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1 /*-------------------------------------------------------------------------
2  * drawElements Quality Program OpenGL ES Utilities
3  * ------------------------------------------------
4  *
5  * Copyright 2014 The Android Open Source Project
6  *
7  * Licensed under the Apache License, Version 2.0 (the "License");
8  * you may not use this file except in compliance with the License.
9  * You may obtain a copy of the License at
10  *
11  *      http://www.apache.org/licenses/LICENSE-2.0
12  *
13  * Unless required by applicable law or agreed to in writing, software
14  * distributed under the License is distributed on an "AS IS" BASIS,
15  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16  * See the License for the specific language governing permissions and
17  * limitations under the License.
18  *
19  *//*!
20  * \file
21  * \brief GL Rendering Context.
22  *//*--------------------------------------------------------------------*/
23 
24 #include "sglrGLContext.hpp"
25 #include "sglrShaderProgram.hpp"
26 #include "gluPixelTransfer.hpp"
27 #include "gluTexture.hpp"
28 #include "gluCallLogWrapper.hpp"
29 #include "gluStrUtil.hpp"
30 #include "glwFunctions.hpp"
31 #include "glwEnums.hpp"
32 
33 namespace sglr
34 {
35 
36 using std::vector;
37 using std::string;
38 using tcu::TestLog;
39 using tcu::Vec4;
40 using tcu::TextureFormat;
41 
GLContext(const glu::RenderContext & context,tcu::TestLog & log,deUint32 logFlags,const tcu::IVec4 & baseViewport)42 GLContext::GLContext (const glu::RenderContext& context, tcu::TestLog& log, deUint32 logFlags, const tcu::IVec4& baseViewport)
43 	: Context					(context.getType())
44 	, m_context					(context)
45 	, m_log						(log)
46 	, m_logFlags				(logFlags)
47 	, m_baseViewport			(baseViewport)
48 	, m_curViewport				(0, 0, m_baseViewport.z(), m_baseViewport.w())
49 	, m_curScissor				(0, 0, m_baseViewport.z(), m_baseViewport.w())
50 	, m_readFramebufferBinding	(0)
51 	, m_drawFramebufferBinding	(0)
52 	, m_wrapper					(DE_NULL)
53 {
54 	const glw::Functions& gl = m_context.getFunctions();
55 
56 	// Logging?
57 	m_wrapper = new glu::CallLogWrapper(gl, log);
58 	m_wrapper->enableLogging((logFlags & GLCONTEXT_LOG_CALLS) != 0);
59 
60 	// Setup base viewport. This offset is active when default framebuffer is active.
61 	// \note Calls related to setting up base viewport are not included in log.
62 	gl.viewport(baseViewport.x(), baseViewport.y(), baseViewport.z(), baseViewport.w());
63 }
64 
~GLContext(void)65 GLContext::~GLContext (void)
66 {
67 	const glw::Functions& gl = m_context.getFunctions();
68 
69 	// Clean up all still alive objects
70 	for (std::set<deUint32>::const_iterator i = m_allocatedFbos.begin();
71 		 i != m_allocatedFbos.end(); i++)
72 	{
73 		deUint32 fbo = *i;
74 		gl.deleteFramebuffers(1, &fbo);
75 	}
76 
77 	for (std::set<deUint32>::const_iterator i = m_allocatedRbos.begin();
78 		 i != m_allocatedRbos.end(); i++)
79 	{
80 		deUint32 rbo = *i;
81 		gl.deleteRenderbuffers(1, &rbo);
82 	}
83 
84 	for (std::set<deUint32>::const_iterator i = m_allocatedTextures.begin();
85 		 i != m_allocatedTextures.end(); i++)
86 	{
87 		deUint32 tex = *i;
88 		gl.deleteTextures(1, &tex);
89 	}
90 
91 	for (std::set<deUint32>::const_iterator i = m_allocatedBuffers.begin();
92 		 i != m_allocatedBuffers.end(); i++)
93 	{
94 		deUint32 buf = *i;
95 		gl.deleteBuffers(1, &buf);
96 	}
97 
98 	for (std::set<deUint32>::const_iterator i = m_allocatedVaos.begin();
99 		 i != m_allocatedVaos.end(); i++)
100 	{
101 		deUint32 vao = *i;
102 		gl.deleteVertexArrays(1, &vao);
