Context.cpp revision fba5b6d7fa0e1597c87c0ec71529c56997290941
1// Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2// 3// Licensed under the Apache License, Version 2.0 (the "License"); 4// you may not use this file except in compliance with the License. 5// You may obtain a copy of the License at 6// 7// http://www.apache.org/licenses/LICENSE-2.0 8// 9// Unless required by applicable law or agreed to in writing, software 10// distributed under the License is distributed on an "AS IS" BASIS, 11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12// See the License for the specific language governing permissions and 13// limitations under the License. 14 15// Context.cpp: Implements the es2::Context class, managing all GL state and performing 16// rendering operations. It is the GLES2 specific implementation of EGLContext. 17 18#include "Context.h" 19 20#include "main.h" 21#include "mathutil.h" 22#include "utilities.h" 23#include "ResourceManager.h" 24#include "Buffer.h" 25#include "Fence.h" 26#include "Framebuffer.h" 27#include "Program.h" 28#include "Query.h" 29#include "Renderbuffer.h" 30#include "Sampler.h" 31#include "Shader.h" 32#include "Texture.h" 33#include "TransformFeedback.h" 34#include "VertexArray.h" 35#include "VertexDataManager.h" 36#include "IndexDataManager.h" 37#include "libEGL/Display.h" 38#include "common/Surface.hpp" 39#include "Common/Half.hpp" 40 41#include <EGL/eglext.h> 42 43#include <algorithm> 44#include <string> 45 46namespace es2 47{ 48Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config) 49 : egl::Context(display), clientVersion(clientVersion), config(config) 50{ 51 sw::Context *context = new sw::Context(); 52 device = new es2::Device(context); 53 54 setClearColor(0.0f, 0.0f, 0.0f, 0.0f); 55 56 mState.depthClearValue = 1.0f; 57 mState.stencilClearValue = 0; 58 59 mState.cullFaceEnabled = false; 60 mState.cullMode = GL_BACK; 61 mState.frontFace = GL_CCW; 62 mState.depthTestEnabled = false; 63 mState.depthFunc = GL_LESS; 64 mState.blendEnabled = false; 65 mState.sourceBlendRGB = GL_ONE; 66 mState.sourceBlendAlpha = GL_ONE; 67 mState.destBlendRGB = GL_ZERO; 68 mState.destBlendAlpha = GL_ZERO; 69 mState.blendEquationRGB = GL_FUNC_ADD; 70 mState.blendEquationAlpha = GL_FUNC_ADD; 71 mState.blendColor.red = 0; 72 mState.blendColor.green = 0; 73 mState.blendColor.blue = 0; 74 mState.blendColor.alpha = 0; 75 mState.stencilTestEnabled = false; 76 mState.stencilFunc = GL_ALWAYS; 77 mState.stencilRef = 0; 78 mState.stencilMask = 0xFFFFFFFFu; 79 mState.stencilWritemask = 0xFFFFFFFFu; 80 mState.stencilBackFunc = GL_ALWAYS; 81 mState.stencilBackRef = 0; 82 mState.stencilBackMask = 0xFFFFFFFFu; 83 mState.stencilBackWritemask = 0xFFFFFFFFu; 84 mState.stencilFail = GL_KEEP; 85 mState.stencilPassDepthFail = GL_KEEP; 86 mState.stencilPassDepthPass = GL_KEEP; 87 mState.stencilBackFail = GL_KEEP; 88 mState.stencilBackPassDepthFail = GL_KEEP; 89 mState.stencilBackPassDepthPass = GL_KEEP; 90 mState.polygonOffsetFillEnabled = false; 91 mState.polygonOffsetFactor = 0.0f; 92 mState.polygonOffsetUnits = 0.0f; 93 mState.sampleAlphaToCoverageEnabled = false; 94 mState.sampleCoverageEnabled = false; 95 mState.sampleCoverageValue = 1.0f; 96 mState.sampleCoverageInvert = false; 97 mState.scissorTestEnabled = false; 98 mState.ditherEnabled = true; 99 mState.primitiveRestartFixedIndexEnabled = false; 100 mState.rasterizerDiscardEnabled = false; 101 mState.generateMipmapHint = GL_DONT_CARE; 102 mState.fragmentShaderDerivativeHint = GL_DONT_CARE; 103 mState.textureFilteringHint = GL_DONT_CARE; 104 105 mState.lineWidth = 1.0f; 106 107 mState.viewportX = 0; 108 mState.viewportY = 0; 109 mState.viewportWidth = 0; 110 mState.viewportHeight = 0; 111 mState.zNear = 0.0f; 112 mState.zFar = 1.0f; 113 114 mState.scissorX = 0; 115 mState.scissorY = 0; 116 mState.scissorWidth = 0; 117 mState.scissorHeight = 0; 118 119 mState.colorMaskRed = true; 120 mState.colorMaskGreen = true; 121 mState.colorMaskBlue = true; 122 mState.colorMaskAlpha = true; 123 mState.depthMask = true; 124 125 if(shareContext) 126 { 127 mResourceManager = shareContext->mResourceManager; 128 mResourceManager->addRef(); 129 } 130 else 131 { 132 mResourceManager = new ResourceManager(); 133 } 134 135 // [OpenGL ES 2.0.24] section 3.7 page 83: 136 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional 137 // and cube map texture state vectors respectively associated with them. 138 // In order that access to these initial textures not be lost, they are treated as texture 139 // objects all of whose names are 0. 140 141 mTexture2DZero = new Texture2D(0); 142 mTexture3DZero = new Texture3D(0); 143 mTexture2DArrayZero = new Texture2DArray(0); 144 mTextureCubeMapZero = new TextureCubeMap(0); 145 mTextureExternalZero = new TextureExternal(0); 146 147 mState.activeSampler = 0; 148 bindVertexArray(0); 149 bindArrayBuffer(0); 150 bindElementArrayBuffer(0); 151 bindTextureCubeMap(0); 152 bindTexture2D(0); 153 bindReadFramebuffer(0); 154 bindDrawFramebuffer(0); 155 bindRenderbuffer(0); 156 bindGenericUniformBuffer(0); 157 bindTransformFeedback(0); 158 159 mState.currentProgram = 0; 160 161 mState.packAlignment = 4; 162 mState.unpackInfo.alignment = 4; 163 mState.packRowLength = 0; 164 mState.packImageHeight = 0; 165 mState.packSkipPixels = 0; 166 mState.packSkipRows = 0; 167 mState.packSkipImages = 0; 168 mState.unpackInfo.rowLength = 0; 169 mState.unpackInfo.imageHeight = 0; 170 mState.unpackInfo.skipPixels = 0; 171 mState.unpackInfo.skipRows = 0; 172 mState.unpackInfo.skipImages = 0; 173 174 mVertexDataManager = nullptr; 175 mIndexDataManager = nullptr; 176 177 mInvalidEnum = false; 178 mInvalidValue = false; 179 mInvalidOperation = false; 180 mOutOfMemory = false; 181 mInvalidFramebufferOperation = false; 182 183 mHasBeenCurrent = false; 184 185 markAllStateDirty(); 186} 187 188Context::~Context() 189{ 190 if(mState.currentProgram != 0) 191 { 192 Program *programObject = mResourceManager->getProgram(mState.currentProgram); 193 if(programObject) 194 { 195 programObject->release(); 196 } 197 mState.currentProgram = 0; 198 } 199 200 while(!mFramebufferNameSpace.empty()) 201 { 202 deleteFramebuffer(mFramebufferNameSpace.firstName()); 203 } 204 205 while(!mFenceNameSpace.empty()) 206 { 207 deleteFence(mFenceNameSpace.firstName()); 208 } 209 210 while(!mQueryNameSpace.empty()) 211 { 212 deleteQuery(mQueryNameSpace.firstName()); 213 } 214 215 while(!mVertexArrayNameSpace.empty()) 216 { 217 deleteVertexArray(mVertexArrayNameSpace.lastName()); 218 } 219 220 while(!mTransformFeedbackNameSpace.empty()) 221 { 222 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName()); 223 } 224 225 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 226 { 227 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 228 { 229 mState.samplerTexture[type][sampler] = nullptr; 230 } 231 } 232 233 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 234 { 235 mState.vertexAttribute[i].mBoundBuffer = nullptr; 236 } 237 238 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 239 { 240 mState.activeQuery[i] = nullptr; 241 } 242 243 mState.arrayBuffer = nullptr; 244 mState.copyReadBuffer = nullptr; 245 mState.copyWriteBuffer = nullptr; 246 mState.pixelPackBuffer = nullptr; 247 mState.pixelUnpackBuffer = nullptr; 248 mState.genericUniformBuffer = nullptr; 249 250 for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) { 251 mState.uniformBuffers[i].set(nullptr, 0, 0); 252 } 253 254 mState.renderbuffer = nullptr; 255 256 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) 257 { 258 mState.sampler[i] = nullptr; 259 } 260 261 mTexture2DZero = nullptr; 262 mTexture3DZero = nullptr; 263 mTexture2DArrayZero = nullptr; 264 mTextureCubeMapZero = nullptr; 265 mTextureExternalZero = nullptr; 266 267 delete mVertexDataManager; 268 delete mIndexDataManager; 269 270 mResourceManager->release(); 271 delete device; 272} 273 274void Context::makeCurrent(gl::Surface *surface) 275{ 276 if(!mHasBeenCurrent) 277 { 278 mVertexDataManager = new VertexDataManager(this); 279 mIndexDataManager = new IndexDataManager(); 280 281 mState.viewportX = 0; 282 mState.viewportY = 0; 283 mState.viewportWidth = surface ? surface->getWidth() : 0; 284 mState.viewportHeight = surface ? surface->getHeight() : 0; 285 286 mState.scissorX = 0; 287 mState.scissorY = 0; 288 mState.scissorWidth = surface ? surface->getWidth() : 0; 289 mState.scissorHeight = surface ? surface->getHeight() : 0; 290 291 mHasBeenCurrent = true; 292 } 293 294 if(surface) 295 { 296 // Wrap the existing resources into GL objects and assign them to the '0' names 297 egl::Image *defaultRenderTarget = surface->getRenderTarget(); 298 egl::Image *depthStencil = surface->getDepthStencil(); 299 300 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget); 301 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil); 302 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero); 303 304 setFramebufferZero(framebufferZero); 305 306 if(defaultRenderTarget) 307 { 308 defaultRenderTarget->release(); 309 } 310 311 if(depthStencil) 312 { 313 depthStencil->release(); 314 } 315 } 316 else 317 { 318 setFramebufferZero(nullptr); 319 } 320 321 markAllStateDirty(); 322} 323 324EGLint Context::getClientVersion() const 325{ 326 return clientVersion; 327} 328 329EGLint Context::getConfigID() const 330{ 331 return config->mConfigID; 332} 333 334// This function will set all of the state-related dirty flags, so that all state is set during next pre-draw. 335void Context::markAllStateDirty() 336{ 337 mAppliedProgramSerial = 0; 338 339 mDepthStateDirty = true; 340 mMaskStateDirty = true; 341 mBlendStateDirty = true; 342 mStencilStateDirty = true; 343 mPolygonOffsetStateDirty = true; 344 mSampleStateDirty = true; 345 mDitherStateDirty = true; 346 mFrontFaceDirty = true; 347} 348 349void Context::setClearColor(float red, float green, float blue, float alpha) 350{ 351 mState.colorClearValue.red = red; 352 mState.colorClearValue.green = green; 353 mState.colorClearValue.blue = blue; 354 mState.colorClearValue.alpha = alpha; 355} 356 357void Context::setClearDepth(float depth) 358{ 359 mState.depthClearValue = depth; 360} 361 362void Context::setClearStencil(int stencil) 363{ 364 mState.stencilClearValue = stencil; 365} 366 367void Context::setCullFaceEnabled(bool enabled) 368{ 369 mState.cullFaceEnabled = enabled; 370} 371 372bool Context::isCullFaceEnabled() const 373{ 374 return mState.cullFaceEnabled; 375} 376 377void Context::setCullMode(GLenum mode) 378{ 379 mState.cullMode = mode; 380} 381 382void Context::setFrontFace(GLenum front) 383{ 384 if(mState.frontFace != front) 385 { 386 mState.frontFace = front; 387 mFrontFaceDirty = true; 388 } 389} 390 391void Context::setDepthTestEnabled(bool enabled) 392{ 393 if(mState.depthTestEnabled != enabled) 394 { 395 mState.depthTestEnabled = enabled; 396 mDepthStateDirty = true; 397 } 398} 399 400bool Context::isDepthTestEnabled() const 401{ 402 return mState.depthTestEnabled; 403} 404 405void Context::setDepthFunc(GLenum depthFunc) 406{ 407 if(mState.depthFunc != depthFunc) 408 { 409 mState.depthFunc = depthFunc; 410 mDepthStateDirty = true; 411 } 412} 413 414void Context::setDepthRange(float zNear, float zFar) 415{ 416 mState.zNear = zNear; 417 mState.zFar = zFar; 418} 419 420void Context::setBlendEnabled(bool enabled) 421{ 422 if(mState.blendEnabled != enabled) 423 { 424 mState.blendEnabled = enabled; 425 mBlendStateDirty = true; 426 } 427} 428 429bool Context::isBlendEnabled() const 430{ 431 return mState.blendEnabled; 432} 433 434void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) 435{ 436 if(mState.sourceBlendRGB != sourceRGB || 437 mState.sourceBlendAlpha != sourceAlpha || 438 mState.destBlendRGB != destRGB || 439 mState.destBlendAlpha != destAlpha) 440 { 441 mState.sourceBlendRGB = sourceRGB; 442 mState.destBlendRGB = destRGB; 443 mState.sourceBlendAlpha = sourceAlpha; 444 mState.destBlendAlpha = destAlpha; 445 mBlendStateDirty = true; 446 } 447} 448 449void Context::setBlendColor(float red, float green, float blue, float alpha) 450{ 451 if(mState.blendColor.red != red || 452 mState.blendColor.green != green || 453 mState.blendColor.blue != blue || 454 mState.blendColor.alpha != alpha) 455 { 456 mState.blendColor.red = red; 457 mState.blendColor.green = green; 458 mState.blendColor.blue = blue; 459 mState.blendColor.alpha = alpha; 460 mBlendStateDirty = true; 461 } 462} 463 464void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) 465{ 466 if(mState.blendEquationRGB != rgbEquation || 467 mState.blendEquationAlpha != alphaEquation) 468 { 469 mState.blendEquationRGB = rgbEquation; 470 mState.blendEquationAlpha = alphaEquation; 471 mBlendStateDirty = true; 472 } 473} 474 475void Context::setStencilTestEnabled(bool enabled) 476{ 477 if(mState.stencilTestEnabled != enabled) 478 { 479 mState.stencilTestEnabled = enabled; 480 mStencilStateDirty = true; 481 } 482} 483 484bool Context::isStencilTestEnabled() const 485{ 486 return mState.stencilTestEnabled; 487} 488 489void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) 490{ 491 if(mState.stencilFunc != stencilFunc || 492 mState.stencilRef != stencilRef || 493 mState.stencilMask != stencilMask) 494 { 495 mState.stencilFunc = stencilFunc; 496 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; 497 mState.stencilMask = stencilMask; 498 mStencilStateDirty = true; 499 } 500} 501 502void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) 503{ 504 if(mState.stencilBackFunc != stencilBackFunc || 505 mState.stencilBackRef != stencilBackRef || 506 mState.stencilBackMask != stencilBackMask) 507 { 508 mState.stencilBackFunc = stencilBackFunc; 509 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; 510 mState.stencilBackMask = stencilBackMask; 511 mStencilStateDirty = true; 512 } 513} 514 515void Context::setStencilWritemask(GLuint stencilWritemask) 516{ 517 if(mState.stencilWritemask != stencilWritemask) 518 { 519 mState.stencilWritemask = stencilWritemask; 520 mStencilStateDirty = true; 521 } 522} 523 524void Context::setStencilBackWritemask(GLuint stencilBackWritemask) 525{ 526 if(mState.stencilBackWritemask != stencilBackWritemask) 527 { 528 mState.stencilBackWritemask = stencilBackWritemask; 529 mStencilStateDirty = true; 530 } 531} 532 533void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) 534{ 535 if(mState.stencilFail != stencilFail || 536 mState.stencilPassDepthFail != stencilPassDepthFail || 537 mState.stencilPassDepthPass != stencilPassDepthPass) 538 { 539 mState.stencilFail = stencilFail; 540 mState.stencilPassDepthFail = stencilPassDepthFail; 541 mState.stencilPassDepthPass = stencilPassDepthPass; 542 mStencilStateDirty = true; 543 } 544} 545 546void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) 547{ 548 if(mState.stencilBackFail != stencilBackFail || 549 mState.stencilBackPassDepthFail != stencilBackPassDepthFail || 550 mState.stencilBackPassDepthPass != stencilBackPassDepthPass) 551 { 552 mState.stencilBackFail = stencilBackFail; 553 mState.stencilBackPassDepthFail = stencilBackPassDepthFail; 554 mState.stencilBackPassDepthPass = stencilBackPassDepthPass; 555 mStencilStateDirty = true; 556 } 557} 558 559void Context::setPolygonOffsetFillEnabled(bool enabled) 560{ 561 if(mState.polygonOffsetFillEnabled != enabled) 562 { 563 mState.polygonOffsetFillEnabled = enabled; 564 mPolygonOffsetStateDirty = true; 565 } 566} 567 568bool Context::isPolygonOffsetFillEnabled() const 569{ 570 return mState.polygonOffsetFillEnabled; 571} 572 573void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) 