Context.cpp revision f1f127931fb01049a986e4733e43ff4bbc6f5a50
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 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 49 50 mState.depthClearValue = 1.0f; 51 mState.stencilClearValue = 0; 52 53 mState.cullFaceEnabled = false; 54 mState.cullMode = GL_BACK; 55 mState.frontFace = GL_CCW; 56 mState.depthTestEnabled = false; 57 mState.depthFunc = GL_LESS; 58 mState.blendEnabled = false; 59 mState.sourceBlendRGB = GL_ONE; 60 mState.sourceBlendAlpha = GL_ONE; 61 mState.destBlendRGB = GL_ZERO; 62 mState.destBlendAlpha = GL_ZERO; 63 mState.blendEquationRGB = GL_FUNC_ADD; 64 mState.blendEquationAlpha = GL_FUNC_ADD; 65 mState.blendColor.red = 0; 66 mState.blendColor.green = 0; 67 mState.blendColor.blue = 0; 68 mState.blendColor.alpha = 0; 69 mState.stencilTestEnabled = false; 70 mState.stencilFunc = GL_ALWAYS; 71 mState.stencilRef = 0; 72 mState.stencilMask = -1; 73 mState.stencilWritemask = -1; 74 mState.stencilBackFunc = GL_ALWAYS; 75 mState.stencilBackRef = 0; 76 mState.stencilBackMask = - 1; 77 mState.stencilBackWritemask = -1; 78 mState.stencilFail = GL_KEEP; 79 mState.stencilPassDepthFail = GL_KEEP; 80 mState.stencilPassDepthPass = GL_KEEP; 81 mState.stencilBackFail = GL_KEEP; 82 mState.stencilBackPassDepthFail = GL_KEEP; 83 mState.stencilBackPassDepthPass = GL_KEEP; 84 mState.polygonOffsetFillEnabled = false; 85 mState.polygonOffsetFactor = 0.0f; 86 mState.polygonOffsetUnits = 0.0f; 87 mState.sampleAlphaToCoverageEnabled = false; 88 mState.sampleCoverageEnabled = false; 89 mState.sampleCoverageValue = 1.0f; 90 mState.sampleCoverageInvert = false; 91 mState.scissorTestEnabled = false; 92 mState.ditherEnabled = true; 93 mState.primitiveRestartFixedIndexEnabled = false; 94 mState.rasterizerDiscardEnabled = false; 95 mState.generateMipmapHint = GL_DONT_CARE; 96 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 97 98 mState.lineWidth = 1.0f; 99 100 mState.viewportX = 0; 101 mState.viewportY = 0; 102 mState.viewportWidth = 0; 103 mState.viewportHeight = 0; 104 mState.zNear = 0.0f; 105 mState.zFar = 1.0f; 106 107 mState.scissorX = 0; 108 mState.scissorY = 0; 109 mState.scissorWidth = 0; 110 mState.scissorHeight = 0; 111 112 mState.colorMaskRed = true; 113 mState.colorMaskGreen = true; 114 mState.colorMaskBlue = true; 115 mState.colorMaskAlpha = true; 116 mState.depthMask = true; 117 118 if(shareContext) 119 { 120 mResourceManager = shareContext->mResourceManager; 121 mResourceManager->addRef(); 122 } 123 else 124 { 125 mResourceManager = new ResourceManager(); 126 } 127 128 // [OpenGL ES 2.0.24] section 3.7 page 83: 129 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 130 // and cube map texture state vectors respectively associated with them. 131 // In order that access to these initial textures not be lost, they are treated as texture 132 // objects all of whose names are 0. 133 134 mTexture2DZero = new Texture2D(0); 135 mTexture3DZero = new Texture3D(0); 136 mTexture2DArrayZero = new Texture2DArray(0); 137 mTextureCubeMapZero = new TextureCubeMap(0); 138 mTextureExternalZero = new TextureExternal(0); 139 140 mState.activeSampler = 0; 141 bindVertexArray(0); 142 bindArrayBuffer(0); 143 bindElementArrayBuffer(0); 144 bindTextureCubeMap(0); 145 bindTexture2D(0); 146 bindReadFramebuffer(0); 147 bindDrawFramebuffer(0); 148 bindRenderbuffer(0); 149 bindGenericUniformBuffer(0); 150 bindTransformFeedback(0); 151 152 mState.currentProgram = 0; 153 154 mState.packAlignment = 4; 155 mState.unpackInfo.alignment = 4; 156 mState.packRowLength = 0; 157 mState.packImageHeight = 0; 158 mState.packSkipPixels = 0; 159 mState.packSkipRows = 0; 160 mState.packSkipImages = 0; 161 mState.unpackInfo.rowLength = 0; 162 mState.unpackInfo.imageHeight = 0; 163 mState.unpackInfo.skipPixels = 0; 164 mState.unpackInfo.skipRows = 0; 165 mState.unpackInfo.skipImages = 0; 166 167 mVertexDataManager = nullptr; 168 mIndexDataManager = nullptr; 169 170 mInvalidEnum = false; 171 mInvalidValue = false; 172 mInvalidOperation = false; 173 mOutOfMemory = false; 174 mInvalidFramebufferOperation = false; 175 176 mHasBeenCurrent = false; 177 178 markAllStateDirty(); 179} 180 181Context::~Context() 182{ 183 if(mState.currentProgram != 0) 184 { 185 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 186 if(programObject) 187 { 188 programObject->release(); 189 } 190 mState.currentProgram = 0; 191 } 192 193 while(!mFramebufferNameSpace.empty()) 194 { 195 deleteFramebuffer(mFramebufferNameSpace.firstName()); 196 } 197 198 while(!mFenceNameSpace.empty()) 199 { 200 deleteFence(mFenceNameSpace.firstName()); 201 } 202 203 while(!mQueryNameSpace.empty()) 204 { 205 deleteQuery(mQueryNameSpace.firstName()); 206 } 207 208 while(!mVertexArrayNameSpace.empty()) 209 { 210 deleteVertexArray(mVertexArrayNameSpace.firstName()); 211 } 212 213 while(!mTransformFeedbackNameSpace.empty()) 214 { 215 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName()); 216 } 217 218 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 219 { 220 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 221 { 222 mState.samplerTexture[type][sampler] = nullptr; 223 } 224 } 225 226 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 227 { 228 mState.vertexAttribute[i].mBoundBuffer = nullptr; 229 } 230 231 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 232 { 233 mState.activeQuery[i] = nullptr; 234 } 235 236 mState.arrayBuffer = nullptr; 237 mState.copyReadBuffer = nullptr; 238 mState.copyWriteBuffer = nullptr; 239 mState.pixelPackBuffer = nullptr; 240 mState.pixelUnpackBuffer = nullptr; 241 mState.genericUniformBuffer = nullptr; 242 mState.renderbuffer = nullptr; 243 244 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 245 { 246 mState.sampler[i] = nullptr; 247 } 248 249 mTexture2DZero = nullptr; 250 mTexture3DZero = nullptr; 251 mTexture2DArrayZero = nullptr; 252 mTextureCubeMapZero = nullptr; 253 mTextureExternalZero = nullptr; 254 255 delete mVertexDataManager; 256 delete mIndexDataManager; 257 258 mResourceManager->release(); 259 delete device; 260} 261 262void Context::makeCurrent(egl::Surface *surface) 263{ 264 if(!mHasBeenCurrent) 265 { 266 mVertexDataManager = new VertexDataManager(this); 267 mIndexDataManager = new IndexDataManager(); 268 269 mState.viewportX = 0; 270 mState.viewportY = 0; 271 mState.viewportWidth = surface->getWidth(); 272 mState.viewportHeight = surface->getHeight(); 273 274 mState.scissorX = 0; 275 mState.scissorY = 0; 276 mState.scissorWidth = surface->getWidth(); 277 mState.scissorHeight = surface->getHeight(); 278 279 mHasBeenCurrent = true; 280 } 281 282 // Wrap the existing resources into GL objects and assign them to the '0' names 283 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 284 egl::Image *depthStencil = surface->getDepthStencil(); 285 286 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 287 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 288 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 289 290 setFramebufferZero(framebufferZero); 291 292 if(defaultRenderTarget) 293 { 294 defaultRenderTarget->release(); 295 } 296 297 if(depthStencil) 298 { 299 depthStencil->release(); 300 } 301 302 markAllStateDirty(); 303} 304 305EGLint Context::getClientVersion() const 306{ 307 return clientVersion; 308} 309 310// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 311void Context::markAllStateDirty() 312{ 313 mAppliedProgramSerial = 0; 314 315 mDepthStateDirty = true; 316 mMaskStateDirty = true; 317 mBlendStateDirty = true; 318 mStencilStateDirty = true; 319 mPolygonOffsetStateDirty = true; 320 mSampleStateDirty = true; 321 mDitherStateDirty = true; 322 mFrontFaceDirty = true; 323} 324 325void Context::setClearColor(float red, float green, float blue, float alpha) 326{ 327 mState.colorClearValue.red = red; 328 mState.colorClearValue.green = green; 329 mState.colorClearValue.blue = blue; 330 mState.colorClearValue.alpha = alpha; 331} 332 333void Context::setClearDepth(float depth) 334{ 335 mState.depthClearValue = depth; 336} 337 338void Context::setClearStencil(int stencil) 339{ 340 mState.stencilClearValue = stencil; 341} 342 343void Context::setCullFaceEnabled(bool enabled) 344{ 345 mState.cullFaceEnabled = enabled; 346} 347 348bool Context::isCullFaceEnabled() const 349{ 350 return mState.cullFaceEnabled; 351} 352 353void Context::setCullMode(GLenum mode) 354{ 355 mState.cullMode = mode; 356} 357 358void Context::setFrontFace(GLenum front) 359{ 360 if(mState.frontFace != front) 361 { 362 mState.frontFace = front; 363 mFrontFaceDirty = true; 364 } 365} 366 367void Context::setDepthTestEnabled(bool enabled) 368{ 369 if(mState.depthTestEnabled != enabled) 370 { 371 mState.depthTestEnabled = enabled; 372 mDepthStateDirty = true; 373 } 374} 375 376bool Context::isDepthTestEnabled() const 377{ 378 return mState.depthTestEnabled; 379} 380 381void Context::setDepthFunc(GLenum depthFunc) 382{ 383 if(mState.depthFunc != depthFunc) 384 { 385 mState.depthFunc = depthFunc; 386 mDepthStateDirty = true; 387 } 388} 389 390void Context::setDepthRange(float zNear, float zFar) 391{ 392 mState.zNear = zNear; 393 mState.zFar = zFar; 394} 395 396void Context::setBlendEnabled(bool enabled) 397{ 398 if(mState.blendEnabled != enabled) 399 { 400 mState.blendEnabled = enabled; 401 mBlendStateDirty = true; 402 } 403} 404 405bool Context::isBlendEnabled() const 406{ 407 return mState.blendEnabled; 408} 409 410void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 411{ 412 if(mState.sourceBlendRGB != sourceRGB || 413 mState.sourceBlendAlpha != sourceAlpha || 414 mState.destBlendRGB != destRGB || 415 mState.destBlendAlpha != destAlpha) 416 { 417 mState.sourceBlendRGB = sourceRGB; 418 mState.destBlendRGB = destRGB; 419 mState.sourceBlendAlpha = sourceAlpha; 420 mState.destBlendAlpha = destAlpha; 421 mBlendStateDirty = true; 422 } 423} 424 425void Context::setBlendColor(float red, float green, float blue, float alpha) 426{ 427 if(mState.blendColor.red != red || 428 mState.blendColor.green != green || 429 mState.blendColor.blue != blue || 430 mState.blendColor.alpha != alpha) 431 { 432 mState.blendColor.red = red; 433 mState.blendColor.green = green; 434 mState.blendColor.blue = blue; 435 mState.blendColor.alpha = alpha; 436 mBlendStateDirty = true; 437 } 438} 439 440void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 441{ 442 if(mState.blendEquationRGB != rgbEquation || 443 mState.blendEquationAlpha != alphaEquation) 444 { 445 mState.blendEquationRGB = rgbEquation; 446 mState.blendEquationAlpha = alphaEquation; 447 mBlendStateDirty = true; 448 } 449} 450 451void Context::setStencilTestEnabled(bool enabled) 452{ 453 if(mState.stencilTestEnabled != enabled) 454 { 455 mState.stencilTestEnabled = enabled; 456 mStencilStateDirty = true; 457 } 458} 459 460bool Context::isStencilTestEnabled() const 461{ 462 return mState.stencilTestEnabled; 463} 464 465void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 466{ 467 if(mState.stencilFunc != stencilFunc || 468 mState.stencilRef != stencilRef || 469 mState.stencilMask != stencilMask) 470 { 471 mState.stencilFunc = stencilFunc; 472 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 473 mState.stencilMask = stencilMask; 474 mStencilStateDirty = true; 475 } 476} 477 478void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 479{ 480 if(mState.stencilBackFunc != stencilBackFunc || 481 mState.stencilBackRef != stencilBackRef || 482 mState.stencilBackMask != stencilBackMask) 483 { 484 mState.stencilBackFunc = stencilBackFunc; 485 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 486 mState.stencilBackMask = stencilBackMask; 487 mStencilStateDirty = true; 488 } 489} 490 491void Context::setStencilWritemask(GLuint stencilWritemask) 492{ 493 if(mState.stencilWritemask != stencilWritemask) 494 { 495 mState.stencilWritemask = stencilWritemask; 496 mStencilStateDirty = true; 497 } 498} 499 500void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 501{ 502 if(mState.stencilBackWritemask != stencilBackWritemask) 503 { 504 mState.stencilBackWritemask = stencilBackWritemask; 505 mStencilStateDirty = true; 506 } 507} 508 509void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 510{ 511 if(mState.stencilFail != stencilFail || 512 mState.stencilPassDepthFail != stencilPassDepthFail || 513 mState.stencilPassDepthPass != stencilPassDepthPass) 514 { 515 mState.stencilFail = stencilFail; 516 mState.stencilPassDepthFail = stencilPassDepthFail; 517 mState.stencilPassDepthPass = stencilPassDepthPass; 518 mStencilStateDirty = true; 519 } 520} 521 522void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 523{ 524 if(mState.stencilBackFail != stencilBackFail || 525 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 526 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 527 { 528 mState.stencilBackFail = stencilBackFail; 529 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 530 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 531 mStencilStateDirty = true; 532 } 533} 534 535void Context::setPolygonOffsetFillEnabled(bool enabled) 536{ 537 if(mState.polygonOffsetFillEnabled != enabled) 538 { 539 mState.polygonOffsetFillEnabled = enabled; 540 mPolygonOffsetStateDirty = true; 541 } 542} 543 544bool Context::isPolygonOffsetFillEnabled() const 545{ 546 return mState.polygonOffsetFillEnabled; 547} 548 549void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 550{ 551 if(mState.polygonOffsetFactor != factor || 552 mState.polygonOffsetUnits != units) 553 { 554 mState.polygonOffsetFactor = factor; 555 mState.polygonOffsetUnits = units; 556 mPolygonOffsetStateDirty = true; 557 } 558} 559 560void Context::setSampleAlphaToCoverageEnabled(bool enabled) 561{ 562 if(mState.sampleAlphaToCoverageEnabled != enabled) 563 { 564 mState.sampleAlphaToCoverageEnabled = enabled; 565 mSampleStateDirty = true; 566 } 567} 568 569bool Context::isSampleAlphaToCoverageEnabled() const 570{ 571 return mState.sampleAlphaToCoverageEnabled; 572} 573 574void Context::setSampleCoverageEnabled(bool enabled) 575{ 576 if(mState.sampleCoverageEnabled != enabled) 577 { 578 mState.sampleCoverageEnabled = enabled; 579 mSampleStateDirty = true; 580 } 581} 582 583bool Context::isSampleCoverageEnabled() const 584{ 585 return mState.sampleCoverageEnabled; 586} 587 588void Context::setSampleCoverageParams(GLclampf value, bool invert) 589{ 590 if(mState.sampleCoverageValue != value || 591 mState.sampleCoverageInvert != invert) 592 { 593 mState.sampleCoverageValue = value; 594 mState.sampleCoverageInvert = invert; 595 mSampleStateDirty = true; 596 } 597} 598 599void Context::setScissorTestEnabled(bool enabled) 600{ 601 mState.scissorTestEnabled = enabled; 602} 603 604bool Context::isScissorTestEnabled() const 605{ 606 return mState.scissorTestEnabled; 607} 608 609void Context::setDitherEnabled(bool enabled) 610{ 611 if(mState.ditherEnabled != enabled) 612 { 613 mState.ditherEnabled = enabled; 614 mDitherStateDirty = true; 615 } 616} 617 618bool Context::isDitherEnabled() const 619{ 620 return mState.ditherEnabled; 621} 622 623void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 624{ 625 UNIMPLEMENTED(); 626 mState.primitiveRestartFixedIndexEnabled = enabled; 627} 628 629bool Context::isPrimitiveRestartFixedIndexEnabled() const 630{ 631 return mState.primitiveRestartFixedIndexEnabled; 632} 633 634void Context::setRasterizerDiscardEnabled(bool enabled) 635{ 636 mState.rasterizerDiscardEnabled = enabled; 637} 638 639bool Context::isRasterizerDiscardEnabled() const 640{ 641 return mState.rasterizerDiscardEnabled; 642} 643 644void Context::setLineWidth(GLfloat width) 645{ 646 mState.lineWidth = width; 647 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 648} 649 650void Context::setGenerateMipmapHint(GLenum hint) 651{ 652 mState.generateMipmapHint = hint; 653} 654 655void Context::setFragmentShaderDerivativeHint(GLenum hint) 656{ 657 mState.fragmentShaderDerivativeHint = hint; 658 // TODO: Propagate the hint to shader translator so we can write 659 // ddx, ddx_coarse, or ddx_fine depending on the hint. 660 // Ignore for now. It is valid for implementations to ignore hint. 661} 662 663void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 664{ 665 mState.viewportX = x; 666 mState.viewportY = y; 667 mState.viewportWidth = width; 668 mState.viewportHeight = height; 669} 670 671void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 672{ 673 mState.scissorX = x; 674 mState.scissorY = y; 675 mState.scissorWidth = width; 676 mState.scissorHeight = height; 677} 678 679void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 680{ 681 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 682 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 683 { 684 mState.colorMaskRed = red; 685 mState.colorMaskGreen = green; 686 mState.colorMaskBlue = blue; 687 mState.colorMaskAlpha = alpha; 688 mMaskStateDirty = true; 689 } 690} 691 692unsigned int Context::getColorMask() const 693{ 694 return (mState.colorMaskRed ? 0x1 : 0) | 695 (mState.colorMaskGreen ? 0x2 : 0) | 696 (mState.colorMaskBlue ? 0x4 : 0) | 697 (mState.colorMaskAlpha ? 0x8 : 0); 698} 699 700void Context::setDepthMask(bool mask) 701{ 702 if(mState.depthMask != mask) 703 { 704 mState.depthMask = mask; 705 mMaskStateDirty = true; 706 } 707} 708 709void Context::setActiveSampler(unsigned int active) 710{ 711 mState.activeSampler = active; 712} 713 714GLuint Context::getReadFramebufferName() const 715{ 716 return mState.readFramebuffer; 717} 718 719GLuint Context::getDrawFramebufferName() const 720{ 721 return mState.drawFramebuffer; 722} 723 724GLuint Context::getRenderbufferName() const 725{ 726 return mState.renderbuffer.name(); 727} 728 729void Context::setFramebufferReadBuffer(GLuint buf) 730{ 731 getReadFramebuffer()->setReadBuffer(buf); 732} 733 734void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs) 735{ 736 Framebuffer* drawFramebuffer = getDrawFramebuffer(); 737 for(int i = 0; i < n; ++i) 738 { 739 drawFramebuffer->setDrawBuffer(i, bufs[i]); 740 } 741} 742 743GLuint Context::getReadFramebufferColorIndex() const 744{ 745 GLenum buf = getReadFramebuffer()->getReadBuffer(); 746 switch(buf) 747 { 748 case GL_BACK: 749 return 0; 750 case GL_NONE: 751 return GL_INVALID_INDEX; 752 default: 753 return buf - GL_COLOR_ATTACHMENT0; 754} 755} 756 757GLuint Context::getArrayBufferName() const 758{ 759 return mState.arrayBuffer.name(); 760} 761 762GLuint Context::getElementArrayBufferName() const 763{ 764 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 765 return elementArrayBuffer ? elementArrayBuffer->name : 0; 766} 767 768GLuint Context::getActiveQuery(GLenum target) const 769{ 770 Query *queryObject = nullptr; 771 772 switch(target) 773 { 774 case GL_ANY_SAMPLES_PASSED_EXT: 775 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 776 break; 777 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 778 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 779 break; 780 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 781 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 782 break; 783 default: 784 ASSERT(false); 785 } 786 787 if(queryObject) 788 { 789 return queryObject->name; 790 } 791 792 return 0; 793} 794 795void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 796{ 797 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 798} 799 800void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 801{ 802 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 803} 804 805const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 806{ 807 return getCurrentVertexArray()->getVertexAttribute(attribNum); 808} 809 810void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 811 GLsizei stride, const void *pointer) 812{ 813 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 814} 815 816const void *Context::getVertexAttribPointer(unsigned int attribNum) const 817{ 818 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 819} 820 821const VertexAttributeArray &Context::getVertexArrayAttributes() 822{ 823 return getCurrentVertexArray()->getVertexAttributes(); 824} 825 826const VertexAttributeArray &Context::getCurrentVertexAttributes() 827{ 828 return mState.vertexAttribute; 829} 830 831void Context::setPackAlignment(GLint alignment) 832{ 833 mState.packAlignment = alignment; 834} 835 836void Context::setUnpackAlignment(GLint alignment) 837{ 838 mState.unpackInfo.alignment = alignment; 839} 840 841const egl::Image::UnpackInfo& Context::getUnpackInfo() const 842{ 843 return mState.unpackInfo; 844} 845 846void Context::setPackRowLength(GLint rowLength) 847{ 848 mState.packRowLength = rowLength; 849} 850 851void Context::setPackImageHeight(GLint imageHeight) 852{ 853 mState.packImageHeight = imageHeight; 854} 855 856void Context::setPackSkipPixels(GLint skipPixels) 857{ 858 mState.packSkipPixels = skipPixels; 859} 860 861void Context::setPackSkipRows(GLint skipRows) 862{ 863 mState.packSkipRows = skipRows; 864} 865 866void Context::setPackSkipImages(GLint skipImages) 867{ 868 mState.packSkipImages = skipImages; 869} 870 871void Context::setUnpackRowLength(GLint rowLength) 872{ 873 mState.unpackInfo.rowLength = rowLength; 874} 875 876void Context::setUnpackImageHeight(GLint imageHeight) 877{ 878 mState.unpackInfo.imageHeight = imageHeight; 879} 880 881void Context::setUnpackSkipPixels(GLint skipPixels) 882{ 883 mState.unpackInfo.skipPixels = skipPixels; 884} 885 886void Context::setUnpackSkipRows(GLint skipRows) 887{ 888 mState.unpackInfo.skipRows = skipRows; 889} 890 891void Context::setUnpackSkipImages(GLint skipImages) 892{ 893 mState.unpackInfo.skipImages = skipImages; 894} 895 896GLuint Context::createBuffer() 897{ 898 return mResourceManager->createBuffer(); 899} 900 901GLuint Context::createProgram() 902{ 903 return mResourceManager->createProgram(); 904} 905 906GLuint Context::createShader(GLenum type) 907{ 908 return mResourceManager->createShader(type); 909} 910 911GLuint Context::createTexture() 912{ 913 return mResourceManager->createTexture(); 914} 915 916GLuint Context::createRenderbuffer() 917{ 918 return mResourceManager->createRenderbuffer(); 919} 920 921// Returns an unused framebuffer name 922GLuint Context::createFramebuffer() 923{ 924 return mFramebufferNameSpace.allocate(); 925} 926 927GLuint Context::createFence() 928{ 929 return mFenceNameSpace.allocate(new Fence()); 930} 931 932// Returns an unused query name 933GLuint Context::createQuery() 934{ 935 return mQueryNameSpace.allocate(); 936} 937 938// Returns an unused vertex array name 939GLuint Context::createVertexArray() 940{ 941 return mVertexArrayNameSpace.allocate(); 942} 943 944GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 945{ 946 GLuint handle = mResourceManager->createFenceSync(condition, flags); 947 948 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 949} 950 951// Returns an unused transform feedback name 952GLuint Context::createTransformFeedback() 953{ 954 return mTransformFeedbackNameSpace.allocate(); 955} 956 957// Returns an unused sampler name 958GLuint Context::createSampler() 959{ 960 return mResourceManager->createSampler(); 961} 962 963void Context::deleteBuffer(GLuint buffer) 964{ 965 detachBuffer(buffer); 966 967 mResourceManager->deleteBuffer(buffer); 968} 969 970void Context::deleteShader(GLuint shader) 971{ 972 mResourceManager->deleteShader(shader); 973} 974 975void Context::deleteProgram(GLuint program) 976{ 977 mResourceManager->deleteProgram(program); 978} 979 980void Context::deleteTexture(GLuint texture) 981{ 982 detachTexture(texture); 983 984 mResourceManager->deleteTexture(texture); 985} 986 987void Context::deleteRenderbuffer(GLuint renderbuffer) 988{ 989 detachRenderbuffer(renderbuffer); 990 991 mResourceManager->deleteRenderbuffer(renderbuffer); 992} 993 994void Context::deleteFramebuffer(GLuint framebuffer) 995{ 996 detachFramebuffer(framebuffer); 997 998 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); 999 1000 if(framebufferObject) 1001 { 1002 delete framebufferObject; 1003 } 1004} 1005 1006void Context::deleteFence(GLuint fence) 1007{ 1008 Fence *fenceObject = mFenceNameSpace.remove(fence); 1009 1010 if(fenceObject) 1011 { 1012 delete fenceObject; 1013 } 1014} 1015 1016void Context::deleteQuery(GLuint query) 1017{ 1018 Query *queryObject = mQueryNameSpace.remove(query); 1019 1020 if(queryObject) 1021 { 1022 queryObject->release(); 1023 } 1024} 1025 1026void Context::deleteVertexArray(GLuint vertexArray) 1027{ 1028 // [OpenGL ES 3.0.2] section 2.10 page 43: 1029 // If a vertex array object that is currently bound is deleted, the binding 1030 // for that object reverts to zero and the default vertex array becomes current. 1031 if(getCurrentVertexArray()->name == vertexArray) 1032 { 1033 bindVertexArray(0); 1034 } 1035 1036 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray); 1037 1038 if(vertexArrayObject) 1039 { 1040 delete vertexArrayObject; 1041 } 1042} 1043 1044void Context::deleteFenceSync(GLsync fenceSync) 1045{ 1046 // The spec specifies the underlying Fence object is not deleted until all current 1047 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1048 // and since our API is currently designed for being called from a single thread, we can delete 1049 // the fence immediately. 1050 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1051} 1052 1053void Context::deleteTransformFeedback(GLuint transformFeedback) 1054{ 1055 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback); 1056 1057 if(transformFeedbackObject) 1058 { 1059 delete transformFeedbackObject; 1060 } 1061} 1062 1063void Context::deleteSampler(GLuint sampler) 1064{ 1065 detachSampler(sampler); 1066 1067 mResourceManager->deleteSampler(sampler); 1068} 1069 1070Buffer *Context::getBuffer(GLuint handle) const 1071{ 1072 return mResourceManager->getBuffer(handle); 1073} 1074 1075Shader *Context::getShader(GLuint handle) const 1076{ 1077 return mResourceManager->getShader(handle); 1078} 1079 1080Program *Context::getProgram(GLuint handle) const 1081{ 1082 return mResourceManager->getProgram(handle); 1083} 1084 1085Texture *Context::getTexture(GLuint handle) const 1086{ 1087 return mResourceManager->getTexture(handle); 1088} 1089 1090Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1091{ 1092 return mResourceManager->getRenderbuffer(handle); 1093} 1094 1095Framebuffer *Context::getReadFramebuffer() const 1096{ 1097 return getFramebuffer(mState.readFramebuffer); 1098} 1099 1100Framebuffer *Context::getDrawFramebuffer() const 1101{ 1102 return getFramebuffer(mState.drawFramebuffer); 1103} 1104 1105void Context::bindArrayBuffer(unsigned int buffer) 1106{ 1107 mResourceManager->checkBufferAllocation(buffer); 1108 1109 mState.arrayBuffer = getBuffer(buffer); 1110} 1111 1112void Context::bindElementArrayBuffer(unsigned int buffer) 1113{ 1114 mResourceManager->checkBufferAllocation(buffer); 1115 1116 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1117} 1118 1119void Context::bindCopyReadBuffer(GLuint buffer) 1120{ 1121 mResourceManager->checkBufferAllocation(buffer); 1122 1123 mState.copyReadBuffer = getBuffer(buffer); 1124} 1125 1126void Context::bindCopyWriteBuffer(GLuint buffer) 1127{ 1128 mResourceManager->checkBufferAllocation(buffer); 1129 1130 mState.copyWriteBuffer = getBuffer(buffer); 1131} 1132 1133void Context::bindPixelPackBuffer(GLuint buffer) 1134{ 1135 mResourceManager->checkBufferAllocation(buffer); 1136 1137 mState.pixelPackBuffer = getBuffer(buffer); 1138} 1139 1140void Context::bindPixelUnpackBuffer(GLuint buffer) 1141{ 1142 mResourceManager->checkBufferAllocation(buffer); 1143 1144 mState.pixelUnpackBuffer = getBuffer(buffer); 1145} 1146 1147void Context::bindTransformFeedbackBuffer(GLuint buffer) 1148{ 1149 mResourceManager->checkBufferAllocation(buffer); 1150 1151 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1152 1153 if(transformFeedback) 1154 { 1155 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1156 } 1157} 1158 1159void Context::bindTexture2D(GLuint texture) 1160{ 1161 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1162 1163 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1164} 1165 1166void Context::bindTextureCubeMap(GLuint texture) 1167{ 1168 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1169 1170 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1171} 1172 1173void Context::bindTextureExternal(GLuint texture) 1174{ 1175 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1176 1177 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1178} 1179 1180void Context::bindTexture3D(GLuint texture) 1181{ 1182 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1183 1184 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1185} 1186 1187void Context::bindTexture2DArray(GLuint texture) 1188{ 1189 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1190 1191 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1192} 1193 1194void Context::bindReadFramebuffer(GLuint framebuffer) 1195{ 1196 if(!getFramebuffer(framebuffer)) 1197 { 1198 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1199 } 1200 1201 mState.readFramebuffer = framebuffer; 1202} 1203 1204void Context::bindDrawFramebuffer(GLuint framebuffer) 1205{ 1206 if(!getFramebuffer(framebuffer)) 1207 { 1208 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1209 } 1210 1211 mState.drawFramebuffer = framebuffer; 1212} 1213 1214void Context::bindRenderbuffer(GLuint renderbuffer) 1215{ 1216 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1217 1218 mState.renderbuffer = getRenderbuffer(renderbuffer); 1219} 1220 1221void Context::bindVertexArray(GLuint array) 1222{ 1223 VertexArray *vertexArray = getVertexArray(array); 1224 1225 if(!vertexArray) 1226 { 1227 vertexArray = new VertexArray(array); 1228 mVertexArrayNameSpace.insert(array, vertexArray); 1229 } 1230 1231 mState.vertexArray = array; 1232} 1233 1234void Context::bindGenericUniformBuffer(GLuint buffer) 1235{ 1236 mResourceManager->checkBufferAllocation(buffer); 1237 1238 mState.genericUniformBuffer = getBuffer(buffer); 1239} 1240 1241void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1242{ 1243 mResourceManager->checkBufferAllocation(buffer); 1244 1245 Buffer* bufferObject = getBuffer(buffer); 1246 mState.uniformBuffers[index].set(bufferObject, offset, size); 1247} 1248 1249void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1250{ 1251 mResourceManager->checkBufferAllocation(buffer); 1252 1253 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1254} 1255 1256void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1257{ 1258 mResourceManager->checkBufferAllocation(buffer); 1259 1260 Buffer* bufferObject = getBuffer(buffer); 1261 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1262} 1263 1264void Context::bindTransformFeedback(GLuint id) 1265{ 1266 if(!getTransformFeedback(id)) 1267 { 1268 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id)); 1269 } 1270 1271 mState.transformFeedback = id; 1272} 1273 1274bool Context::bindSampler(GLuint unit, GLuint sampler) 1275{ 1276 mResourceManager->checkSamplerAllocation(sampler); 1277 1278 Sampler* samplerObject = getSampler(sampler); 1279 1280 if(sampler) 1281 { 1282 mState.sampler[unit] = samplerObject; 1283 } 1284 1285 return !!samplerObject; 1286} 1287 1288void Context::useProgram(GLuint program) 1289{ 1290 GLuint priorProgram = mState.currentProgram; 1291 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1292 1293 if(priorProgram != program) 1294 { 1295 Program *newProgram = mResourceManager->getProgram(program); 1296 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1297 1298 if(newProgram) 1299 { 1300 newProgram->addRef(); 1301 } 1302 1303 if(oldProgram) 1304 { 1305 oldProgram->release(); 1306 } 1307 } 1308} 1309 1310void Context::beginQuery(GLenum target, GLuint query) 1311{ 1312 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1313 // of zero, if the active query object name for <target> is non-zero (for the 1314 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1315 // the active query for either target is non-zero), if <id> is the name of an 1316 // existing query object whose type does not match <target>, or if <id> is the 1317 // active query object name for any query type, the error INVALID_OPERATION is 1318 // generated. 1319 1320 // Ensure no other queries are active 1321 // NOTE: If other queries than occlusion are supported, we will need to check 1322 // separately that: 1323 // a) The query ID passed is not the current active query for any target/type 1324 // b) There are no active queries for the requested target (and in the case 1325 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1326 // no query may be active for either if glBeginQuery targets either. 1327 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1328 { 1329 if(mState.activeQuery[i]) 1330 { 1331 return error(GL_INVALID_OPERATION); 1332 } 1333 } 1334 1335 QueryType qType; 1336 switch(target) 1337 { 1338 case GL_ANY_SAMPLES_PASSED_EXT: 1339 qType = QUERY_ANY_SAMPLES_PASSED; 1340 break; 1341 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1342 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1343 break; 1344 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1345 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1346 break; 1347 default: 1348 ASSERT(false); 1349 } 1350 1351 Query *queryObject = createQuery(query, target); 1352 1353 // Check that name was obtained with glGenQueries 1354 if(!queryObject) 1355 { 1356 return error(GL_INVALID_OPERATION); 1357 } 1358 1359 // Check for type mismatch 1360 if(queryObject->getType() != target) 1361 { 1362 return error(GL_INVALID_OPERATION); 1363 } 1364 1365 // Set query as active for specified target 1366 mState.activeQuery[qType] = queryObject; 1367 1368 // Begin query 1369 queryObject->begin(); 1370} 1371 1372void Context::endQuery(GLenum target) 1373{ 1374 QueryType qType; 1375 1376 switch(target) 1377 { 1378 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1379 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1380 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1381 default: UNREACHABLE(target); return; 1382 } 1383 1384 Query *queryObject = mState.activeQuery[qType]; 1385 1386 if(!queryObject) 1387 { 1388 return error(GL_INVALID_OPERATION); 1389 } 1390 1391 queryObject->end(); 1392 1393 mState.activeQuery[qType] = nullptr; 1394} 1395 1396void Context::setFramebufferZero(Framebuffer *buffer) 1397{ 1398 delete mFramebufferNameSpace.remove(0); 1399 mFramebufferNameSpace.insert(0, buffer); 1400} 1401 1402void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1403{ 1404 Renderbuffer *renderbufferObject = mState.renderbuffer; 1405 renderbufferObject->setStorage(renderbuffer); 1406} 1407 1408Framebuffer *Context::getFramebuffer(unsigned int handle) const 1409{ 1410 return mFramebufferNameSpace.find(handle); 1411} 1412 1413Fence *Context::getFence(unsigned int handle) const 1414{ 1415 return mFenceNameSpace.find(handle); 1416} 1417 1418FenceSync *Context::getFenceSync(GLsync handle) const 1419{ 1420 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1421} 1422 1423Query *Context::getQuery(unsigned int handle) const 1424{ 1425 return mQueryNameSpace.find(handle); 1426} 1427 1428Query *Context::createQuery(unsigned int handle, GLenum type) 1429{ 1430 if(!mQueryNameSpace.isReserved(handle)) 1431 { 1432 return nullptr; 1433 } 1434 else 1435 { 1436 Query *query = mQueryNameSpace.find(handle); 1437 if(!query) 1438 { 1439 query = new Query(handle, type); 1440 query->addRef(); 1441 mQueryNameSpace.insert(handle, query); 1442 } 1443 1444 return query; 1445 } 1446} 1447 1448VertexArray *Context::getVertexArray(GLuint array) const 1449{ 1450 return mVertexArrayNameSpace.find(array); 1451} 1452 1453VertexArray *Context::getCurrentVertexArray() const 1454{ 1455 return getVertexArray(mState.vertexArray); 1456} 1457 1458bool Context::isVertexArray(GLuint array) const 1459{ 1460 return mVertexArrayNameSpace.isReserved(array); 1461} 1462 1463bool Context::hasZeroDivisor() const 1464{ 1465 // Verify there is at least one active attribute with a divisor of zero 1466 es2::Program *programObject = getCurrentProgram(); 1467 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1468 { 1469 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1470 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1471 { 1472 return true; 1473 } 1474 } 1475 1476 return false; 1477} 1478 1479TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1480{ 1481 return mTransformFeedbackNameSpace.find(transformFeedback); 1482} 1483 1484Sampler *Context::getSampler(GLuint sampler) const 1485{ 1486 return mResourceManager->getSampler(sampler); 1487} 1488 1489bool Context::isSampler(GLuint sampler) const 1490{ 1491 return mResourceManager->isSampler(sampler); 1492} 1493 1494Buffer *Context::getArrayBuffer() const 1495{ 1496 return mState.arrayBuffer; 1497} 1498 1499Buffer *Context::getElementArrayBuffer() const 1500{ 1501 return getCurrentVertexArray()->getElementArrayBuffer(); 1502} 1503 1504Buffer *Context::getCopyReadBuffer() const 1505{ 1506 return mState.copyReadBuffer; 1507} 1508 1509Buffer *Context::getCopyWriteBuffer() const 1510{ 1511 return mState.copyWriteBuffer; 1512} 1513 1514Buffer *Context::getPixelPackBuffer() const 1515{ 1516 return mState.pixelPackBuffer; 1517} 1518 1519Buffer *Context::getPixelUnpackBuffer() const 1520{ 1521 return mState.pixelUnpackBuffer; 1522} 1523 1524Buffer *Context::getGenericUniformBuffer() const 1525{ 1526 return mState.genericUniformBuffer; 1527} 1528 1529bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1530{ 1531 switch(target) 1532 { 1533 case GL_ARRAY_BUFFER: 1534 *buffer = getArrayBuffer(); 1535 break; 1536 case GL_ELEMENT_ARRAY_BUFFER: 1537 *buffer = getElementArrayBuffer(); 1538 break; 1539 case GL_COPY_READ_BUFFER: 1540 if(clientVersion >= 3) 1541 { 1542 *buffer = getCopyReadBuffer(); 1543 break; 1544 } 1545 else return false; 1546 case GL_COPY_WRITE_BUFFER: 1547 if(clientVersion >= 3) 1548 { 1549 *buffer = getCopyWriteBuffer(); 1550 break; 1551 } 1552 else return false; 1553 case GL_PIXEL_PACK_BUFFER: 1554 if(clientVersion >= 3) 1555 { 1556 *buffer = getPixelPackBuffer(); 1557 break; 1558 } 1559 else return false; 1560 case GL_PIXEL_UNPACK_BUFFER: 1561 if(clientVersion >= 3) 1562 { 1563 *buffer = getPixelUnpackBuffer(); 1564 break; 1565 } 1566 else return false; 1567 case GL_TRANSFORM_FEEDBACK_BUFFER: 1568 if(clientVersion >= 3) 1569 { 1570 TransformFeedback* transformFeedback = getTransformFeedback(); 1571 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1572 break; 1573 } 1574 else return false; 1575 case GL_UNIFORM_BUFFER: 1576 if(clientVersion >= 3) 1577 { 1578 *buffer = getGenericUniformBuffer(); 1579 break; 1580 } 1581 else return false; 1582 default: 1583 return false; 1584 } 1585 return true; 1586} 1587 1588TransformFeedback *Context::getTransformFeedback() const 1589{ 1590 return getTransformFeedback(mState.transformFeedback); 1591} 1592 1593Program *Context::getCurrentProgram() const 1594{ 1595 return mResourceManager->getProgram(mState.currentProgram); 1596} 1597 1598Texture2D *Context::getTexture2D() const 1599{ 1600 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1601} 1602 1603Texture3D *Context::getTexture3D() const 1604{ 1605 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1606} 1607 1608Texture2DArray *Context::getTexture2DArray() const 1609{ 1610 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1611} 1612 1613TextureCubeMap *Context::getTextureCubeMap() const 1614{ 1615 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1616} 1617 1618TextureExternal *Context::getTextureExternal() const 1619{ 1620 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1621} 1622 1623Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1624{ 1625 GLuint texid = mState.samplerTexture[type][sampler].name(); 1626 1627 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1628 { 1629 switch (type) 1630 { 1631 case TEXTURE_2D: return mTexture2DZero; 1632 case TEXTURE_3D: return mTexture3DZero; 1633 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1634 case TEXTURE_CUBE: return mTextureCubeMapZero; 1635 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1636 default: UNREACHABLE(type); 1637 } 1638 } 1639 1640 return mState.samplerTexture[type][sampler]; 1641} 1642 1643void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1644{ 1645 mResourceManager->checkSamplerAllocation(sampler); 1646 1647 Sampler *samplerObject = getSampler(sampler); 1648 ASSERT(samplerObject); 1649 1650 switch(pname) 1651 { 1652 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1653 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1654 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1655 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1656 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1657 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1658 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1659 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break; 1660 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break; 1661 default: UNREACHABLE(pname); break; 1662 } 1663} 1664 1665void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1666{ 1667 mResourceManager->checkSamplerAllocation(sampler); 1668 1669 Sampler *samplerObject = getSampler(sampler); 1670 ASSERT(samplerObject); 1671 1672 switch(pname) 1673 { 1674 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1675 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1676 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1677 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1678 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1679 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1680 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1681 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break; 1682 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break; 1683 default: UNREACHABLE(pname); break; 1684 } 1685} 1686 1687GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1688{ 1689 mResourceManager->checkSamplerAllocation(sampler); 1690 1691 Sampler *samplerObject = getSampler(sampler); 1692 ASSERT(samplerObject); 1693 1694 switch(pname) 1695 { 1696 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1697 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1698 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1699 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1700 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1701 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1702 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1703 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode()); 1704 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc()); 1705 default: UNREACHABLE(pname); return 0; 1706 } 1707} 1708 1709GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1710{ 1711 mResourceManager->checkSamplerAllocation(sampler); 1712 1713 Sampler *samplerObject = getSampler(sampler); 1714 ASSERT(samplerObject); 1715 1716 switch(pname) 1717 { 1718 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1719 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1720 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1721 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1722 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1723 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1724 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1725 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode()); 1726 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc()); 1727 default: UNREACHABLE(pname); return 0; 1728 } 1729} 1730 1731bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1732{ 1733 switch(pname) 1734 { 1735 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1736 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1737 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1738 case GL_COLOR_WRITEMASK: 1739 params[0] = mState.colorMaskRed; 1740 params[1] = mState.colorMaskGreen; 1741 params[2] = mState.colorMaskBlue; 1742 params[3] = mState.colorMaskAlpha; 1743 break; 1744 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1745 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1746 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1747 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1748 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1749 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1750 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1751 case GL_BLEND: *params = mState.blendEnabled; break; 1752 case GL_DITHER: *params = mState.ditherEnabled; break; 1753 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1754 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1755 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1756 { 1757 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1758 if(transformFeedback) 1759 { 1760 *params = transformFeedback->isActive(); 1761 break; 1762 } 1763 else return false; 1764 } 1765 case GL_TRANSFORM_FEEDBACK_PAUSED: 1766 { 1767 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1768 if(transformFeedback) 1769 { 1770 *params = transformFeedback->isPaused(); 1771 break; 1772 } 1773 else return false; 1774 } 1775 default: 1776 return false; 1777 } 1778 1779 return true; 1780} 1781 1782bool Context::getFloatv(GLenum pname, GLfloat *params) const 1783{ 1784 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1785 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1786 // GetIntegerv as its native query function. As it would require conversion in any 1787 // case, this should make no difference to the calling application. 