103 	}
104 
105 	for (std::vector<glu::ShaderProgram*>::iterator i = m_programs.begin();
106 		i != m_programs.end(); i++)
107 	{
108 		delete *i;
109 	}
110 
111 	gl.useProgram(0);
112 
113 	delete m_wrapper;
114 }
115 
enableLogging(deUint32 logFlags)116 void GLContext::enableLogging (deUint32 logFlags)
117 {
118 	m_logFlags = logFlags;
119 	m_wrapper->enableLogging((logFlags & GLCONTEXT_LOG_CALLS) != 0);
120 }
121 
getDrawOffset(void) const122 tcu::IVec2 GLContext::getDrawOffset (void) const
123 {
124 	if (m_drawFramebufferBinding)
125 		return tcu::IVec2(0, 0);
126 	else
127 		return tcu::IVec2(m_baseViewport.x(), m_baseViewport.y());
128 }
129 
getReadOffset(void) const130 tcu::IVec2 GLContext::getReadOffset (void) const
131 {
132 	if (m_readFramebufferBinding)
133 		return tcu::IVec2(0, 0);
134 	else
135 		return tcu::IVec2(m_baseViewport.x(), m_baseViewport.y());
136 }
137 
getWidth(void) const138 int GLContext::getWidth (void) const
139 {
140 	return m_baseViewport.z();
141 }
142 
getHeight(void) const143 int GLContext::getHeight (void) const
144 {
145 	return m_baseViewport.w();
146 }
147 
activeTexture(deUint32 texture)148 void GLContext::activeTexture (deUint32 texture)
149 {
150 	m_wrapper->glActiveTexture(texture);
151 }
152 
texParameteri(deUint32 target,deUint32 pname,int value)153 void GLContext::texParameteri (deUint32 target, deUint32 pname, int value)
154 {
155 	m_wrapper->glTexParameteri(target, pname, value);
156 }
157 
checkFramebufferStatus(deUint32 target)158 deUint32 GLContext::checkFramebufferStatus(deUint32 target)
159 {
160 	return m_wrapper->glCheckFramebufferStatus(target);
161 }
162 
viewport(int x,int y,int width,int height)163 void GLContext::viewport (int x, int y, int width, int height)
164 {
165 	m_curViewport = tcu::IVec4(x, y, width, height);
166 	tcu::IVec2 offset = getDrawOffset();
167 
168 	// \note For clarity don't add the offset to log
169 	if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0)
170 		m_log << TestLog::Message << "glViewport(" << x << ", " << y << ", " << width << ", " << height << ");" << TestLog::EndMessage;
171 	m_context.getFunctions().viewport(x+offset.x(), y+offset.y(), width, height);
172 }
173 
bindTexture(deUint32 target,deUint32 texture)174 void GLContext::bindTexture (deUint32 target, deUint32 texture)
175 {
176 	m_allocatedTextures.insert(texture);
177 	m_wrapper->glBindTexture(target, texture);
178 }
179 
genTextures(int numTextures,deUint32 * textures)180 void GLContext::genTextures (int numTextures, deUint32* textures)
181 {
182 	m_wrapper->glGenTextures(numTextures, textures);
183 	if (numTextures > 0)
184 		m_allocatedTextures.insert(textures, textures+numTextures);
185 }
186 
deleteTextures(int numTextures,const deUint32 * textures)187 void GLContext::deleteTextures (int numTextures, const deUint32* textures)
188 {
189 	for (int i = 0; i < numTextures; i++)
190 		m_allocatedTextures.erase(textures[i]);
191 	m_wrapper->glDeleteTextures(numTextures, textures);
192 }
193 
bindFramebuffer(deUint32 target,deUint32 framebuffer)194 void GLContext::bindFramebuffer (deUint32 target, deUint32 framebuffer)
195 {
196 	// \todo [2011-10-13 pyry] This is a bit of a hack since test cases assumes 0 default fbo.
197 	deUint32 defaultFbo = m_context.getDefaultFramebuffer();
198 	TCU_CHECK(framebuffer == 0 || framebuffer != defaultFbo);
199 
200 	bool isValidTarget = target == GL_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER || target == GL_READ_FRAMEBUFFER;
201 
202 	if (isValidTarget && framebuffer != 0)
203 		m_allocatedFbos.insert(framebuffer);
204 
205 	// Update bindings.
