2312 case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0 2313 if(clientVersion >= 3) 2314 { 2315 *params = mState.pixelPackBuffer.name(); 2316 } 2317 else 2318 { 2319 return false; 2320 } 2321 break; 2322 case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0 2323 if(clientVersion >= 3) 2324 { 2325 *params = mState.pixelUnpackBuffer.name(); 2326 } 2327 else 2328 { 2329 return false; 2330 } 2331 break; 2332 case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS] 2333 UNIMPLEMENTED(); 2334 *params = 0; 2335 break; 2336 case GL_READ_BUFFER: // symbolic constant, initial value is GL_BACK 2337 UNIMPLEMENTED(); 2338 *params = GL_BACK; 2339 break; 2340 case GL_SAMPLER_BINDING: // GLint, default 0 2341 *params = mState.sampler[mState.activeSampler].name(); 2342 break; 2343 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2344 if(clientVersion >= 3) 2345 { 2346 *params = mState.genericUniformBuffer.name(); 2347 } 2348 else 2349 { 2350 return false; 2351 } 2352 break; 2353 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1 2354 *params = IMPLEMENTATION_UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2355 break; 2356 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2357 if(clientVersion >= 3) 2358 { 2359 *params = mState.genericUniformBuffer->size(); 2360 } 2361 else 2362 { 2363 return false; 2364 } 2365 break; 2366 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2367 if(clientVersion >= 3) 2368 { 2369 *params = mState.genericUniformBuffer->offset(); 2370 } 2371 else 2372 { 2373 return false; 2374 } 2375 *params = 0; 2376 break; 2377 case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0 2378 *params = mState.unpackInfo.imageHeight; 2379 break; 2380 case GL_UNPACK_ROW_LENGTH: // integer, initially 0 2381 *params = mState.unpackInfo.rowLength; 2382 break; 2383 case GL_UNPACK_SKIP_IMAGES: // integer, initially 0 2384 *params = mState.unpackInfo.skipImages; 2385 break; 2386 case GL_UNPACK_SKIP_PIXELS: // integer, initially 0 2387 *params = mState.unpackInfo.skipPixels; 2388 break; 2389 case GL_UNPACK_SKIP_ROWS: // integer, initially 0 2390 *params = mState.unpackInfo.skipRows; 2391 break; 2392 case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0 2393 *params = getCurrentVertexArray()->name; 2394 break; 2395 default: 2396 return false; 2397 } 2398 2399 return true; 2400} 2401 2402template bool Context::getTransformFeedbackiv<GLint>(GLuint xfb, GLenum pname, GLint *param) const; 2403template bool Context::getTransformFeedbackiv<GLint64>(GLuint xfb, GLenum pname, GLint64 *param) const; 2404 2405template<typename T> bool Context::getTransformFeedbackiv(GLuint xfb, GLenum pname, T *param) const 2406{ 2407 UNIMPLEMENTED(); 2408 2409 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2410 if(!transformFeedback) 2411 { 2412 return false; 2413 } 2414 2415 switch(pname) 2416 { 2417 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2418 *param = 0; 2419 break; 2420 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2421 *param = transformFeedback->isActive(); 2422 break; 2423 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2424 *param = transformFeedback->name; 2425 break; 2426 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2427 *param = transformFeedback->isPaused(); 2428 break; 2429 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2430 if(transformFeedback->getGenericBuffer()) 2431 { 2432 *param = transformFeedback->getGenericBuffer()->size(); 2433 break; 2434 } 2435 else return false; 2436 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2437 *param = 0; 2438 break; 2439 default: 2440 return false; 2441 } 2442 2443 return true; 2444} 2445 2446template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2447template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2448 2449template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2450{ 2451 const UniformBufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2452 2453 switch(pname) 2454 { 2455 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2456 *param = uniformBuffer.get().name(); 2457 break; 2458 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2459 *param = uniformBuffer.getSize(); 2460 break; 2461 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2462 *param = uniformBuffer.getOffset(); 2463 break; 2464 default: 2465 return false; 2466 } 2467 2468 return true; 2469} 2470 2471bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2472{ 2473 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2474 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2475 // to the fact that it is stored internally as a float, and so would require conversion 2476 // if returned from Context::getIntegerv. Since this conversion is already implemented 2477 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2478 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2479 // application. 2480 switch(pname) 2481 { 2482 case GL_COMPRESSED_TEXTURE_FORMATS: 2483 { 2484 *type = GL_INT; 2485 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2486 } 2487 break; 2488 case GL_SHADER_BINARY_FORMATS: 2489 { 2490 *type = GL_INT; 2491 *numParams = 0; 2492 } 2493 break; 2494 case GL_MAX_VERTEX_ATTRIBS: 2495 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2496 case GL_MAX_VARYING_VECTORS: 2497 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2498 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2499 case GL_MAX_TEXTURE_IMAGE_UNITS: 2500 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2501 case GL_MAX_RENDERBUFFER_SIZE: 2502 case GL_NUM_SHADER_BINARY_FORMATS: 2503 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2504 case GL_ARRAY_BUFFER_BINDING: 2505 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2506 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2507 case GL_RENDERBUFFER_BINDING: 2508 case GL_CURRENT_PROGRAM: 2509 case GL_PACK_ALIGNMENT: 2510 case GL_UNPACK_ALIGNMENT: 2511 case GL_GENERATE_MIPMAP_HINT: 2512 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2513 case GL_RED_BITS: 2514 case GL_GREEN_BITS: 2515 case GL_BLUE_BITS: 2516 case GL_ALPHA_BITS: 2517 case GL_DEPTH_BITS: 2518 case GL_STENCIL_BITS: 2519 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2520 case GL_CULL_FACE_MODE: 2521 case GL_FRONT_FACE: 2522 case GL_ACTIVE_TEXTURE: 2523 case GL_STENCIL_FUNC: 2524 case GL_STENCIL_VALUE_MASK: 2525 case GL_STENCIL_REF: 2526 case GL_STENCIL_FAIL: 2527 case GL_STENCIL_PASS_DEPTH_FAIL: 2528 case GL_STENCIL_PASS_DEPTH_PASS: 2529 case GL_STENCIL_BACK_FUNC: 2530 case GL_STENCIL_BACK_VALUE_MASK: 2531 case GL_STENCIL_BACK_REF: 2532 case GL_STENCIL_BACK_FAIL: 2533 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2534 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2535 case GL_DEPTH_FUNC: 2536 case GL_BLEND_SRC_RGB: 2537 case GL_BLEND_SRC_ALPHA: 2538 case GL_BLEND_DST_RGB: 2539 case GL_BLEND_DST_ALPHA: 2540 case GL_BLEND_EQUATION_RGB: 2541 case GL_BLEND_EQUATION_ALPHA: 