/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES Utilities * ------------------------------------------------ * * Copyright 2014 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * *//*! * \file * \brief GL Rendering Context. *//*--------------------------------------------------------------------*/ #include "sglrGLContext.hpp" #include "sglrShaderProgram.hpp" #include "gluPixelTransfer.hpp" #include "gluTexture.hpp" #include "gluCallLogWrapper.hpp" #include "gluStrUtil.hpp" #include "glwFunctions.hpp" #include "glwEnums.hpp" namespace sglr { using std::vector; using std::string; using tcu::TestLog; using tcu::Vec4; using tcu::TextureFormat; GLContext::GLContext (const glu::RenderContext& context, tcu::TestLog& log, deUint32 logFlags, const tcu::IVec4& baseViewport) : Context (context.getType()) , m_context (context) , m_log (log) , m_logFlags (logFlags) , m_baseViewport (baseViewport) , m_curViewport (0, 0, m_baseViewport.z(), m_baseViewport.w()) , m_curScissor (0, 0, m_baseViewport.z(), m_baseViewport.w()) , m_readFramebufferBinding (0) , m_drawFramebufferBinding (0) , m_wrapper (DE_NULL) { const glw::Functions& gl = m_context.getFunctions(); // Logging? m_wrapper = new glu::CallLogWrapper(gl, log); m_wrapper->enableLogging((logFlags & GLCONTEXT_LOG_CALLS) != 0); // Setup base viewport. This offset is active when default framebuffer is active. // \note Calls related to setting up base viewport are not included in log. gl.viewport(baseViewport.x(), baseViewport.y(), baseViewport.z(), baseViewport.w()); } GLContext::~GLContext (void) { const glw::Functions& gl = m_context.getFunctions(); // Clean up all still alive objects for (std::set::const_iterator i = m_allocatedFbos.begin(); i != m_allocatedFbos.end(); i++) { deUint32 fbo = *i; gl.deleteFramebuffers(1, &fbo); } for (std::set::const_iterator i = m_allocatedRbos.begin(); i != m_allocatedRbos.end(); i++) { deUint32 rbo = *i; gl.deleteRenderbuffers(1, &rbo); } for (std::set::const_iterator i = m_allocatedTextures.begin(); i != m_allocatedTextures.end(); i++) { deUint32 tex = *i; gl.deleteTextures(1, &tex); } for (std::set::const_iterator i = m_allocatedBuffers.begin(); i != m_allocatedBuffers.end(); i++) { deUint32 buf = *i; gl.deleteBuffers(1, &buf); } for (std::set::const_iterator i = m_allocatedVaos.begin(); i != m_allocatedVaos.end(); i++) { deUint32 vao = *i; gl.deleteVertexArrays(1, &vao); } for (std::vector::iterator i = m_programs.begin(); i != m_programs.end(); i++) { delete *i; } gl.useProgram(0); delete m_wrapper; } void GLContext::enableLogging (deUint32 logFlags) { m_logFlags = logFlags; m_wrapper->enableLogging((logFlags & GLCONTEXT_LOG_CALLS) != 0); } tcu::IVec2 GLContext::getDrawOffset (void) const { if (m_drawFramebufferBinding) return tcu::IVec2(0, 0); else return tcu::IVec2(m_baseViewport.x(), m_baseViewport.y()); } tcu::IVec2 GLContext::getReadOffset (void) const { if (m_readFramebufferBinding) return tcu::IVec2(0, 0); else return tcu::IVec2(m_baseViewport.x(), m_baseViewport.y()); } int GLContext::getWidth (void) const { return m_baseViewport.z(); } int GLContext::getHeight (void) const { return m_baseViewport.w(); } void GLContext::activeTexture (deUint32 texture) { m_wrapper->glActiveTexture(texture); } void GLContext::texParameteri (deUint32 target, deUint32 pname, int value) { m_wrapper->glTexParameteri(target, pname, value); } deUint32 GLContext::checkFramebufferStatus(deUint32 target) { return m_wrapper->glCheckFramebufferStatus(target); } void GLContext::viewport (int x, int y, int width, int height) { m_curViewport = tcu::IVec4(x, y, width, height); tcu::IVec2 offset = getDrawOffset(); // \note For clarity don't add the offset to log if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glViewport(" << x << ", " << y << ", " << width << ", " << height << ");" << TestLog::EndMessage; m_context.getFunctions().viewport(x+offset.x(), y+offset.y(), width, height); } void