574{ 575 if(mState.polygonOffsetFactor != factor || 576 mState.polygonOffsetUnits != units) 577 { 578 mState.polygonOffsetFactor = factor; 579 mState.polygonOffsetUnits = units; 580 mPolygonOffsetStateDirty = true; 581 } 582} 583 584void Context::setSampleAlphaToCoverageEnabled(bool enabled) 585{ 586 if(mState.sampleAlphaToCoverageEnabled != enabled) 587 { 588 mState.sampleAlphaToCoverageEnabled = enabled; 589 mSampleStateDirty = true; 590 } 591} 592 593bool Context::isSampleAlphaToCoverageEnabled() const 594{ 595 return mState.sampleAlphaToCoverageEnabled; 596} 597 598void Context::setSampleCoverageEnabled(bool enabled) 599{ 600 if(mState.sampleCoverageEnabled != enabled) 601 { 602 mState.sampleCoverageEnabled = enabled; 603 mSampleStateDirty = true; 604 } 605} 606 607bool Context::isSampleCoverageEnabled() const 608{ 609 return mState.sampleCoverageEnabled; 610} 611 612void Context::setSampleCoverageParams(GLclampf value, bool invert) 613{ 614 if(mState.sampleCoverageValue != value || 615 mState.sampleCoverageInvert != invert) 616 { 617 mState.sampleCoverageValue = value; 618 mState.sampleCoverageInvert = invert; 619 mSampleStateDirty = true; 620 } 621} 622 623void Context::setScissorTestEnabled(bool enabled) 624{ 625 mState.scissorTestEnabled = enabled; 626} 627 628bool Context::isScissorTestEnabled() const 629{ 630 return mState.scissorTestEnabled; 631} 632 633void Context::setDitherEnabled(bool enabled) 634{ 635 if(mState.ditherEnabled != enabled) 636 { 637 mState.ditherEnabled = enabled; 638 mDitherStateDirty = true; 639 } 640} 641 642bool Context::isDitherEnabled() const 643{ 644 return mState.ditherEnabled; 645} 646 647void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled) 648{ 649 mState.primitiveRestartFixedIndexEnabled = enabled; 650} 651 652bool Context::isPrimitiveRestartFixedIndexEnabled() const 653{ 654 return mState.primitiveRestartFixedIndexEnabled; 655} 656 657void Context::setRasterizerDiscardEnabled(bool enabled) 658{ 659 mState.rasterizerDiscardEnabled = enabled; 660} 661 662bool Context::isRasterizerDiscardEnabled() const 663{ 664 return mState.rasterizerDiscardEnabled; 665} 666 667void Context::setLineWidth(GLfloat width) 668{ 669 mState.lineWidth = width; 670 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX)); 671} 672 673void Context::setGenerateMipmapHint(GLenum hint) 674{ 675 mState.generateMipmapHint = hint; 676} 677 678void Context::setFragmentShaderDerivativeHint(GLenum hint) 679{ 680 mState.fragmentShaderDerivativeHint = hint; 681 // TODO: Propagate the hint to shader translator so we can write 682 // ddx, ddx_coarse, or ddx_fine depending on the hint. 683 // Ignore for now. It is valid for implementations to ignore hint. 684} 685 686void Context::setTextureFilteringHint(GLenum hint) 687{ 688 mState.textureFilteringHint = hint; 689} 690 691void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) 692{ 693 mState.viewportX = x; 694 mState.viewportY = y; 695 mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[0] 696 mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[1] 697} 698 699void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) 700{ 701 mState.scissorX = x; 702 mState.scissorY = y; 703 mState.scissorWidth = width; 704 mState.scissorHeight = height; 705} 706 707void Context::setColorMask(bool red, bool green, bool blue, bool alpha) 708{ 709 if(mState.colorMaskRed != red || mState.colorMaskGreen != green || 710 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha) 711 { 712 mState.colorMaskRed = red; 713 mState.colorMaskGreen = green; 714 mState.colorMaskBlue = blue; 715 mState.colorMaskAlpha = alpha; 716 mMaskStateDirty = true; 717 } 718} 719 720unsigned int Context::getColorMask() const 721{ 722 return (mState.colorMaskRed ? 0x1 : 0) | 723 (mState.colorMaskGreen ? 0x2 : 0) | 724 (mState.colorMaskBlue ? 0x4 : 0) | 725 (mState.colorMaskAlpha ? 0x8 : 0); 726} 727 728void Context::setDepthMask(bool mask) 729{ 730 if(mState.depthMask != mask) 731 { 732 mState.depthMask = mask; 733 mMaskStateDirty = true; 734 } 735} 736 737void Context::setActiveSampler(unsigned int active) 738{ 739 mState.activeSampler = active; 740} 741 742GLuint Context::getReadFramebufferName() const 743{ 744 return mState.readFramebuffer; 745} 746 747GLuint Context::getDrawFramebufferName() const 748{ 749 return mState.drawFramebuffer; 750} 751 752GLuint Context::getRenderbufferName() const 753{ 754 return mState.renderbuffer.name(); 755} 756 757void Context::setFramebufferReadBuffer(GLuint buf) 758{ 759 getReadFramebuffer()->setReadBuffer(buf); 760} 761 762void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs) 763{ 764 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 765 766 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++) 767 { 768 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE); 769 } 770} 771 772GLuint Context::getReadFramebufferColorIndex() const 773{ 774 GLenum buf = getReadFramebuffer()->getReadBuffer(); 775 switch(buf) 776 { 777 case GL_BACK: 778 return 0; 779 case GL_NONE: 780 return GL_INVALID_INDEX; 781 default: 782 return buf - GL_COLOR_ATTACHMENT0; 783} 784} 785 786GLuint Context::getArrayBufferName() const 787{ 788 return mState.arrayBuffer.name(); 789} 790 791GLuint Context::getElementArrayBufferName() const 792{ 793 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer(); 794 return elementArrayBuffer ? elementArrayBuffer->name : 0; 795} 796 797GLuint Context::getActiveQuery(GLenum target) const 798{ 799 Query *queryObject = nullptr; 800 801 switch(target) 802 { 803 case GL_ANY_SAMPLES_PASSED_EXT: 804 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED]; 805 break; 806 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 807 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE]; 808 break; 809 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 810 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN]; 811 break; 812 default: 813 ASSERT(false); 814 } 815 816 if(queryObject) 817 { 818 return queryObject->name; 819 } 820 821 return 0; 822} 823 824void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled) 825{ 826 getCurrentVertexArray()->enableAttribute(attribNum, enabled); 827} 828 829void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor) 830{ 831 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor); 832} 833 834const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const 835{ 836 return getCurrentVertexArray()->getVertexAttribute(attribNum); 837} 838 839void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, 840 GLsizei stride, const void *pointer) 841{ 842 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer); 843} 844 845const void *Context::getVertexAttribPointer(unsigned int attribNum) const 846{ 847 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer; 848} 849 850const VertexAttributeArray &Context::getVertexArrayAttributes() 851{ 852 return getCurrentVertexArray()->getVertexAttributes(); 853} 854 855const VertexAttributeArray &Context::getCurrentVertexAttributes() 856{ 857 return mState.vertexAttribute; 858} 859 860void Context::setPackAlignment(GLint alignment) 861{ 862 mState.packAlignment = alignment; 863} 864 865void Context::setUnpackAlignment(GLint alignment) 866{ 867 mState.unpackInfo.alignment = alignment; 868} 869 870const egl::Image::UnpackInfo& Context::getUnpackInfo() const 871{ 872 return mState.unpackInfo; 873} 874 875void Context::setPackRowLength(GLint rowLength) 876{ 877 mState.packRowLength = rowLength; 878} 879 880void Context::setPackImageHeight(GLint imageHeight) 881{ 882 mState.packImageHeight = imageHeight; 883} 884 885void Context::setPackSkipPixels(GLint skipPixels) 886{ 887 mState.packSkipPixels = skipPixels; 888} 889 890void Context::setPackSkipRows(GLint skipRows) 891{ 892 mState.packSkipRows = skipRows; 893} 894 895void Context::setPackSkipImages(GLint skipImages) 896{ 897 mState.packSkipImages = skipImages; 898} 899 900void Context::setUnpackRowLength(GLint rowLength) 901{ 902 mState.unpackInfo.rowLength = rowLength; 903} 904 905void Context::setUnpackImageHeight(GLint imageHeight) 906{ 907 mState.unpackInfo.imageHeight = imageHeight; 908} 909 910void Context::setUnpackSkipPixels(GLint skipPixels) 911{ 912 mState.unpackInfo.skipPixels = skipPixels; 913} 914 915void Context::setUnpackSkipRows(GLint skipRows) 916{ 917 mState.unpackInfo.skipRows = skipRows; 918} 919 920void Context::setUnpackSkipImages(GLint skipImages) 921{ 922 mState.unpackInfo.skipImages = skipImages; 923} 924 925GLuint Context::createBuffer() 926{ 927 return mResourceManager->createBuffer(); 928} 929 930GLuint Context::createProgram() 931{ 932 return mResourceManager->createProgram(); 933} 934 935GLuint Context::createShader(GLenum type) 936{ 937 return mResourceManager->createShader(type); 938} 939 940GLuint Context::createTexture() 941{ 942 return mResourceManager->createTexture(); 943} 944 945GLuint Context::createRenderbuffer() 946{ 947 return mResourceManager->createRenderbuffer(); 948} 949 950// Returns an unused framebuffer name 951GLuint Context::createFramebuffer() 952{ 953 return mFramebufferNameSpace.allocate(); 954} 955 956GLuint Context::createFence() 957{ 958 return mFenceNameSpace.allocate(new Fence()); 959} 960 961// Returns an unused query name 962GLuint Context::createQuery() 963{ 964 return mQueryNameSpace.allocate(); 965} 966 967// Returns an unused vertex array name 968GLuint Context::createVertexArray() 969{ 970 return mVertexArrayNameSpace.allocate(); 971} 972 973GLsync Context::createFenceSync(GLenum condition, GLbitfield flags) 974{ 975 GLuint handle = mResourceManager->createFenceSync(condition, flags); 976 977 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle)); 978} 979 980// Returns an unused transform feedback name 981GLuint Context::createTransformFeedback() 982{ 983 return mTransformFeedbackNameSpace.allocate(); 984} 985 986// Returns an unused sampler name 987GLuint Context::createSampler() 988{ 989 return mResourceManager->createSampler(); 990} 991 992void Context::deleteBuffer(GLuint buffer) 993{ 994 detachBuffer(buffer); 995 996 mResourceManager->deleteBuffer(buffer); 997} 998 999void Context::deleteShader(GLuint shader) 1000{ 1001 mResourceManager->deleteShader(shader); 1002} 1003 1004void Context::deleteProgram(GLuint program) 1005{ 1006 mResourceManager->deleteProgram(program); 1007} 1008 1009void Context::deleteTexture(GLuint texture) 1010{ 1011 detachTexture(texture); 1012 1013 mResourceManager->deleteTexture(texture); 1014} 1015 1016void Context::deleteRenderbuffer(GLuint renderbuffer) 1017{ 1018 if(mResourceManager->getRenderbuffer(renderbuffer)) 1019 { 1020 detachRenderbuffer(renderbuffer); 1021 } 1022 1023 mResourceManager->deleteRenderbuffer(renderbuffer); 1024} 1025 1026void Context::deleteFramebuffer(GLuint framebuffer) 1027{ 1028 detachFramebuffer(framebuffer); 1029 1030 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer); 1031 1032 if(framebufferObject) 1033 { 1034 delete framebufferObject; 1035 } 1036} 1037 1038void Context::deleteFence(GLuint fence) 1039{ 1040 Fence *fenceObject = mFenceNameSpace.remove(fence); 1041 1042 if(fenceObject) 1043 { 1044 delete fenceObject; 1045 } 1046} 1047 1048void Context::deleteQuery(GLuint query) 1049{ 1050 Query *queryObject = mQueryNameSpace.remove(query); 1051 1052 if(queryObject) 1053 { 1054 queryObject->release(); 1055 } 1056} 1057 1058void Context::deleteVertexArray(GLuint vertexArray) 1059{ 1060 // [OpenGL ES 3.0.2] section 2.10 page 43: 1061 // If a vertex array object that is currently bound is deleted, the binding 1062 // for that object reverts to zero and the default vertex array becomes current. 1063 if(getCurrentVertexArray()->name == vertexArray) 1064 { 1065 bindVertexArray(0); 1066 } 1067 1068 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray); 1069 1070 if(vertexArrayObject) 1071 { 1072 delete vertexArrayObject; 1073 } 1074} 1075 1076void Context::deleteFenceSync(GLsync fenceSync) 1077{ 1078 // The spec specifies the underlying Fence object is not deleted until all current 1079 // wait commands finish. However, since the name becomes invalid, we cannot query the fence, 1080 // and since our API is currently designed for being called from a single thread, we can delete 1081 // the fence immediately. 1082 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync))); 1083} 1084 1085void Context::deleteTransformFeedback(GLuint transformFeedback) 1086{ 1087 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback); 1088 1089 if(transformFeedbackObject) 1090 { 1091 delete transformFeedbackObject; 1092 } 1093} 1094 1095void Context::deleteSampler(GLuint sampler) 1096{ 1097 detachSampler(sampler); 1098 1099 mResourceManager->deleteSampler(sampler); 1100} 1101 1102Buffer *Context::getBuffer(GLuint handle) const 1103{ 1104 return mResourceManager->getBuffer(handle); 1105} 1106 1107Shader *Context::getShader(GLuint handle) const 1108{ 1109 return mResourceManager->getShader(handle); 1110} 1111 1112Program *Context::getProgram(GLuint handle) const 1113{ 1114 return mResourceManager->getProgram(handle); 1115} 1116 1117Texture *Context::getTexture(GLuint handle) const 1118{ 1119 return mResourceManager->getTexture(handle); 1120} 1121 1122Renderbuffer *Context::getRenderbuffer(GLuint handle) const 1123{ 1124 return mResourceManager->getRenderbuffer(handle); 1125} 1126 1127Framebuffer *Context::getReadFramebuffer() const 1128{ 1129 return getFramebuffer(mState.readFramebuffer); 1130} 1131 1132Framebuffer *Context::getDrawFramebuffer() const 1133{ 1134 return getFramebuffer(mState.drawFramebuffer); 1135} 1136 1137void Context::bindArrayBuffer(unsigned int buffer) 1138{ 1139 mResourceManager->checkBufferAllocation(buffer); 1140 1141 mState.arrayBuffer = getBuffer(buffer); 1142} 1143 1144void Context::bindElementArrayBuffer(unsigned int buffer) 1145{ 1146 mResourceManager->checkBufferAllocation(buffer); 1147 1148 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer)); 1149} 1150 1151void Context::bindCopyReadBuffer(GLuint buffer) 1152{ 1153 mResourceManager->checkBufferAllocation(buffer); 1154 1155 mState.copyReadBuffer = getBuffer(buffer); 1156} 1157 1158void Context::bindCopyWriteBuffer(GLuint buffer) 1159{ 1160 mResourceManager->checkBufferAllocation(buffer); 1161 1162 mState.copyWriteBuffer = getBuffer(buffer); 1163} 1164 1165void Context::bindPixelPackBuffer(GLuint buffer) 1166{ 1167 mResourceManager->checkBufferAllocation(buffer); 1168 1169 mState.pixelPackBuffer = getBuffer(buffer); 1170} 1171 1172void Context::bindPixelUnpackBuffer(GLuint buffer) 1173{ 1174 mResourceManager->checkBufferAllocation(buffer); 1175 1176 mState.pixelUnpackBuffer = getBuffer(buffer); 1177} 1178 1179void Context::bindTransformFeedbackBuffer(GLuint buffer) 1180{ 1181 mResourceManager->checkBufferAllocation(buffer); 1182 1183 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1184 1185 if(transformFeedback) 1186 { 1187 transformFeedback->setGenericBuffer(getBuffer(buffer)); 1188 } 1189} 1190 1191void Context::bindTexture2D(GLuint texture) 1192{ 1193 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D); 1194 1195 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture); 1196} 1197 1198void Context::bindTextureCubeMap(GLuint texture) 1199{ 1200 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE); 1201 1202 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture); 1203} 1204 1205void Context::bindTextureExternal(GLuint texture) 1206{ 1207 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL); 1208 1209 