2542 case GL_STENCIL_WRITEMASK: 2543 case GL_STENCIL_BACK_WRITEMASK: 2544 case GL_STENCIL_CLEAR_VALUE: 2545 case GL_SUBPIXEL_BITS: 2546 case GL_MAX_TEXTURE_SIZE: 2547 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2548 case GL_SAMPLE_BUFFERS: 2549 case GL_SAMPLES: 2550 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2551 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2552 case GL_TEXTURE_BINDING_2D: 2553 case GL_TEXTURE_BINDING_CUBE_MAP: 2554 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2555 case GL_TEXTURE_BINDING_3D_OES: 2556 case GL_COPY_READ_BUFFER_BINDING: 2557 case GL_COPY_WRITE_BUFFER_BINDING: 2558 case GL_DRAW_BUFFER0: 2559 case GL_DRAW_BUFFER1: 2560 case GL_DRAW_BUFFER2: 2561 case GL_DRAW_BUFFER3: 2562 case GL_DRAW_BUFFER4: 2563 case GL_DRAW_BUFFER5: 2564 case GL_DRAW_BUFFER6: 2565 case GL_DRAW_BUFFER7: 2566 case GL_DRAW_BUFFER8: 2567 case GL_DRAW_BUFFER9: 2568 case GL_DRAW_BUFFER10: 2569 case GL_DRAW_BUFFER11: 2570 case GL_DRAW_BUFFER12: 2571 case GL_DRAW_BUFFER13: 2572 case GL_DRAW_BUFFER14: 2573 case GL_DRAW_BUFFER15: 2574 case GL_MAJOR_VERSION: 2575 case GL_MAX_3D_TEXTURE_SIZE: 2576 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2577 case GL_MAX_COLOR_ATTACHMENTS: 2578 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2579 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2580 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2581 case GL_MAX_DRAW_BUFFERS: 2582 case GL_MAX_ELEMENT_INDEX: 2583 case GL_MAX_ELEMENTS_INDICES: 2584 case GL_MAX_ELEMENTS_VERTICES: 2585 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2586 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2587 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2588 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2589 case GL_MAX_SERVER_WAIT_TIMEOUT: 2590 case GL_MAX_TEXTURE_LOD_BIAS: 2591 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2592 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2593 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2594 case GL_MAX_UNIFORM_BLOCK_SIZE: 2595 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2596 case GL_MAX_VARYING_COMPONENTS: 2597 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2598 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2599 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2600 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2601 case GL_MINOR_VERSION: 2602 case GL_NUM_EXTENSIONS: 2603 case GL_NUM_PROGRAM_BINARY_FORMATS: 2604 case GL_PACK_ROW_LENGTH: 2605 case GL_PACK_SKIP_PIXELS: 2606 case GL_PACK_SKIP_ROWS: 2607 case GL_PIXEL_PACK_BUFFER_BINDING: 2608 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2609 case GL_PROGRAM_BINARY_FORMATS: 2610 case GL_READ_BUFFER: 2611 case GL_SAMPLER_BINDING: 2612 case GL_TEXTURE_BINDING_2D_ARRAY: 2613 case GL_UNIFORM_BUFFER_BINDING: 2614 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2615 case GL_UNIFORM_BUFFER_SIZE: 2616 case GL_UNIFORM_BUFFER_START: 2617 case GL_UNPACK_IMAGE_HEIGHT: 2618 case GL_UNPACK_ROW_LENGTH: 2619 case GL_UNPACK_SKIP_IMAGES: 2620 case GL_UNPACK_SKIP_PIXELS: 2621 case GL_UNPACK_SKIP_ROWS: 2622 case GL_VERTEX_ARRAY_BINDING: 2623 { 2624 *type = GL_INT; 2625 *numParams = 1; 2626 } 2627 break; 2628 case GL_MAX_SAMPLES_ANGLE: 2629 { 2630 *type = GL_INT; 2631 *numParams = 1; 2632 } 2633 break; 2634 case GL_MAX_VIEWPORT_DIMS: 2635 { 2636 *type = GL_INT; 2637 *numParams = 2; 2638 } 2639 break; 2640 case GL_VIEWPORT: 2641 case GL_SCISSOR_BOX: 2642 { 2643 *type = GL_INT; 2644 *numParams = 4; 2645 } 2646 break; 2647 case GL_SHADER_COMPILER: 2648 case GL_SAMPLE_COVERAGE_INVERT: 2649 case GL_DEPTH_WRITEMASK: 2650 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2651 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2652 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2653 case GL_SAMPLE_COVERAGE: 2654 case GL_SCISSOR_TEST: 2655 case GL_STENCIL_TEST: 2656 case GL_DEPTH_TEST: 2657 case GL_BLEND: 2658 case GL_DITHER: 2659 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2660 case GL_RASTERIZER_DISCARD: 2661 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2662 case GL_TRANSFORM_FEEDBACK_PAUSED: 2663 { 2664 *type = GL_BOOL; 2665 *numParams = 1; 2666 } 2667 break; 2668 case GL_COLOR_WRITEMASK: 2669 { 2670 *type = GL_BOOL; 2671 *numParams = 4; 2672 } 2673 break; 2674 case GL_POLYGON_OFFSET_FACTOR: 2675 case GL_POLYGON_OFFSET_UNITS: 2676 case GL_SAMPLE_COVERAGE_VALUE: 2677 case GL_DEPTH_CLEAR_VALUE: 2678 case GL_LINE_WIDTH: 2679 { 2680 *type = GL_FLOAT; 2681 *numParams = 1; 2682 } 2683 break; 2684 case GL_ALIASED_LINE_WIDTH_RANGE: 2685 case GL_ALIASED_POINT_SIZE_RANGE: 2686 case GL_DEPTH_RANGE: 2687 { 2688 *type = GL_FLOAT; 2689 *numParams = 2; 2690 } 2691 break; 2692 case GL_COLOR_CLEAR_VALUE: 2693 case GL_BLEND_COLOR: 2694 { 2695 *type = GL_FLOAT; 2696 *numParams = 4; 2697 } 2698 break; 2699 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2700 *type = GL_FLOAT; 2701 *numParams = 1; 2702 break; 2703 default: 2704 return false; 2705 } 2706 2707 return true; 2708} 2709 2710void Context::applyScissor(int width, int height) 2711{ 2712 if(mState.scissorTestEnabled) 2713 { 2714 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2715 scissor.clip(0, 0, width, height); 2716 2717 device->setScissorRect(scissor); 2718 device->setScissorEnable(true); 2719 } 2720 else 2721 { 2722 device->setScissorEnable(false); 2723 } 2724} 2725 2726egl::Image *Context::getScissoredImage(GLint drawbuffer, int &x0, int &y0, int &width, int &height, bool depthStencil) 2727{ 2728 Framebuffer* framebuffer = getDrawFramebuffer(); 2729 egl::Image* image = depthStencil ? framebuffer->getDepthStencil() : framebuffer->getRenderTarget(drawbuffer); 2730 2731 applyScissor(image->getWidth(), image->getHeight()); 2732 2733 device->getScissoredRegion(image, x0, y0, width, height); 2734 2735 return image; 2736} 2737 2738// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2739bool Context::applyRenderTarget() 2740{ 2741 Framebuffer *framebuffer = getDrawFramebuffer(); 2742 int width, height, samples; 2743 2744 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2745 { 2746 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2747 } 2748 2749 for(int i = 0; i < MAX_DRAW_BUFFERS; ++i) 2750 { 2751 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2752 device->setRenderTarget(i, renderTarget); 2753 if(renderTarget) renderTarget->release(); 2754 } 2755 2756 egl::Image *depthStencil = framebuffer->getDepthStencil(); 2757 device->setDepthStencilSurface(depthStencil); 2758 if(depthStencil) depthStencil->release(); 2759 2760 Viewport viewport; 2761 float zNear = clamp01(mState.zNear); 2762 float zFar = clamp01(mState.zFar); 2763 2764 viewport.x0 = mState.viewportX; 2765 viewport.y0 = mState.viewportY; 2766 viewport.width = mState.viewportWidth; 2767 viewport.height = mState.viewportHeight; 2768 viewport.minZ = zNear; 2769 viewport.maxZ = zFar; 