206 	if (target == GL_FRAMEBUFFER || target == GL_READ_FRAMEBUFFER)
207 		m_readFramebufferBinding = framebuffer;
208 
209 	if (target == GL_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER)
210 		m_drawFramebufferBinding = framebuffer;
211 
212 	if (framebuffer == 0) // Redirect 0 to platform-defined default framebuffer.
213 		m_wrapper->glBindFramebuffer(target, defaultFbo);
214 	else
215 		m_wrapper->glBindFramebuffer(target, framebuffer);
216 
217 	// Update viewport and scissor if we updated draw framebuffer binding \note Not logged for clarity
218 	if (target == GL_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER)
219 	{
220 		tcu::IVec2 offset = getDrawOffset();
221 		m_context.getFunctions().viewport(m_curViewport.x()+offset.x(), m_curViewport.y()+offset.y(), m_curViewport.z(), m_curViewport.w());
222 		m_context.getFunctions().scissor(m_curScissor.x()+offset.x(), m_curScissor.y()+offset.y(), m_curScissor.z(), m_curScissor.w());
223 	}
224 }
225 
genFramebuffers(int numFramebuffers,deUint32 * framebuffers)226 void GLContext::genFramebuffers (int numFramebuffers, deUint32* framebuffers)
227 {
228 	m_wrapper->glGenFramebuffers(numFramebuffers, framebuffers);
229 	if (numFramebuffers > 0)
230 		m_allocatedFbos.insert(framebuffers, framebuffers+numFramebuffers);
231 }
232 
deleteFramebuffers(int numFramebuffers,const deUint32 * framebuffers)233 void GLContext::deleteFramebuffers (int numFramebuffers, const deUint32* framebuffers)
234 {
235 	for (int i = 0; i < numFramebuffers; i++)
236 		m_allocatedFbos.erase(framebuffers[i]);
237 	m_wrapper->glDeleteFramebuffers(numFramebuffers, framebuffers);
238 }
239 
bindRenderbuffer(deUint32 target,deUint32 renderbuffer)240 void GLContext::bindRenderbuffer (deUint32 target, deUint32 renderbuffer)
241 {
242 	m_allocatedRbos.insert(renderbuffer);
243 	m_wrapper->glBindRenderbuffer(target, renderbuffer);
244 }
245 
genRenderbuffers(int numRenderbuffers,deUint32 * renderbuffers)246 void GLContext::genRenderbuffers (int numRenderbuffers, deUint32* renderbuffers)
247 {
248 	m_wrapper->glGenRenderbuffers(numRenderbuffers, renderbuffers);
249 	if (numRenderbuffers > 0)
250 		m_allocatedRbos.insert(renderbuffers, renderbuffers+numRenderbuffers);
251 }
252 
deleteRenderbuffers(int numRenderbuffers,const deUint32 * renderbuffers)253 void GLContext::deleteRenderbuffers (int numRenderbuffers, const deUint32* renderbuffers)
254 {
255 	for (int i = 0; i < numRenderbuffers; i++)
256 		m_allocatedRbos.erase(renderbuffers[i]);
257 	m_wrapper->glDeleteRenderbuffers(numRenderbuffers, renderbuffers);
258 }
259 
pixelStorei(deUint32 pname,int param)260 void GLContext::pixelStorei (deUint32 pname, int param)
261 {
262 	m_wrapper->glPixelStorei(pname, param);
263 }
264 
texImage1D(deUint32 target,int level,deUint32 internalFormat,int width,int border,deUint32 format,deUint32 type,const void * data)265 void GLContext::texImage1D (deUint32 target, int level, deUint32 internalFormat, int width, int border, deUint32 format, deUint32 type, const void* data)
266 {
267 	m_wrapper->glTexImage1D(target, level, internalFormat, width, border, format, type, data);
268 }
269 
texImage2D(deUint32 target,int level,deUint32 internalFormat,int width,int height,int border,deUint32 format,deUint32 type,const void * data)270 void GLContext::texImage2D (deUint32 target, int level, deUint32 internalFormat, int width, int height, int border, deUint32 format, deUint32 type, const void* data)
271 {
272 	m_wrapper->glTexImage2D(target, level, internalFormat, width, height, border, format, type, data);
273 }
274 
texImage3D(deUint32 target,int level,deUint32 internalFormat,int width,int height,int depth,int border,deUint32 format,deUint32 type,const void * data)275 void GLContext::texImage3D (deUint32 target, int level, deUint32 internalFormat, int width, int height, int depth, int border, deUint32 format, deUint32 type, const void* data)