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture); 1210} 1211 1212void Context::bindTexture3D(GLuint texture) 1213{ 1214 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D); 1215 1216 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture); 1217} 1218 1219void Context::bindTexture2DArray(GLuint texture) 1220{ 1221 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY); 1222 1223 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture); 1224} 1225 1226void Context::bindReadFramebuffer(GLuint framebuffer) 1227{ 1228 if(!getFramebuffer(framebuffer)) 1229 { 1230 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1231 } 1232 1233 mState.readFramebuffer = framebuffer; 1234} 1235 1236void Context::bindDrawFramebuffer(GLuint framebuffer) 1237{ 1238 if(!getFramebuffer(framebuffer)) 1239 { 1240 mFramebufferNameSpace.insert(framebuffer, new Framebuffer()); 1241 } 1242 1243 mState.drawFramebuffer = framebuffer; 1244} 1245 1246void Context::bindRenderbuffer(GLuint renderbuffer) 1247{ 1248 mResourceManager->checkRenderbufferAllocation(renderbuffer); 1249 1250 mState.renderbuffer = getRenderbuffer(renderbuffer); 1251} 1252 1253void Context::bindVertexArray(GLuint array) 1254{ 1255 VertexArray *vertexArray = getVertexArray(array); 1256 1257 if(!vertexArray) 1258 { 1259 vertexArray = new VertexArray(array); 1260 mVertexArrayNameSpace.insert(array, vertexArray); 1261 } 1262 1263 mState.vertexArray = array; 1264} 1265 1266void Context::bindGenericUniformBuffer(GLuint buffer) 1267{ 1268 mResourceManager->checkBufferAllocation(buffer); 1269 1270 mState.genericUniformBuffer = getBuffer(buffer); 1271} 1272 1273void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1274{ 1275 mResourceManager->checkBufferAllocation(buffer); 1276 1277 Buffer* bufferObject = getBuffer(buffer); 1278 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size)); 1279} 1280 1281void Context::bindGenericTransformFeedbackBuffer(GLuint buffer) 1282{ 1283 mResourceManager->checkBufferAllocation(buffer); 1284 1285 getTransformFeedback()->setGenericBuffer(getBuffer(buffer)); 1286} 1287 1288void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size) 1289{ 1290 mResourceManager->checkBufferAllocation(buffer); 1291 1292 Buffer* bufferObject = getBuffer(buffer); 1293 getTransformFeedback()->setBuffer(index, bufferObject, offset, size); 1294} 1295 1296void Context::bindTransformFeedback(GLuint id) 1297{ 1298 if(!getTransformFeedback(id)) 1299 { 1300 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id)); 1301 } 1302 1303 mState.transformFeedback = id; 1304} 1305 1306bool Context::bindSampler(GLuint unit, GLuint sampler) 1307{ 1308 mResourceManager->checkSamplerAllocation(sampler); 1309 1310 Sampler* samplerObject = getSampler(sampler); 1311 1312 mState.sampler[unit] = samplerObject; 1313 1314 return !!samplerObject; 1315} 1316 1317void Context::useProgram(GLuint program) 1318{ 1319 GLuint priorProgram = mState.currentProgram; 1320 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged. 1321 1322 if(priorProgram != program) 1323 { 1324 Program *newProgram = mResourceManager->getProgram(program); 1325 Program *oldProgram = mResourceManager->getProgram(priorProgram); 1326 1327 if(newProgram) 1328 { 1329 newProgram->addRef(); 1330 } 1331 1332 if(oldProgram) 1333 { 1334 oldProgram->release(); 1335 } 1336 } 1337} 1338 1339void Context::beginQuery(GLenum target, GLuint query) 1340{ 1341 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id> 1342 // of zero, if the active query object name for <target> is non-zero (for the 1343 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if 1344 // the active query for either target is non-zero), if <id> is the name of an 1345 // existing query object whose type does not match <target>, or if <id> is the 1346 // active query object name for any query type, the error INVALID_OPERATION is 1347 // generated. 1348 1349 // Ensure no other queries are active 1350 // NOTE: If other queries than occlusion are supported, we will need to check 1351 // separately that: 1352 // a) The query ID passed is not the current active query for any target/type 1353 // b) There are no active queries for the requested target (and in the case 1354 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, 1355 // no query may be active for either if glBeginQuery targets either. 1356 for(int i = 0; i < QUERY_TYPE_COUNT; i++) 1357 { 1358 if(mState.activeQuery[i]) 1359 { 1360 return error(GL_INVALID_OPERATION); 1361 } 1362 } 1363 1364 QueryType qType; 1365 switch(target) 1366 { 1367 case GL_ANY_SAMPLES_PASSED_EXT: 1368 qType = QUERY_ANY_SAMPLES_PASSED; 1369 break; 1370 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: 1371 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; 1372 break; 1373 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: 1374 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; 1375 break; 1376 default: 1377 UNREACHABLE(target); 1378 return error(GL_INVALID_ENUM); 1379 } 1380 1381 Query *queryObject = createQuery(query, target); 1382 1383 // Check that name was obtained with glGenQueries 1384 if(!queryObject) 1385 { 1386 return error(GL_INVALID_OPERATION); 1387 } 1388 1389 // Check for type mismatch 1390 if(queryObject->getType() != target) 1391 { 1392 return error(GL_INVALID_OPERATION); 1393 } 1394 1395 // Set query as active for specified target 1396 mState.activeQuery[qType] = queryObject; 1397 1398 // Begin query 1399 queryObject->begin(); 1400} 1401 1402void Context::endQuery(GLenum target) 1403{ 1404 QueryType qType; 1405 1406 switch(target) 1407 { 1408 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break; 1409 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break; 1410 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break; 1411 default: UNREACHABLE(target); return; 1412 } 1413 1414 Query *queryObject = mState.activeQuery[qType]; 1415 1416 if(!queryObject) 1417 { 1418 return error(GL_INVALID_OPERATION); 1419 } 1420 1421 queryObject->end(); 1422 1423 mState.activeQuery[qType] = nullptr; 1424} 1425 1426void Context::setFramebufferZero(Framebuffer *buffer) 1427{ 1428 delete mFramebufferNameSpace.remove(0); 1429 mFramebufferNameSpace.insert(0, buffer); 1430} 1431 1432void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer) 1433{ 1434 Renderbuffer *renderbufferObject = mState.renderbuffer; 1435 renderbufferObject->setStorage(renderbuffer); 1436} 1437 1438Framebuffer *Context::getFramebuffer(unsigned int handle) const 1439{ 1440 return mFramebufferNameSpace.find(handle); 1441} 1442 1443Fence *Context::getFence(unsigned int handle) const 1444{ 1445 return mFenceNameSpace.find(handle); 1446} 1447 1448FenceSync *Context::getFenceSync(GLsync handle) const 1449{ 1450 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle))); 1451} 1452 1453Query *Context::getQuery(unsigned int handle) const 1454{ 1455 return mQueryNameSpace.find(handle); 1456} 1457 1458Query *Context::createQuery(unsigned int handle, GLenum type) 1459{ 1460 if(!mQueryNameSpace.isReserved(handle)) 1461 { 1462 return nullptr; 1463 } 1464 else 1465 { 1466 Query *query = mQueryNameSpace.find(handle); 1467 if(!query) 1468 { 1469 query = new Query(handle, type); 1470 query->addRef(); 1471 mQueryNameSpace.insert(handle, query); 1472 } 1473 1474 return query; 1475 } 1476} 1477 1478VertexArray *Context::getVertexArray(GLuint array) const 1479{ 1480 return mVertexArrayNameSpace.find(array); 1481} 1482 1483VertexArray *Context::getCurrentVertexArray() const 1484{ 1485 return getVertexArray(mState.vertexArray); 1486} 1487 1488bool Context::isVertexArray(GLuint array) const 1489{ 1490 return mVertexArrayNameSpace.isReserved(array); 1491} 1492 1493bool Context::hasZeroDivisor() const 1494{ 1495 // Verify there is at least one active attribute with a divisor of zero 1496 es2::Program *programObject = getCurrentProgram(); 1497 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 1498 { 1499 bool active = (programObject->getAttributeStream(attributeIndex) != -1); 1500 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0) 1501 { 1502 return true; 1503 } 1504 } 1505 1506 return false; 1507} 1508 1509TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const 1510{ 1511 return mTransformFeedbackNameSpace.find(transformFeedback); 1512} 1513 1514bool Context::isTransformFeedback(GLuint array) const 1515{ 1516 return mTransformFeedbackNameSpace.isReserved(array); 1517} 1518 1519Sampler *Context::getSampler(GLuint sampler) const 1520{ 1521 return mResourceManager->getSampler(sampler); 1522} 1523 1524bool Context::isSampler(GLuint sampler) const 1525{ 1526 return mResourceManager->isSampler(sampler); 1527} 1528 1529Buffer *Context::getArrayBuffer() const 1530{ 1531 return mState.arrayBuffer; 1532} 1533 1534Buffer *Context::getElementArrayBuffer() const 1535{ 1536 return getCurrentVertexArray()->getElementArrayBuffer(); 1537} 1538 1539Buffer *Context::getCopyReadBuffer() const 1540{ 1541 return mState.copyReadBuffer; 1542} 1543 1544Buffer *Context::getCopyWriteBuffer() const 1545{ 1546 return mState.copyWriteBuffer; 1547} 1548 1549Buffer *Context::getPixelPackBuffer() const 1550{ 1551 return mState.pixelPackBuffer; 1552} 1553 1554Buffer *Context::getPixelUnpackBuffer() const 1555{ 1556 return mState.pixelUnpackBuffer; 1557} 1558 1559Buffer *Context::getGenericUniformBuffer() const 1560{ 1561 return mState.genericUniformBuffer; 1562} 1563 1564const GLvoid* Context::getPixels(const GLvoid* data) const 1565{ 1566 es2::Buffer* unpackBuffer = getPixelUnpackBuffer(); 1567 const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr; 1568 return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data; 1569} 1570 1571bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const 1572{ 1573 switch(target) 1574 { 1575 case GL_ARRAY_BUFFER: 1576 *buffer = getArrayBuffer(); 1577 break; 1578 case GL_ELEMENT_ARRAY_BUFFER: 1579 *buffer = getElementArrayBuffer(); 1580 break; 1581 case GL_COPY_READ_BUFFER: 1582 if(clientVersion >= 3) 1583 { 1584 *buffer = getCopyReadBuffer(); 1585 break; 1586 } 1587 else return false; 1588 case GL_COPY_WRITE_BUFFER: 1589 if(clientVersion >= 3) 1590 { 1591 *buffer = getCopyWriteBuffer(); 1592 break; 1593 } 1594 else return false; 1595 case GL_PIXEL_PACK_BUFFER: 1596 if(clientVersion >= 3) 1597 { 1598 *buffer = getPixelPackBuffer(); 1599 break; 1600 } 1601 else return false; 1602 case GL_PIXEL_UNPACK_BUFFER: 1603 if(clientVersion >= 3) 1604 { 1605 *buffer = getPixelUnpackBuffer(); 1606 break; 1607 } 1608 else return false; 1609 case GL_TRANSFORM_FEEDBACK_BUFFER: 1610 if(clientVersion >= 3) 1611 { 1612 TransformFeedback* transformFeedback = getTransformFeedback(); 1613 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr; 1614 break; 1615 } 1616 else return false; 1617 case GL_UNIFORM_BUFFER: 1618 if(clientVersion >= 3) 1619 { 1620 *buffer = getGenericUniformBuffer(); 1621 break; 1622 } 1623 else return false; 1624 default: 1625 return false; 1626 } 1627 return true; 1628} 1629 1630TransformFeedback *Context::getTransformFeedback() const 1631{ 1632 return getTransformFeedback(mState.transformFeedback); 1633} 1634 1635Program *Context::getCurrentProgram() const 1636{ 1637 return mResourceManager->getProgram(mState.currentProgram); 1638} 1639 1640Texture2D *Context::getTexture2D() const 1641{ 1642 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D)); 1643} 1644 1645Texture3D *Context::getTexture3D() const 1646{ 1647 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D)); 1648} 1649 1650Texture2DArray *Context::getTexture2DArray() const 1651{ 1652 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY)); 1653} 1654 1655TextureCubeMap *Context::getTextureCubeMap() const 1656{ 1657 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE)); 1658} 1659 1660TextureExternal *Context::getTextureExternal() const 1661{ 1662 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL)); 1663} 1664 1665Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const 1666{ 1667 GLuint texid = mState.samplerTexture[type][sampler].name(); 1668 1669 if(texid == 0) // Special case: 0 refers to different initial textures based on the target 1670 { 1671 switch(type) 1672 { 1673 case TEXTURE_2D: return mTexture2DZero; 1674 case TEXTURE_3D: return mTexture3DZero; 1675 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero; 1676 case TEXTURE_CUBE: return mTextureCubeMapZero; 1677 case TEXTURE_EXTERNAL: return mTextureExternalZero; 1678 default: UNREACHABLE(type); 1679 } 1680 } 1681 1682 return mState.samplerTexture[type][sampler]; 1683} 1684 1685void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param) 1686{ 1687 mResourceManager->checkSamplerAllocation(sampler); 1688 1689 Sampler *samplerObject = getSampler(sampler); 1690 ASSERT(samplerObject); 1691 1692 switch(pname) 1693 { 1694 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break; 1695 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break; 1696 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break; 1697 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break; 1698 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break; 1699 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break; 1700 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break; 1701 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(param)); break; 1702 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break; 1703 default: UNREACHABLE(pname); break; 1704 } 1705} 1706 1707void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param) 1708{ 1709 mResourceManager->checkSamplerAllocation(sampler); 1710 1711 Sampler *samplerObject = getSampler(sampler); 1712 ASSERT(samplerObject); 1713 1714 switch(pname) 1715 { 1716 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break; 1717 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break; 1718 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break; 1719 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break; 1720 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break; 1721 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break; 1722 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break; 1723 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(roundf(param))); break; 1724 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(roundf(param))); break; 1725 default: UNREACHABLE(pname); break; 1726 } 1727} 1728 1729GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname) 1730{ 1731 mResourceManager->checkSamplerAllocation(sampler); 1732 1733 Sampler *samplerObject = getSampler(sampler); 1734 ASSERT(samplerObject); 1735 1736 switch(pname) 1737 { 1738 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter()); 1739 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter()); 1740 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS()); 1741 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT()); 1742 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR()); 1743 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod())); 1744 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod())); 1745 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getCompareMode()); 1746 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc()); 1747 default: UNREACHABLE(pname); return 0; 1748 } 1749} 1750 1751GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname) 1752{ 1753 mResourceManager->checkSamplerAllocation(sampler); 1754 1755 Sampler *samplerObject = getSampler(sampler); 1756 ASSERT(samplerObject); 1757 1758 switch(pname) 1759 { 1760 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter()); 