2770 2771 device->setViewport(viewport); 2772 2773 applyScissor(width, height); 2774 2775 Program *program = getCurrentProgram(); 2776 2777 if(program) 2778 { 2779 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2780 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2781 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2782 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2783 } 2784 2785 return true; 2786} 2787 2788// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2789void Context::applyState(GLenum drawMode) 2790{ 2791 Framebuffer *framebuffer = getDrawFramebuffer(); 2792 2793 if(mState.cullFaceEnabled) 2794 { 2795 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2796 } 2797 else 2798 { 2799 device->setCullMode(sw::CULL_NONE); 2800 } 2801 2802 if(mDepthStateDirty) 2803 { 2804 if(mState.depthTestEnabled) 2805 { 2806 device->setDepthBufferEnable(true); 2807 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2808 } 2809 else 2810 { 2811 device->setDepthBufferEnable(false); 2812 } 2813 2814 mDepthStateDirty = false; 2815 } 2816 2817 if(mBlendStateDirty) 2818 { 2819 if(mState.blendEnabled) 2820 { 2821 device->setAlphaBlendEnable(true); 2822 device->setSeparateAlphaBlendEnable(true); 2823 2824 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2825 2826 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2827 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2828 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2829 2830 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2831 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2832 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2833 } 2834 else 2835 { 2836 device->setAlphaBlendEnable(false); 2837 } 2838 2839 mBlendStateDirty = false; 2840 } 2841 2842 if(mStencilStateDirty || mFrontFaceDirty) 2843 { 2844 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2845 { 2846 device->setStencilEnable(true); 2847 device->setTwoSidedStencil(true); 2848 2849 // get the maximum size of the stencil ref 2850 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2851 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2852 2853 if(mState.frontFace == GL_CCW) 2854 { 2855 device->setStencilWriteMask(mState.stencilWritemask); 2856 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2857 2858 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2859 device->setStencilMask(mState.stencilMask); 2860 2861 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2862 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2863 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2864 2865 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2866 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2867 2868 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2869 device->setStencilMaskCCW(mState.stencilBackMask); 2870 2871 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2872 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2873 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2874 } 2875 else 2876 { 2877 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2878 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2879 2880 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2881 device->setStencilMaskCCW(mState.stencilMask); 2882 2883 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2884 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2885 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2886 2887 device->setStencilWriteMask(mState.stencilBackWritemask); 2888 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2889 2890 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2891 device->setStencilMask(mState.stencilBackMask); 2892 2893 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2894 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2895 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2896 } 2897 } 2898 else 2899 { 2900 device->setStencilEnable(false); 2901 } 2902 2903 mStencilStateDirty = false; 2904 mFrontFaceDirty = false; 2905 } 2906 2907 if(mMaskStateDirty) 2908 { 2909 device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2910 device->setDepthWriteEnable(mState.depthMask); 2911 2912 mMaskStateDirty = false; 2913 } 2914 2915 if(mPolygonOffsetStateDirty) 2916 { 2917 if(mState.polygonOffsetFillEnabled) 2918 { 2919 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2920 if(depthbuffer) 2921 { 2922 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2923 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 2924 device->setDepthBias(depthBias); 2925 } 2926 } 2927 else 2928 { 2929 device->setSlopeDepthBias(0); 2930 device->setDepthBias(0); 2931 } 2932 2933 mPolygonOffsetStateDirty = false; 2934 } 2935 2936 if(mSampleStateDirty) 2937 { 2938 if(mState.sampleAlphaToCoverageEnabled) 2939 { 2940 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2941 } 2942 else 2943 { 2944 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2945 } 2946 2947 if(mState.sampleCoverageEnabled) 2948 { 2949 unsigned int mask = 0; 2950 if(mState.sampleCoverageValue != 0) 2951 { 2952 int width, height, samples; 2953 framebuffer->completeness(width, height, samples); 2954 2955 float threshold = 0.5f; 2956 2957 for(int i = 0; i < samples; i++) 2958 { 2959 mask <<= 1; 2960 2961 if((i + 1) * mState.sampleCoverageValue >= threshold) 2962 { 2963 threshold += 1.0f; 2964 mask |= 1; 2965 } 2966 } 2967 } 2968 2969 if(mState.sampleCoverageInvert) 2970 { 2971 mask = ~mask; 2972 } 2973 2974 device->setMultiSampleMask(mask); 2975 } 2976 else 2977 { 2978 device->setMultiSampleMask(0xFFFFFFFF); 2979 } 2980 2981 mSampleStateDirty = false; 2982 } 2983 2984 if(mDitherStateDirty) 2985 { 2986 // UNIMPLEMENTED(); // FIXME 2987 2988 mDitherStateDirty = false; 2989 } 2990} 2991 2992GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2993{ 2994 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2995 2996 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2997 if(err != GL_NO_ERROR) 2998 { 2999 return err; 3000 } 3001 3002 Program *program = getCurrentProgram(); 3003 3004 device->resetInputStreams(false); 3005 3006 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 3007 { 3008 if(program->getAttributeStream(i) == -1) 3009 { 3010 continue; 3011 } 3012 3013 sw::Resource *resource = attributes[i].vertexBuffer; 3014 const void *buffer = (char*)resource->data() + attributes[i].offset; 3015 3016 int stride = attributes[i].stride; 3017 3018 buffer = (char*)buffer + stride * base; 3019 3020 sw::Stream attribute(resource, buffer, stride); 3021 3022 attribute.type = attributes[i].type; 3023 attribute.count = attributes[i].count; 3024 attribute.normalized = attributes[i].normalized; 3025 3026 int stream = program->getAttributeStream(i); 3027 device->setInputStream(stream, attribute); 3028 } 3029 3030 return GL_NO_ERROR; 3031} 3032 3033// Applies the indices and element array bindings 3034GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 