GLContext::bindTexture (deUint32 target, deUint32 texture) { m_allocatedTextures.insert(texture); m_wrapper->glBindTexture(target, texture); } void GLContext::genTextures (int numTextures, deUint32* textures) { m_wrapper->glGenTextures(numTextures, textures); if (numTextures > 0) m_allocatedTextures.insert(textures, textures+numTextures); } void GLContext::deleteTextures (int numTextures, const deUint32* textures) { for (int i = 0; i < numTextures; i++) m_allocatedTextures.erase(textures[i]); m_wrapper->glDeleteTextures(numTextures, textures); } void GLContext::bindFramebuffer (deUint32 target, deUint32 framebuffer) { // \todo [2011-10-13 pyry] This is a bit of a hack since test cases assumes 0 default fbo. deUint32 defaultFbo = m_context.getDefaultFramebuffer(); TCU_CHECK(framebuffer == 0 || framebuffer != defaultFbo); bool isValidTarget = target == GL_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER || target == GL_READ_FRAMEBUFFER; if (isValidTarget && framebuffer != 0) m_allocatedFbos.insert(framebuffer); // Update bindings. if (target == GL_FRAMEBUFFER || target == GL_READ_FRAMEBUFFER) m_readFramebufferBinding = framebuffer; if (target == GL_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER) m_drawFramebufferBinding = framebuffer; if (framebuffer == 0) // Redirect 0 to platform-defined default framebuffer. m_wrapper->glBindFramebuffer(target, defaultFbo); else m_wrapper->glBindFramebuffer(target, framebuffer); // Update viewport and scissor if we updated draw framebuffer binding \note Not logged for clarity if (target == GL_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER) { tcu::IVec2 offset = getDrawOffset(); m_context.getFunctions().viewport(m_curViewport.x()+offset.x(), m_curViewport.y()+offset.y(), m_curViewport.z(), m_curViewport.w()); m_context.getFunctions().scissor(m_curScissor.x()+offset.x(), m_curScissor.y()+offset.y(), m_curScissor.z(), m_curScissor.w()); } } void GLContext::genFramebuffers (int numFramebuffers, deUint32* framebuffers) { m_wrapper->glGenFramebuffers(numFramebuffers, framebuffers); if (numFramebuffers > 0) m_allocatedFbos.insert(framebuffers, framebuffers+numFramebuffers); } void GLContext::deleteFramebuffers (int numFramebuffers, const deUint32* framebuffers) { for (int i = 0; i < numFramebuffers; i++) m_allocatedFbos.erase(framebuffers[i]); m_wrapper->glDeleteFramebuffers(numFramebuffers, framebuffers); } void GLContext::bindRenderbuffer (deUint32 target, deUint32 renderbuffer) { m_allocatedRbos.insert(renderbuffer); m_wrapper->glBindRenderbuffer(target, renderbuffer); } void GLContext::genRenderbuffers (int numRenderbuffers, deUint32* renderbuffers) { m_wrapper->glGenRenderbuffers(numRenderbuffers, renderbuffers); if (numRenderbuffers > 0) m_allocatedRbos.insert(renderbuffers, renderbuffers+numRenderbuffers); } void GLContext::deleteRenderbuffers (int numRenderbuffers, const deUint32* renderbuffers) { for (int i = 0; i < numRenderbuffers; i++) m_allocatedRbos.erase(renderbuffers[i]); m_wrapper->glDeleteRenderbuffers(numRenderbuffers, renderbuffers); } void GLContext::pixelStorei (deUint32 pname, int param) { m_wrapper->glPixelStorei(pname, param); } void GLContext::texImage1D (deUint32 target, int level, deUint32 internalFormat, int width, int border, deUint32 format, deUint32 type, const void* data) { m_wrapper->glTexImage1D(target, level, internalFormat, width, border, format, type, data); } void GLContext::texImage2D (deUint32 target, int level, deUint32 internalFormat, int width, int height, int border, deUint32 format, deUint32 type, const void* data) { m_wrapper->glTexImage2D(target, level, internalFormat, width, height, border, format, type, data); } void GLContext::texImage3D (deUint32 target, int level, deUint32 internalFormat, int width, int height, int depth, int border, deUint32 format, deUint32 type, const void* data) { m_wrapper->glTexImage3D(target, level, internalFormat, width, height, depth, border, format, type, data); } void