276 {
277 	m_wrapper->glTexImage3D(target, level, internalFormat, width, height, depth, border, format, type, data);
278 }
279 
texSubImage1D(deUint32 target,int level,int xoffset,int width,deUint32 format,deUint32 type,const void * data)280 void GLContext::texSubImage1D (deUint32 target, int level, int xoffset, int width, deUint32 format, deUint32 type, const void* data)
281 {
282 	m_wrapper->glTexSubImage1D(target, level, xoffset, width, format, type, data);
283 }
284 
texSubImage2D(deUint32 target,int level,int xoffset,int yoffset,int width,int height,deUint32 format,deUint32 type,const void * data)285 void GLContext::texSubImage2D (deUint32 target, int level, int xoffset, int yoffset, int width, int height, deUint32 format, deUint32 type, const void* data)
286 {
287 	m_wrapper->glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, data);
288 }
289 
texSubImage3D(deUint32 target,int level,int xoffset,int yoffset,int zoffset,int width,int height,int depth,deUint32 format,deUint32 type,const void * data)290 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)
291 {
292 	m_wrapper->glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data);
293 }
294 
copyTexImage1D(deUint32 target,int level,deUint32 internalFormat,int x,int y,int width,int border)295 void GLContext::copyTexImage1D (deUint32 target, int level, deUint32 internalFormat, int x, int y, int width, int border)
296 {
297 	// Don't log offset.
298 	if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0)
299 		m_log << TestLog::Message << "glCopyTexImage1D("
300 								  << glu::getTextureTargetStr(target) << ", "
301 								  << level << ", "
302 								  << glu::getTextureFormatStr(internalFormat) << ", "
303 								  << x << ", " << y << ", "
304 								  << width << ", " << border << ")"
305 			  << TestLog::EndMessage;
306 
307 	tcu::IVec2 offset = getReadOffset();
308 	m_context.getFunctions().copyTexImage1D(target, level, internalFormat, offset.x()+x, offset.y()+y, width, border);
309 }
310 
copyTexImage2D(deUint32 target,int level,deUint32 internalFormat,int x,int y,int width,int height,int border)311 void GLContext::copyTexImage2D (deUint32 target, int level, deUint32 internalFormat, int x, int y, int width, int height, int border)
312 {
313 	// Don't log offset.
314 	if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0)
315 		m_log << TestLog::Message << "glCopyTexImage2D("
316 								  << glu::getTextureTargetStr(target) << ", "
317 								  << level << ", "
318 								  << glu::getTextureFormatStr(internalFormat) << ", "
319 								  << x << ", " << y << ", "
320 								  << width << ", " << height
321 								  << ", " << border << ")"
322 			  << TestLog::EndMessage;
323 
324 	tcu::IVec2 offset = getReadOffset();
325 	m_context.getFunctions().copyTexImage2D(target, level, internalFormat, offset.x()+x, offset.y()+y, width, height, border);
326 }
327 
copyTexSubImage1D(deUint32 target,int level,int xoffset,int x,int y,int width)328 void GLContext::copyTexSubImage1D (deUint32 target, int level, int xoffset, int x, int y, int width)
329 {
330 	if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0)
331 		m_log << TestLog::Message << "glCopyTexSubImage1D("
332 								  << glu::getTextureTargetStr(target) << ", "
333 								  << level << ", "
334 								  << xoffset << ", "
335 								  << x << ", " << y << ", "
336 								  << width << ")"
337 			  << TestLog::EndMessage;
338 
339 	tcu::IVec2 offset = getReadOffset();
340 	m_context.getFunctions().copyTexSubImage1D(target, level, xoffset, offset.x()+x, offset.y()+y, width);
341 }