1788 switch(pname) 1789 { 1790 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1791 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1792 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1793 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1794 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1795 case GL_ALIASED_LINE_WIDTH_RANGE: 1796 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1797 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1798 break; 1799 case GL_ALIASED_POINT_SIZE_RANGE: 1800 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1801 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1802 break; 1803 case GL_DEPTH_RANGE: 1804 params[0] = mState.zNear; 1805 params[1] = mState.zFar; 1806 break; 1807 case GL_COLOR_CLEAR_VALUE: 1808 params[0] = mState.colorClearValue.red; 1809 params[1] = mState.colorClearValue.green; 1810 params[2] = mState.colorClearValue.blue; 1811 params[3] = mState.colorClearValue.alpha; 1812 break; 1813 case GL_BLEND_COLOR: 1814 params[0] = mState.blendColor.red; 1815 params[1] = mState.blendColor.green; 1816 params[2] = mState.blendColor.blue; 1817 params[3] = mState.blendColor.alpha; 1818 break; 1819 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1820 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1821 break; 1822 default: 1823 return false; 1824 } 1825 1826 return true; 1827} 1828 1829template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1830template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1831 1832template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1833{ 1834 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1835 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1836 // GetIntegerv as its native query function. As it would require conversion in any 1837 // case, this should make no difference to the calling application. You may find it in 1838 // Context::getFloatv. 1839 switch(pname) 1840 { 1841 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break; 1842 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break; 1843 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break; 1844 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break; 1845 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break; 1846 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break; 1847 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break; 1848 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break; 1849 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break; 1850 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break; 1851 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); break; 1852 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); break; 1853// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1854 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break; 1855 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break; 1856 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); break; 1857 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break; 1858 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break; 1859 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; break; 1860 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break; 1861 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break; 1862 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break; 1863 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break; 1864 case GL_STENCIL_REF: *params = mState.stencilRef; break; 1865 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); break; 1866 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break; 1867 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; 1868 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); break; 1869 case GL_STENCIL_FAIL: *params = mState.stencilFail; break; 1870 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break; 1871 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break; 1872 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break; 1873 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break; 1874 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break; 1875 case GL_DEPTH_FUNC: *params = mState.depthFunc; break; 1876 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break; 1877 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break; 1878 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break; 1879 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break; 1880 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break; 1881 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break; 1882 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); break; 1883 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); break; 1884 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break; 1885 case GL_SUBPIXEL_BITS: *params = 4; break; 1886 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break; 1887 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break; 1888 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break; 1889 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break; 1890 case GL_SAMPLE_BUFFERS: 1891 case GL_SAMPLES: 1892 { 1893 Framebuffer *framebuffer = getDrawFramebuffer(); 1894 int width, height, samples; 1895 1896 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1897 { 1898 switch(pname) 1899 { 1900 case GL_SAMPLE_BUFFERS: 1901 if(samples > 1) 1902 { 1903 *params = 1; 1904 } 1905 else 1906 { 1907 *params = 0; 1908 } 1909 break; 1910 case GL_SAMPLES: 1911 *params = samples; 1912 break; 1913 } 1914 } 1915 else 1916 { 1917 *params = 0; 1918 } 1919 } 1920 break; 1921 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 1922 { 1923 Framebuffer *framebuffer = getReadFramebuffer(); 1924 *params = framebuffer->getImplementationColorReadType(); 1925 } 1926 break; 1927 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 1928 { 1929 Framebuffer *framebuffer = getReadFramebuffer(); 1930 *params = framebuffer->getImplementationColorReadFormat(); 1931 } 1932 break; 1933 case GL_MAX_VIEWPORT_DIMS: 1934 { 1935 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 1936 params[0] = maxDimension; 1937 params[1] = maxDimension; 1938 } 1939 break; 1940 case GL_COMPRESSED_TEXTURE_FORMATS: 1941 { 1942 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 1943 { 1944 params[i] = compressedTextureFormats[i]; 1945 } 1946 } 1947 break; 1948 case GL_VIEWPORT: 1949 params[0] = mState.viewportX; 1950 params[1] = mState.viewportY; 1951 params[2] = mState.viewportWidth; 1952 params[3] = mState.viewportHeight; 1953 break; 1954 case GL_SCISSOR_BOX: 1955 params[0] = mState.scissorX; 1956 params[1] = mState.scissorY; 1957 params[2] = mState.scissorWidth; 1958 params[3] = mState.scissorHeight; 1959 break; 1960 case GL_CULL_FACE_MODE: *params = mState.cullMode; break; 1961 case GL_FRONT_FACE: *params = mState.frontFace; break; 1962 case GL_RED_BITS: 1963 case GL_GREEN_BITS: 1964 case GL_BLUE_BITS: 1965 case GL_ALPHA_BITS: 1966 { 1967 Framebuffer *framebuffer = getDrawFramebuffer(); 1968 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 1969 1970 if(colorbuffer) 1971 { 1972 switch (pname) 1973 { 1974 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break; 1975 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break; 1976 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break; 1977 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break; 1978 } 1979 } 1980 else 1981 { 1982 *params = 0; 1983 } 1984 } 1985 break; 1986 case GL_DEPTH_BITS: 1987 { 1988 Framebuffer *framebuffer = getDrawFramebuffer(); 1989 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 1990 1991 if(depthbuffer) 1992 { 1993 *params = depthbuffer->getDepthSize(); 1994 } 1995 else 1996 { 1997 *params = 0; 1998 } 1999 } 2000 break; 2001 case GL_STENCIL_BITS: 2002 { 2003 Framebuffer *framebuffer = getDrawFramebuffer(); 2004 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2005 2006 if(stencilbuffer) 2007 { 2008 *params = stencilbuffer->getStencilSize(); 2009 } 2010 else 2011 { 2012 *params = 0; 2013 } 2014 } 2015 break; 2016 case GL_TEXTURE_BINDING_2D: 2017 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2018 { 2019 error(GL_INVALID_OPERATION); 2020 return false; 2021 } 2022 2023 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2024 break; 2025 case GL_TEXTURE_BINDING_CUBE_MAP: 2026 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2027 { 2028 error(GL_INVALID_OPERATION); 2029 return false; 2030 } 2031 2032 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2033 break; 2034 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2035 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2036 { 2037 error(GL_INVALID_OPERATION); 2038 return false; 2039 } 2040 2041 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2042 break; 2043 case GL_TEXTURE_BINDING_3D_OES: 2044 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2045 { 2046 error(GL_INVALID_OPERATION); 2047 return false; 2048 } 2049 2050 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2051 break; 2052 case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0 2053 if(clientVersion < 3) 2054 { 2055 return false; 2056 } 2057 else if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2058 { 2059 error(GL_INVALID_OPERATION); 2060 return false; 2061 } 2062 2063 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name(); 2064 break; 2065 case GL_COPY_READ_BUFFER_BINDING: // name, initially 0 2066 if(clientVersion >= 3) 2067 { 2068 *params = mState.copyReadBuffer.name(); 2069 } 2070 else 2071 { 2072 return false; 2073 } 2074 break; 2075 case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0 2076 if(clientVersion >= 3) 2077 { 2078 *params = mState.copyWriteBuffer.name(); 2079 } 2080 else 2081 { 2082 return false; 2083 } 2084 break; 2085 case GL_DRAW_BUFFER0: // symbolic constant, initial value is GL_BACK 2086 case GL_DRAW_BUFFER1: // symbolic constant, initial value is GL_NONE 2087 case GL_DRAW_BUFFER2: 2088 case GL_DRAW_BUFFER3: 2089 case GL_DRAW_BUFFER4: 2090 case GL_DRAW_BUFFER5: 2091 case GL_DRAW_BUFFER6: 2092 case GL_DRAW_BUFFER7: 2093 case GL_DRAW_BUFFER8: 2094 case GL_DRAW_BUFFER9: 2095 case GL_DRAW_BUFFER10: 2096 case GL_DRAW_BUFFER11: 2097 case GL_DRAW_BUFFER12: 2098 case GL_DRAW_BUFFER13: 2099 case GL_DRAW_BUFFER14: 2100 case GL_DRAW_BUFFER15: 2101 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0); 2102 break; 2103 case GL_MAJOR_VERSION: // integer, at least 3 2104 if(clientVersion >= 3) 2105 { 2106 *params = clientVersion; 2107 } 2108 else 2109 { 2110 return false; 2111 } 2112 break; 2113 case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048 2114 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2115 break; 2116 case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048 2117 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2118 break; 2119 case GL_MAX_COLOR_ATTACHMENTS: // integer, at least 8 2120 UNIMPLEMENTED(); 2121 *params = IMPLEMENTATION_MAX_COLOR_ATTACHMENTS; 2122 break; 2123 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048 2124 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2125 break; 2126 case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70 2127 UNIMPLEMENTED(); 2128 *params = 70; 2129 break; 2130 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176 2131 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2132 break; 2133 case GL_MAX_DRAW_BUFFERS: // integer, at least 8 2134 UNIMPLEMENTED(); 2135 *params = IMPLEMENTATION_MAX_DRAW_BUFFERS; 2136 break; 2137 case GL_MAX_ELEMENT_INDEX: 2138 *params = MAX_ELEMENT_INDEX; 2139 break; 2140 case GL_MAX_ELEMENTS_INDICES: 2141 *params = MAX_ELEMENTS_INDICES; 2142 break; 2143 case GL_MAX_ELEMENTS_VERTICES: 2144 *params = MAX_ELEMENTS_VERTICES; 2145 break; 2146 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128 2147 UNIMPLEMENTED(); 2148 *params = 128; 2149 break; 2150 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12 2151 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2152 break; 2153 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 896 2154 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2155 break; 2156 case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7 2157 UNIMPLEMENTED(); 2158 *params = 7; 2159 break; 2160 case GL_MAX_SERVER_WAIT_TIMEOUT: // integer 2161 UNIMPLEMENTED(); 2162 *params = 0; 2163 break; 2164 case GL_MAX_TEXTURE_LOD_BIAS: // integer, at least 2.0 2165 UNIMPLEMENTED(); 2166 *params = 2; 2167 break; 2168 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64 2169 UNIMPLEMENTED(); 2170 *params = 64; 2171 break; 2172 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4 2173 UNIMPLEMENTED(); 2174 *params = IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2175 break; 2176 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4 2177 UNIMPLEMENTED(); 2178 *params = 4; 2179 break; 2180 case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384 2181 *params = MAX_UNIFORM_BLOCK_SIZE; 2182 break; 2183 case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 24 2184 *params = IMPLEMENTATION_MAX_UNIFORM_BUFFER_BINDINGS; 2185 break; 2186 case GL_MAX_VARYING_COMPONENTS: // integer, at least 60 2187 UNIMPLEMENTED(); 2188 *params = 60; 2189 break; 2190 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer, at least 64 2191 UNIMPLEMENTED(); 2192 *params = 64; 2193 break; 2194 case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer, at least 12 2195 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2196 break; 2197 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer, at least 1024 2198 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2199 break; 2200 case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8 2201 UNIMPLEMENTED(); 2202 *params = -8; 2203 break; 2204 case GL_MINOR_VERSION: // integer 2205 UNIMPLEMENTED(); 2206 *params = 0; 2207 break; 2208 case GL_NUM_EXTENSIONS: // integer 2209 GLuint numExtensions; 2210 getExtensions(0, &numExtensions); 2211 *params = numExtensions; 2212 break; 2213 case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0 2214 UNIMPLEMENTED(); 2215 *params = 0; 2216 break; 2217 case GL_PACK_ROW_LENGTH: // integer, initially 0 2218 *params = mState.packRowLength; 2219 break; 2220 case GL_PACK_SKIP_PIXELS: // integer, initially 0 2221 *params = mState.packSkipPixels; 2222 break; 2223 case GL_PACK_SKIP_ROWS: // integer, initially 0 2224 *params = mState.packSkipRows; 2225 break; 2226 case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0 2227 if(clientVersion >= 3) 2228 { 2229 *params = mState.pixelPackBuffer.name(); 2230 } 2231 else 2232 { 2233 return false; 2234 } 2235 break; 2236 case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0 2237 if(clientVersion >= 3) 2238 { 2239 *params = mState.pixelUnpackBuffer.name(); 2240 } 2241 else 2242 { 2243 return false; 2244 } 2245 break; 2246 case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS] 2247 UNIMPLEMENTED(); 2248 *params = 0; 2249 break; 2250 case GL_READ_BUFFER: // symbolic constant, initial value is GL_BACK 2251 *params = getReadFramebuffer()->getReadBuffer(); 2252 break; 2253 case GL_SAMPLER_BINDING: // GLint, default 0 2254 *params = mState.sampler[mState.activeSampler].name(); 2255 break; 2256 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2257 if(clientVersion >= 3) 2258 { 2259 *params = mState.genericUniformBuffer.name(); 2260 } 2261 else 2262 { 2263 return false; 2264 } 2265 break; 2266 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1 2267 *params = IMPLEMENTATION_UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2268 break; 2269 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2270 if(clientVersion >= 3) 2271 { 2272 *params = mState.genericUniformBuffer->size(); 2273 } 2274 else 2275 { 2276 return false; 2277 } 2278 break; 2279 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2280 if(clientVersion >= 3) 2281 { 2282 *params = mState.genericUniformBuffer->offset(); 2283 } 2284 else 2285 { 2286 return false; 2287 } 2288 *params = 0; 2289 break; 2290 case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0 2291 *params = mState.unpackInfo.imageHeight; 2292 break; 2293 case GL_UNPACK_ROW_LENGTH: // integer, initially 0 2294 *params = mState.unpackInfo.rowLength; 2295 break; 2296 case GL_UNPACK_SKIP_IMAGES: // integer, initially 0 2297 *params = mState.unpackInfo.skipImages; 2298 break; 2299 case GL_UNPACK_SKIP_PIXELS: // integer, initially 0 2300 *params = mState.unpackInfo.skipPixels; 2301 break; 2302 case GL_UNPACK_SKIP_ROWS: // integer, initially 0 2303 *params = mState.unpackInfo.skipRows; 2304 break; 2305 case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0 2306 *params = getCurrentVertexArray()->name; 2307 break; 2308 case GL_TRANSFORM_FEEDBACK_BINDING: 2309 { 2310 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2311 if(transformFeedback) 2312 { 2313 *params = transformFeedback->name; 2314 } 2315 else 2316 { 2317 return false; 2318 } 2319 } 2320 break; 2321 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2322 { 2323 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2324 if(transformFeedback) 2325 { 2326 *params = transformFeedback->getGenericBufferName(); 2327 } 2328 else 2329 { 2330 return false; 2331 } 2332 } 2333 break; 2334 default: 2335 return false; 2336 } 2337 2338 return true; 2339} 2340 2341template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2342template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2343 2344template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2345{ 2346 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2347 if(!transformFeedback) 2348 { 2349 return false; 2350 } 2351 2352 switch(pname) 2353 { 2354 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2355 *param = transformFeedback->name; 2356 break; 2357 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2358 *param = transformFeedback->isActive(); 2359 break; 2360 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2361 *param = transformFeedback->getBufferName(index); 2362 break; 2363 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2364 *param = transformFeedback->isPaused(); 2365 break; 2366 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2367 if(transformFeedback->getBuffer(index)) 2368 { 2369 *param = transformFeedback->getSize(index); 2370 break; 2371 } 2372 else return false; 2373 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2374 if(transformFeedback->getBuffer(index)) 2375 { 2376 *param = transformFeedback->getOffset(index); 2377 break; 2378 } 2379 else return false; 2380 default: 2381 return false; 2382 } 2383 2384 return true; 2385} 2386 2387template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2388template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2389 2390template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2391{ 2392 const BufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2393 2394 switch(pname) 2395 { 2396 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2397 *param = uniformBuffer.get().name(); 2398 break; 2399 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2400 *param = uniformBuffer.getSize(); 2401 break; 2402 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2403 *param = uniformBuffer.getOffset(); 2404 break; 2405 default: 2406 return false; 2407 } 2408 2409 return true; 2410} 2411 2412bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2413{ 2414 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2415 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2416 // to the fact that it is stored internally as a float, and so would require conversion 2417 // if returned from Context::getIntegerv. Since this conversion is already implemented 2418 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2419 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2420 // application. 2421 switch(pname) 2422 { 2423 case GL_COMPRESSED_TEXTURE_FORMATS: 2424 { 2425 *type = GL_INT; 2426 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2427 } 2428 break; 2429 case GL_SHADER_BINARY_FORMATS: 2430 { 2431 *type = GL_INT; 2432 *numParams = 0; 2433 } 2434 break; 2435 case GL_MAX_VERTEX_ATTRIBS: 2436 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2437 case GL_MAX_VARYING_VECTORS: 2438 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2439 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2440 case GL_MAX_TEXTURE_IMAGE_UNITS: 2441 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2442 case GL_MAX_RENDERBUFFER_SIZE: 2443 case GL_NUM_SHADER_BINARY_FORMATS: 2444 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2445 case GL_ARRAY_BUFFER_BINDING: 2446 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2447 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2448 case GL_RENDERBUFFER_BINDING: 2449 case GL_CURRENT_PROGRAM: 2450 case GL_PACK_ALIGNMENT: 2451 case GL_UNPACK_ALIGNMENT: 2452 case GL_GENERATE_MIPMAP_HINT: 2453 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2454 case GL_RED_BITS: 2455 case GL_GREEN_BITS: 2456 case GL_BLUE_BITS: 2457 case GL_ALPHA_BITS: 2458 case GL_DEPTH_BITS: 2459 case GL_STENCIL_BITS: 2460 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2461 case GL_CULL_FACE_MODE: 2462 case GL_FRONT_FACE: 2463 case GL_ACTIVE_TEXTURE: 2464 case GL_STENCIL_FUNC: 2465 case GL_STENCIL_VALUE_MASK: 2466 case GL_STENCIL_REF: 2467 case GL_STENCIL_FAIL: 2468 case GL_STENCIL_PASS_DEPTH_FAIL: 2469 case GL_STENCIL_PASS_DEPTH_PASS: 2470 case GL_STENCIL_BACK_FUNC: 2471 case GL_STENCIL_BACK_VALUE_MASK: 2472 case GL_STENCIL_BACK_REF: 2473 case GL_STENCIL_BACK_FAIL: 2474 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2475 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2476 case GL_DEPTH_FUNC: 2477 case GL_BLEND_SRC_RGB: 2478 case GL_BLEND_SRC_ALPHA: 2479 case GL_BLEND_DST_RGB: 2480 case GL_BLEND_DST_ALPHA: 2481 case GL_BLEND_EQUATION_RGB: 2482 case GL_BLEND_EQUATION_ALPHA: 2483 case GL_STENCIL_WRITEMASK: 2484 case GL_STENCIL_BACK_WRITEMASK: 2485 case GL_STENCIL_CLEAR_VALUE: 2486 case GL_SUBPIXEL_BITS: 2487 case GL_MAX_TEXTURE_SIZE: 2488 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2489 case GL_SAMPLE_BUFFERS: 2490 case GL_SAMPLES: 2491 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2492 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2493 case GL_TEXTURE_BINDING_2D: 2494 case GL_TEXTURE_BINDING_CUBE_MAP: 2495 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2496 case GL_TEXTURE_BINDING_3D_OES: 2497 case GL_COPY_READ_BUFFER_BINDING: 2498 case GL_COPY_WRITE_BUFFER_BINDING: 2499 case GL_DRAW_BUFFER0: 2500 case GL_DRAW_BUFFER1: 2501 case GL_DRAW_BUFFER2: 2502 case GL_DRAW_BUFFER3: 2503 case GL_DRAW_BUFFER4: 2504 case GL_DRAW_BUFFER5: 2505 case GL_DRAW_BUFFER6: 2506 case GL_DRAW_BUFFER7: 2507 case GL_DRAW_BUFFER8: 2508 case GL_DRAW_BUFFER9: 2509 case GL_DRAW_BUFFER10: 2510 case GL_DRAW_BUFFER11: 2511 case GL_DRAW_BUFFER12: 2512 case GL_DRAW_BUFFER13: 2513 case GL_DRAW_BUFFER14: 2514 case GL_DRAW_BUFFER15: 2515 case GL_MAJOR_VERSION: 2516 case GL_MAX_3D_TEXTURE_SIZE: 2517 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2518 case GL_MAX_COLOR_ATTACHMENTS: 2519 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2520 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2521 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2522 case GL_MAX_DRAW_BUFFERS: 2523 case GL_MAX_ELEMENT_INDEX: 2524 case GL_MAX_ELEMENTS_INDICES: 2525 case GL_MAX_ELEMENTS_VERTICES: 2526 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2527 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2528 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2529 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2530 case GL_MAX_SERVER_WAIT_TIMEOUT: 2531 case GL_MAX_TEXTURE_LOD_BIAS: 2532 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2533 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2534 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2535 case GL_MAX_UNIFORM_BLOCK_SIZE: 2536 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2537 case GL_MAX_VARYING_COMPONENTS: 2538 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2539 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2540 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2541 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2542 case GL_MINOR_VERSION: 2543 case GL_NUM_EXTENSIONS: 2544 case GL_NUM_PROGRAM_BINARY_FORMATS: 2545 case GL_PACK_ROW_LENGTH: 2546 case GL_PACK_SKIP_PIXELS: 2547 case GL_PACK_SKIP_ROWS: 2548 case GL_PIXEL_PACK_BUFFER_BINDING: 2549 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2550 case GL_PROGRAM_BINARY_FORMATS: 2551 case GL_READ_BUFFER: 2552 case GL_SAMPLER_BINDING: 2553 case GL_TEXTURE_BINDING_2D_ARRAY: 2554 case GL_UNIFORM_BUFFER_BINDING: 2555 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2556 case GL_UNIFORM_BUFFER_SIZE: 2557 case GL_UNIFORM_BUFFER_START: 2558 case GL_UNPACK_IMAGE_HEIGHT: 2559 case GL_UNPACK_ROW_LENGTH: 2560 case GL_UNPACK_SKIP_IMAGES: 2561 case GL_UNPACK_SKIP_PIXELS: 2562 case GL_UNPACK_SKIP_ROWS: 2563 case GL_VERTEX_ARRAY_BINDING: 2564 case GL_TRANSFORM_FEEDBACK_BINDING: 2565 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2566 { 2567 *type = GL_INT; 2568 *numParams = 1; 2569 } 2570 break; 2571 case GL_MAX_SAMPLES_ANGLE: 2572 { 2573 *type = GL_INT; 2574 *numParams = 1; 2575 } 2576 break; 2577 case GL_MAX_VIEWPORT_DIMS: 2578 { 2579 *type = GL_INT; 2580 *numParams = 2; 2581 } 2582 break; 2583 case GL_VIEWPORT: 2584 case GL_SCISSOR_BOX: 2585 { 2586 *type = GL_INT; 2587 *numParams = 4; 2588 } 2589 break; 2590 case GL_SHADER_COMPILER: 2591 case GL_SAMPLE_COVERAGE_INVERT: 2592 case GL_DEPTH_WRITEMASK: 2593 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2594 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2595 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2596 case GL_SAMPLE_COVERAGE: 2597 case GL_SCISSOR_TEST: 2598 case GL_STENCIL_TEST: 2599 case GL_DEPTH_TEST: 2600 case GL_BLEND: 2601 case GL_DITHER: 2602 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2603 case GL_RASTERIZER_DISCARD: 2604 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2605 case GL_TRANSFORM_FEEDBACK_PAUSED: 2606 { 2607 *type = GL_BOOL; 2608 *numParams = 1; 2609 } 2610 break; 2611 case GL_COLOR_WRITEMASK: 2612 { 2613 *type = GL_BOOL; 2614 *numParams = 4; 2615 } 2616 break; 2617 case GL_POLYGON_OFFSET_FACTOR: 2618 case GL_POLYGON_OFFSET_UNITS: 2619 case GL_SAMPLE_COVERAGE_VALUE: 2620 case GL_DEPTH_CLEAR_VALUE: 2621 case GL_LINE_WIDTH: 2622 { 2623 *type = GL_FLOAT; 2624 *numParams = 1; 2625 } 2626 break; 2627 case GL_ALIASED_LINE_WIDTH_RANGE: 2628 case GL_ALIASED_POINT_SIZE_RANGE: 2629 case GL_DEPTH_RANGE: 2630 { 2631 *type = GL_FLOAT; 2632 *numParams = 2; 2633 } 2634 break; 2635 case GL_COLOR_CLEAR_VALUE: 2636 case GL_BLEND_COLOR: 2637 { 2638 *type = GL_FLOAT; 2639 *numParams = 4; 2640 } 2641 break; 2642 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2643 *type = GL_FLOAT; 2644 *numParams = 1; 2645 break; 2646 default: 2647 return false; 2648 } 2649 2650 return true; 2651} 2652 2653void Context::applyScissor(int width, int height) 2654{ 2655 if(mState.scissorTestEnabled) 2656 { 2657 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2658 scissor.clip(0, 0, width, height); 2659 2660 device->setScissorRect(scissor); 2661 device->setScissorEnable(true); 2662 } 2663 else 2664 { 2665 device->setScissorEnable(false); 2666 } 2667} 2668 2669// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2670bool Context::applyRenderTarget() 2671{ 2672 Framebuffer *framebuffer = getDrawFramebuffer(); 2673 int width, height, samples; 2674 2675 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2676 { 2677 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2678 } 2679 2680 for(int i = 0; i < MAX_DRAW_BUFFERS; ++i) 2681 { 2682 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2683 device->setRenderTarget(i, renderTarget); 2684 if(renderTarget) renderTarget->release(); 2685 } 2686 2687 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 2688 device->setDepthBuffer(depthBuffer); 2689 if(depthBuffer) depthBuffer->release(); 2690 2691 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 2692 device->setStencilBuffer(stencilBuffer); 2693 if(stencilBuffer) stencilBuffer->release(); 2694 2695 Viewport viewport; 2696 float zNear = clamp01(mState.zNear); 2697 float zFar = clamp01(mState.zFar); 2698 2699 viewport.x0 = mState.viewportX; 2700 viewport.y0 = mState.viewportY; 2701 viewport.width = mState.viewportWidth; 2702 viewport.height = mState.viewportHeight; 2703 viewport.minZ = zNear; 2704 viewport.maxZ = zFar; 2705 2706 device->setViewport(viewport); 2707 2708 applyScissor(width, height); 2709 2710 Program *program = getCurrentProgram(); 2711 2712 if(program) 2713 { 2714 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2715 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2716 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2717 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2718 } 2719 2720 return true; 2721} 2722 2723// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2724void Context::applyState(GLenum drawMode) 2725{ 2726 Framebuffer *framebuffer = getDrawFramebuffer(); 2727 2728 if(mState.cullFaceEnabled) 2729 { 2730 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2731 } 2732 else 2733 { 2734 device->setCullMode(sw::CULL_NONE); 2735 } 2736 2737 if(mDepthStateDirty) 2738 { 2739 if(mState.depthTestEnabled) 2740 { 2741 device->setDepthBufferEnable(true); 2742 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2743 } 2744 else 2745 { 2746 device->setDepthBufferEnable(false); 2747 } 2748 2749 mDepthStateDirty = false; 2750 } 2751 2752 if(mBlendStateDirty) 2753 { 2754 if(mState.blendEnabled) 2755 { 2756 device->setAlphaBlendEnable(true); 2757 device->setSeparateAlphaBlendEnable(true); 2758 2759 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2760 2761 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2762 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2763 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2764 2765 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2766 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2767 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2768 } 2769 else 2770 { 2771 device->setAlphaBlendEnable(false); 2772 } 2773 2774 mBlendStateDirty = false; 2775 } 2776 2777 if(mStencilStateDirty || mFrontFaceDirty) 2778 { 2779 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2780 { 2781 device->setStencilEnable(true); 2782 device->setTwoSidedStencil(true); 2783 2784 // get the maximum size of the stencil ref 2785 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2786 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2787 2788 if(mState.frontFace == GL_CCW) 2789 { 2790 device->setStencilWriteMask(mState.stencilWritemask); 2791 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2792 2793 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2794 device->setStencilMask(mState.stencilMask); 2795 2796 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2797 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2798 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2799 2800 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2801 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2802 2803 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2804 device->setStencilMaskCCW(mState.stencilBackMask); 2805 2806 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2807 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2808 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2809 } 2810 else 2811 { 2812 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2813 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2814 2815 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2816 device->setStencilMaskCCW(mState.stencilMask); 2817 2818 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2819 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2820 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2821 2822 device->setStencilWriteMask(mState.stencilBackWritemask); 2823 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2824 2825 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2826 device->setStencilMask(mState.stencilBackMask); 2827 2828 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2829 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2830 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2831 } 2832 } 2833 else 2834 { 2835 device->setStencilEnable(false); 2836 } 2837 2838 mStencilStateDirty = false; 2839 mFrontFaceDirty = false; 2840 } 2841 2842 if(mMaskStateDirty) 2843 { 2844 device->setColorWriteMask(0, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2845 device->setDepthWriteEnable(mState.depthMask); 2846 2847 mMaskStateDirty = false; 2848 } 2849 2850 if(mPolygonOffsetStateDirty) 2851 { 2852 if(mState.polygonOffsetFillEnabled) 2853 { 2854 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2855 if(depthbuffer) 2856 { 2857 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2858 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize())); 2859 device->setDepthBias(depthBias); 2860 } 2861 } 2862 else 2863 { 2864 device->setSlopeDepthBias(0); 2865 device->setDepthBias(0); 2866 } 2867 2868 mPolygonOffsetStateDirty = false; 2869 } 2870 2871 if(mSampleStateDirty) 2872 { 2873 if(mState.sampleAlphaToCoverageEnabled) 2874 { 2875 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2876 } 2877 else 2878 { 2879 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2880 } 2881 2882 if(mState.sampleCoverageEnabled) 2883 { 2884 unsigned int mask = 0; 2885 if(mState.sampleCoverageValue != 0) 2886 { 2887 int width, height, samples; 2888 framebuffer->completeness(width, height, samples); 2889 2890 float threshold = 0.5f; 2891 2892 for(int i = 0; i < samples; i++) 2893 { 2894 mask <<= 1; 2895 2896 if((i + 1) * mState.sampleCoverageValue >= threshold) 2897 { 2898 threshold += 1.0f; 2899 mask |= 1; 2900 } 2901 } 2902 } 2903 2904 if(mState.sampleCoverageInvert) 2905 { 2906 mask = ~mask; 2907 } 2908 2909 device->setMultiSampleMask(mask); 2910 } 2911 else 2912 { 2913 device->setMultiSampleMask(0xFFFFFFFF); 2914 } 2915 2916 mSampleStateDirty = false; 2917 } 2918 2919 if(mDitherStateDirty) 2920 { 2921 // UNIMPLEMENTED(); // FIXME 2922 2923 mDitherStateDirty = false; 2924 } 2925 2926 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled); 2927} 2928 2929GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2930{ 2931 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2932 2933 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2934 if(err != GL_NO_ERROR) 2935 { 2936 return err; 2937 } 2938 2939 Program *program = getCurrentProgram(); 2940 2941 device->resetInputStreams(false); 2942 2943 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2944 { 2945 if(program->getAttributeStream(i) == -1) 2946 { 2947 continue; 2948 } 2949 2950 sw::Resource *resource = attributes[i].vertexBuffer; 2951 const void *buffer = (char*)resource->data() + attributes[i].offset; 2952 2953 int stride = attributes[i].stride; 2954 2955 buffer = (char*)buffer + stride * base; 2956 2957 sw::Stream attribute(resource, buffer, stride); 2958 2959 attribute.type = attributes[i].type; 2960 attribute.count = attributes[i].count; 2961 attribute.normalized = attributes[i].normalized; 2962 2963 int stream = program->getAttributeStream(i); 2964 device->setInputStream(stream, attribute); 2965 } 2966 2967 return GL_NO_ERROR; 2968} 2969 2970// Applies the indices and element array bindings 2971GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 2972{ 2973 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo); 2974 2975 if(err == GL_NO_ERROR) 2976 { 2977 device->setIndexBuffer(indexInfo->indexBuffer); 2978 } 2979 2980 return err; 2981} 2982 2983// Applies the shaders and shader constants 2984void Context::applyShaders() 2985{ 2986 Program *programObject = getCurrentProgram(); 2987 sw::VertexShader *vertexShader = programObject->getVertexShader(); 2988 sw::PixelShader *pixelShader = programObject->getPixelShader(); 2989 2990 device->setVertexShader(vertexShader); 2991 device->setPixelShader(pixelShader); 2992 2993 if(programObject->getSerial() != mAppliedProgramSerial) 2994 { 2995 programObject->dirtyAllUniforms(); 2996 mAppliedProgramSerial = programObject->getSerial(); 2997 } 2998 2999 programObject->applyUniformBuffers(mState.uniformBuffers); 3000 programObject->applyUniforms(); 3001} 3002 3003void Context::applyTextures() 3004{ 3005 applyTextures(sw::SAMPLER_PIXEL); 3006 applyTextures(sw::SAMPLER_VERTEX); 3007} 3008 3009void Context::applyTextures(sw::SamplerType samplerType) 3010{ 3011 Program *programObject = getCurrentProgram(); 3012 3013 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3014 3015 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3016 { 3017 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3018 3019 if(textureUnit != -1) 3020 { 3021 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3022 3023 Texture *texture = getSamplerTexture(textureUnit, textureType); 3024 3025 if(texture->isSamplerComplete()) 3026 { 3027 GLenum wrapS, wrapT, wrapR, minFilter, magFilter; 3028 3029 Sampler *samplerObject = mState.sampler[textureUnit]; 3030 if(samplerObject) 3031 { 3032 wrapS = samplerObject->getWrapS(); 3033 wrapT = samplerObject->getWrapT(); 3034 wrapR = samplerObject->getWrapR(); 3035 minFilter = samplerObject->getMinFilter(); 3036 magFilter = samplerObject->getMagFilter(); 3037 } 3038 else 3039 { 3040 wrapS = texture->getWrapS(); 3041 wrapT = texture->getWrapT(); 3042 wrapR = texture->getWrapR(); 3043 minFilter = texture->getMinFilter(); 3044 magFilter = texture->getMagFilter(); 3045 } 3046 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3047 3048 GLenum swizzleR = texture->getSwizzleR(); 3049 GLenum swizzleG = texture->getSwizzleG(); 3050 GLenum swizzleB = texture->getSwizzleB(); 3051 GLenum swizzleA = texture->getSwizzleA(); 3052 3053 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3054 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3055 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3056 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3057 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3058 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3059 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3060 3061 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3062 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3063 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3064 3065 applyTexture(samplerType, samplerIndex, texture); 3066 } 3067 else 3068 { 3069 applyTexture(samplerType, samplerIndex, nullptr); 3070 } 3071 } 3072 else 3073 { 3074 applyTexture(samplerType, samplerIndex, nullptr); 3075 } 3076 } 3077} 3078 3079void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3080{ 3081 Program *program = getCurrentProgram(); 3082 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3083 bool textureUsed = false; 3084 3085 if(type == sw::SAMPLER_PIXEL) 3086 { 3087 textureUsed = program->getPixelShader()->usesSampler(index); 3088 } 3089 else if(type == sw::SAMPLER_VERTEX) 3090 { 3091 textureUsed = program->getVertexShader()->usesSampler(index); 3092 } 3093 else UNREACHABLE(type); 3094 3095 sw::Resource *resource = 0; 3096 3097 if(baseTexture && textureUsed) 3098 { 3099 resource = baseTexture->getResource(); 3100 } 3101 3102 device->setTextureResource(sampler, resource); 3103 3104 if(baseTexture && textureUsed) 3105 { 3106 int levelCount = baseTexture->getLevelCount(); 3107 3108 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3109 { 3110 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3111 3112 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3113 { 3114 int surfaceLevel = mipmapLevel; 3115 3116 if(surfaceLevel < 0) 3117 { 3118 surfaceLevel = 0; 3119 } 3120 else if(surfaceLevel >= levelCount) 3121 { 3122 surfaceLevel = levelCount - 1; 3123 } 3124 3125 egl::Image *surface = texture->getImage(surfaceLevel); 3126 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3127 } 3128 } 3129 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3130 { 3131 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3132 3133 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3134 { 3135 int surfaceLevel = mipmapLevel; 3136 3137 if(surfaceLevel < 0) 3138 { 3139 surfaceLevel = 0; 3140 } 3141 else if(surfaceLevel >= levelCount) 3142 { 3143 surfaceLevel = levelCount - 1; 3144 } 3145 3146 egl::Image *surface = texture->getImage(surfaceLevel); 3147 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3148 } 3149 } 3150 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3151 { 3152 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3153 3154 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3155 { 3156 int surfaceLevel = mipmapLevel; 3157 3158 if(surfaceLevel < 0) 3159 { 3160 surfaceLevel = 0; 3161 } 3162 else if(surfaceLevel >= levelCount) 3163 { 3164 surfaceLevel = levelCount - 1; 3165 } 3166 3167 egl::Image *surface = texture->getImage(surfaceLevel); 3168 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3169 } 3170 } 3171 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3172 { 3173 for(int face = 0; face < 6; face++) 3174 { 3175 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3176 3177 for(int mipmapLevel = 0; mipmapLevel < MIPMAP_LEVELS; mipmapLevel++) 