3035{ 3036 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo); 3037 3038 if(err == GL_NO_ERROR) 3039 { 3040 device->setIndexBuffer(indexInfo->indexBuffer); 3041 } 3042 3043 return err; 3044} 3045 3046// Applies the shaders and shader constants 3047void Context::applyShaders() 3048{ 3049 Program *programObject = getCurrentProgram(); 3050 sw::VertexShader *vertexShader = programObject->getVertexShader(); 3051 sw::PixelShader *pixelShader = programObject->getPixelShader(); 3052 3053 device->setVertexShader(vertexShader); 3054 device->setPixelShader(pixelShader); 3055 3056 if(programObject->getSerial() != mAppliedProgramSerial) 3057 { 3058 programObject->dirtyAllUniforms(); 3059 mAppliedProgramSerial = programObject->getSerial(); 3060 } 3061 3062 programObject->applyUniformBuffers(mState.uniformBuffers); 3063 programObject->applyUniforms(); 3064} 3065 3066void Context::applyTextures() 3067{ 3068 applyTextures(sw::SAMPLER_PIXEL); 3069 applyTextures(sw::SAMPLER_VERTEX); 3070} 3071 3072void Context::applyTextures(sw::SamplerType samplerType) 3073{ 3074 Program *programObject = getCurrentProgram(); 3075 3076 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3077 3078 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3079 { 3080 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3081 3082 if(textureUnit != -1) 3083 { 3084 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3085 3086 Texture *texture = getSamplerTexture(textureUnit, textureType); 3087 3088 if(texture->isSamplerComplete()) 3089 { 3090 GLenum wrapS, wrapT, wrapR, minFilter, magFilter; 3091 3092 Sampler *samplerObject = mState.sampler[textureUnit]; 3093 if(samplerObject) 3094 { 3095 wrapS = samplerObject->getWrapS(); 3096 wrapT = samplerObject->getWrapT(); 3097 wrapR = samplerObject->getWrapR(); 3098 minFilter = samplerObject->getMinFilter(); 3099 magFilter = samplerObject->getMagFilter(); 3100 } 3101 else 3102 { 3103 wrapS = texture->getWrapS(); 3104 wrapT = texture->getWrapT(); 3105 wrapR = texture->getWrapR(); 3106 minFilter = texture->getMinFilter(); 3107 magFilter = texture->getMagFilter(); 3108 } 3109 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3110 3111 GLenum swizzleR = texture->getSwizzleR(); 3112 GLenum swizzleG = texture->getSwizzleG(); 3113 GLenum swizzleB = texture->getSwizzleB(); 3114 GLenum swizzleA = texture->getSwizzleA(); 3115 3116 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3117 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3118 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3119 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3120 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3121 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3122 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3123 3124 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3125 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3126 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3127 3128 applyTexture(samplerType, samplerIndex, texture); 3129 } 3130 else 3131 { 3132 applyTexture(samplerType, samplerIndex, nullptr); 3133 } 3134 } 3135 else 3136 { 3137 applyTexture(samplerType, samplerIndex, nullptr); 3138 } 3139 } 3140} 3141 3142void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3143{ 3144 Program *program = getCurrentProgram(); 3145 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3146 bool textureUsed = false; 3147 3148 if(type == sw::SAMPLER_PIXEL) 3149 { 3150 textureUsed = program->getPixelShader()->usesSampler(index); 3151 } 3152 else if(type == sw::SAMPLER_VERTEX) 3153 { 3154 textureUsed = program->getVertexShader()->usesSampler(index); 3155 } 3156 else UNREACHABLE(type); 3157 3158 sw::Resource *resource = 0; 3159 3160 if(baseTexture && textureUsed) 3161 { 3162 resource = baseTexture->getResource(); 3163 } 3164 3165 device->setTextureResource(sampler, resource); 3166 3167 if(baseTexture && textureUsed) 3168 { 3169 int levelCount = baseTexture->getLevelCount(); 3170 3171 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3172 { 3173 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3174 3175 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3176 { 3177 int surfaceLevel = mipmapLevel; 3178 3179 if(surfaceLevel < 0) 3180 { 3181 surfaceLevel = 0; 3182 } 3183 else if(surfaceLevel >= levelCount) 3184 { 3185 surfaceLevel = levelCount - 1; 3186 } 3187 3188 egl::Image *surface = texture->getImage(surfaceLevel); 3189 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3190 } 3191 } 3192 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3193 { 3194 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3195 3196 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3197 { 3198 int surfaceLevel = mipmapLevel; 3199 3200 if(surfaceLevel < 0) 3201 { 3202 surfaceLevel = 0; 3203 } 3204 else if(surfaceLevel >= levelCount) 3205 { 3206 surfaceLevel = levelCount - 1; 3207 } 3208 3209 egl::Image *surface = texture->getImage(surfaceLevel); 3210 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3211 } 3212 } 3213 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3214 { 3215 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3216 3217 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3218 { 3219 int surfaceLevel = mipmapLevel; 3220 3221 if(surfaceLevel < 0) 3222 { 3223 surfaceLevel = 0; 3224 } 3225 else if(surfaceLevel >= levelCount) 3226 { 3227 surfaceLevel = levelCount - 1; 3228 } 3229 3230 egl::Image *surface = texture->getImage(surfaceLevel); 3231 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3232 } 3233 } 3234 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3235 { 3236 for(int face = 0; face < 6; face++) 3237 { 3238 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3239 3240 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3241 { 3242 int surfaceLevel = mipmapLevel; 3243 3244 if(surfaceLevel < 0) 3245 { 3246 surfaceLevel = 0; 3247 } 3248 else if(surfaceLevel >= levelCount) 3249 { 3250 surfaceLevel = levelCount - 1; 3251 } 3252 3253 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3254 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3255 } 3256 } 3257 } 3258 else UNIMPLEMENTED(); 3259 } 3260 else 3261 { 3262 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3263 } 3264} 3265 3266void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, 3267 GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3268{ 3269 Framebuffer *framebuffer = getReadFramebuffer(); 3270 int framebufferWidth, framebufferHeight, framebufferSamples; 3271 3272 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3273 { 3274 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3275 } 3276 3277 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3278 { 3279 return error(GL_INVALID_OPERATION); 3280 } 3281 3282 GLenum readFormat = framebuffer->getImplementationColorReadFormat(); 3283 GLenum readType = framebuffer->getImplementationColorReadType(); 3284 3285 