GLContext::texSubImage1D (deUint32 target, int level, int xoffset, int width, deUint32 format, deUint32 type, const void* data) { m_wrapper->glTexSubImage1D(target, level, xoffset, width, format, type, data); } void GLContext::texSubImage2D (deUint32 target, int level, int xoffset, int yoffset, int width, int height, deUint32 format, deUint32 type, const void* data) { m_wrapper->glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, data); } void GLContext::texSubImage3D (deUint32 target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, deUint32 format, deUint32 type, const void* data) { m_wrapper->glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data); } void GLContext::copyTexImage1D (deUint32 target, int level, deUint32 internalFormat, int x, int y, int width, int border) { // Don't log offset. if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glCopyTexImage1D(" << glu::getTextureTargetStr(target) << ", " << level << ", " << glu::getTextureFormatStr(internalFormat) << ", " << x << ", " << y << ", " << width << ", " << border << ")" << TestLog::EndMessage; tcu::IVec2 offset = getReadOffset(); m_context.getFunctions().copyTexImage1D(target, level, internalFormat, offset.x()+x, offset.y()+y, width, border); } void GLContext::copyTexImage2D (deUint32 target, int level, deUint32 internalFormat, int x, int y, int width, int height, int border) { // Don't log offset. if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glCopyTexImage2D(" << glu::getTextureTargetStr(target) << ", " << level << ", " << glu::getTextureFormatStr(internalFormat) << ", " << x << ", " << y << ", " << width << ", " << height << ", " << border << ")" << TestLog::EndMessage; tcu::IVec2 offset = getReadOffset(); m_context.getFunctions().copyTexImage2D(target, level, internalFormat, offset.x()+x, offset.y()+y, width, height, border); } void GLContext::copyTexSubImage1D (deUint32 target, int level, int xoffset, int x, int y, int width) { if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glCopyTexSubImage1D(" << glu::getTextureTargetStr(target) << ", " << level << ", " << xoffset << ", " << x << ", " << y << ", " << width << ")" << TestLog::EndMessage; tcu::IVec2 offset = getReadOffset(); m_context.getFunctions().copyTexSubImage1D(target, level, xoffset, offset.x()+x, offset.y()+y, width); } void GLContext::copyTexSubImage2D (deUint32 target, int level, int xoffset, int yoffset, int x, int y, int width, int height) { if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glCopyTexSubImage2D(" << glu::getTextureTargetStr(target) << ", " << level << ", " << xoffset << ", " << yoffset << ", " << x << ", " << y << ", " << width << ", " << height << ")" << TestLog::EndMessage; tcu::IVec2 offset = getReadOffset(); m_context.getFunctions().copyTexSubImage2D(target, level, xoffset, yoffset, offset.x()+x, offset.y()+y, width, height); } void GLContext::copyTexSubImage3D (deUint32 target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height) { if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glCopyTexSubImage3D(" << glu::getTextureTargetStr(target) << ", " << level << ", " << xoffset << ", " << yoffset << ", " << zoffset << ", " << x << ", " << y << ", " << width << ", " << height << ")" << TestLog::EndMessage; tcu::IVec2 offset = getReadOffset(); m_context.getFunctions().copyTexSubImage3D(target, level, xoffset, yoffset, zoffset, offset.x()+x, offset.y()+y, width, height); } void GLContext::texStorage2D (deUint32 target, int levels, deUint32 internalFormat, int width, int height) { m_wrapper->glTexStorage2D(target, levels, internalFormat, width, height); } void GLContext::texStorage3D (deUint32 target, int levels, deUint32 internalFormat, int width, int height, int depth) { m_wrapper->glTexStorage3D(target, levels, internalFormat, width, height, depth); } void GLContext::framebufferTexture2D (deUint32 