1761 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter()); 1762 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS()); 1763 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT()); 1764 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR()); 1765 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod(); 1766 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod(); 1767 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getCompareMode()); 1768 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc()); 1769 default: UNREACHABLE(pname); return 0; 1770 } 1771} 1772 1773bool Context::getBooleanv(GLenum pname, GLboolean *params) const 1774{ 1775 switch(pname) 1776 { 1777 case GL_SHADER_COMPILER: *params = GL_TRUE; break; 1778 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break; 1779 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break; 1780 case GL_COLOR_WRITEMASK: 1781 params[0] = mState.colorMaskRed; 1782 params[1] = mState.colorMaskGreen; 1783 params[2] = mState.colorMaskBlue; 1784 params[3] = mState.colorMaskAlpha; 1785 break; 1786 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break; 1787 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break; 1788 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break; 1789 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break; 1790 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break; 1791 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break; 1792 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break; 1793 case GL_BLEND: *params = mState.blendEnabled; break; 1794 case GL_DITHER: *params = mState.ditherEnabled; break; 1795 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break; 1796 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break; 1797 case GL_TRANSFORM_FEEDBACK_ACTIVE: 1798 { 1799 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1800 if(transformFeedback) 1801 { 1802 *params = transformFeedback->isActive(); 1803 break; 1804 } 1805 else return false; 1806 } 1807 case GL_TRANSFORM_FEEDBACK_PAUSED: 1808 { 1809 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 1810 if(transformFeedback) 1811 { 1812 *params = transformFeedback->isPaused(); 1813 break; 1814 } 1815 else return false; 1816 } 1817 default: 1818 return false; 1819 } 1820 1821 return true; 1822} 1823 1824bool Context::getFloatv(GLenum pname, GLfloat *params) const 1825{ 1826 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation 1827 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1828 // GetIntegerv as its native query function. As it would require conversion in any 1829 // case, this should make no difference to the calling application. 1830 switch(pname) 1831 { 1832 case GL_LINE_WIDTH: *params = mState.lineWidth; break; 1833 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break; 1834 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break; 1835 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break; 1836 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break; 1837 case GL_ALIASED_LINE_WIDTH_RANGE: 1838 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN; 1839 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX; 1840 break; 1841 case GL_ALIASED_POINT_SIZE_RANGE: 1842 params[0] = ALIASED_POINT_SIZE_RANGE_MIN; 1843 params[1] = ALIASED_POINT_SIZE_RANGE_MAX; 1844 break; 1845 case GL_DEPTH_RANGE: 1846 params[0] = mState.zNear; 1847 params[1] = mState.zFar; 1848 break; 1849 case GL_COLOR_CLEAR_VALUE: 1850 params[0] = mState.colorClearValue.red; 1851 params[1] = mState.colorClearValue.green; 1852 params[2] = mState.colorClearValue.blue; 1853 params[3] = mState.colorClearValue.alpha; 1854 break; 1855 case GL_BLEND_COLOR: 1856 params[0] = mState.blendColor.red; 1857 params[1] = mState.blendColor.green; 1858 params[2] = mState.blendColor.blue; 1859 params[3] = mState.blendColor.alpha; 1860 break; 1861 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 1862 *params = MAX_TEXTURE_MAX_ANISOTROPY; 1863 break; 1864 default: 1865 return false; 1866 } 1867 1868 return true; 1869} 1870 1871template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const; 1872template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const; 1873 1874template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const 1875{ 1876 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation 1877 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names 1878 // GetIntegerv as its native query function. As it would require conversion in any 1879 // case, this should make no difference to the calling application. You may find it in 1880 // Context::getFloatv. 1881 switch(pname) 1882 { 1883 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true; 1884 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true; 1885 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true; 1886 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true; 1887 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true; 1888 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true; 1889 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true; 1890 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true; 1891 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true; 1892 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true; 1893 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true; 1894 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true; 1895// case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 1896 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; return true; 1897 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; return true; 1898 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true; 1899 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true; 1900 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; return true; 1901 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; return true; 1902 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true; 1903 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true; 1904 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: *params = mState.textureFilteringHint; return true; 1905 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true; 1906 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true; 1907 case GL_STENCIL_REF: *params = mState.stencilRef; return true; 1908 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true; 1909 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true; 1910 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true; 1911 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true; 1912 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true; 1913 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true; 1914 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true; 1915 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true; 1916 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true; 1917 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true; 1918 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true; 1919 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true; 1920 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true; 1921 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true; 1922 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true; 1923 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true; 1924 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true; 1925 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true; 1926 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true; 1927 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true; 1928 case GL_SUBPIXEL_BITS: *params = 4; return true; 1929 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true; 1930 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true; 1931 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true; 1932 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; return true; 1933 case GL_SAMPLE_BUFFERS: 1934 case GL_SAMPLES: 1935 { 1936 Framebuffer *framebuffer = getDrawFramebuffer(); 1937 int width, height, samples; 1938 1939 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE) 1940 { 1941 switch(pname) 1942 { 1943 case GL_SAMPLE_BUFFERS: 1944 if(samples > 1) 1945 { 1946 *params = 1; 1947 } 1948 else 1949 { 1950 *params = 0; 1951 } 1952 break; 1953 case GL_SAMPLES: 1954 *params = samples; 1955 break; 1956 } 1957 } 1958 else 1959 { 1960 *params = 0; 1961 } 1962 } 1963 return true; 1964 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 1965 { 1966 Framebuffer *framebuffer = getReadFramebuffer(); 1967 *params = framebuffer->getImplementationColorReadType(); 1968 } 1969 return true; 1970 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 1971 { 1972 Framebuffer *framebuffer = getReadFramebuffer(); 1973 *params = framebuffer->getImplementationColorReadFormat(); 1974 } 1975 return true; 1976 case GL_MAX_VIEWPORT_DIMS: 1977 { 1978 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; 1979 params[0] = maxDimension; 1980 params[1] = maxDimension; 1981 } 1982 return true; 1983 case GL_COMPRESSED_TEXTURE_FORMATS: 1984 { 1985 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++) 1986 { 1987 params[i] = compressedTextureFormats[i]; 1988 } 1989 } 1990 return true; 1991 case GL_VIEWPORT: 1992 params[0] = mState.viewportX; 1993 params[1] = mState.viewportY; 1994 params[2] = mState.viewportWidth; 1995 params[3] = mState.viewportHeight; 1996 return true; 1997 case GL_SCISSOR_BOX: 1998 params[0] = mState.scissorX; 1999 params[1] = mState.scissorY; 2000 params[2] = mState.scissorWidth; 2001 params[3] = mState.scissorHeight; 2002 return true; 2003 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true; 2004 case GL_FRONT_FACE: *params = mState.frontFace; return true; 2005 case GL_RED_BITS: 2006 case GL_GREEN_BITS: 2007 case GL_BLUE_BITS: 2008 case GL_ALPHA_BITS: 2009 { 2010 Framebuffer *framebuffer = getDrawFramebuffer(); 2011 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); 2012 2013 if(colorbuffer) 2014 { 2015 switch(pname) 2016 { 2017 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true; 2018 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true; 2019 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true; 2020 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true; 2021 } 2022 } 2023 else 2024 { 2025 *params = 0; 2026 } 2027 } 2028 return true; 2029 case GL_DEPTH_BITS: 2030 { 2031 Framebuffer *framebuffer = getDrawFramebuffer(); 2032 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2033 2034 if(depthbuffer) 2035 { 2036 *params = depthbuffer->getDepthSize(); 2037 } 2038 else 2039 { 2040 *params = 0; 2041 } 2042 } 2043 return true; 2044 case GL_STENCIL_BITS: 2045 { 2046 Framebuffer *framebuffer = getDrawFramebuffer(); 2047 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2048 2049 if(stencilbuffer) 2050 { 2051 *params = stencilbuffer->getStencilSize(); 2052 } 2053 else 2054 { 2055 *params = 0; 2056 } 2057 } 2058 return true; 2059 case GL_TEXTURE_BINDING_2D: 2060 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2061 { 2062 error(GL_INVALID_OPERATION); 2063 return false; 2064 } 2065 2066 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name(); 2067 return true; 2068 case GL_TEXTURE_BINDING_CUBE_MAP: 2069 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2070 { 2071 error(GL_INVALID_OPERATION); 2072 return false; 2073 } 2074 2075 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name(); 2076 return true; 2077 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2078 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2079 { 2080 error(GL_INVALID_OPERATION); 2081 return false; 2082 } 2083 2084 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name(); 2085 return true; 2086 case GL_TEXTURE_BINDING_3D_OES: 2087 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2088 { 2089 error(GL_INVALID_OPERATION); 2090 return false; 2091 } 2092 2093 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name(); 2094 return true; 2095 case GL_DRAW_BUFFER0: 2096 case GL_DRAW_BUFFER1: 2097 case GL_DRAW_BUFFER2: 2098 case GL_DRAW_BUFFER3: 2099 case GL_DRAW_BUFFER4: 2100 case GL_DRAW_BUFFER5: 2101 case GL_DRAW_BUFFER6: 2102 case GL_DRAW_BUFFER7: 2103 case GL_DRAW_BUFFER8: 2104 case GL_DRAW_BUFFER9: 2105 case GL_DRAW_BUFFER10: 2106 case GL_DRAW_BUFFER11: 2107 case GL_DRAW_BUFFER12: 2108 case GL_DRAW_BUFFER13: 2109 case GL_DRAW_BUFFER14: 2110 case GL_DRAW_BUFFER15: 2111 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS) 2112 { 2113 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0); 2114 } 2115 else 2116 { 2117 return false; 2118 } 2119 return true; 2120 case GL_MAX_DRAW_BUFFERS: 2121 *params = MAX_DRAW_BUFFERS; 2122 return true; 2123 case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers 2124 *params = MAX_COLOR_ATTACHMENTS; 2125 return true; 2126 default: 2127 break; 2128 } 2129 2130 if(clientVersion >= 3) 2131 { 2132 switch(pname) 2133 { 2134 case GL_TEXTURE_BINDING_2D_ARRAY: 2135 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1) 2136 { 2137 error(GL_INVALID_OPERATION); 2138 return false; 2139 } 2140 2141 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name(); 2142 return true; 2143 case GL_COPY_READ_BUFFER_BINDING: 2144 *params = mState.copyReadBuffer.name(); 2145 return true; 2146 case GL_COPY_WRITE_BUFFER_BINDING: 2147 *params = mState.copyWriteBuffer.name(); 2148 return true; 2149 case GL_MAJOR_VERSION: 2150 *params = clientVersion; 2151 return true; 2152 case GL_MAX_3D_TEXTURE_SIZE: 2153 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2154 return true; 2155 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2156 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; 2157 return true; 2158 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2159 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS; 2160 return true; 2161 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2162 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS; 2163 return true; 2164 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2165 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS; 2166 return true; 2167 case GL_MAX_ELEMENT_INDEX: 2168 *params = MAX_ELEMENT_INDEX; 2169 return true; 2170 case GL_MAX_ELEMENTS_INDICES: 2171 *params = MAX_ELEMENTS_INDICES; 2172 return true; 2173 case GL_MAX_ELEMENTS_VERTICES: 2174 *params = MAX_ELEMENTS_VERTICES; 2175 return true; 2176 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2177 *params = MAX_FRAGMENT_INPUT_VECTORS * 4; 2178 return true; 2179 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2180 *params = MAX_FRAGMENT_UNIFORM_BLOCKS; 2181 return true; 2182 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2183 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS; 2184 return true; 2185 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2186 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2187 // In any case, any behavior outside the specified range is valid since the spec mentions: 2188 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2189 // "If any of the offset values are outside the range of the implementation-defined values 2190 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2191 // undefined." 