if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion)) 3286 { 3287 return error(GL_INVALID_OPERATION); 3288 } 3289 3290 GLsizei outputPitch = egl::ComputePitch((mState.packRowLength > 0) ? mState.packRowLength : width, format, type, mState.packAlignment); 3291 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3292 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3293 pixels = ((char*)pixels) + (mState.packSkipImages * outputHeight + mState.packSkipRows) * outputPitch + mState.packSkipPixels; 3294 3295 // Sized query sanity check 3296 if(bufSize) 3297 { 3298 int requiredSize = outputPitch * height; 3299 if(requiredSize > *bufSize) 3300 { 3301 return error(GL_INVALID_OPERATION); 3302 } 3303 } 3304 3305 egl::Image *renderTarget = framebuffer->getReadRenderTarget(); 3306 3307 if(!renderTarget) 3308 { 3309 return error(GL_OUT_OF_MEMORY); 3310 } 3311 3312 x += mState.packSkipPixels; 3313 y += mState.packSkipRows; 3314 sw::Rect rect = {x, y, x + width, y + height}; 3315 sw::Rect dstRect = { 0, 0, width, height }; 3316 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3317 3318 sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3319 sw::SliceRect sliceRect(rect); 3320 sw::SliceRect dstSliceRect(dstRect); 3321 device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false); 3322 3323 renderTarget->release(); 3324} 3325 3326void Context::clear(GLbitfield mask) 3327{ 3328 Framebuffer *framebuffer = getDrawFramebuffer(); 3329 3330 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3331 { 3332 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3333 } 3334 3335 if(!applyRenderTarget()) 3336 { 3337 return; 3338 } 3339 3340 if(mask & GL_COLOR_BUFFER_BIT) 3341 { 3342 unsigned int rgbaMask = getColorMask(); 3343 3344 if(rgbaMask != 0) 3345 { 3346 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3347 } 3348 } 3349 3350 if(mask & GL_DEPTH_BUFFER_BIT) 3351 { 3352 if(mState.depthMask != 0) 3353 { 3354 float depth = clamp01(mState.depthClearValue); 3355 device->clearDepth(depth); 3356 } 3357 } 3358 3359 if(mask & GL_STENCIL_BUFFER_BIT) 3360 { 3361 if(mState.stencilWritemask != 0) 3362 { 3363 int stencil = mState.stencilClearValue & 0x000000FF; 3364 device->clearStencil(stencil, mState.stencilWritemask); 3365 } 3366 } 3367} 3368 3369void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3370{ 3371 unsigned int rgbaMask = getColorMask(); 3372 if(device && rgbaMask) 3373 { 3374 int x0(0), y0(0), width(0), height(0); 3375 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, false); 3376 3377 sw::SliceRect sliceRect; 3378 if(image->getClearRect(x0, y0, width, height, sliceRect)) 3379 { 3380 device->clear(value, format, image, sliceRect, rgbaMask); 3381 } 3382 3383 image->release(); 3384 } 3385} 3386 3387void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3388{ 3389 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3390} 3391 3392void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3393{ 3394 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3395} 3396 3397void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3398{ 3399 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3400} 3401 3402void Context::clearDepthBuffer(GLint drawbuffer, const GLfloat *value) 3403{ 3404 if(device && mState.depthMask) 3405 { 3406 int x0(0), y0(0), width(0), height(0); 3407 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3408 3409 float depth = clamp01(value[0]); 3410 image->clearDepthBuffer(depth, x0, y0, width, height); 3411 3412 image->release(); 3413 } 3414} 3415 3416void Context::clearStencilBuffer(GLint drawbuffer, const GLint *value) 3417{ 3418 if(device && mState.stencilWritemask) 3419 { 3420 int x0(0), y0(0), width(0), height(0); 3421 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3422 3423 unsigned char stencil = value[0] < 0 ? 0 : static_cast<unsigned char>(value[0] & 0x000000FF); 3424 image->clearStencilBuffer(stencil, static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3425 3426 image->release(); 3427 } 3428} 3429 3430void Context::clearDepthStencilBuffer(GLint drawbuffer, GLfloat depth, GLint stencil) 3431{ 3432 if(device && (mState.depthMask || mState.stencilWritemask)) 3433 { 3434 int x0(0), y0(0), width(0), height(0); 3435 egl::Image* image = getScissoredImage(drawbuffer, x0, y0, width, height, true); 3436 3437 if(mState.stencilWritemask) 3438 { 3439 image->clearStencilBuffer(static_cast<unsigned char>(stencil & 0x000000FF), static_cast<unsigned char>(mState.stencilWritemask), x0, y0, width, height); 3440 } 3441 3442 if(mState.depthMask) 3443 { 3444 image->clearDepthBuffer(clamp01(depth), x0, y0, width, height); 3445 } 3446 3447 image->release(); 3448 } 3449} 3450 3451void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3452{ 3453 if(!mState.currentProgram) 3454 { 3455 return error(GL_INVALID_OPERATION); 3456 } 3457 3458 sw::DrawType primitiveType; 3459 int primitiveCount; 3460 3461 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount)) 3462 return error(GL_INVALID_ENUM); 3463 3464 if(primitiveCount <= 0) 3465 { 3466 return; 3467 } 3468 3469 if(!applyRenderTarget()) 3470 { 3471 return; 3472 } 3473 3474 applyState(mode); 3475 3476 for(int i = 0; i < instanceCount; ++i) 3477 { 3478 device->setInstanceID(i); 3479 3480 GLenum err = applyVertexBuffer(0, first, count, i); 3481 if(err != GL_NO_ERROR) 3482 { 3483 return error(err); 3484 } 3485 3486 applyShaders(); 3487 applyTextures(); 3488 3489 if(!getCurrentProgram()->validateSamplers(false)) 3490 { 3491 return error(GL_INVALID_OPERATION); 3492 } 3493 3494 if(!cullSkipsDraw(mode)) 3495 { 3496 device->drawPrimitive(primitiveType, primitiveCount); 3497 } 3498 } 3499} 3500 3501void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3502{ 3503 if(!mState.currentProgram) 3504 { 3505 return error(GL_INVALID_OPERATION); 3506 } 3507 3508 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3509 { 3510 return error(GL_INVALID_OPERATION); 3511 } 3512 3513 sw::DrawType primitiveType; 3514 int primitiveCount; 3515 3516 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount)) 3517 return error(GL_INVALID_ENUM); 3518 3519 if(primitiveCount <= 0) 3520 { 3521 return; 3522 } 3523 3524 if(!applyRenderTarget()) 3525 { 3526 return; 3527 } 3528 3529 applyState(mode); 3530 3531 for(int i = 0; i < instanceCount; ++i) 3532 { 3533 device->setInstanceID(i); 3534 3535 TranslatedIndexData indexInfo; 3536 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3537 if(err != GL_NO_ERROR) 3538 { 3539 return error(err); 3540 } 3541 3542 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3543 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3544 if(err != GL_NO_ERROR) 3545 { 3546 return error(err); 3547 } 3548 3549 applyShaders(); 3550 applyTextures(); 3551 3552 if(!getCurrentProgram()->validateSamplers(false)) 3553 { 3554 return error(GL_INVALID_OPERATION); 3555 } 3556 3557 if(!cullSkipsDraw(mode)) 3558 { 3559 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount); 3560 } 3561 } 3562} 3563 3564void Context::finish() 3565{ 3566 device->finish(); 3567} 3568 3569void Context::flush() 3570{ 3571 // We don't queue anything without processing it as fast as possible 3572} 3573 3574void Context::recordInvalidEnum() 3575{ 3576 mInvalidEnum = true; 3577} 3578 3579void Context::recordInvalidValue() 3580{ 3581 mInvalidValue = true; 3582} 3583 3584void Context::recordInvalidOperation() 3585{ 3586 mInvalidOperation = true; 3587} 3588 3589void Context::recordOutOfMemory() 3590{ 3591 mOutOfMemory = true; 3592} 3593 3594void Context::recordInvalidFramebufferOperation() 3595{ 3596 mInvalidFramebufferOperation = true; 3597} 3598 3599// Get one of the recorded errors and clear its flag, if any. 3600// [OpenGL ES 2.0.24] section 2.5 page 13. 