342 
copyTexSubImage2D(deUint32 target,int level,int xoffset,int yoffset,int x,int y,int width,int height)343 void GLContext::copyTexSubImage2D (deUint32 target, int level, int xoffset, int yoffset, int x, int y, int width, int height)
344 {
345 	if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0)
346 		m_log << TestLog::Message << "glCopyTexSubImage2D("
347 								  << glu::getTextureTargetStr(target) << ", "
348 								  << level
349 								  << ", " << xoffset << ", " << yoffset << ", "
350 								  << x << ", " << y << ", "
351 								  << width << ", " << height << ")"
352 			  << TestLog::EndMessage;
353 
354 	tcu::IVec2 offset = getReadOffset();
355 	m_context.getFunctions().copyTexSubImage2D(target, level, xoffset, yoffset, offset.x()+x, offset.y()+y, width, height);
356 }
357 
copyTexSubImage3D(deUint32 target,int level,int xoffset,int yoffset,int zoffset,int x,int y,int width,int height)358 void GLContext::copyTexSubImage3D (deUint32 target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height)
359 {
360 	if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0)
361 		m_log << TestLog::Message << "glCopyTexSubImage3D("
362 								  << glu::getTextureTargetStr(target) << ", "
363 								  << level
364 								  << ", " << xoffset << ", " << yoffset << ", " << zoffset << ", "
365 								  << x << ", " << y << ", "
366 								  << width << ", " << height << ")"
367 			  << TestLog::EndMessage;
368 
369 	tcu::IVec2 offset = getReadOffset();
370 	m_context.getFunctions().copyTexSubImage3D(target, level, xoffset, yoffset, zoffset, offset.x()+x, offset.y()+y, width, height);
371 }
372 
texStorage2D(deUint32 target,int levels,deUint32 internalFormat,int width,int height)373 void GLContext::texStorage2D (deUint32 target, int levels, deUint32 internalFormat, int width, int height)
374 {
375 	m_wrapper->glTexStorage2D(target, levels, internalFormat, width, height);
376 }
377 
texStorage3D(deUint32 target,int levels,deUint32 internalFormat,int width,int height,int depth)378 void GLContext::texStorage3D (deUint32 target, int levels, deUint32 internalFormat, int width, int height, int depth)
379 {
380 	m_wrapper->glTexStorage3D(target, levels, internalFormat, width, height, depth);
381 }
382 
framebufferTexture2D(deUint32 target,deUint32 attachment,deUint32 textarget,deUint32 texture,int level)383 void GLContext::framebufferTexture2D (deUint32 target, deUint32 attachment, deUint32 textarget, deUint32 texture, int level)
384 {
385 	m_wrapper->glFramebufferTexture2D(target, attachment, textarget, texture, level);
386 }
387 
framebufferTextureLayer(deUint32 target,deUint32 attachment,deUint32 texture,int level,int layer)388 void GLContext::framebufferTextureLayer (deUint32 target, deUint32 attachment, deUint32 texture, int level, int layer)
389 {
390 	m_wrapper->glFramebufferTextureLayer(target, attachment, texture, level, layer);
391 }
392 
framebufferRenderbuffer(deUint32 target,deUint32 attachment,deUint32 renderbuffertarget,deUint32 renderbuffer)393 void GLContext::framebufferRenderbuffer (deUint32 target, deUint32 attachment, deUint32 renderbuffertarget, deUint32 renderbuffer)
394 {
395 	m_wrapper->glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer);
396 }
397 
getFramebufferAttachmentParameteriv(deUint32 target,deUint32 attachment,deUint32 pname,int * params)398 void GLContext::getFramebufferAttachmentParameteriv (deUint32 target, deUint32 attachment, deUint32 pname, int* params)
399 {
400 	m_wrapper->glGetFramebufferAttachmentParameteriv(target, attachment, pname, params);
401 }
402 
renderbufferStorage(deUint32 target,deUint32 internalformat,int width,int height)403 void GLContext::renderbufferStorage (deUint32 target, deUint32 internalformat, int width, int height)