3178 { 3179 int surfaceLevel = mipmapLevel; 3180 3181 if(surfaceLevel < 0) 3182 { 3183 surfaceLevel = 0; 3184 } 3185 else if(surfaceLevel >= levelCount) 3186 { 3187 surfaceLevel = levelCount - 1; 3188 } 3189 3190 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3191 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3192 } 3193 } 3194 } 3195 else UNIMPLEMENTED(); 3196 } 3197 else 3198 { 3199 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3200 } 3201} 3202 3203void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, 3204 GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3205{ 3206 Framebuffer *framebuffer = getReadFramebuffer(); 3207 int framebufferWidth, framebufferHeight, framebufferSamples; 3208 3209 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3210 { 3211 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3212 } 3213 3214 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3215 { 3216 return error(GL_INVALID_OPERATION); 3217 } 3218 3219 GLenum readFormat = framebuffer->getImplementationColorReadFormat(); 3220 GLenum readType = framebuffer->getImplementationColorReadType(); 3221 3222 if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion)) 3223 { 3224 return error(GL_INVALID_OPERATION); 3225 } 3226 3227 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width; 3228 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment); 3229 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3230 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3231 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels); 3232 3233 // Sized query sanity check 3234 if(bufSize) 3235 { 3236 int requiredSize = outputPitch * height; 3237 if(requiredSize > *bufSize) 3238 { 3239 return error(GL_INVALID_OPERATION); 3240 } 3241 } 3242 3243 egl::Image *renderTarget = framebuffer->getReadRenderTarget(); 3244 3245 if(!renderTarget) 3246 { 3247 return error(GL_OUT_OF_MEMORY); 3248 } 3249 3250 sw::Rect rect = {x, y, x + width, y + height}; 3251 sw::Rect dstRect = { 0, 0, width, height }; 3252 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3253 3254 sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3255 sw::SliceRect sliceRect(rect); 3256 sw::SliceRect dstSliceRect(dstRect); 3257 device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false); 3258 3259 renderTarget->release(); 3260} 3261 3262void Context::clear(GLbitfield mask) 3263{ 3264 if(mState.rasterizerDiscardEnabled) 3265 { 3266 return; 3267 } 3268 3269 Framebuffer *framebuffer = getDrawFramebuffer(); 3270 3271 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3272 { 3273 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3274 } 3275 3276 if(!applyRenderTarget()) 3277 { 3278 return; 3279 } 3280 3281 if(mask & GL_COLOR_BUFFER_BIT) 3282 { 3283 unsigned int rgbaMask = getColorMask(); 3284 3285 if(rgbaMask != 0) 3286 { 3287 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3288 } 3289 } 3290 3291 if(mask & GL_DEPTH_BUFFER_BIT) 3292 { 3293 if(mState.depthMask != 0) 3294 { 3295 float depth = clamp01(mState.depthClearValue); 3296 device->clearDepth(depth); 3297 } 3298 } 3299 3300 if(mask & GL_STENCIL_BUFFER_BIT) 3301 { 3302 if(mState.stencilWritemask != 0) 3303 { 3304 int stencil = mState.stencilClearValue & 0x000000FF; 3305 device->clearStencil(stencil, mState.stencilWritemask); 3306 } 3307 } 3308} 3309 3310void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3311{ 3312 unsigned int rgbaMask = getColorMask(); 3313 if(rgbaMask && !mState.rasterizerDiscardEnabled) 3314 { 3315 Framebuffer *framebuffer = getDrawFramebuffer(); 3316 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer); 3317 3318 if(colorbuffer) 3319 { 3320 sw::SliceRect clearRect = colorbuffer->getRect(); 3321 3322 if(mState.scissorTestEnabled) 3323 { 3324 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3325 } 3326 3327 device->clear(value, format, colorbuffer, clearRect, rgbaMask); 3328 3329 colorbuffer->release(); 3330 } 3331 } 3332} 3333 3334void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3335{ 3336 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3337} 3338 3339void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3340{ 3341 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3342} 3343 3344void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3345{ 3346 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3347} 3348 3349void Context::clearDepthBuffer(const GLfloat value) 3350{ 3351 if(mState.depthMask && !mState.rasterizerDiscardEnabled) 3352 { 3353 Framebuffer *framebuffer = getDrawFramebuffer(); 3354 egl::Image *depthbuffer = framebuffer->getDepthBuffer(); 3355 3356 if(depthbuffer) 3357 { 3358 float depth = clamp01(value); 3359 sw::SliceRect clearRect = depthbuffer->getRect(); 3360 3361 if(mState.scissorTestEnabled) 3362 { 3363 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3364 } 3365 3366 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3367 3368 depthbuffer->release(); 3369 } 3370 } 3371} 3372 3373void Context::clearStencilBuffer(const GLint value) 3374{ 3375 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled) 3376 { 3377 Framebuffer *framebuffer = getDrawFramebuffer(); 3378 egl::Image *stencilbuffer = framebuffer->getStencilBuffer(); 3379 3380 if(stencilbuffer) 3381 { 3382 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF); 3383 sw::SliceRect clearRect = stencilbuffer->getRect(); 3384 3385 if(mState.scissorTestEnabled) 3386 { 3387 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3388 } 3389 3390 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3391 3392 stencilbuffer->release(); 3393 } 3394 } 3395} 3396 3397void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3398{ 3399 if(!mState.currentProgram) 3400 { 3401 return error(GL_INVALID_OPERATION); 3402 } 3403 3404 sw::DrawType primitiveType; 3405 int primitiveCount; 3406 3407 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount)) 3408 return error(GL_INVALID_ENUM); 3409 3410 if(primitiveCount <= 0) 3411 { 3412 return; 3413 } 3414 3415 if(!applyRenderTarget()) 3416 { 3417 return; 3418 } 3419 3420 applyState(mode); 3421 3422 for(int i = 0; i < instanceCount; ++i) 3423 { 3424 device->setInstanceID(i); 3425 3426 GLenum err = applyVertexBuffer(0, first, count, i); 3427 if(err != GL_NO_ERROR) 3428 { 3429 return error(err); 3430 } 3431 3432 applyShaders(); 3433 applyTextures(); 3434 3435 if(!getCurrentProgram()->validateSamplers(false)) 3436 { 3437 return error(GL_INVALID_OPERATION); 3438 } 3439 3440 if(!cullSkipsDraw(mode)) 3441 { 3442 device->drawPrimitive(primitiveType, primitiveCount); 3443 } 3444 } 3445} 3446 3447void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3448{ 3449 if(!mState.currentProgram) 3450 { 3451 return error(GL_INVALID_OPERATION); 3452 } 3453 3454 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3455 { 3456 return error(GL_INVALID_OPERATION); 3457 } 3458 3459 sw::DrawType primitiveType; 3460 int primitiveCount; 3461 3462 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount)) 3463 return error(GL_INVALID_ENUM); 3464 3465 if(primitiveCount <= 0) 3466 { 3467 return; 3468 } 3469 3470 if(!applyRenderTarget()) 3471 { 3472 return; 3473 } 3474 3475 applyState(mode); 3476 3477 for(int i = 0; i < instanceCount; ++i) 3478 { 3479 device->setInstanceID(i); 3480 3481 TranslatedIndexData indexInfo; 3482 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3483 if(err != GL_NO_ERROR) 3484 { 3485 return error(err); 3486 } 3487 3488 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3489 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3490 if(err != GL_NO_ERROR) 3491 { 3492 return error(err); 3493 } 3494 3495 applyShaders(); 3496 applyTextures(); 3497 3498 if(!getCurrentProgram()->validateSamplers(false)) 3499 { 3500 return error(GL_INVALID_OPERATION); 3501 } 3502 3503 if(!cullSkipsDraw(mode)) 3504 { 3505 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount); 3506 } 3507 } 3508} 3509 3510void Context::finish() 3511{ 3512 device->finish(); 3513} 3514 3515void Context::flush() 3516{ 3517 // We don't queue anything without processing it as fast as possible 3518} 3519 3520void Context::recordInvalidEnum() 3521{ 3522 mInvalidEnum = true; 3523} 3524 3525void Context::recordInvalidValue() 3526{ 3527 mInvalidValue = true; 3528} 3529 3530void Context::recordInvalidOperation() 3531{ 3532 mInvalidOperation = true; 3533} 3534 3535void Context::recordOutOfMemory() 3536{ 3537 mOutOfMemory = true; 3538} 3539 3540void Context::recordInvalidFramebufferOperation() 3541{ 3542 mInvalidFramebufferOperation = true; 3543} 3544 3545// Get one of the recorded errors and clear its flag, if any. 3546// [OpenGL ES 2.0.24] section 2.5 page 13. 3547GLenum Context::getError() 3548{ 3549 if(mInvalidEnum) 3550 { 3551 mInvalidEnum = false; 3552 3553 return GL_INVALID_ENUM; 3554 } 3555 3556 if(mInvalidValue) 3557 { 3558 mInvalidValue = false; 3559 3560 return GL_INVALID_VALUE; 3561 } 3562 3563 if(mInvalidOperation) 3564 { 3565 mInvalidOperation = false; 3566 3567 return GL_INVALID_OPERATION; 3568 } 3569 3570 if(mOutOfMemory) 3571 { 3572 mOutOfMemory = false; 3573 3574 return GL_OUT_OF_MEMORY; 3575 } 3576 3577 if(mInvalidFramebufferOperation) 3578 { 3579 mInvalidFramebufferOperation = false; 3580 3581 return GL_INVALID_FRAMEBUFFER_OPERATION; 3582 } 3583 3584 return GL_NO_ERROR; 3585} 3586 3587int Context::getSupportedMultisampleCount(int requested) 3588{ 3589 int supported = 0; 3590 3591 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3592 { 3593 if(supported >= requested) 3594 { 3595 return supported; 3596 } 3597 3598 supported = multisampleCount[i]; 3599 } 3600 3601 return supported; 3602} 3603 3604void Context::detachBuffer(GLuint buffer) 3605{ 3606 // [OpenGL ES 2.0.24] section 2.9 page 22: 3607 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3608 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3609 3610 if(mState.copyReadBuffer.name() == buffer) 3611 { 3612 mState.copyReadBuffer = nullptr; 3613 } 3614 3615 if(mState.copyWriteBuffer.name() == buffer) 3616 { 3617 mState.copyWriteBuffer = nullptr; 3618 } 3619 3620 if(mState.pixelPackBuffer.name() == buffer) 3621 { 3622 mState.pixelPackBuffer = nullptr; 3623 } 3624 3625 if(mState.pixelUnpackBuffer.name() == buffer) 3626 { 3627 mState.pixelUnpackBuffer = nullptr; 3628 } 3629 3630 if(mState.genericUniformBuffer.name() == buffer) 3631 { 3632 mState.genericUniformBuffer = nullptr; 3633 } 3634 3635 if(getArrayBufferName() == buffer) 3636 { 3637 mState.arrayBuffer = nullptr; 3638 } 3639 3640 // Only detach from the current transform feedback 3641 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3642 if(currentTransformFeedback) 3643 { 3644 currentTransformFeedback->detachBuffer(buffer); 3645 } 3646 3647 // Only detach from the current vertex array 3648 VertexArray* currentVertexArray = getCurrentVertexArray(); 3649 if(currentVertexArray) 3650 { 3651 currentVertexArray->detachBuffer(buffer); 3652 } 3653 3654 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3655 { 3656 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3657 { 3658 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 3659 } 3660 } 3661} 3662 3663void Context::detachTexture(GLuint texture) 3664{ 3665 // [OpenGL ES 2.0.24] section 3.8 page 84: 3666 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3667 // rebound to texture object zero 3668 3669 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3670 { 3671 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3672 { 3673 if(mState.samplerTexture[type][sampler].name() == texture) 3674 { 3675 mState.samplerTexture[type][sampler] = nullptr; 3676 } 3677 } 3678 } 3679 3680 // [OpenGL ES 2.0.24] section 4.4 page 112: 3681 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3682 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3683 // image was attached in the currently bound framebuffer. 3684 3685 Framebuffer *readFramebuffer = getReadFramebuffer(); 3686 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3687 3688 if(readFramebuffer) 3689 { 3690 readFramebuffer->detachTexture(texture); 3691 } 3692 3693 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3694 { 3695 drawFramebuffer->detachTexture(texture); 3696 } 3697} 3698 3699void Context::detachFramebuffer(GLuint framebuffer) 3700{ 3701 // [OpenGL ES 2.0.24] section 4.4 page 107: 3702 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3703 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3704 3705 if(mState.readFramebuffer == framebuffer) 3706 { 3707 bindReadFramebuffer(0); 3708 } 3709 3710 if(mState.drawFramebuffer == framebuffer) 3711 { 3712 bindDrawFramebuffer(0); 3713 } 3714} 3715 3716void Context::detachRenderbuffer(GLuint renderbuffer) 3717{ 3718 // [OpenGL ES 2.0.24] section 4.4 page 109: 3719 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3720 // had been executed with the target RENDERBUFFER and name of zero. 3721 3722 if(mState.renderbuffer.name() == renderbuffer) 3723 { 3724 bindRenderbuffer(0); 3725 } 3726 3727 // [OpenGL ES 2.0.24] section 4.4 page 111: 3728 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3729 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3730 // point to which this image was attached in the currently bound framebuffer. 