3601GLenum Context::getError() 3602{ 3603 if(mInvalidEnum) 3604 { 3605 mInvalidEnum = false; 3606 3607 return GL_INVALID_ENUM; 3608 } 3609 3610 if(mInvalidValue) 3611 { 3612 mInvalidValue = false; 3613 3614 return GL_INVALID_VALUE; 3615 } 3616 3617 if(mInvalidOperation) 3618 { 3619 mInvalidOperation = false; 3620 3621 return GL_INVALID_OPERATION; 3622 } 3623 3624 if(mOutOfMemory) 3625 { 3626 mOutOfMemory = false; 3627 3628 return GL_OUT_OF_MEMORY; 3629 } 3630 3631 if(mInvalidFramebufferOperation) 3632 { 3633 mInvalidFramebufferOperation = false; 3634 3635 return GL_INVALID_FRAMEBUFFER_OPERATION; 3636 } 3637 3638 return GL_NO_ERROR; 3639} 3640 3641int Context::getSupportedMultisampleCount(int requested) 3642{ 3643 int supported = 0; 3644 3645 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3646 { 3647 if(supported >= requested) 3648 { 3649 return supported; 3650 } 3651 3652 supported = multisampleCount[i]; 3653 } 3654 3655 return supported; 3656} 3657 3658void Context::detachBuffer(GLuint buffer) 3659{ 3660 // [OpenGL ES 2.0.24] section 2.9 page 22: 3661 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3662 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3663 3664 if(getArrayBufferName() == buffer) 3665 { 3666 mState.arrayBuffer = NULL; 3667 } 3668 3669 for(auto tfIt = mTransformFeedbackMap.begin(); tfIt != mTransformFeedbackMap.end(); tfIt++) 3670 { 3671 tfIt->second->detachBuffer(buffer); 3672 } 3673 3674 for(auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++) 3675 { 3676 VertexArray* vertexArray = vaoIt->second; 3677 if(vertexArray) 3678 { 3679 vertexArray->detachBuffer(buffer); 3680 } 3681 } 3682 3683 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3684 { 3685 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3686 { 3687 mState.vertexAttribute[attribute].mBoundBuffer = NULL; 3688 } 3689 } 3690} 3691 3692void Context::detachTexture(GLuint texture) 3693{ 3694 // [OpenGL ES 2.0.24] section 3.8 page 84: 3695 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3696 // rebound to texture object zero 3697 3698 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3699 { 3700 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3701 { 3702 if(mState.samplerTexture[type][sampler].name() == texture) 3703 { 3704 mState.samplerTexture[type][sampler] = NULL; 3705 } 3706 } 3707 } 3708 3709 // [OpenGL ES 2.0.24] section 4.4 page 112: 3710 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3711 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3712 // image was attached in the currently bound framebuffer. 3713 3714 Framebuffer *readFramebuffer = getReadFramebuffer(); 3715 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3716 3717 if(readFramebuffer) 3718 { 3719 readFramebuffer->detachTexture(texture); 3720 } 3721 3722 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3723 { 3724 drawFramebuffer->detachTexture(texture); 3725 } 3726} 3727 3728void Context::detachFramebuffer(GLuint framebuffer) 3729{ 3730 // [OpenGL ES 2.0.24] section 4.4 page 107: 3731 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3732 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3733 3734 if(mState.readFramebuffer == framebuffer) 3735 { 3736 bindReadFramebuffer(0); 3737 } 3738 3739 if(mState.drawFramebuffer == framebuffer) 3740 { 3741 bindDrawFramebuffer(0); 3742 } 3743} 3744 3745void Context::detachRenderbuffer(GLuint renderbuffer) 3746{ 3747 // [OpenGL ES 2.0.24] section 4.4 page 109: 3748 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3749 // had been executed with the target RENDERBUFFER and name of zero. 3750 3751 if(mState.renderbuffer.name() == renderbuffer) 3752 { 3753 bindRenderbuffer(0); 3754 } 3755 3756 // [OpenGL ES 2.0.24] section 4.4 page 111: 3757 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3758 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3759 // point to which this image was attached in the currently bound framebuffer. 3760 3761 Framebuffer *readFramebuffer = getReadFramebuffer(); 3762 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3763 3764 if(readFramebuffer) 3765 { 3766 readFramebuffer->detachRenderbuffer(renderbuffer); 3767 } 3768 3769 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3770 { 3771 drawFramebuffer->detachRenderbuffer(renderbuffer); 3772 } 3773} 3774 3775void Context::detachSampler(GLuint sampler) 3776{ 3777 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3778 // If a sampler object that is currently bound to one or more texture units is 3779 // deleted, it is as though BindSampler is called once for each texture unit to 3780 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3781 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3782 { 3783 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3784 if(samplerBinding.name() == sampler) 3785 { 3786 samplerBinding = NULL; 3787 } 3788 } 3789} 3790 3791bool Context::cullSkipsDraw(GLenum drawMode) 3792{ 3793 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3794} 3795 3796bool Context::isTriangleMode(GLenum drawMode) 3797{ 3798 switch (drawMode) 3799 { 3800 case GL_TRIANGLES: 3801 case GL_TRIANGLE_FAN: 3802 case GL_TRIANGLE_STRIP: 3803 return true; 3804 case GL_POINTS: 3805 case GL_LINES: 3806 case GL_LINE_LOOP: 3807 case GL_LINE_STRIP: 3808 return false; 3809 default: UNREACHABLE(drawMode); 3810 } 3811 3812 return false; 3813} 3814 3815void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3816{ 3817 ASSERT(index < MAX_VERTEX_ATTRIBS); 3818 3819 mState.vertexAttribute[index].setCurrentValue(values); 3820 3821 mVertexDataManager->dirtyCurrentValue(index); 3822} 3823 3824void Context::setVertexAttrib(GLuint index, const GLint *values) 3825{ 3826 ASSERT(index < MAX_VERTEX_ATTRIBS); 3827 3828 mState.vertexAttribute[index].setCurrentValue(values); 3829 3830 mVertexDataManager->dirtyCurrentValue(index); 3831} 3832 3833void Context::setVertexAttrib(GLuint index, const GLuint *values) 3834{ 3835 ASSERT(index < MAX_VERTEX_ATTRIBS); 3836 3837 mState.vertexAttribute[index].setCurrentValue(values); 3838 3839 mVertexDataManager->dirtyCurrentValue(index); 3840} 3841 