target, deUint32 attachment, deUint32 textarget, deUint32 texture, int level) { m_wrapper->glFramebufferTexture2D(target, attachment, textarget, texture, level); } void GLContext::framebufferTextureLayer (deUint32 target, deUint32 attachment, deUint32 texture, int level, int layer) { m_wrapper->glFramebufferTextureLayer(target, attachment, texture, level, layer); } void GLContext::framebufferRenderbuffer (deUint32 target, deUint32 attachment, deUint32 renderbuffertarget, deUint32 renderbuffer) { m_wrapper->glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); } void GLContext::getFramebufferAttachmentParameteriv (deUint32 target, deUint32 attachment, deUint32 pname, int* params) { m_wrapper->glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); } void GLContext::renderbufferStorage (deUint32 target, deUint32 internalformat, int width, int height) { m_wrapper->glRenderbufferStorage(target, internalformat, width, height); } void GLContext::renderbufferStorageMultisample (deUint32 target, int samples, deUint32 internalFormat, int width, int height) { m_wrapper->glRenderbufferStorageMultisample(target, samples, internalFormat, width, height); } void GLContext::bindBuffer (deUint32 target, deUint32 buffer) { m_allocatedBuffers.insert(buffer); m_wrapper->glBindBuffer(target, buffer); } void GLContext::genBuffers (int numBuffers, deUint32* buffers) { m_wrapper->glGenBuffers(numBuffers, buffers); if (numBuffers > 0) m_allocatedBuffers.insert(buffers, buffers+numBuffers); } void GLContext::deleteBuffers (int numBuffers, const deUint32* buffers) { m_wrapper->glDeleteBuffers(numBuffers, buffers); for (int i = 0; i < numBuffers; i++) m_allocatedBuffers.erase(buffers[i]); } void GLContext::bufferData (deUint32 target, deIntptr size, const void* data, deUint32 usage) { m_wrapper->glBufferData(target, (glw::GLsizeiptr)size, data, usage); } void GLContext::bufferSubData (deUint32 target, deIntptr offset, deIntptr size, const void* data) { m_wrapper->glBufferSubData(target, (glw::GLintptr)offset, (glw::GLsizeiptr)size, data); } void GLContext::clearColor (float red, float green, float blue, float alpha) { m_wrapper->glClearColor(red, green, blue, alpha); } void GLContext::clearDepthf (float depth) { m_wrapper->glClearDepthf(depth); } void GLContext::clearStencil (int stencil) { m_wrapper->glClearStencil(stencil); } void GLContext::clear (deUint32 buffers) { m_wrapper->glClear(buffers); } void GLContext::clearBufferiv (deUint32 buffer, int drawbuffer, const int* value) { m_wrapper->glClearBufferiv(buffer, drawbuffer, value); } void GLContext::clearBufferfv (deUint32 buffer, int drawbuffer, const float* value) { m_wrapper->glClearBufferfv(buffer, drawbuffer, value); } void GLContext::clearBufferuiv (deUint32 buffer, int drawbuffer, const deUint32* value) { m_wrapper->glClearBufferuiv(buffer, drawbuffer, value); } void GLContext::clearBufferfi (deUint32 buffer, int drawbuffer, float depth, int stencil) { m_wrapper->glClearBufferfi(buffer, drawbuffer, depth, stencil); } void GLContext::scissor (int x, int y, int width, int height) { m_curScissor = tcu::IVec4(x, y, width, height); // \note For clarity don't add the offset to log if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glScissor(" << x << ", " << y << ", " << width << ", " << height << ");" << TestLog::EndMessage; tcu::IVec2 offset = getDrawOffset(); m_context.getFunctions().scissor(offset.x()+x, offset.y()+y, width, height); } void GLContext::enable (deUint32 cap) { m_wrapper->glEnable(cap); } void GLContext::disable (deUint32 cap) { m_wrapper->glDisable(cap); } void GLContext::stencilFunc (deUint32 func, int ref, deUint32 mask) { m_wrapper->glStencilFunc(func, ref, mask); } void GLContext::stencilOp (deUint32 sfail, deUint32 dpfail, deUint32 dppass) { m_wrapper->glStencilOp(sfail, dpfail, dppass); } void GLContext::depthFunc (deUint32 func) { m_wrapper->glDepthFunc(func); } void GLContext::depthRangef (float