2192 *params = MAX_PROGRAM_TEXEL_OFFSET; 2193 return true; 2194 case GL_MAX_SERVER_WAIT_TIMEOUT: 2195 *params = 0; 2196 return true; 2197 case GL_MAX_TEXTURE_LOD_BIAS: 2198 *params = MAX_TEXTURE_LOD_BIAS; 2199 return true; 2200 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2201 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; 2202 return true; 2203 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2204 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS; 2205 return true; 2206 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2207 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS; 2208 return true; 2209 case GL_MAX_UNIFORM_BLOCK_SIZE: 2210 *params = MAX_UNIFORM_BLOCK_SIZE; 2211 return true; 2212 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2213 *params = MAX_UNIFORM_BUFFER_BINDINGS; 2214 return true; 2215 case GL_MAX_VARYING_COMPONENTS: 2216 *params = MAX_VARYING_VECTORS * 4; 2217 return true; 2218 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2219 *params = MAX_VERTEX_OUTPUT_VECTORS * 4; 2220 return true; 2221 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2222 *params = MAX_VERTEX_UNIFORM_BLOCKS; 2223 return true; 2224 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2225 *params = MAX_VERTEX_UNIFORM_COMPONENTS; 2226 return true; 2227 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2228 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required. 2229 // In any case, any behavior outside the specified range is valid since the spec mentions: 2230 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153) 2231 // "If any of the offset values are outside the range of the implementation-defined values 2232 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are 2233 // undefined." 2234 *params = MIN_PROGRAM_TEXEL_OFFSET; 2235 return true; 2236 case GL_MINOR_VERSION: 2237 *params = 0; 2238 return true; 2239 case GL_NUM_EXTENSIONS: 2240 GLuint numExtensions; 2241 getExtensions(0, &numExtensions); 2242 *params = numExtensions; 2243 return true; 2244 case GL_NUM_PROGRAM_BINARY_FORMATS: 2245 *params = NUM_PROGRAM_BINARY_FORMATS; 2246 return true; 2247 case GL_PACK_ROW_LENGTH: 2248 *params = mState.packRowLength; 2249 return true; 2250 case GL_PACK_SKIP_PIXELS: 2251 *params = mState.packSkipPixels; 2252 return true; 2253 case GL_PACK_SKIP_ROWS: 2254 *params = mState.packSkipRows; 2255 return true; 2256 case GL_PIXEL_PACK_BUFFER_BINDING: 2257 *params = mState.pixelPackBuffer.name(); 2258 return true; 2259 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2260 *params = mState.pixelUnpackBuffer.name(); 2261 return true; 2262 case GL_PROGRAM_BINARY_FORMATS: 2263 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input 2264 // should be a 0 sized array, so don't write to params 2265 return true; 2266 case GL_READ_BUFFER: 2267 *params = getReadFramebuffer()->getReadBuffer(); 2268 return true; 2269 case GL_SAMPLER_BINDING: 2270 *params = mState.sampler[mState.activeSampler].name(); 2271 return true; 2272 case GL_UNIFORM_BUFFER_BINDING: 2273 *params = mState.genericUniformBuffer.name(); 2274 return true; 2275 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2276 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT; 2277 return true; 2278 case GL_UNIFORM_BUFFER_SIZE: 2279 *params = static_cast<T>(mState.genericUniformBuffer->size()); 2280 return true; 2281 case GL_UNIFORM_BUFFER_START: 2282 *params = static_cast<T>(mState.genericUniformBuffer->offset()); 2283 return true; 2284 case GL_UNPACK_IMAGE_HEIGHT: 2285 *params = mState.unpackInfo.imageHeight; 2286 return true; 2287 case GL_UNPACK_ROW_LENGTH: 2288 *params = mState.unpackInfo.rowLength; 2289 return true; 2290 case GL_UNPACK_SKIP_IMAGES: 2291 *params = mState.unpackInfo.skipImages; 2292 return true; 2293 case GL_UNPACK_SKIP_PIXELS: 2294 *params = mState.unpackInfo.skipPixels; 2295 return true; 2296 case GL_UNPACK_SKIP_ROWS: 2297 *params = mState.unpackInfo.skipRows; 2298 return true; 2299 case GL_VERTEX_ARRAY_BINDING: 2300 *params = getCurrentVertexArray()->name; 2301 return true; 2302 case GL_TRANSFORM_FEEDBACK_BINDING: 2303 { 2304 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2305 if(transformFeedback) 2306 { 2307 *params = transformFeedback->name; 2308 } 2309 else 2310 { 2311 return false; 2312 } 2313 } 2314 return true; 2315 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2316 { 2317 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2318 if(transformFeedback) 2319 { 2320 *params = transformFeedback->getGenericBufferName(); 2321 } 2322 else 2323 { 2324 return false; 2325 } 2326 } 2327 return true; 2328 default: 2329 break; 2330 } 2331 } 2332 2333 return false; 2334} 2335 2336template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2337template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2338 2339template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const 2340{ 2341 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback); 2342 if(!transformFeedback) 2343 { 2344 return false; 2345 } 2346 2347 switch(pname) 2348 { 2349 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0 2350 *param = transformFeedback->name; 2351 break; 2352 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE 2353 *param = transformFeedback->isActive(); 2354 break; 2355 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0 2356 *param = transformFeedback->getBufferName(index); 2357 break; 2358 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE 2359 *param = transformFeedback->isPaused(); 2360 break; 2361 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2362 if(transformFeedback->getBuffer(index)) 2363 { 2364 *param = transformFeedback->getSize(index); 2365 break; 2366 } 2367 else return false; 2368 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2369 if(transformFeedback->getBuffer(index)) 2370 { 2371 *param = transformFeedback->getOffset(index); 2372 break; 2373 } 2374 else return false; 2375 default: 2376 return false; 2377 } 2378 2379 return true; 2380} 2381 2382template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const; 2383template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const; 2384 2385template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const 2386{ 2387 const BufferBinding& uniformBuffer = mState.uniformBuffers[index]; 2388 2389 switch(pname) 2390 { 2391 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0 2392 *param = uniformBuffer.get().name(); 2393 break; 2394 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0 2395 *param = uniformBuffer.getSize(); 2396 break; 2397 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0 2398 *param = uniformBuffer.getOffset(); 2399 break; 2400 default: 2401 return false; 2402 } 2403 2404 return true; 2405} 2406 2407bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const 2408{ 2409 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation 2410 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due 2411 // to the fact that it is stored internally as a float, and so would require conversion 2412 // if returned from Context::getIntegerv. Since this conversion is already implemented 2413 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we 2414 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling 2415 // application. 2416 switch(pname) 2417 { 2418 case GL_COMPRESSED_TEXTURE_FORMATS: 2419 { 2420 *type = GL_INT; 2421 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS; 2422 } 2423 break; 2424 case GL_SHADER_BINARY_FORMATS: 2425 { 2426 *type = GL_INT; 2427 *numParams = 0; 2428 } 2429 break; 2430 case GL_MAX_VERTEX_ATTRIBS: 2431 case GL_MAX_VERTEX_UNIFORM_VECTORS: 2432 case GL_MAX_VARYING_VECTORS: 2433 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 2434 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 2435 case GL_MAX_TEXTURE_IMAGE_UNITS: 2436 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: 2437 case GL_MAX_RENDERBUFFER_SIZE: 2438 case GL_NUM_SHADER_BINARY_FORMATS: 2439 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: 2440 case GL_ARRAY_BUFFER_BINDING: 2441 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 2442 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: 2443 case GL_RENDERBUFFER_BINDING: 2444 case GL_CURRENT_PROGRAM: 2445 case GL_PACK_ALIGNMENT: 2446 case GL_UNPACK_ALIGNMENT: 2447 case GL_GENERATE_MIPMAP_HINT: 2448 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: 2449 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: 2450 case GL_RED_BITS: 2451 case GL_GREEN_BITS: 2452 case GL_BLUE_BITS: 2453 case GL_ALPHA_BITS: 2454 case GL_DEPTH_BITS: 2455 case GL_STENCIL_BITS: 2456 case GL_ELEMENT_ARRAY_BUFFER_BINDING: 2457 case GL_CULL_FACE_MODE: 2458 case GL_FRONT_FACE: 2459 case GL_ACTIVE_TEXTURE: 2460 case GL_STENCIL_FUNC: 2461 case GL_STENCIL_VALUE_MASK: 2462 case GL_STENCIL_REF: 2463 case GL_STENCIL_FAIL: 2464 case GL_STENCIL_PASS_DEPTH_FAIL: 2465 case GL_STENCIL_PASS_DEPTH_PASS: 2466 case GL_STENCIL_BACK_FUNC: 2467 case GL_STENCIL_BACK_VALUE_MASK: 2468 case GL_STENCIL_BACK_REF: 2469 case GL_STENCIL_BACK_FAIL: 2470 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: 2471 case GL_STENCIL_BACK_PASS_DEPTH_PASS: 2472 case GL_DEPTH_FUNC: 2473 case GL_BLEND_SRC_RGB: 2474 case GL_BLEND_SRC_ALPHA: 2475 case GL_BLEND_DST_RGB: 2476 case GL_BLEND_DST_ALPHA: 2477 case GL_BLEND_EQUATION_RGB: 2478 case GL_BLEND_EQUATION_ALPHA: 2479 case GL_STENCIL_WRITEMASK: 2480 case GL_STENCIL_BACK_WRITEMASK: 2481 case GL_STENCIL_CLEAR_VALUE: 2482 case GL_SUBPIXEL_BITS: 2483 case GL_MAX_TEXTURE_SIZE: 2484 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: 2485 case GL_SAMPLE_BUFFERS: 2486 case GL_SAMPLES: 2487 case GL_IMPLEMENTATION_COLOR_READ_TYPE: 2488 case GL_IMPLEMENTATION_COLOR_READ_FORMAT: 2489 case GL_TEXTURE_BINDING_2D: 2490 case GL_TEXTURE_BINDING_CUBE_MAP: 2491 case GL_TEXTURE_BINDING_EXTERNAL_OES: 2492 case GL_TEXTURE_BINDING_3D_OES: 2493 case GL_COPY_READ_BUFFER_BINDING: 2494 case GL_COPY_WRITE_BUFFER_BINDING: 2495 case GL_DRAW_BUFFER0: 2496 case GL_DRAW_BUFFER1: 2497 case GL_DRAW_BUFFER2: 2498 case GL_DRAW_BUFFER3: 2499 case GL_DRAW_BUFFER4: 2500 case GL_DRAW_BUFFER5: 2501 case GL_DRAW_BUFFER6: 2502 case GL_DRAW_BUFFER7: 2503 case GL_DRAW_BUFFER8: 2504 case GL_DRAW_BUFFER9: 2505 case GL_DRAW_BUFFER10: 2506 case GL_DRAW_BUFFER11: 2507 case GL_DRAW_BUFFER12: 2508 case GL_DRAW_BUFFER13: 2509 case GL_DRAW_BUFFER14: 2510 case GL_DRAW_BUFFER15: 2511 case GL_MAJOR_VERSION: 2512 case GL_MAX_3D_TEXTURE_SIZE: 2513 case GL_MAX_ARRAY_TEXTURE_LAYERS: 2514 case GL_MAX_COLOR_ATTACHMENTS: 2515 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 2516 case GL_MAX_COMBINED_UNIFORM_BLOCKS: 2517 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 2518 case GL_MAX_DRAW_BUFFERS: 2519 case GL_MAX_ELEMENT_INDEX: 2520 case GL_MAX_ELEMENTS_INDICES: 2521 case GL_MAX_ELEMENTS_VERTICES: 2522 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: 2523 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 2524 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 2525 case GL_MAX_PROGRAM_TEXEL_OFFSET: 2526 case GL_MAX_SERVER_WAIT_TIMEOUT: 2527 case GL_MAX_TEXTURE_LOD_BIAS: 2528 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 2529 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 2530 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 2531 case GL_MAX_UNIFORM_BLOCK_SIZE: 2532 case GL_MAX_UNIFORM_BUFFER_BINDINGS: 2533 case GL_MAX_VARYING_COMPONENTS: 2534 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: 2535 case GL_MAX_VERTEX_UNIFORM_BLOCKS: 2536 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: 2537 case GL_MIN_PROGRAM_TEXEL_OFFSET: 2538 case GL_MINOR_VERSION: 2539 case GL_NUM_EXTENSIONS: 2540 case GL_NUM_PROGRAM_BINARY_FORMATS: 2541 case GL_PACK_ROW_LENGTH: 2542 case GL_PACK_SKIP_PIXELS: 2543 case GL_PACK_SKIP_ROWS: 2544 case GL_PIXEL_PACK_BUFFER_BINDING: 2545 case GL_PIXEL_UNPACK_BUFFER_BINDING: 2546 case GL_PROGRAM_BINARY_FORMATS: 2547 case GL_READ_BUFFER: 2548 case GL_SAMPLER_BINDING: 2549 case GL_TEXTURE_BINDING_2D_ARRAY: 2550 case GL_UNIFORM_BUFFER_BINDING: 2551 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 2552 case GL_UNIFORM_BUFFER_SIZE: 2553 case GL_UNIFORM_BUFFER_START: 2554 case GL_UNPACK_IMAGE_HEIGHT: 2555 case GL_UNPACK_ROW_LENGTH: 2556 case GL_UNPACK_SKIP_IMAGES: 2557 case GL_UNPACK_SKIP_PIXELS: 2558 case GL_UNPACK_SKIP_ROWS: 2559 case GL_VERTEX_ARRAY_BINDING: 2560 case GL_TRANSFORM_FEEDBACK_BINDING: 2561 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: 2562 { 2563 *type = GL_INT; 2564 *numParams = 1; 2565 } 2566 break; 2567 case GL_MAX_SAMPLES_ANGLE: 2568 { 2569 *type = GL_INT; 2570 *numParams = 1; 2571 } 2572 break; 2573 case GL_MAX_VIEWPORT_DIMS: 2574 { 2575 *type = GL_INT; 2576 *numParams = 2; 2577 } 2578 break; 2579 case GL_VIEWPORT: 2580 case GL_SCISSOR_BOX: 2581 { 2582 *type = GL_INT; 2583 *numParams = 4; 2584 } 2585 break; 2586 case GL_SHADER_COMPILER: 2587 case GL_SAMPLE_COVERAGE_INVERT: 2588 case GL_DEPTH_WRITEMASK: 2589 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled, 2590 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries. 2591 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural 2592 case GL_SAMPLE_COVERAGE: 2593 case GL_SCISSOR_TEST: 2594 case GL_STENCIL_TEST: 2595 case GL_DEPTH_TEST: 2596 case GL_BLEND: 2597 case GL_DITHER: 2598 case GL_PRIMITIVE_RESTART_FIXED_INDEX: 2599 case GL_RASTERIZER_DISCARD: 2600 case GL_TRANSFORM_FEEDBACK_ACTIVE: 2601 case GL_TRANSFORM_FEEDBACK_PAUSED: 2602 { 2603 *type = GL_BOOL; 2604 *numParams = 1; 2605 } 2606 break; 2607 case GL_COLOR_WRITEMASK: 2608 { 2609 *type = GL_BOOL; 2610 *numParams = 4; 2611 } 2612 break; 2613 case GL_POLYGON_OFFSET_FACTOR: 2614 case GL_POLYGON_OFFSET_UNITS: 2615 case GL_SAMPLE_COVERAGE_VALUE: 2616 case GL_DEPTH_CLEAR_VALUE: 2617 case GL_LINE_WIDTH: 2618 { 2619 *type = GL_FLOAT; 2620 *numParams = 1; 2621 } 2622 break; 2623 case GL_ALIASED_LINE_WIDTH_RANGE: 2624 case GL_ALIASED_POINT_SIZE_RANGE: 2625 case GL_DEPTH_RANGE: 2626 { 2627 *type = GL_FLOAT; 2628 *numParams = 2; 2629 } 2630 break; 2631 case GL_COLOR_CLEAR_VALUE: 2632 case GL_BLEND_COLOR: 2633 { 2634 *type = GL_FLOAT; 2635 *numParams = 4; 2636 } 2637 break; 2638 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2639 *type = GL_FLOAT; 2640 *numParams = 1; 2641 break; 2642 default: 2643 return false; 2644 } 2645 2646 return true; 2647} 2648 2649void Context::applyScissor(int width, int height) 2650{ 2651 if(mState.scissorTestEnabled) 2652 { 2653 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight }; 2654 scissor.clip(0, 0, width, height); 2655 2656 device->setScissorRect(scissor); 2657 device->setScissorEnable(true); 2658 } 2659 else 2660 { 2661 device->setScissorEnable(false); 2662 } 2663} 2664 2665// Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle 2666bool Context::applyRenderTarget() 2667{ 2668 Framebuffer *framebuffer = getDrawFramebuffer(); 2669 int width, height, samples; 2670 2671 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE) 2672 { 2673 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false); 2674 } 2675 2676 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2677 { 2678 if(framebuffer->getDrawBuffer(i) != GL_NONE) 2679 { 2680 egl::Image *renderTarget = framebuffer->getRenderTarget(i); 2681 device->setRenderTarget(i, renderTarget); 2682 if(renderTarget) renderTarget->release(); 2683 } 2684 else 2685 { 2686 device->setRenderTarget(i, nullptr); 2687 } 2688 } 2689 2690 egl::Image *depthBuffer = framebuffer->getDepthBuffer(); 2691 device->setDepthBuffer(depthBuffer); 2692 if(depthBuffer) depthBuffer->release(); 2693 2694 egl::Image *stencilBuffer = framebuffer->getStencilBuffer(); 2695 device->setStencilBuffer(stencilBuffer); 2696 if(stencilBuffer) stencilBuffer->release(); 2697 2698 Viewport viewport; 2699 float zNear = clamp01(mState.zNear); 2700 float zFar = clamp01(mState.zFar); 