404 {
405 	m_wrapper->glRenderbufferStorage(target, internalformat, width, height);
406 }
407 
renderbufferStorageMultisample(deUint32 target,int samples,deUint32 internalFormat,int width,int height)408 void GLContext::renderbufferStorageMultisample (deUint32 target, int samples, deUint32 internalFormat, int width, int height)
409 {
410 	m_wrapper->glRenderbufferStorageMultisample(target, samples, internalFormat, width, height);
411 }
412 
bindBuffer(deUint32 target,deUint32 buffer)413 void GLContext::bindBuffer (deUint32 target, deUint32 buffer)
414 {
415 	m_allocatedBuffers.insert(buffer);
416 	m_wrapper->glBindBuffer(target, buffer);
417 }
418 
genBuffers(int numBuffers,deUint32 * buffers)419 void GLContext::genBuffers (int numBuffers, deUint32* buffers)
420 {
421 	m_wrapper->glGenBuffers(numBuffers, buffers);
422 	if (numBuffers > 0)
423 		m_allocatedBuffers.insert(buffers, buffers+numBuffers);
424 }
425 
deleteBuffers(int numBuffers,const deUint32 * buffers)426 void GLContext::deleteBuffers (int numBuffers, const deUint32* buffers)
427 {
428 	m_wrapper->glDeleteBuffers(numBuffers, buffers);
429 	for (int i = 0; i < numBuffers; i++)
430 		m_allocatedBuffers.erase(buffers[i]);
431 }
432 
bufferData(deUint32 target,deIntptr size,const void * data,deUint32 usage)433 void GLContext::bufferData (deUint32 target, deIntptr size, const void* data, deUint32 usage)
434 {
435 	m_wrapper->glBufferData(target, (glw::GLsizeiptr)size, data, usage);
436 }
437 
bufferSubData(deUint32 target,deIntptr offset,deIntptr size,const void * data)438 void GLContext::bufferSubData (deUint32 target, deIntptr offset, deIntptr size, const void* data)
439 {
440 	m_wrapper->glBufferSubData(target, (glw::GLintptr)offset, (glw::GLsizeiptr)size, data);
441 }
442 
clearColor(float red,float green,float blue,float alpha)443 void GLContext::clearColor (float red, float green, float blue, float alpha)
444 {
445 	m_wrapper->glClearColor(red, green, blue, alpha);
446 }
447 
clearDepthf(float depth)448 void GLContext::clearDepthf (float depth)
449 {
450 	m_wrapper->glClearDepthf(depth);
451 }
452 
clearStencil(int stencil)453 void GLContext::clearStencil (int stencil)
454 {
455 	m_wrapper->glClearStencil(stencil);
456 }
457 
clear(deUint32 buffers)458 void GLContext::clear (deUint32 buffers)
459 {
460 	m_wrapper->glClear(buffers);
461 }
462 
clearBufferiv(deUint32 buffer,int drawbuffer,const int * value)463 void GLContext::clearBufferiv (deUint32 buffer, int drawbuffer, const int* value)
464 {
465 	m_wrapper->glClearBufferiv(buffer, drawbuffer, value);
466 }
467 
clearBufferfv(deUint32 buffer,int drawbuffer,const float * value)468 void GLContext::clearBufferfv (deUint32 buffer, int drawbuffer, const float* value)
469 {
470 	m_wrapper->glClearBufferfv(buffer, drawbuffer, value);
471 }
472 
clearBufferuiv(deUint32 buffer,int drawbuffer,const deUint32 * value)473 void GLContext::clearBufferuiv (deUint32 buffer, int drawbuffer, const deUint32* value)
474 {
475 	m_wrapper->glClearBufferuiv(buffer, drawbuffer, value);
476 }
477 
clearBufferfi(deUint32 buffer,int drawbuffer,float depth,int stencil)478 void GLContext::clearBufferfi (deUint32 buffer, int drawbuffer, float depth, int stencil)
479 {
480 	m_wrapper->glClearBufferfi(buffer, drawbuffer, depth, stencil);
481 }
482 
scissor(int x,int y,int width,int height)483 void GLContext::scissor (int x, int y, int width, int height)
484 {
485 	m_curScissor = tcu::IVec4(x, y, width, height);
486 
487 	// \note For clarity don't add the offset to log
488 	if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0)
489 		m_log << TestLog::Message << "glScissor(" << x << ", " << y << ", " << width << ", " << height << ");" << TestLog::EndMessage;
490 
491 	tcu::IVec2 offset = getDrawOffset();