3731 3732 Framebuffer *readFramebuffer = getReadFramebuffer(); 3733 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3734 3735 if(readFramebuffer) 3736 { 3737 readFramebuffer->detachRenderbuffer(renderbuffer); 3738 } 3739 3740 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3741 { 3742 drawFramebuffer->detachRenderbuffer(renderbuffer); 3743 } 3744} 3745 3746void Context::detachSampler(GLuint sampler) 3747{ 3748 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3749 // If a sampler object that is currently bound to one or more texture units is 3750 // deleted, it is as though BindSampler is called once for each texture unit to 3751 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3752 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3753 { 3754 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3755 if(samplerBinding.name() == sampler) 3756 { 3757 samplerBinding = nullptr; 3758 } 3759 } 3760} 3761 3762bool Context::cullSkipsDraw(GLenum drawMode) 3763{ 3764 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3765} 3766 3767bool Context::isTriangleMode(GLenum drawMode) 3768{ 3769 switch (drawMode) 3770 { 3771 case GL_TRIANGLES: 3772 case GL_TRIANGLE_FAN: 3773 case GL_TRIANGLE_STRIP: 3774 return true; 3775 case GL_POINTS: 3776 case GL_LINES: 3777 case GL_LINE_LOOP: 3778 case GL_LINE_STRIP: 3779 return false; 3780 default: UNREACHABLE(drawMode); 3781 } 3782 3783 return false; 3784} 3785 3786void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3787{ 3788 ASSERT(index < MAX_VERTEX_ATTRIBS); 3789 3790 mState.vertexAttribute[index].setCurrentValue(values); 3791 3792 mVertexDataManager->dirtyCurrentValue(index); 3793} 3794 3795void Context::setVertexAttrib(GLuint index, const GLint *values) 3796{ 3797 ASSERT(index < MAX_VERTEX_ATTRIBS); 3798 3799 mState.vertexAttribute[index].setCurrentValue(values); 3800 3801 mVertexDataManager->dirtyCurrentValue(index); 3802} 3803 3804void Context::setVertexAttrib(GLuint index, const GLuint *values) 3805{ 3806 ASSERT(index < MAX_VERTEX_ATTRIBS); 3807 3808 mState.vertexAttribute[index].setCurrentValue(values); 3809 3810 mVertexDataManager->dirtyCurrentValue(index); 3811} 3812 3813void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3814 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3815 GLbitfield mask) 3816{ 3817 Framebuffer *readFramebuffer = getReadFramebuffer(); 3818 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3819 3820 int readBufferWidth, readBufferHeight, readBufferSamples; 3821 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3822 3823 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3824 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3825 { 3826 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3827 } 3828 3829 if(drawBufferSamples > 1) 3830 { 3831 return error(GL_INVALID_OPERATION); 3832 } 3833 3834 sw::SliceRect sourceRect; 3835 sw::SliceRect destRect; 3836 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3837 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3838 3839 if(srcX0 < srcX1) 3840 { 3841 sourceRect.x0 = srcX0; 3842 sourceRect.x1 = srcX1; 3843 } 3844 else 3845 { 3846 sourceRect.x0 = srcX1; 3847 sourceRect.x1 = srcX0; 3848 } 3849 3850 if(dstX0 < dstX1) 3851 { 3852 destRect.x0 = dstX0; 3853 destRect.x1 = dstX1; 3854 } 3855 else 3856 { 3857 destRect.x0 = dstX1; 3858 destRect.x1 = dstX0; 3859 } 3860 3861 if(srcY0 < srcY1) 3862 { 3863 sourceRect.y0 = srcY0; 3864 sourceRect.y1 = srcY1; 3865 } 3866 else 3867 { 3868 sourceRect.y0 = srcY1; 3869 sourceRect.y1 = srcY0; 3870 } 3871 3872 if(dstY0 < dstY1) 3873 { 3874 destRect.y0 = dstY0; 3875 destRect.y1 = dstY1; 3876 } 3877 else 3878 { 3879 destRect.y0 = dstY1; 3880 destRect.y1 = dstY0; 3881 } 3882 3883 sw::Rect sourceScissoredRect = sourceRect; 3884 sw::Rect destScissoredRect = destRect; 3885 3886 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3887 { 3888 if(destRect.x0 < mState.scissorX) 3889 { 3890 int xDiff = mState.scissorX - destRect.x0; 3891 destScissoredRect.x0 = mState.scissorX; 3892 sourceScissoredRect.x0 += xDiff; 3893 } 3894 3895 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3896 { 3897 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3898 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3899 sourceScissoredRect.x1 -= xDiff; 3900 } 3901 3902 if(destRect.y0 < mState.scissorY) 3903 { 3904 int yDiff = mState.scissorY - destRect.y0; 3905 destScissoredRect.y0 = mState.scissorY; 3906 sourceScissoredRect.y0 += yDiff; 3907 } 3908 3909 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3910 { 3911 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3912 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3913 sourceScissoredRect.y1 -= yDiff; 3914 } 3915 } 3916 3917 sw::Rect sourceTrimmedRect = sourceScissoredRect; 3918 sw::Rect destTrimmedRect = destScissoredRect; 3919 3920 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 3921 // the actual draw and read surfaces. 3922 if(sourceTrimmedRect.x0 < 0) 3923 { 3924 int xDiff = 0 - sourceTrimmedRect.x0; 3925 sourceTrimmedRect.x0 = 0; 3926 destTrimmedRect.x0 += xDiff; 3927 } 3928 3929 if(sourceTrimmedRect.x1 > readBufferWidth) 3930 { 3931 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 3932 sourceTrimmedRect.x1 = readBufferWidth; 3933 destTrimmedRect.x1 -= xDiff; 3934 } 3935 3936 if(sourceTrimmedRect.y0 < 0) 3937 { 3938 int yDiff = 0 - sourceTrimmedRect.y0; 3939 sourceTrimmedRect.y0 = 0; 3940 destTrimmedRect.y0 += yDiff; 3941 } 3942 3943 if(sourceTrimmedRect.y1 > readBufferHeight) 3944 { 3945 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 3946 sourceTrimmedRect.y1 = readBufferHeight; 3947 destTrimmedRect.y1 -= yDiff; 3948 } 3949 3950 if(destTrimmedRect.x0 < 0) 3951 { 3952 int xDiff = 0 - destTrimmedRect.x0; 3953 destTrimmedRect.x0 = 0; 3954 sourceTrimmedRect.x0 += xDiff; 3955 } 3956 3957 if(destTrimmedRect.x1 > drawBufferWidth) 3958 { 3959 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 3960 destTrimmedRect.x1 = drawBufferWidth; 3961 sourceTrimmedRect.x1 -= xDiff; 3962 } 3963 3964 if(destTrimmedRect.y0 < 0) 3965 { 3966 int yDiff = 0 - destTrimmedRect.y0; 3967 destTrimmedRect.y0 = 0; 3968 sourceTrimmedRect.y0 += yDiff; 3969 } 3970 3971 if(destTrimmedRect.y1 > drawBufferHeight) 3972 { 3973 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 3974 destTrimmedRect.y1 = drawBufferHeight; 3975 sourceTrimmedRect.y1 -= yDiff; 3976 } 3977 3978 bool partialBufferCopy = false; 3979 3980 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 3981 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 3982 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 3983 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 3984 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 3985 { 3986 partialBufferCopy = true; 3987 } 3988 3989 bool blitRenderTarget = false; 3990 bool blitDepthStencil = false; 3991 3992 if(mask & GL_COLOR_BUFFER_BIT) 3993 { 3994 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()); 3995 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0); 3996 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType); 3997 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType); 3998 if(!validReadType || !validDrawType) 3999 { 4000 return error(GL_INVALID_OPERATION); 4001 } 4002 4003 if(partialBufferCopy && readBufferSamples > 1) 4004 { 4005 return error(GL_INVALID_OPERATION); 4006 } 4007 4008 blitRenderTarget = true; 4009 } 4010 4011 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4012 { 4013 Renderbuffer *readDSBuffer = nullptr; 4014 Renderbuffer *drawDSBuffer = nullptr; 4015 4016 if(mask & GL_DEPTH_BUFFER_BIT) 4017 { 4018 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4019 { 4020 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType()) 4021 { 4022 return error(GL_INVALID_OPERATION); 4023 } 4024 4025 blitDepthStencil = true; 4026 readDSBuffer = readFramebuffer->getDepthbuffer(); 4027 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4028 } 4029 } 4030 4031 if(mask & GL_STENCIL_BUFFER_BIT) 4032 { 4033 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4034 { 4035 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType()) 4036 { 4037 return error(GL_INVALID_OPERATION); 4038 } 4039 4040 blitDepthStencil = true; 4041 readDSBuffer = readFramebuffer->getStencilbuffer(); 4042 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4043 } 4044 } 4045 4046 if(partialBufferCopy) 4047 { 4048 ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); 4049 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4050 } 4051 4052 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4053 (readDSBuffer && readDSBuffer->getSamples() > 1)) 4054 { 4055 return error(GL_INVALID_OPERATION); 4056 } 4057 } 4058 4059 if(blitRenderTarget || blitDepthStencil) 4060 { 4061 if(blitRenderTarget) 4062 { 4063 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4064 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4065 4066 if(flipX) 4067 { 4068 swap(destRect.x0, destRect.x1); 4069 } 4070 if(flipy) 4071 { 4072 swap(destRect.y0, destRect.y1); 4073 } 4074 4075 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false); 4076 4077 readRenderTarget->release(); 4078 drawRenderTarget->release(); 4079 4080 if(!success) 4081 { 4082 ERR("BlitFramebuffer failed."); 4083 return; 4084 } 4085 } 4086 4087 if(blitDepthStencil) 4088 { 4089 bool success = device->stretchRect(readFramebuffer->getDepthBuffer(), nullptr, drawFramebuffer->getDepthBuffer(), nullptr, false); 4090 4091 if(!success) 4092 { 4093 ERR("BlitFramebuffer failed."); 4094 return; 4095 } 4096 } 4097 } 4098} 4099 4100void Context::bindTexImage(egl::Surface *surface) 4101{ 4102 es2::Texture2D *textureObject = getTexture2D(); 4103 4104 if(textureObject) 4105 { 4106 textureObject->bindTexImage(surface); 4107 } 4108} 4109 4110EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4111{ 4112 GLenum textureTarget = GL_NONE; 4113 4114 switch(target) 4115 { 4116 case EGL_GL_TEXTURE_2D_KHR: 4117 textureTarget = GL_TEXTURE_2D; 4118 break; 4119 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4120 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4121 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4122 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4123 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4124 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4125 textureTarget = GL_TEXTURE_CUBE_MAP; 4126 break; 4127 case EGL_GL_RENDERBUFFER_KHR: 4128 break; 4129 default: 4130 return EGL_BAD_PARAMETER; 4131 } 4132 4133 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4134 { 4135 return EGL_BAD_MATCH; 4136 } 4137 4138 if(textureTarget != GL_NONE) 4139 { 4140 es2::Texture *texture = getTexture(name); 4141 4142 if(!texture || texture->getTarget() != textureTarget) 4143 { 4144 return EGL_BAD_PARAMETER; 4145 } 4146 4147 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4148 { 4149 return EGL_BAD_ACCESS; 4150 } 4151 4152 if(textureLevel != 0 && !texture->isSamplerComplete()) 4153 { 4154 return EGL_BAD_PARAMETER; 4155 } 4156 4157 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4158 { 4159 return EGL_BAD_PARAMETER; 4160 } 4161 } 4162 else if(target == EGL_GL_RENDERBUFFER_KHR) 4163 { 4164 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4165 4166 if(!renderbuffer) 4167 { 4168 return EGL_BAD_PARAMETER; 4169 } 4170 4171 if(renderbuffer->isShared()) // Already an EGLImage sibling 4172 { 4173 return EGL_BAD_ACCESS; 4174 } 4175 } 4176 else UNREACHABLE(target); 4177 4178 return EGL_SUCCESS; 4179} 4180 4181egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4182{ 4183 GLenum textureTarget = GL_NONE; 4184 4185 switch(target) 4186 { 4187 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4188 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4189 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4190 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4191 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4192 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4193 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4194 } 4195 4196 if(textureTarget != GL_NONE) 4197 { 4198 es2::Texture *texture = getTexture(name); 4199 4200 return texture->createSharedImage(textureTarget, textureLevel); 4201 } 4202 else if(target == EGL_GL_RENDERBUFFER_KHR) 4203 { 4204 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4205 4206 return renderbuffer->createSharedImage(); 4207 } 4208 else UNREACHABLE(target); 4209 4210 return 0; 4211} 4212 4213Device *Context::getDevice() 4214{ 4215 return device; 4216} 4217 4218const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const 4219{ 4220 // Keep list sorted in following order: 4221 // OES extensions 4222 // EXT extensions 4223 // Vendor extensions 4224 static const GLubyte* extensions[] = { 4225 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture", 4226 (const GLubyte*)"GL_OES_depth24", 4227 (const GLubyte*)"GL_OES_depth32", 4228 (const GLubyte*)"GL_OES_depth_texture", 4229 (const GLubyte*)"GL_OES_depth_texture_cube_map", 4230 (const GLubyte*)"GL_OES_EGL_image", 4231 (const GLubyte*)"GL_OES_EGL_image_external", 4232 (const GLubyte*)"GL_OES_EGL_sync", 4233 (const GLubyte*)"GL_OES_element_index_uint", 4234 (const GLubyte*)"GL_OES_framebuffer_object", 4235 (const GLubyte*)"GL_OES_packed_depth_stencil", 4236 (const GLubyte*)"GL_OES_rgb8_rgba8", 4237 (const GLubyte*)"GL_OES_standard_derivatives", 4238 (const GLubyte*)"GL_OES_texture_float", 4239 (const GLubyte*)"GL_OES_texture_float_linear", 4240 (const GLubyte*)"GL_OES_texture_half_float", 4241 (const GLubyte*)"GL_OES_texture_half_float_linear", 4242 (const GLubyte*)"GL_OES_texture_npot", 4243 (const GLubyte*)"GL_OES_texture_3D", 4244 (const GLubyte*)"GL_EXT_blend_minmax", 4245 (const GLubyte*)"GL_EXT_color_buffer_half_float", 4246 (const GLubyte*)"GL_EXT_occlusion_query_boolean", 4247 (const GLubyte*)"GL_EXT_read_format_bgra", 4248#if (S3TC_SUPPORT) 4249 (const GLubyte*)"GL_EXT_texture_compression_dxt1", 4250#endif 4251 (const GLubyte*)"GL_EXT_texture_filter_anisotropic", 4252 (const GLubyte*)"GL_EXT_texture_format_BGRA8888", 4253 (const GLubyte*)"GL_ANGLE_framebuffer_blit", 4254 (const GLubyte*)"GL_NV_framebuffer_blit", 4255 (const GLubyte*)"GL_ANGLE_framebuffer_multisample", 4256#if (S3TC_SUPPORT) 4257 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3", 4258 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5", 4259#endif 4260 (const GLubyte*)"GL_NV_fence", 4261 (const GLubyte*)"GL_EXT_instanced_arrays", 4262 (const GLubyte*)"GL_ANGLE_instanced_arrays", 4263 }; 4264 static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions); 4265 4266 if(numExt) 4267 { 4268 *numExt = numExtensions; 4269 return nullptr; 4270 } 4271 4272 if(index == GL_INVALID_INDEX) 4273 { 4274 static GLubyte* extensionsCat = nullptr; 4275 if(!extensionsCat && (numExtensions > 0)) 4276 { 4277 int totalLength = numExtensions; // 1 space between each extension name + terminating null 4278 for(unsigned int i = 0; i < numExtensions; i++) 4279 { 4280 totalLength += strlen(reinterpret_cast<const char*>(extensions[i])); 4281 } 4282 extensionsCat = new GLubyte[totalLength]; 4283 extensionsCat[0] = '\0'; 4284 for(unsigned int i = 0; i < numExtensions; i++) 4285 { 4286 if(i != 0) 4287 { 4288 strcat(reinterpret_cast<char*>(extensionsCat), " "); 4289 } 4290 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i])); 4291 } 4292 } 4293 return extensionsCat; 4294 } 4295 4296 if(index >= numExtensions) 4297 { 4298 return nullptr; 4299 } 4300 4301 return extensions[index]; 4302} 4303 4304} 4305 4306egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion) 4307{ 4308 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4309 return new es2::Context(config, static_cast<const es2::Context*>(shareContext), clientVersion); 4310} 4311