n, float f) { m_wrapper->glDepthRangef(n, f); } void GLContext::depthRange (double n, double f) { m_wrapper->glDepthRange(n, f); } void GLContext::polygonOffset (float factor, float units) { m_wrapper->glPolygonOffset(factor, units); } void GLContext::provokingVertex (deUint32 convention) { m_wrapper->glProvokingVertex(convention); } void GLContext::primitiveRestartIndex (deUint32 index) { m_wrapper->glPrimitiveRestartIndex(index); } void GLContext::stencilFuncSeparate (deUint32 face, deUint32 func, int ref, deUint32 mask) { m_wrapper->glStencilFuncSeparate(face, func, ref, mask); } void GLContext::stencilOpSeparate (deUint32 face, deUint32 sfail, deUint32 dpfail, deUint32 dppass) { m_wrapper->glStencilOpSeparate(face, sfail, dpfail, dppass); } void GLContext::blendEquation (deUint32 mode) { m_wrapper->glBlendEquation(mode); } void GLContext::blendEquationSeparate (deUint32 modeRGB, deUint32 modeAlpha) { m_wrapper->glBlendEquationSeparate(modeRGB, modeAlpha); } void GLContext::blendFunc (deUint32 src, deUint32 dst) { m_wrapper->glBlendFunc(src, dst); } void GLContext::blendFuncSeparate (deUint32 srcRGB, deUint32 dstRGB, deUint32 srcAlpha, deUint32 dstAlpha) { m_wrapper->glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } void GLContext::blendColor (float red, float green, float blue, float alpha) { m_wrapper->glBlendColor(red, green, blue, alpha); } void GLContext::colorMask (deBool r, deBool g, deBool b, deBool a) { m_wrapper->glColorMask((glw::GLboolean)r, (glw::GLboolean)g, (glw::GLboolean)b, (glw::GLboolean)a); } void GLContext::depthMask (deBool mask) { m_wrapper->glDepthMask((glw::GLboolean)mask); } void GLContext::stencilMask (deUint32 mask) { m_wrapper->glStencilMask(mask); } void GLContext::stencilMaskSeparate (deUint32 face, deUint32 mask) { m_wrapper->glStencilMaskSeparate(face, mask); } void GLContext::blitFramebuffer (int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, deUint32 mask, deUint32 filter) { tcu::IVec2 drawOffset = getDrawOffset(); tcu::IVec2 readOffset = getReadOffset(); if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glBlitFramebuffer(" << srcX0 << ", " << srcY0 << ", " << srcX1 << ", " << srcY1 << ", " << dstX0 << ", " << dstY0 << ", " << dstX1 << ", " << dstY1 << ", " << glu::getBufferMaskStr(mask) << ", " << glu::getTextureFilterStr(filter) << ")" << TestLog::EndMessage; m_context.getFunctions().blitFramebuffer(readOffset.x()+srcX0, readOffset.y()+srcY0, readOffset.x()+srcX1, readOffset.y()+srcY1, drawOffset.x()+dstX0, drawOffset.y()+dstY0, drawOffset.x()+dstX1, drawOffset.y()+dstY1, mask, filter); } void GLContext::invalidateSubFramebuffer (deUint32 target, int numAttachments, const deUint32* attachments, int x, int y, int width, int height) { tcu::IVec2 drawOffset = getDrawOffset(); if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glInvalidateSubFramebuffer(" << glu::getFramebufferTargetStr(target) << ", " << numAttachments << ", " << glu::getInvalidateAttachmentStr(attachments, numAttachments) << ", " << x << ", " << y << ", " << width << ", " << height << ")" << TestLog::EndMessage; m_context.getFunctions().invalidateSubFramebuffer(target, numAttachments, attachments, x+drawOffset.x(), y+drawOffset.y(), width, height); } void GLContext::invalidateFramebuffer (deUint32 target, int numAttachments, const deUint32* attachments) { m_wrapper->glInvalidateFramebuffer(target, numAttachments, attachments); } void GLContext::bindVertexArray (deUint32 array) { m_wrapper->glBindVertexArray(array); } void GLContext::genVertexArrays (int numArrays, deUint32* vertexArrays) { m_wrapper->glGenVertexArrays(numArrays, vertexArrays); if (numArrays > 0) m_allocatedVaos.insert(vertexArrays, vertexArrays+numArrays); } void GLContext::deleteVertexArrays (int numArrays, const deUint32* vertexArrays) { for (int i = 0; i < numArrays; i++) m_allocatedVaos.erase(vertexArrays[i]); m_wrapper->glDeleteVertexArrays(numArrays, vertexArrays); } void