492 	m_context.getFunctions().scissor(offset.x()+x, offset.y()+y, width, height);
493 }
494 
enable(deUint32 cap)495 void GLContext::enable (deUint32 cap)
496 {
497 	m_wrapper->glEnable(cap);
498 }
499 
disable(deUint32 cap)500 void GLContext::disable (deUint32 cap)
501 {
502 	m_wrapper->glDisable(cap);
503 }
504 
stencilFunc(deUint32 func,int ref,deUint32 mask)505 void GLContext::stencilFunc (deUint32 func, int ref, deUint32 mask)
506 {
507 	m_wrapper->glStencilFunc(func, ref, mask);
508 }
509 
stencilOp(deUint32 sfail,deUint32 dpfail,deUint32 dppass)510 void GLContext::stencilOp (deUint32 sfail, deUint32 dpfail, deUint32 dppass)
511 {
512 	m_wrapper->glStencilOp(sfail, dpfail, dppass);
513 }
514 
depthFunc(deUint32 func)515 void GLContext::depthFunc (deUint32 func)
516 {
517 	m_wrapper->glDepthFunc(func);
518 }
519 
depthRangef(float n,float f)520 void GLContext::depthRangef (float n, float f)
521 {
522 	m_wrapper->glDepthRangef(n, f);
523 }
524 
depthRange(double n,double f)525 void GLContext::depthRange (double n, double f)
526 {
527 	m_wrapper->glDepthRange(n, f);
528 }
529 
polygonOffset(float factor,float units)530 void GLContext::polygonOffset (float factor, float units)
531 {
532 	m_wrapper->glPolygonOffset(factor, units);
533 }
534 
provokingVertex(deUint32 convention)535 void GLContext::provokingVertex (deUint32 convention)
536 {
537 	m_wrapper->glProvokingVertex(convention);
538 }
539 
primitiveRestartIndex(deUint32 index)540 void GLContext::primitiveRestartIndex (deUint32 index)
541 {
542 	m_wrapper->glPrimitiveRestartIndex(index);
543 }
544 
stencilFuncSeparate(deUint32 face,deUint32 func,int ref,deUint32 mask)545 void GLContext::stencilFuncSeparate (deUint32 face, deUint32 func, int ref, deUint32 mask)
546 {
547 	m_wrapper->glStencilFuncSeparate(face, func, ref, mask);
548 }
549 
stencilOpSeparate(deUint32 face,deUint32 sfail,deUint32 dpfail,deUint32 dppass)550 void GLContext::stencilOpSeparate (deUint32 face, deUint32 sfail, deUint32 dpfail, deUint32 dppass)
551 {
552 	m_wrapper->glStencilOpSeparate(face, sfail, dpfail, dppass);
553 }
554 
blendEquation(deUint32 mode)555 void GLContext::blendEquation (deUint32 mode)
556 {
557 	m_wrapper->glBlendEquation(mode);
558 }
559 
blendEquationSeparate(deUint32 modeRGB,deUint32 modeAlpha)560 void GLContext::blendEquationSeparate (deUint32 modeRGB, deUint32 modeAlpha)
561 {
562 	m_wrapper->glBlendEquationSeparate(modeRGB, modeAlpha);
563 }
564 
blendFunc(deUint32 src,deUint32 dst)565 void GLContext::blendFunc (deUint32 src, deUint32 dst)
566 {
567 	m_wrapper->glBlendFunc(src, dst);
568 }
569 
blendFuncSeparate(deUint32 srcRGB,deUint32 dstRGB,deUint32 srcAlpha,deUint32 dstAlpha)570 void GLContext::blendFuncSeparate (deUint32 srcRGB, deUint32 dstRGB, deUint32 srcAlpha, deUint32 dstAlpha)
571 {
572 	m_wrapper->glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha);
573 }
574 
blendColor(float red,float green,float blue,float alpha)575 void GLContext::blendColor (float red, float green, float blue, float alpha)
576 {
577 	m_wrapper->glBlendColor(red, green, blue, alpha);
578 }
579 
colorMask(deBool r,deBool g,deBool b,deBool a)580 void GLContext::colorMask (deBool r, deBool g, deBool b, deBool a)
581 {
582 	m_wrapper->glColorMask((glw::GLboolean)r, (glw::GLboolean)g, (glw::GLboolean)b, (glw::GLboolean)a);
583 }
584 
depthMask(deBool mask)585 void GLContext::depthMask (deBool mask)
586 {
587 	m_wrapper->glDepthMask((glw::GLboolean)mask);
588 }
589 
stencilMask(deUint32 mask)590 void GLContext::stencilMask (deUint32 mask)
591 {
592 	m_wrapper->glStencilMask(mask);
593 }
594 
stencilMaskSeparate(deUint32 face,deUint32 mask)595 void GLContext::stencilMaskSeparate (deUint32 face, deUint32 mask)
596 {
597 	m_wrapper->glStencilMaskSeparate(face, mask);