3842void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3843 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3844 GLbitfield mask) 3845{ 3846 Framebuffer *readFramebuffer = getReadFramebuffer(); 3847 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3848 3849 int readBufferWidth, readBufferHeight, readBufferSamples; 3850 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3851 3852 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3853 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3854 { 3855 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3856 } 3857 3858 if(drawBufferSamples > 1) 3859 { 3860 return error(GL_INVALID_OPERATION); 3861 } 3862 3863 sw::SliceRect sourceRect; 3864 sw::SliceRect destRect; 3865 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3866 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3867 3868 if(srcX0 < srcX1) 3869 { 3870 sourceRect.x0 = srcX0; 3871 sourceRect.x1 = srcX1; 3872 } 3873 else 3874 { 3875 sourceRect.x0 = srcX1; 3876 sourceRect.x1 = srcX0; 3877 } 3878 3879 if(dstX0 < dstX1) 3880 { 3881 destRect.x0 = dstX0; 3882 destRect.x1 = dstX1; 3883 } 3884 else 3885 { 3886 destRect.x0 = dstX1; 3887 destRect.x1 = dstX0; 3888 } 3889 3890 if(srcY0 < srcY1) 3891 { 3892 sourceRect.y0 = srcY0; 3893 sourceRect.y1 = srcY1; 3894 } 3895 else 3896 { 3897 sourceRect.y0 = srcY1; 3898 sourceRect.y1 = srcY0; 3899 } 3900 3901 if(dstY0 < dstY1) 3902 { 3903 destRect.y0 = dstY0; 3904 destRect.y1 = dstY1; 3905 } 3906 else 3907 { 3908 destRect.y0 = dstY1; 3909 destRect.y1 = dstY0; 3910 } 3911 3912 sw::Rect sourceScissoredRect = sourceRect; 3913 sw::Rect destScissoredRect = destRect; 3914 3915 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3916 { 3917 if(destRect.x0 < mState.scissorX) 3918 { 3919 int xDiff = mState.scissorX - destRect.x0; 3920 destScissoredRect.x0 = mState.scissorX; 3921 sourceScissoredRect.x0 += xDiff; 3922 } 3923 3924 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3925 { 3926 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3927 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3928 sourceScissoredRect.x1 -= xDiff; 3929 } 3930 3931 if(destRect.y0 < mState.scissorY) 3932 { 3933 int yDiff = mState.scissorY - destRect.y0; 3934 destScissoredRect.y0 = mState.scissorY; 3935 sourceScissoredRect.y0 += yDiff; 3936 } 3937 3938 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3939 { 3940 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3941 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3942 sourceScissoredRect.y1 -= yDiff; 3943 } 3944 } 3945 3946 sw::Rect sourceTrimmedRect = sourceScissoredRect; 3947 sw::Rect destTrimmedRect = destScissoredRect; 3948 3949 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 3950 // the actual draw and read surfaces. 3951 if(sourceTrimmedRect.x0 < 0) 3952 { 3953 int xDiff = 0 - sourceTrimmedRect.x0; 3954 sourceTrimmedRect.x0 = 0; 3955 destTrimmedRect.x0 += xDiff; 3956 } 3957 3958 if(sourceTrimmedRect.x1 > readBufferWidth) 3959 { 3960 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 3961 sourceTrimmedRect.x1 = readBufferWidth; 3962 destTrimmedRect.x1 -= xDiff; 3963 } 3964 3965 if(sourceTrimmedRect.y0 < 0) 3966 { 3967 int yDiff = 0 - sourceTrimmedRect.y0; 3968 sourceTrimmedRect.y0 = 0; 3969 destTrimmedRect.y0 += yDiff; 3970 } 3971 3972 if(sourceTrimmedRect.y1 > readBufferHeight) 3973 { 3974 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 3975 sourceTrimmedRect.y1 = readBufferHeight; 3976 destTrimmedRect.y1 -= yDiff; 3977 } 3978 3979 if(destTrimmedRect.x0 < 0) 3980 { 3981 int xDiff = 0 - destTrimmedRect.x0; 3982 destTrimmedRect.x0 = 0; 3983 sourceTrimmedRect.x0 += xDiff; 3984 } 3985 3986 if(destTrimmedRect.x1 > drawBufferWidth) 3987 { 3988 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 3989 destTrimmedRect.x1 = drawBufferWidth; 3990 sourceTrimmedRect.x1 -= xDiff; 3991 } 3992 3993 if(destTrimmedRect.y0 < 0) 3994 { 3995 int yDiff = 0 - destTrimmedRect.y0; 3996 destTrimmedRect.y0 = 0; 3997 sourceTrimmedRect.y0 += yDiff; 3998 } 3999 4000 if(destTrimmedRect.y1 > drawBufferHeight) 4001 { 4002 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 4003 destTrimmedRect.y1 = drawBufferHeight; 4004 sourceTrimmedRect.y1 -= yDiff; 4005 } 4006 4007 bool partialBufferCopy = false; 4008 4009 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4010 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4011 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4012 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4013 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4014 { 4015 partialBufferCopy = true; 4016 } 4017 4018 bool blitRenderTarget = false; 4019 bool blitDepthStencil = false; 4020 4021 if(mask & GL_COLOR_BUFFER_BIT) 4022 { 4023 const bool validReadType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()) == GL_TEXTURE_2D || 4024 readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()) == GL_RENDERBUFFER; 4025 const bool validDrawType = drawFramebuffer->getColorbufferType(0) == GL_TEXTURE_2D || 4026 drawFramebuffer->getColorbufferType(0) == GL_RENDERBUFFER; 4027 if(!validReadType || !validDrawType) 4028 { 4029 return error(GL_INVALID_OPERATION); 4030 } 4031 4032 if(partialBufferCopy && readBufferSamples > 1) 4033 { 4034 return error(GL_INVALID_OPERATION); 4035 } 4036 4037 blitRenderTarget = true; 4038 } 4039 4040 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4041 { 4042 Renderbuffer *readDSBuffer = NULL; 4043 Renderbuffer *drawDSBuffer = NULL; 4044 4045 // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have 4046 // both a depth and stencil buffer, it will be the same buffer. 4047 4048 if(mask & GL_DEPTH_BUFFER_BIT) 4049 { 4050 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4051 { 4052 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType()) 4053 { 4054 return error(GL_INVALID_OPERATION); 4055 } 4056 4057 blitDepthStencil = true; 4058 readDSBuffer = readFramebuffer->getDepthbuffer(); 4059 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4060 } 4061 } 4062 4063 if(mask & GL_STENCIL_BUFFER_BIT) 4064 { 4065 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4066 { 4067 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType()) 4068 { 4069 return error(GL_INVALID_OPERATION); 4070 } 4071 4072 blitDepthStencil = true; 4073 readDSBuffer = readFramebuffer->getStencilbuffer(); 4074 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4075 } 4076 } 4077 4078 if(partialBufferCopy) 4079 { 4080 ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); 4081 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4082 } 4083 4084 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4085 (readDSBuffer && readDSBuffer->getSamples() > 1)) 4086 { 4087 return error(GL_INVALID_OPERATION); 4088 } 4089 } 4090 4091 if(blitRenderTarget || blitDepthStencil) 4092 { 4093 if(blitRenderTarget) 4094 { 4095 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4096 