GLContext::vertexAttribPointer (deUint32 index, int size, deUint32 type, deBool normalized, int stride, const void *pointer) { m_wrapper->glVertexAttribPointer(index, size, type, (glw::GLboolean)normalized, stride, pointer); } void GLContext::vertexAttribIPointer (deUint32 index, int size, deUint32 type, int stride, const void *pointer) { m_wrapper->glVertexAttribIPointer(index, size, type, stride, pointer); } void GLContext::enableVertexAttribArray (deUint32 index) { m_wrapper->glEnableVertexAttribArray(index); } void GLContext::disableVertexAttribArray (deUint32 index) { m_wrapper->glDisableVertexAttribArray(index); } void GLContext::vertexAttribDivisor (deUint32 index, deUint32 divisor) { m_wrapper->glVertexAttribDivisor(index, divisor); } void GLContext::vertexAttrib1f (deUint32 index, float x) { m_wrapper->glVertexAttrib1f(index, x); } void GLContext::vertexAttrib2f (deUint32 index, float x, float y) { m_wrapper->glVertexAttrib2f(index, x, y); } void GLContext::vertexAttrib3f (deUint32 index, float x, float y, float z) { m_wrapper->glVertexAttrib3f(index, x, y, z); } void GLContext::vertexAttrib4f (deUint32 index, float x, float y, float z, float w) { m_wrapper->glVertexAttrib4f(index, x, y, z, w); } void GLContext::vertexAttribI4i (deUint32 index, deInt32 x, deInt32 y, deInt32 z, deInt32 w) { m_wrapper->glVertexAttribI4i(index, x, y, z, w); } void GLContext::vertexAttribI4ui (deUint32 index, deUint32 x, deUint32 y, deUint32 z, deUint32 w) { m_wrapper->glVertexAttribI4ui(index, x, y, z, w); } deInt32 GLContext::getAttribLocation (deUint32 program, const char *name) { return m_wrapper->glGetAttribLocation(program, name); } void GLContext::uniform1f (deInt32 location, float v0) { m_wrapper->glUniform1f(location, v0); } void GLContext::uniform1i (deInt32 location, deInt32 v0) { m_wrapper->glUniform1i(location, v0); } void GLContext::uniform1fv (deInt32 location, deInt32 count, const float* value) { m_wrapper->glUniform1fv(location, count, value); } void GLContext::uniform2fv (deInt32 location, deInt32 count, const float* value) { m_wrapper->glUniform2fv(location, count, value); } void GLContext::uniform3fv (deInt32 location, deInt32 count, const float* value) { m_wrapper->glUniform3fv(location, count, value); } void GLContext::uniform4fv (deInt32 location, deInt32 count, const float* value) { m_wrapper->glUniform4fv(location, count, value); } void GLContext::uniform1iv (deInt32 location, deInt32 count, const deInt32* value) { m_wrapper->glUniform1iv(location, count, value); } void GLContext::uniform2iv (deInt32 location, deInt32 count, const deInt32* value) { m_wrapper->glUniform2iv(location, count, value); } void GLContext::uniform3iv (deInt32 location, deInt32 count, const deInt32* value) { m_wrapper->glUniform3iv(location, count, value); } void GLContext::uniform4iv (deInt32 location, deInt32 count, const deInt32* value) { m_wrapper->glUniform4iv(location, count, value); } void GLContext::uniformMatrix3fv (deInt32 location, deInt32 count, deBool transpose, const float *value) { m_wrapper->glUniformMatrix3fv(location, count, (glw::GLboolean)transpose, value); } void GLContext::uniformMatrix4fv (deInt32 location, deInt32 count, deBool transpose, const float *value) { m_wrapper->glUniformMatrix4fv(location, count, (glw::GLboolean)transpose, value); } deInt32 GLContext::getUniformLocation (deUint32 program, const char *name) { return m_wrapper->glGetUniformLocation(program, name); } void GLContext::lineWidth (float w) { m_wrapper->glLineWidth(w); } void GLContext::drawArrays (deUint32 mode, int first, int count) { m_wrapper->glDrawArrays(mode, first, count); } void GLContext::drawArraysInstanced (deUint32 mode, int first, int count, int instanceCount) { m_wrapper->glDrawArraysInstanced(mode, first, count, instanceCount); } void GLContext::drawElements (deUint32 mode, int count, deUint32 type, const void *indices) { m_wrapper->glDrawElements(mode, count, type, indices); } void GLContext::drawElementsInstanced (deUint32 mode, int count, deUint32 type, const void *indices, int instanceCount) { m_wrapper->glDrawElementsInstanced(mode, count, type, indices, instanceCount); } void GLContext::drawElementsBaseVertex (deUint32 mode, int count, deUint32 type, const void *indices, int baseVertex) { m_wrapper->glDrawElementsBaseVertex(mode, count, type, indices, baseVertex); } void GLContext::drawElementsInstancedBaseVertex (deUint32 mode, int count, deUint32 type, const void *indices, int instanceCount, int baseVertex) { m_wrapper->glDrawElementsInstancedBaseVertex(mode, count, type, indices, instanceCount, baseVertex); } void GLContext::drawRangeElements (deUint32 mode, deUint32 start, deUint32 end, int count, deUint32 type, const void *indices) { m_wrapper->glDrawRangeElements(mode, start, end, count, type, indices); } void GLContext::drawRangeElementsBaseVertex (deUint32 mode, deUint32 start, deUint32 end, int count, deUint32 type, const void *indices, int baseVertex) { m_wrapper->glDrawRangeElementsBaseVertex(mode, start, end, count, type, indices, baseVertex); } void GLContext::drawArraysIndirect (deUint32 mode, const void *indirect) { m_wrapper->glDrawArraysIndirect(mode, indirect); } void GLContext::drawElementsIndirect (deUint32 mode, deUint32 type, const void *indirect) { m_wrapper->glDrawElementsIndirect(mode, type, indirect); } void GLContext::multiDrawArrays (deUint32 mode, const int* first, const int* count, int primCount) { m_wrapper->glMultiDrawArrays(mode, first, count, primCount); } void GLContext::multiDrawElements (deUint32 mode, const int* count, deUint32 type, const void** indices, int primCount) { m_wrapper->glMultiDrawElements(mode, count, type, indices, primCount); } void GLContext::multiDrawElementsBaseVertex (deUint32 mode, const int* count, deUint32 type, const void** indices, int primCount, const int* baseVertex) { m_wrapper->glMultiDrawElementsBaseVertex(mode, count, type, indices, primCount, baseVertex); } deUint32 GLContext::createProgram (ShaderProgram* shader) { m_programs.reserve(m_programs.size()+1); glu::ShaderProgram* program = DE_NULL; if (!shader->m_hasGeometryShader) program = new glu::ShaderProgram(m_context, glu::makeVtxFragSources(shader->m_vertSrc, shader->m_fragSrc)); else program = new glu::ShaderProgram(m_context, glu::ProgramSources() << glu::VertexSource(shader->m_vertSrc) << glu::FragmentSource(shader->m_fragSrc) << glu::GeometrySource(shader->m_geomSrc)); if (!program->isOk()) { m_log << *program; delete program; TCU_FAIL("Compile failed"); } if ((m_logFlags & GLCONTEXT_LOG_PROGRAMS) != 0) m_log << *program; m_programs.push_back(program); return program->getProgram(); } void GLContext::deleteProgram (deUint32 program) { for (std::vector::iterator i = m_programs.begin(); i != m_programs.end(); i++) { if ((*i)->getProgram() == program) { delete *i; m_programs.erase(i); return; } } DE_FATAL("invalid delete"); } void GLContext::useProgram (deUint32 program) { m_wrapper->glUseProgram(program); } void GLContext::readPixels (int x, int y, int width, int height, deUint32 format, deUint32 type, void* data) { // Don't log offset. if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glReadPixels(" << x << ", " << y << ", " << width << ", " << height << ", " << glu::getTextureFormatStr(format) << ", " << glu::getTypeStr(type) << ", " << data << ")" << TestLog::EndMessage; tcu::IVec2 offset = getReadOffset(); m_context.getFunctions().readPixels(x+offset.x(), y+offset.y(), width, height, format, type, data); } deUint32 GLContext::getError (void) { return m_wrapper->glGetError(); } void GLContext::finish (void) { m_wrapper->glFinish(); } void GLContext::getIntegerv (deUint32 pname, int* params) { m_wrapper->glGetIntegerv(pname, params); } const char* GLContext::getString (deUint32 pname) { return (const char*)m_wrapper->glGetString(pname); } } // sglr