2701 2702 viewport.x0 = mState.viewportX; 2703 viewport.y0 = mState.viewportY; 2704 viewport.width = mState.viewportWidth; 2705 viewport.height = mState.viewportHeight; 2706 viewport.minZ = zNear; 2707 viewport.maxZ = zFar; 2708 2709 device->setViewport(viewport); 2710 2711 applyScissor(width, height); 2712 2713 Program *program = getCurrentProgram(); 2714 2715 if(program) 2716 { 2717 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; 2718 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]); 2719 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]); 2720 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]); 2721 } 2722 2723 return true; 2724} 2725 2726// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) 2727void Context::applyState(GLenum drawMode) 2728{ 2729 Framebuffer *framebuffer = getDrawFramebuffer(); 2730 2731 if(mState.cullFaceEnabled) 2732 { 2733 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace)); 2734 } 2735 else 2736 { 2737 device->setCullMode(sw::CULL_NONE); 2738 } 2739 2740 if(mDepthStateDirty) 2741 { 2742 if(mState.depthTestEnabled) 2743 { 2744 device->setDepthBufferEnable(true); 2745 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc)); 2746 } 2747 else 2748 { 2749 device->setDepthBufferEnable(false); 2750 } 2751 2752 mDepthStateDirty = false; 2753 } 2754 2755 if(mBlendStateDirty) 2756 { 2757 if(mState.blendEnabled) 2758 { 2759 device->setAlphaBlendEnable(true); 2760 device->setSeparateAlphaBlendEnable(true); 2761 2762 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor)); 2763 2764 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB)); 2765 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB)); 2766 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB)); 2767 2768 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha)); 2769 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha)); 2770 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha)); 2771 } 2772 else 2773 { 2774 device->setAlphaBlendEnable(false); 2775 } 2776 2777 mBlendStateDirty = false; 2778 } 2779 2780 if(mStencilStateDirty || mFrontFaceDirty) 2781 { 2782 if(mState.stencilTestEnabled && framebuffer->hasStencil()) 2783 { 2784 device->setStencilEnable(true); 2785 device->setTwoSidedStencil(true); 2786 2787 // get the maximum size of the stencil ref 2788 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer(); 2789 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1; 2790 2791 if(mState.frontFace == GL_CCW) 2792 { 2793 device->setStencilWriteMask(mState.stencilWritemask); 2794 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2795 2796 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2797 device->setStencilMask(mState.stencilMask); 2798 2799 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail)); 2800 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2801 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2802 2803 device->setStencilWriteMaskCCW(mState.stencilBackWritemask); 2804 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2805 2806 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2807 device->setStencilMaskCCW(mState.stencilBackMask); 2808 2809 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2810 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2811 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2812 } 2813 else 2814 { 2815 device->setStencilWriteMaskCCW(mState.stencilWritemask); 2816 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc)); 2817 2818 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil); 2819 device->setStencilMaskCCW(mState.stencilMask); 2820 2821 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail)); 2822 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail)); 2823 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass)); 2824 2825 device->setStencilWriteMask(mState.stencilBackWritemask); 2826 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc)); 2827 2828 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil); 2829 device->setStencilMask(mState.stencilBackMask); 2830 2831 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail)); 2832 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail)); 2833 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass)); 2834 } 2835 } 2836 else 2837 { 2838 device->setStencilEnable(false); 2839 } 2840 2841 mStencilStateDirty = false; 2842 mFrontFaceDirty = false; 2843 } 2844 2845 if(mMaskStateDirty) 2846 { 2847 for(int i = 0; i < MAX_DRAW_BUFFERS; i++) 2848 { 2849 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha)); 2850 } 2851 2852 device->setDepthWriteEnable(mState.depthMask); 2853 2854 mMaskStateDirty = false; 2855 } 2856 2857 if(mPolygonOffsetStateDirty) 2858 { 2859 if(mState.polygonOffsetFillEnabled) 2860 { 2861 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer(); 2862 if(depthbuffer) 2863 { 2864 device->setSlopeDepthBias(mState.polygonOffsetFactor); 2865 float depthBias = ldexp(mState.polygonOffsetUnits, -23); // We use 32-bit floating-point for all depth formats, with 23 mantissa bits. 2866 device->setDepthBias(depthBias); 2867 } 2868 } 2869 else 2870 { 2871 device->setSlopeDepthBias(0); 2872 device->setDepthBias(0); 2873 } 2874 2875 mPolygonOffsetStateDirty = false; 2876 } 2877 2878 if(mSampleStateDirty) 2879 { 2880 if(mState.sampleAlphaToCoverageEnabled) 2881 { 2882 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE); 2883 } 2884 else 2885 { 2886 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE); 2887 } 2888 2889 if(mState.sampleCoverageEnabled) 2890 { 2891 unsigned int mask = 0; 2892 if(mState.sampleCoverageValue != 0) 2893 { 2894 int width, height, samples; 2895 framebuffer->completeness(width, height, samples); 2896 2897 float threshold = 0.5f; 2898 2899 for(int i = 0; i < samples; i++) 2900 { 2901 mask <<= 1; 2902 2903 if((i + 1) * mState.sampleCoverageValue >= threshold) 2904 { 2905 threshold += 1.0f; 2906 mask |= 1; 2907 } 2908 } 2909 } 2910 2911 if(mState.sampleCoverageInvert) 2912 { 2913 mask = ~mask; 2914 } 2915 2916 device->setMultiSampleMask(mask); 2917 } 2918 else 2919 { 2920 device->setMultiSampleMask(0xFFFFFFFF); 2921 } 2922 2923 mSampleStateDirty = false; 2924 } 2925 2926 if(mDitherStateDirty) 2927 { 2928 // UNIMPLEMENTED(); // FIXME 2929 2930 mDitherStateDirty = false; 2931 } 2932 2933 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled); 2934} 2935 2936GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId) 2937{ 2938 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS]; 2939 2940 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId); 2941 if(err != GL_NO_ERROR) 2942 { 2943 return err; 2944 } 2945 2946 Program *program = getCurrentProgram(); 2947 2948 device->resetInputStreams(false); 2949 2950 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) 2951 { 2952 if(program->getAttributeStream(i) == -1) 2953 { 2954 continue; 2955 } 2956 2957 sw::Resource *resource = attributes[i].vertexBuffer; 2958 const void *buffer = (char*)resource->data() + attributes[i].offset; 2959 2960 int stride = attributes[i].stride; 2961 2962 buffer = (char*)buffer + stride * base; 2963 2964 sw::Stream attribute(resource, buffer, stride); 2965 2966 attribute.type = attributes[i].type; 2967 attribute.count = attributes[i].count; 2968 attribute.normalized = attributes[i].normalized; 2969 2970 int stream = program->getAttributeStream(i); 2971 device->setInputStream(stream, attribute); 2972 } 2973 2974 return GL_NO_ERROR; 2975} 2976 2977// Applies the indices and element array bindings 2978GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) 2979{ 2980 GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled()); 2981 2982 if(err == GL_NO_ERROR) 2983 { 2984 device->setIndexBuffer(indexInfo->indexBuffer); 2985 } 2986 2987 return err; 2988} 2989 2990// Applies the shaders and shader constants 2991void Context::applyShaders() 2992{ 2993 Program *programObject = getCurrentProgram(); 2994 sw::VertexShader *vertexShader = programObject->getVertexShader(); 2995 sw::PixelShader *pixelShader = programObject->getPixelShader(); 2996 2997 device->setVertexShader(vertexShader); 2998 device->setPixelShader(pixelShader); 2999 3000 if(programObject->getSerial() != mAppliedProgramSerial) 3001 { 3002 programObject->dirtyAllUniforms(); 3003 mAppliedProgramSerial = programObject->getSerial(); 3004 } 3005 3006 programObject->applyTransformFeedback(device, getTransformFeedback()); 3007 programObject->applyUniformBuffers(device, mState.uniformBuffers); 3008 programObject->applyUniforms(device); 3009} 3010 3011void Context::applyTextures() 3012{ 3013 applyTextures(sw::SAMPLER_PIXEL); 3014 applyTextures(sw::SAMPLER_VERTEX); 3015} 3016 3017void Context::applyTextures(sw::SamplerType samplerType) 3018{ 3019 Program *programObject = getCurrentProgram(); 3020 3021 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type 3022 3023 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) 3024 { 3025 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index 3026 3027 if(textureUnit != -1) 3028 { 3029 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex); 3030 3031 Texture *texture = getSamplerTexture(textureUnit, textureType); 3032 3033 if(texture->isSamplerComplete()) 3034 { 3035 GLenum wrapS, wrapT, wrapR, minFilter, magFilter, compFunc, compMode; 3036 GLfloat minLOD, maxLOD; 3037 3038 Sampler *samplerObject = mState.sampler[textureUnit]; 3039 if(samplerObject) 3040 { 3041 wrapS = samplerObject->getWrapS(); 3042 wrapT = samplerObject->getWrapT(); 3043 wrapR = samplerObject->getWrapR(); 3044 minFilter = samplerObject->getMinFilter(); 3045 magFilter = samplerObject->getMagFilter(); 3046 minLOD = samplerObject->getMinLod(); 3047 maxLOD = samplerObject->getMaxLod(); 3048 compFunc = samplerObject->getCompareFunc(); 3049 compMode = samplerObject->getCompareMode(); 3050 } 3051 else 3052 { 3053 wrapS = texture->getWrapS(); 3054 wrapT = texture->getWrapT(); 3055 wrapR = texture->getWrapR(); 3056 minFilter = texture->getMinFilter(); 3057 magFilter = texture->getMagFilter(); 3058 minLOD = texture->getMinLOD(); 3059 maxLOD = texture->getMaxLOD(); 3060 compFunc = texture->getCompareFunc(); 3061 compMode = texture->getCompareMode(); 3062 } 3063 3064 GLfloat maxAnisotropy = texture->getMaxAnisotropy(); 3065 GLint baseLevel = texture->getBaseLevel(); 3066 GLint maxLevel = texture->getMaxLevel(); 3067 GLenum swizzleR = texture->getSwizzleR(); 3068 GLenum swizzleG = texture->getSwizzleG(); 3069 GLenum swizzleB = texture->getSwizzleB(); 3070 GLenum swizzleA = texture->getSwizzleA(); 3071 3072 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS)); 3073 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT)); 3074 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR)); 3075 device->setCompareFunc(samplerType, samplerIndex, es2sw::ConvertCompareFunc(compFunc, compMode)); 3076 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR)); 3077 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG)); 3078 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB)); 3079 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA)); 3080 device->setMinLod(samplerType, samplerIndex, minLOD); 3081 device->setMaxLod(samplerType, samplerIndex, maxLOD); 3082 device->setBaseLevel(samplerType, samplerIndex, baseLevel); 3083 device->setMaxLevel(samplerType, samplerIndex, maxLevel); 3084 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy)); 3085 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter)); 3086 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy); 3087 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST); 3088 3089 applyTexture(samplerType, samplerIndex, texture); 3090 } 3091 else 3092 { 3093 applyTexture(samplerType, samplerIndex, nullptr); 3094 } 3095 } 3096 else 3097 { 3098 applyTexture(samplerType, samplerIndex, nullptr); 3099 } 3100 } 3101} 3102 3103void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture) 3104{ 3105 Program *program = getCurrentProgram(); 3106 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index; 3107 bool textureUsed = false; 3108 3109 if(type == sw::SAMPLER_PIXEL) 3110 { 3111 textureUsed = program->getPixelShader()->usesSampler(index); 3112 } 3113 else if(type == sw::SAMPLER_VERTEX) 3114 { 3115 textureUsed = program->getVertexShader()->usesSampler(index); 3116 } 3117 else UNREACHABLE(type); 3118 3119 sw::Resource *resource = 0; 3120 3121 if(baseTexture && textureUsed) 3122 { 3123 resource = baseTexture->getResource(); 3124 } 3125 3126 device->setTextureResource(sampler, resource); 3127 3128 if(baseTexture && textureUsed) 3129 { 3130 int levelCount = baseTexture->getLevelCount(); 3131 3132 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES) 3133 { 3134 Texture2D *texture = static_cast<Texture2D*>(baseTexture); 3135 3136 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3137 { 3138 int surfaceLevel = mipmapLevel; 3139 3140 if(surfaceLevel < 0) 3141 { 3142 surfaceLevel = 0; 3143 } 3144 else if(surfaceLevel >= levelCount) 3145 { 3146 surfaceLevel = levelCount - 1; 3147 } 3148 3149 egl::Image *surface = texture->getImage(surfaceLevel); 3150 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D); 3151 } 3152 } 3153 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES) 3154 { 3155 Texture3D *texture = static_cast<Texture3D*>(baseTexture); 3156 3157 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3158 { 3159 int surfaceLevel = mipmapLevel; 3160 3161 if(surfaceLevel < 0) 3162 { 3163 surfaceLevel = 0; 3164 } 3165 else if(surfaceLevel >= levelCount) 3166 { 3167 surfaceLevel = levelCount - 1; 3168 } 3169 3170 egl::Image *surface = texture->getImage(surfaceLevel); 3171 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D); 3172 } 3173 } 3174 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY) 3175 { 3176 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture); 3177 3178 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3179 { 3180 int surfaceLevel = mipmapLevel; 3181 3182 if(surfaceLevel < 0) 3183 { 3184 surfaceLevel = 0; 3185 } 3186 else if(surfaceLevel >= levelCount) 3187 { 3188 surfaceLevel = levelCount - 1; 3189 } 3190 3191 egl::Image *surface = texture->getImage(surfaceLevel); 3192 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY); 3193 } 3194 } 3195 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP) 3196 { 3197 for(int face = 0; face < 6; face++) 3198 { 3199 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture); 3200 3201 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++) 3202 { 3203 int surfaceLevel = mipmapLevel; 3204 3205 if(surfaceLevel < 0) 3206 { 3207 surfaceLevel = 0; 3208 } 3209 else if(surfaceLevel >= levelCount) 3210 { 3211 surfaceLevel = levelCount - 1; 3212 } 3213 3214 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel); 3215 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE); 3216 } 3217 } 3218 } 3219 else UNIMPLEMENTED(); 3220 } 3221 else 3222 { 3223 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL); 3224 } 3225} 3226 3227void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels) 3228{ 3229 Framebuffer *framebuffer = getReadFramebuffer(); 3230 int framebufferWidth, framebufferHeight, framebufferSamples; 3231 3232 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3233 { 3234 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3235 } 3236 3237 if(getReadFramebufferName() != 0 && framebufferSamples != 0) 3238 { 3239 return error(GL_INVALID_OPERATION); 3240 } 3241 3242 if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion)) 3243 { 3244 return error(GL_INVALID_OPERATION); 3245 } 