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4097 4098 if(flipX) 4099 { 4100 swap(destRect.x0, destRect.x1); 4101 } 4102 if(flipy) 4103 { 4104 swap(destRect.y0, destRect.y1); 4105 } 4106 4107 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false); 4108 4109 readRenderTarget->release(); 4110 drawRenderTarget->release(); 4111 4112 if(!success) 4113 { 4114 ERR("BlitFramebuffer failed."); 4115 return; 4116 } 4117 } 4118 4119 if(blitDepthStencil) 4120 { 4121 bool success = device->stretchRect(readFramebuffer->getDepthStencil(), NULL, drawFramebuffer->getDepthStencil(), NULL, false); 4122 4123 if(!success) 4124 { 4125 ERR("BlitFramebuffer failed."); 4126 return; 4127 } 4128 } 4129 } 4130} 4131 4132void Context::bindTexImage(egl::Surface *surface) 4133{ 4134 es2::Texture2D *textureObject = getTexture2D(); 4135 4136 if(textureObject) 4137 { 4138 textureObject->bindTexImage(surface); 4139 } 4140} 4141 4142EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4143{ 4144 GLenum textureTarget = GL_NONE; 4145 4146 switch(target) 4147 { 4148 case EGL_GL_TEXTURE_2D_KHR: 4149 textureTarget = GL_TEXTURE_2D; 4150 break; 4151 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4152 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4153 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4154 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4155 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4156 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4157 textureTarget = GL_TEXTURE_CUBE_MAP; 4158 break; 4159 case EGL_GL_RENDERBUFFER_KHR: 4160 break; 4161 default: 4162 return EGL_BAD_PARAMETER; 4163 } 4164 4165 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4166 { 4167 return EGL_BAD_MATCH; 4168 } 4169 4170 if(textureTarget != GL_NONE) 4171 { 4172 es2::Texture *texture = getTexture(name); 4173 4174 if(!texture || texture->getTarget() != textureTarget) 4175 { 4176 return EGL_BAD_PARAMETER; 4177 } 4178 4179 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4180 { 4181 return EGL_BAD_ACCESS; 4182 } 4183 4184 if(textureLevel != 0 && !texture->isSamplerComplete()) 4185 { 4186 return EGL_BAD_PARAMETER; 4187 } 4188 4189 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4190 { 4191 return EGL_BAD_PARAMETER; 4192 } 4193 } 4194 else if(target == EGL_GL_RENDERBUFFER_KHR) 4195 { 4196 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4197 4198 if(!renderbuffer) 4199 { 4200 return EGL_BAD_PARAMETER; 4201 } 4202 4203 if(renderbuffer->isShared()) // Already an EGLImage sibling 4204 { 4205 return EGL_BAD_ACCESS; 4206 } 4207 } 4208 else UNREACHABLE(target); 4209 4210 return EGL_SUCCESS; 4211} 4212 4213egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4214{ 4215 GLenum textureTarget = GL_NONE; 4216 4217 switch(target) 4218 { 4219 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4220 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4221 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4222 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4223 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4224 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4225 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4226 } 4227 4228 if(textureTarget != GL_NONE) 4229 { 4230 es2::Texture *texture = getTexture(name); 4231 4232 return texture->createSharedImage(textureTarget, textureLevel); 4233 } 4234 else if(target == EGL_GL_RENDERBUFFER_KHR) 4235 { 4236 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4237 4238 return renderbuffer->createSharedImage(); 4239 } 4240 else UNREACHABLE(target); 4241 4242 return 0; 4243} 4244 4245Device *Context::getDevice() 4246{ 4247 return device; 4248} 4249 4250const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const 4251{ 4252 // Keep list sorted in following order: 4253 // OES extensions 4254 // EXT extensions 4255 // Vendor extensions 4256 static const GLubyte* extensions[] = { 4257 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture", 4258 (const GLubyte*)"GL_OES_depth24", 4259 (const GLubyte*)"GL_OES_depth32", 4260 (const GLubyte*)"GL_OES_depth_texture", 4261 (const GLubyte*)"GL_OES_depth_texture_cube_map", 4262 (const GLubyte*)"GL_OES_EGL_image", 4263 (const GLubyte*)"GL_OES_EGL_image_external", 4264 (const GLubyte*)"GL_OES_EGL_sync", 4265 (const GLubyte*)"GL_OES_element_index_uint", 4266 (const GLubyte*)"GL_OES_framebuffer_object", 4267 (const GLubyte*)"GL_OES_packed_depth_stencil", 4268 (const GLubyte*)"GL_OES_rgb8_rgba8", 4269 (const GLubyte*)"GL_OES_standard_derivatives", 4270 (const GLubyte*)"GL_OES_texture_float", 4271 (const GLubyte*)"GL_OES_texture_float_linear", 4272 (const GLubyte*)"GL_OES_texture_half_float", 4273 (const GLubyte*)"GL_OES_texture_half_float_linear", 4274 (const GLubyte*)"GL_OES_texture_npot", 4275 (const GLubyte*)"GL_OES_texture_3D", 4276 (const GLubyte*)"GL_EXT_blend_minmax", 4277 (const GLubyte*)"GL_EXT_color_buffer_half_float", 4278 (const GLubyte*)"GL_EXT_occlusion_query_boolean", 4279 (const GLubyte*)"GL_EXT_read_format_bgra", 4280#if (S3TC_SUPPORT) 4281 (const GLubyte*)"GL_EXT_texture_compression_dxt1", 4282#endif 4283 (const GLubyte*)"GL_EXT_texture_filter_anisotropic", 4284 (const GLubyte*)"GL_EXT_texture_format_BGRA8888", 4285 (const GLubyte*)"GL_ANGLE_framebuffer_blit", 4286 (const GLubyte*)"GL_NV_framebuffer_blit", 4287 (const GLubyte*)"GL_ANGLE_framebuffer_multisample", 4288#if (S3TC_SUPPORT) 4289 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3", 4290 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5", 4291#endif 4292 (const GLubyte*)"GL_NV_fence", 4293 (const GLubyte*)"GL_EXT_instanced_arrays", 4294 (const GLubyte*)"GL_ANGLE_instanced_arrays", 4295 }; 4296 static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions); 4297 4298 if(numExt) 4299 { 4300 *numExt = numExtensions; 4301 return nullptr; 4302 } 4303 4304 if(index == GL_INVALID_INDEX) 4305 { 4306 static GLubyte* extensionsCat = nullptr; 4307 if((extensionsCat == nullptr) && (numExtensions > 0)) 4308 { 4309 int totalLength = numExtensions; // 1 space between each extension name + terminating null 4310 for(unsigned int i = 0; i < numExtensions; i++) 4311 { 4312 totalLength += strlen(reinterpret_cast<const char*>(extensions[i])); 4313 } 4314 extensionsCat = new GLubyte[totalLength]; 4315 extensionsCat[0] = '\0'; 4316 for(unsigned int i = 0; i < numExtensions; i++) 4317 { 4318 if(i != 0) 4319 { 4320 strcat(reinterpret_cast<char*>(extensionsCat), " "); 4321 } 4322 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i])); 4323 } 4324 } 4325 return extensionsCat; 4326 } 4327 4328 if(index >= numExtensions) 4329 { 4330 return nullptr; 4331 } 4332 4333 return extensions[index]; 4334} 4335 4336} 4337 4338egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion) 4339{ 4340 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4341 return new es2::Context(config, static_cast<const es2::Context*>(shareContext), clientVersion); 4342} 4343