3246 3247 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width; 3248 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment); 3249 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight; 3250 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels; 3251 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels); 3252 3253 // Sized query sanity check 3254 if(bufSize) 3255 { 3256 int requiredSize = outputPitch * height; 3257 if(requiredSize > *bufSize) 3258 { 3259 return error(GL_INVALID_OPERATION); 3260 } 3261 } 3262 3263 egl::Image *renderTarget = nullptr; 3264 switch(format) 3265 { 3266 case GL_DEPTH_COMPONENT: 3267 renderTarget = framebuffer->getDepthBuffer(); 3268 break; 3269 default: 3270 renderTarget = framebuffer->getReadRenderTarget(); 3271 break; 3272 } 3273 3274 if(!renderTarget) 3275 { 3276 return error(GL_INVALID_OPERATION); 3277 } 3278 3279 sw::Rect rect = {x, y, x + width, y + height}; 3280 sw::Rect dstRect = { 0, 0, width, height }; 3281 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight()); 3282 3283 sw::Surface *externalSurface = sw::Surface::create(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight); 3284 sw::SliceRect sliceRect(rect); 3285 sw::SliceRect dstSliceRect(dstRect); 3286 device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false); 3287 delete externalSurface; 3288 3289 renderTarget->release(); 3290} 3291 3292void Context::clear(GLbitfield mask) 3293{ 3294 if(mState.rasterizerDiscardEnabled) 3295 { 3296 return; 3297 } 3298 3299 Framebuffer *framebuffer = getDrawFramebuffer(); 3300 3301 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) 3302 { 3303 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3304 } 3305 3306 if(!applyRenderTarget()) 3307 { 3308 return; 3309 } 3310 3311 if(mask & GL_COLOR_BUFFER_BIT) 3312 { 3313 unsigned int rgbaMask = getColorMask(); 3314 3315 if(rgbaMask != 0) 3316 { 3317 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask); 3318 } 3319 } 3320 3321 if(mask & GL_DEPTH_BUFFER_BIT) 3322 { 3323 if(mState.depthMask != 0) 3324 { 3325 float depth = clamp01(mState.depthClearValue); 3326 device->clearDepth(depth); 3327 } 3328 } 3329 3330 if(mask & GL_STENCIL_BUFFER_BIT) 3331 { 3332 if(mState.stencilWritemask != 0) 3333 { 3334 int stencil = mState.stencilClearValue & 0x000000FF; 3335 device->clearStencil(stencil, mState.stencilWritemask); 3336 } 3337 } 3338} 3339 3340void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format) 3341{ 3342 unsigned int rgbaMask = getColorMask(); 3343 if(rgbaMask && !mState.rasterizerDiscardEnabled) 3344 { 3345 Framebuffer *framebuffer = getDrawFramebuffer(); 3346 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer); 3347 3348 if(colorbuffer) 3349 { 3350 sw::Rect clearRect = colorbuffer->getRect(); 3351 3352 if(mState.scissorTestEnabled) 3353 { 3354 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3355 } 3356 3357 device->clear(value, format, colorbuffer, clearRect, rgbaMask); 3358 3359 colorbuffer->release(); 3360 } 3361 } 3362} 3363 3364void Context::clearColorBuffer(GLint drawbuffer, const GLint *value) 3365{ 3366 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I); 3367} 3368 3369void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value) 3370{ 3371 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI); 3372} 3373 3374void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value) 3375{ 3376 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F); 3377} 3378 3379void Context::clearDepthBuffer(const GLfloat value) 3380{ 3381 if(mState.depthMask && !mState.rasterizerDiscardEnabled) 3382 { 3383 Framebuffer *framebuffer = getDrawFramebuffer(); 3384 egl::Image *depthbuffer = framebuffer->getDepthBuffer(); 3385 3386 if(depthbuffer) 3387 { 3388 float depth = clamp01(value); 3389 sw::Rect clearRect = depthbuffer->getRect(); 3390 3391 if(mState.scissorTestEnabled) 3392 { 3393 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3394 } 3395 3396 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3397 3398 depthbuffer->release(); 3399 } 3400 } 3401} 3402 3403void Context::clearStencilBuffer(const GLint value) 3404{ 3405 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled) 3406 { 3407 Framebuffer *framebuffer = getDrawFramebuffer(); 3408 egl::Image *stencilbuffer = framebuffer->getStencilBuffer(); 3409 3410 if(stencilbuffer) 3411 { 3412 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF); 3413 sw::Rect clearRect = stencilbuffer->getRect(); 3414 3415 if(mState.scissorTestEnabled) 3416 { 3417 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight); 3418 } 3419 3420 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height()); 3421 3422 stencilbuffer->release(); 3423 } 3424 } 3425} 3426 3427void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount) 3428{ 3429 if(!mState.currentProgram) 3430 { 3431 return error(GL_INVALID_OPERATION); 3432 } 3433 3434 sw::DrawType primitiveType; 3435 int primitiveCount; 3436 int verticesPerPrimitive; 3437 3438 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive)) 3439 return error(GL_INVALID_ENUM); 3440 3441 if(primitiveCount <= 0) 3442 { 3443 return; 3444 } 3445 3446 if(!applyRenderTarget()) 3447 { 3448 return; 3449 } 3450 3451 applyState(mode); 3452 3453 for(int i = 0; i < instanceCount; ++i) 3454 { 3455 device->setInstanceID(i); 3456 3457 GLenum err = applyVertexBuffer(0, first, count, i); 3458 if(err != GL_NO_ERROR) 3459 { 3460 return error(err); 3461 } 3462 3463 applyShaders(); 3464 applyTextures(); 3465 3466 if(!getCurrentProgram()->validateSamplers(false)) 3467 { 3468 return error(GL_INVALID_OPERATION); 3469 } 3470 3471 TransformFeedback* transformFeedback = getTransformFeedback(); 3472 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3473 { 3474 device->drawPrimitive(primitiveType, primitiveCount); 3475 } 3476 if(transformFeedback) 3477 { 3478 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive); 3479 } 3480 } 3481} 3482 3483void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount) 3484{ 3485 if(!mState.currentProgram) 3486 { 3487 return error(GL_INVALID_OPERATION); 3488 } 3489 3490 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer()) 3491 { 3492 return error(GL_INVALID_OPERATION); 3493 } 3494 3495 GLenum internalMode = mode; 3496 if(isPrimitiveRestartFixedIndexEnabled()) 3497 { 3498 switch(mode) 3499 { 3500 case GL_TRIANGLE_FAN: 3501 case GL_TRIANGLE_STRIP: 3502 internalMode = GL_TRIANGLES; 3503 break; 3504 case GL_LINE_LOOP: 3505 case GL_LINE_STRIP: 3506 internalMode = GL_LINES; 3507 break; 3508 default: 3509 break; 3510 } 3511 } 3512 3513 sw::DrawType primitiveType; 3514 int primitiveCount; 3515 int verticesPerPrimitive; 3516 3517 if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive)) 3518 return error(GL_INVALID_ENUM); 3519 3520 if(primitiveCount <= 0) 3521 { 3522 return; 3523 } 3524 3525 if(!applyRenderTarget()) 3526 { 3527 return; 3528 } 3529 3530 TranslatedIndexData indexInfo(primitiveCount); 3531 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo); 3532 if(err != GL_NO_ERROR) 3533 { 3534 return error(err); 3535 } 3536 3537 applyState(internalMode); 3538 3539 for(int i = 0; i < instanceCount; ++i) 3540 { 3541 device->setInstanceID(i); 3542 3543 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; 3544 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i); 3545 if(err != GL_NO_ERROR) 3546 { 3547 return error(err); 3548 } 3549 3550 applyShaders(); 3551 applyTextures(); 3552 3553 if(!getCurrentProgram()->validateSamplers(false)) 3554 { 3555 return error(GL_INVALID_OPERATION); 3556 } 3557 3558 TransformFeedback* transformFeedback = getTransformFeedback(); 3559 if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused())) 3560 { 3561 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount); 3562 } 3563 if(transformFeedback) 3564 { 3565 transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive); 3566 } 3567 } 3568} 3569 3570void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect) 3571{ 3572 device->blit(source, sRect, dest, dRect, false); 3573} 3574 3575void Context::finish() 3576{ 3577 device->finish(); 3578} 3579 3580void Context::flush() 3581{ 3582 // We don't queue anything without processing it as fast as possible 3583} 3584 3585void Context::recordInvalidEnum() 3586{ 3587 mInvalidEnum = true; 3588} 3589 3590void Context::recordInvalidValue() 3591{ 3592 mInvalidValue = true; 3593} 3594 3595void Context::recordInvalidOperation() 3596{ 3597 mInvalidOperation = true; 3598} 3599 3600void Context::recordOutOfMemory() 3601{ 3602 mOutOfMemory = true; 3603} 3604 3605void Context::recordInvalidFramebufferOperation() 3606{ 3607 mInvalidFramebufferOperation = true; 3608} 3609 3610// Get one of the recorded errors and clear its flag, if any. 3611// [OpenGL ES 2.0.24] section 2.5 page 13. 3612GLenum Context::getError() 3613{ 3614 if(mInvalidEnum) 3615 { 3616 mInvalidEnum = false; 3617 3618 return GL_INVALID_ENUM; 3619 } 3620 3621 if(mInvalidValue) 3622 { 3623 mInvalidValue = false; 3624 3625 return GL_INVALID_VALUE; 3626 } 3627 3628 if(mInvalidOperation) 3629 { 3630 mInvalidOperation = false; 3631 3632 return GL_INVALID_OPERATION; 3633 } 3634 3635 if(mOutOfMemory) 3636 { 3637 mOutOfMemory = false; 3638 3639 return GL_OUT_OF_MEMORY; 3640 } 3641 3642 if(mInvalidFramebufferOperation) 3643 { 3644 mInvalidFramebufferOperation = false; 3645 3646 return GL_INVALID_FRAMEBUFFER_OPERATION; 3647 } 3648 3649 return GL_NO_ERROR; 3650} 3651 3652int Context::getSupportedMultisampleCount(int requested) 3653{ 3654 int supported = 0; 3655 3656 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--) 3657 { 3658 if(supported >= requested) 3659 { 3660 return supported; 3661 } 3662 3663 supported = multisampleCount[i]; 3664 } 3665 3666 return supported; 3667} 3668 3669void Context::detachBuffer(GLuint buffer) 3670{ 3671 // [OpenGL ES 2.0.24] section 2.9 page 22: 3672 // If a buffer object is deleted while it is bound, all bindings to that object in the current context 3673 // (i.e. in the thread that called Delete-Buffers) are reset to zero. 3674 3675 if(mState.copyReadBuffer.name() == buffer) 3676 { 3677 mState.copyReadBuffer = nullptr; 3678 } 3679 3680 if(mState.copyWriteBuffer.name() == buffer) 3681 { 3682 mState.copyWriteBuffer = nullptr; 3683 } 3684 3685 if(mState.pixelPackBuffer.name() == buffer) 3686 { 3687 mState.pixelPackBuffer = nullptr; 3688 } 3689 3690 if(mState.pixelUnpackBuffer.name() == buffer) 3691 { 3692 mState.pixelUnpackBuffer = nullptr; 3693 } 3694 3695 if(mState.genericUniformBuffer.name() == buffer) 3696 { 3697 mState.genericUniformBuffer = nullptr; 3698 } 3699 3700 if(getArrayBufferName() == buffer) 3701 { 3702 mState.arrayBuffer = nullptr; 3703 } 3704 3705 // Only detach from the current transform feedback 3706 TransformFeedback* currentTransformFeedback = getTransformFeedback(); 3707 if(currentTransformFeedback) 3708 { 3709 currentTransformFeedback->detachBuffer(buffer); 3710 } 3711 3712 // Only detach from the current vertex array 3713 VertexArray* currentVertexArray = getCurrentVertexArray(); 3714 if(currentVertexArray) 3715 { 3716 currentVertexArray->detachBuffer(buffer); 3717 } 3718 3719 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) 3720 { 3721 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer) 3722 { 3723 mState.vertexAttribute[attribute].mBoundBuffer = nullptr; 3724 } 3725 } 3726} 3727 3728void Context::detachTexture(GLuint texture) 3729{ 3730 // [OpenGL ES 2.0.24] section 3.8 page 84: 3731 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are 3732 // rebound to texture object zero 3733 3734 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++) 3735 { 3736 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) 3737 { 3738 if(mState.samplerTexture[type][sampler].name() == texture) 3739 { 3740 mState.samplerTexture[type][sampler] = nullptr; 3741 } 3742 } 3743 } 3744 3745 // [OpenGL ES 2.0.24] section 4.4 page 112: 3746 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is 3747 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this 3748 // image was attached in the currently bound framebuffer. 3749 3750 Framebuffer *readFramebuffer = getReadFramebuffer(); 3751 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3752 3753 if(readFramebuffer) 3754 { 3755 readFramebuffer->detachTexture(texture); 3756 } 3757 3758 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3759 { 3760 drawFramebuffer->detachTexture(texture); 3761 } 3762} 3763 3764void Context::detachFramebuffer(GLuint framebuffer) 3765{ 3766 // [OpenGL ES 2.0.24] section 4.4 page 107: 3767 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though 3768 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero. 3769 3770 if(mState.readFramebuffer == framebuffer) 3771 { 3772 bindReadFramebuffer(0); 3773 } 3774 3775 if(mState.drawFramebuffer == framebuffer) 3776 { 3777 bindDrawFramebuffer(0); 3778 } 3779} 3780 3781void Context::detachRenderbuffer(GLuint renderbuffer) 3782{ 3783 // [OpenGL ES 2.0.24] section 4.4 page 109: 3784 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer 3785 // had been executed with the target RENDERBUFFER and name of zero. 3786 3787 if(mState.renderbuffer.name() == renderbuffer) 3788 { 3789 bindRenderbuffer(0); 3790 } 3791 3792 // [OpenGL ES 2.0.24] section 4.4 page 111: 3793 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, 3794 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment 3795 // point to which this image was attached in the currently bound framebuffer. 3796 3797 Framebuffer *readFramebuffer = getReadFramebuffer(); 3798 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3799 3800 if(readFramebuffer) 3801 { 3802 readFramebuffer->detachRenderbuffer(renderbuffer); 3803 } 3804 3805 if(drawFramebuffer && drawFramebuffer != readFramebuffer) 3806 { 3807 drawFramebuffer->detachRenderbuffer(renderbuffer); 3808 } 3809} 3810 3811void Context::detachSampler(GLuint sampler) 3812{ 3813 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: 3814 // If a sampler object that is currently bound to one or more texture units is 3815 // deleted, it is as though BindSampler is called once for each texture unit to 3816 // which the sampler is bound, with unit set to the texture unit and sampler set to zero. 3817 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit) 3818 { 3819 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit]; 3820 if(samplerBinding.name() == sampler) 3821 { 3822 samplerBinding = nullptr; 3823 } 3824 } 3825} 3826 3827bool Context::cullSkipsDraw(GLenum drawMode) 3828{ 3829 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode); 3830} 3831 3832bool Context::isTriangleMode(GLenum drawMode) 3833{ 3834 switch(drawMode) 3835 { 3836 case GL_TRIANGLES: 3837 case GL_TRIANGLE_FAN: 3838 case GL_TRIANGLE_STRIP: 3839 return true; 3840 case GL_POINTS: 3841 case GL_LINES: 3842 case GL_LINE_LOOP: 3843 case GL_LINE_STRIP: 3844 return false; 3845 default: UNREACHABLE(drawMode); 3846 } 3847 3848 return false; 3849} 3850 3851void Context::setVertexAttrib(GLuint index, const GLfloat *values) 3852{ 3853 ASSERT(index < MAX_VERTEX_ATTRIBS); 3854 3855 mState.vertexAttribute[index].setCurrentValue(values); 3856 3857 mVertexDataManager->dirtyCurrentValue(index); 3858} 3859 3860void Context::setVertexAttrib(GLuint index, const GLint *values) 3861{ 3862 ASSERT(index < MAX_VERTEX_ATTRIBS); 3863 3864 mState.vertexAttribute[index].setCurrentValue(values); 3865 3866 mVertexDataManager->dirtyCurrentValue(index); 3867} 3868 3869void Context::setVertexAttrib(GLuint index, const GLuint *values) 3870{ 3871 ASSERT(index < MAX_VERTEX_ATTRIBS); 3872 3873 mState.vertexAttribute[index].setCurrentValue(values); 3874 3875 mVertexDataManager->dirtyCurrentValue(index); 3876} 3877 3878void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, 3879 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, 3880 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit) 3881{ 3882 Framebuffer *readFramebuffer = getReadFramebuffer(); 3883 Framebuffer *drawFramebuffer = getDrawFramebuffer(); 3884 3885 int readBufferWidth, readBufferHeight, readBufferSamples; 3886 int drawBufferWidth, drawBufferHeight, drawBufferSamples; 3887 3888 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE || 3889 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE) 3890 { 3891 return error(GL_INVALID_FRAMEBUFFER_OPERATION); 3892 } 3893 3894 if(drawBufferSamples > 1) 3895 { 3896 return error(GL_INVALID_OPERATION); 3897 } 3898 3899 sw::SliceRect sourceRect; 3900 sw::SliceRect destRect; 3901 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1); 3902 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1); 3903 3904 if(srcX0 < srcX1) 3905 { 3906 sourceRect.x0 = srcX0; 3907 sourceRect.x1 = srcX1; 3908 } 3909 else 3910 { 3911 sourceRect.x0 = srcX1; 3912 sourceRect.x1 = srcX0; 3913 } 3914 3915 if(dstX0 < dstX1) 3916 { 3917 destRect.x0 = dstX0; 3918 destRect.x1 = dstX1; 3919 } 3920 else 3921 { 3922 destRect.x0 = dstX1; 3923 destRect.x1 = dstX0; 3924 } 3925 3926 if(srcY0 < srcY1) 3927 { 3928 sourceRect.y0 = srcY0; 3929 sourceRect.y1 = srcY1; 3930 } 3931 else 3932 { 3933 sourceRect.y0 = srcY1; 3934 sourceRect.y1 = srcY0; 3935 } 3936 3937 if(dstY0 < dstY1) 3938 { 3939 destRect.y0 = dstY0; 3940 destRect.y1 = dstY1; 3941 } 3942 else 3943 { 3944 destRect.y0 = dstY1; 3945 destRect.y1 = dstY0; 3946 } 3947 3948 sw::Rect sourceScissoredRect = sourceRect; 3949 sw::Rect destScissoredRect = destRect; 3950 3951 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test 3952 { 3953 if(destRect.x0 < mState.scissorX) 3954 { 3955 int xDiff = mState.scissorX - destRect.x0; 3956 destScissoredRect.x0 = mState.scissorX; 3957 sourceScissoredRect.x0 += xDiff; 3958 } 3959 3960 if(destRect.x1 > mState.scissorX + mState.scissorWidth) 3961 { 3962 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth); 3963 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth; 3964 sourceScissoredRect.x1 -= xDiff; 3965 } 3966 3967 if(destRect.y0 < mState.scissorY) 3968 { 3969 int yDiff = mState.scissorY - destRect.y0; 3970 destScissoredRect.y0 = mState.scissorY; 3971 sourceScissoredRect.y0 += yDiff; 3972 } 3973 3974 if(destRect.y1 > mState.scissorY + mState.scissorHeight) 3975 { 3976 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight); 3977 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight; 3978 sourceScissoredRect.y1 -= yDiff; 3979 } 3980 } 3981 3982 sw::Rect sourceTrimmedRect = sourceScissoredRect; 3983 sw::Rect destTrimmedRect = destScissoredRect; 3984 3985 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of 3986 // the actual draw and read surfaces. 3987 if(sourceTrimmedRect.x0 < 0) 3988 { 3989 int xDiff = 0 - sourceTrimmedRect.x0; 3990 sourceTrimmedRect.x0 = 0; 3991 destTrimmedRect.x0 += xDiff; 3992 } 3993 3994 if(sourceTrimmedRect.x1 > readBufferWidth) 3995 { 3996 int xDiff = sourceTrimmedRect.x1 - readBufferWidth; 3997 sourceTrimmedRect.x1 = readBufferWidth; 3998 destTrimmedRect.x1 -= xDiff; 3999 } 4000 4001 if(sourceTrimmedRect.y0 < 0) 4002 { 4003 int yDiff = 0 - sourceTrimmedRect.y0; 4004 sourceTrimmedRect.y0 = 0; 4005 destTrimmedRect.y0 += yDiff; 4006 } 4007 4008 if(sourceTrimmedRect.y1 > readBufferHeight) 4009 { 4010 int yDiff = sourceTrimmedRect.y1 - readBufferHeight; 4011 sourceTrimmedRect.y1 = readBufferHeight; 4012 destTrimmedRect.y1 -= yDiff; 4013 } 4014 4015 if(destTrimmedRect.x0 < 0) 4016 { 4017 int xDiff = 0 - destTrimmedRect.x0; 4018 destTrimmedRect.x0 = 0; 4019 sourceTrimmedRect.x0 += xDiff; 4020 } 4021 4022 if(destTrimmedRect.x1 > drawBufferWidth) 4023 { 4024 int xDiff = destTrimmedRect.x1 - drawBufferWidth; 4025 destTrimmedRect.x1 = drawBufferWidth; 4026 sourceTrimmedRect.x1 -= xDiff; 4027 } 4028 4029 if(destTrimmedRect.y0 < 0) 4030 { 4031 int yDiff = 0 - destTrimmedRect.y0; 4032 destTrimmedRect.y0 = 0; 4033 sourceTrimmedRect.y0 += yDiff; 4034 } 4035 4036 if(destTrimmedRect.y1 > drawBufferHeight) 4037 { 4038 int yDiff = destTrimmedRect.y1 - drawBufferHeight; 4039 destTrimmedRect.y1 = drawBufferHeight; 4040 sourceTrimmedRect.y1 -= yDiff; 4041 } 4042 4043 bool partialBufferCopy = false; 4044 4045 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight || 4046 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth || 4047 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight || 4048 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth || 4049 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0) 4050 { 4051 partialBufferCopy = true; 4052 } 4053 4054 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1); 4055 bool blitRenderTarget = false; 4056 bool blitDepth = false; 4057 bool blitStencil = false; 4058 4059 if(mask & GL_COLOR_BUFFER_BIT) 4060 { 4061 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex()); 4062 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0); 4063 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType); 4064 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType); 4065 if(!validReadType || !validDrawType) 4066 { 4067 return error(GL_INVALID_OPERATION); 4068 } 4069 4070 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds) 4071 { 4072 return error(GL_INVALID_OPERATION); 4073 } 4074 4075 blitRenderTarget = true; 4076 } 4077 4078 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) 4079 { 4080 Renderbuffer *readDSBuffer = nullptr; 4081 Renderbuffer *drawDSBuffer = nullptr; 4082 4083 if(mask & GL_DEPTH_BUFFER_BIT) 4084 { 4085 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) 4086 { 4087 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType(); 4088 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType(); 4089 if((readDepthBufferType != drawDepthBufferType) && 4090 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType))) 4091 { 4092 return error(GL_INVALID_OPERATION); 4093 } 4094 4095 blitDepth = true; 4096 readDSBuffer = readFramebuffer->getDepthbuffer(); 4097 drawDSBuffer = drawFramebuffer->getDepthbuffer(); 4098 } 4099 } 4100 4101 if(mask & GL_STENCIL_BUFFER_BIT) 4102 { 4103 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) 4104 { 4105 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType(); 4106 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType(); 4107 if((readStencilBufferType != drawStencilBufferType) && 4108 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType))) 4109 { 4110 return error(GL_INVALID_OPERATION); 4111 } 4112 4113 blitStencil = true; 4114 readDSBuffer = readFramebuffer->getStencilbuffer(); 4115 drawDSBuffer = drawFramebuffer->getStencilbuffer(); 4116 } 4117 } 4118 4119 if(partialBufferCopy && !allowPartialDepthStencilBlit) 4120 { 4121 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit."); 4122 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted 4123 } 4124 4125 // OpenGL ES 3.0.4 spec, p.199: 4126 // ...an INVALID_OPERATION error is generated if the formats of the read 4127 // and draw framebuffers are not identical or if the source and destination 4128 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds. 4129 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an 4130 // INVALID_OPERATION error is generated. 4131 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) || 4132 ((readDSBuffer && readDSBuffer->getSamples() > 1) && 4133 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat())))) 4134 { 4135 return error(GL_INVALID_OPERATION); 4136 } 4137 } 4138 4139 if(blitRenderTarget || blitDepth || blitStencil) 4140 { 4141 if(blitRenderTarget) 4142 { 4143 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget(); 4144 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0); 4145 4146 if(flipX) 4147 { 4148 swap(destRect.x0, destRect.x1); 4149 } 4150 if(flipy) 4151 { 4152 swap(destRect.y0, destRect.y1); 4153 } 4154 4155 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER); 4156 4157 readRenderTarget->release(); 4158 drawRenderTarget->release(); 4159 4160 if(!success) 4161 { 4162 ERR("BlitFramebuffer failed."); 4163 return; 4164 } 4165 } 4166 4167 if(blitDepth) 4168 { 4169 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer(); 4170 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer(); 4171 4172 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER); 4173 4174 readRenderTarget->release(); 4175 drawRenderTarget->release(); 4176 4177 if(!success) 4178 { 4179 ERR("BlitFramebuffer failed."); 4180 return; 4181 } 4182 } 4183 4184 if(blitStencil) 4185 { 4186 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer(); 4187 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer(); 4188 4189 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER); 4190 4191 readRenderTarget->release(); 4192 drawRenderTarget->release(); 4193 4194 if(!success) 4195 { 4196 ERR("BlitFramebuffer failed."); 4197 return; 4198 } 4199 } 4200 } 4201} 4202 4203void Context::bindTexImage(gl::Surface *surface) 4204{ 4205 es2::Texture2D *textureObject = getTexture2D(); 4206 4207 if(textureObject) 4208 { 4209 textureObject->bindTexImage(surface); 4210 } 4211} 4212 4213EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4214{ 4215 GLenum textureTarget = GL_NONE; 4216 4217 switch(target) 4218 { 4219 case EGL_GL_TEXTURE_2D_KHR: 4220 textureTarget = GL_TEXTURE_2D; 4221 break; 4222 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: 4223 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: 4224 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: 4225 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: 4226 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: 4227 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: 4228 textureTarget = GL_TEXTURE_CUBE_MAP; 4229 break; 4230 case EGL_GL_RENDERBUFFER_KHR: 4231 break; 4232 default: 4233 return EGL_BAD_PARAMETER; 4234 } 4235 4236 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS) 4237 { 4238 return EGL_BAD_MATCH; 4239 } 4240 4241 if(textureTarget != GL_NONE) 4242 { 4243 es2::Texture *texture = getTexture(name); 4244 4245 if(!texture || texture->getTarget() != textureTarget) 4246 { 4247 return EGL_BAD_PARAMETER; 4248 } 4249 4250 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling 4251 { 4252 return EGL_BAD_ACCESS; 4253 } 4254 4255 if(textureLevel != 0 && !texture->isSamplerComplete()) 4256 { 4257 return EGL_BAD_PARAMETER; 4258 } 4259 4260 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1)) 4261 { 4262 return EGL_BAD_PARAMETER; 4263 } 4264 } 4265 else if(target == EGL_GL_RENDERBUFFER_KHR) 4266 { 4267 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4268 4269 if(!renderbuffer) 4270 { 4271 return EGL_BAD_PARAMETER; 4272 } 4273 4274 if(renderbuffer->isShared()) // Already an EGLImage sibling 4275 { 4276 return EGL_BAD_ACCESS; 4277 } 4278 } 4279 else UNREACHABLE(target); 4280 4281 return EGL_SUCCESS; 4282} 4283 4284egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel) 4285{ 4286 GLenum textureTarget = GL_NONE; 4287 4288 switch(target) 4289 { 4290 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break; 4291 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break; 4292 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break; 4293 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break; 4294 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break; 4295 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break; 4296 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break; 4297 } 4298 4299 if(textureTarget != GL_NONE) 4300 { 4301 es2::Texture *texture = getTexture(name); 4302 4303 return texture->createSharedImage(textureTarget, textureLevel); 4304 } 4305 else if(target == EGL_GL_RENDERBUFFER_KHR) 4306 { 4307 es2::Renderbuffer *renderbuffer = getRenderbuffer(name); 4308 4309 return renderbuffer->createSharedImage(); 4310 } 4311 else UNREACHABLE(target); 4312 4313 return nullptr; 4314} 4315 4316egl::Image *Context::getSharedImage(GLeglImageOES image) 4317{ 4318 return display->getSharedImage(image); 4319} 4320 4321Device *Context::getDevice() 4322{ 4323 return device; 4324} 4325 4326const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const 4327{ 4328 // Keep list sorted in following order: 4329 // OES extensions 4330 // EXT extensions 4331 // Vendor extensions 4332 static const char *es2extensions[] = 4333 { 4334 "GL_OES_compressed_ETC1_RGB8_texture", 4335 "GL_OES_depth24", 4336 "GL_OES_depth32", 4337 "GL_OES_depth_texture", 4338 "GL_OES_depth_texture_cube_map", 4339 "GL_OES_EGL_image", 4340 "GL_OES_EGL_image_external", 4341 "GL_OES_EGL_sync", 4342 "GL_OES_element_index_uint", 4343 "GL_OES_framebuffer_object", 4344 "GL_OES_packed_depth_stencil", 4345 "GL_OES_rgb8_rgba8", 4346 "GL_OES_standard_derivatives", 4347 "GL_OES_texture_float", 4348 "GL_OES_texture_float_linear", 4349 "GL_OES_texture_half_float", 4350 "GL_OES_texture_half_float_linear", 4351 "GL_OES_texture_npot", 4352 "GL_OES_texture_3D", 4353 "GL_OES_vertex_half_float", 4354 "GL_EXT_blend_minmax", 4355 "GL_EXT_color_buffer_half_float", 4356 "GL_EXT_draw_buffers", 4357 "GL_EXT_instanced_arrays", 4358 "GL_EXT_occlusion_query_boolean", 4359 "GL_EXT_read_format_bgra", 4360#if (S3TC_SUPPORT) 4361 "GL_EXT_texture_compression_dxt1", 4362#endif 4363 "GL_EXT_texture_filter_anisotropic", 4364 "GL_EXT_texture_format_BGRA8888", 4365 "GL_EXT_texture_rg", 4366#if (ASTC_SUPPORT) 4367 "GL_KHR_texture_compression_astc_hdr", 4368 "GL_KHR_texture_compression_astc_ldr", 4369#endif 4370 "GL_ANGLE_framebuffer_blit", 4371 "GL_ANGLE_framebuffer_multisample", 4372 "GL_ANGLE_instanced_arrays", 4373#if (S3TC_SUPPORT) 4374 "GL_ANGLE_texture_compression_dxt3", 4375 "GL_ANGLE_texture_compression_dxt5", 4376#endif 4377 "GL_CHROMIUM_texture_filtering_hint", 4378 "GL_NV_fence", 4379 "GL_NV_framebuffer_blit", 4380 "GL_NV_read_depth", 4381 }; 4382 4383 // Extensions exclusive to OpenGL ES 3.0 and above. 4384 static const char *es3extensions[] = 4385 { 4386 "GL_EXT_color_buffer_float", 4387 }; 4388 4389 GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]); 4390 GLuint numExtensions = numES2extensions; 4391 4392 if(clientVersion >= 3) 4393 { 4394 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]); 4395 } 4396 4397 if(numExt) 4398 { 4399 *numExt = numExtensions; 4400 4401 return nullptr; 4402 } 4403 4404 if(index == GL_INVALID_INDEX) 4405 { 4406 static std::string extensionsCat; 4407 4408 if(extensionsCat.empty() && (numExtensions > 0)) 4409 { 4410 for(const char *extension : es2extensions) 4411 { 4412 extensionsCat += std::string(extension) + " "; 4413 } 4414 4415 if(clientVersion >= 3) 4416 { 4417 for(const char *extension : es3extensions) 4418 { 4419 extensionsCat += std::string(extension) + " "; 4420 } 4421 } 4422 } 4423 4424 return (const GLubyte*)extensionsCat.c_str(); 4425 } 4426 4427 if(index >= numExtensions) 4428 { 4429 return nullptr; 4430 } 4431 4432 if(index < numES2extensions) 4433 { 4434 return (const GLubyte*)es2extensions[index]; 4435 } 4436 else 4437 { 4438 return (const GLubyte*)es3extensions[index - numES2extensions]; 4439 } 4440} 4441 4442} 4443 4444NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config) 4445{ 4446 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext 4447 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config); 4448} 4449