598 }
599 
blitFramebuffer(int srcX0,int srcY0,int srcX1,int srcY1,int dstX0,int dstY0,int dstX1,int dstY1,deUint32 mask,deUint32 filter)600 void GLContext::blitFramebuffer (int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, deUint32 mask, deUint32 filter)
601 {
602 	tcu::IVec2	drawOffset	= getDrawOffset();
603 	tcu::IVec2	readOffset	= getReadOffset();
604 
605 	if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0)
606 		m_log << TestLog::Message << "glBlitFramebuffer("
607 								  << srcX0 << ", " << srcY0 << ", " << srcX1 << ", " << srcY1 << ", "
608 								  << dstX0 << ", " << dstY0 << ", " << dstX1 << ", " << dstY1 << ", "
609 								  << glu::getBufferMaskStr(mask) << ", "
610 								  << glu::getTextureFilterStr(filter) << ")"
611 			  << TestLog::EndMessage;
612 
613 	m_context.getFunctions().blitFramebuffer(readOffset.x()+srcX0, readOffset.y()+srcY0, readOffset.x()+srcX1, readOffset.y()+srcY1,
614 											 drawOffset.x()+dstX0, drawOffset.y()+dstY0, drawOffset.x()+dstX1, drawOffset.y()+dstY1,
615 											 mask, filter);
616 }
617 
invalidateSubFramebuffer(deUint32 target,int numAttachments,const deUint32 * attachments,int x,int y,int width,int height)618 void GLContext::invalidateSubFramebuffer (deUint32 target, int numAttachments, const deUint32* attachments, int x, int y, int width, int height)
619 {
620 	tcu::IVec2 drawOffset = getDrawOffset();
621 
622 	if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0)
623 		m_log << TestLog::Message << "glInvalidateSubFramebuffer("
624 								  << glu::getFramebufferTargetStr(target) << ", " << numAttachments << ", "
625 								  << glu::getInvalidateAttachmentStr(attachments, numAttachments) << ", "
626 								  << x << ", " << y << ", " << width << ", " << height << ")"
627 			  << TestLog::EndMessage;
628 
629 	m_context.getFunctions().invalidateSubFramebuffer(target, numAttachments, attachments, x+drawOffset.x(), y+drawOffset.y(), width, height);
630 }
631 
invalidateFramebuffer(deUint32 target,int numAttachments,const deUint32 * attachments)632 void GLContext::invalidateFramebuffer (deUint32 target, int numAttachments, const deUint32* attachments)
633 {
634 	m_wrapper->glInvalidateFramebuffer(target, numAttachments, attachments);
635 }
636 
bindVertexArray(deUint32 array)637 void GLContext::bindVertexArray (deUint32 array)
638 {
639 	m_wrapper->glBindVertexArray(array);
640 }
641 
genVertexArrays(int numArrays,deUint32 * vertexArrays)642 void GLContext::genVertexArrays (int numArrays, deUint32* vertexArrays)
643 {
644 	m_wrapper->glGenVertexArrays(numArrays, vertexArrays);
645 	if (numArrays > 0)
646 		m_allocatedVaos.insert(vertexArrays, vertexArrays+numArrays);
647 }
648 
deleteVertexArrays(int numArrays,const deUint32 * vertexArrays)649 void GLContext::deleteVertexArrays (int numArrays, const deUint32* vertexArrays)
650 {
651 	for (int i = 0; i < numArrays; i++)
652 		m_allocatedVaos.erase(vertexArrays[i]);
653 	m_wrapper->glDeleteVertexArrays(numArrays, vertexArrays);
654 }
655 
vertexAttribPointer(deUint32 index,int size,deUint32 type,deBool normalized,int stride,const void * pointer)656 void GLContext::vertexAttribPointer (deUint32 index, int size, deUint32 type, deBool normalized, int stride, const void *pointer)
657 {
658 	m_wrapper->glVertexAttribPointer(index, size, type, (glw::GLboolean)normalized, stride, pointer);
659 }
660 
vertexAttribIPointer(deUint32 index,int size,deUint32 type,int stride,const void * pointer)661 void GLContext::vertexAttribIPointer (deUint32 index, int size, deUint32 type, int stride, const void *pointer)
662 {
663 	m_wrapper->glVertexAttribIPointer(index, size, type, stride, pointer);
664 }
665 
enableVertexAttribArray(deUint32 index)666 void GLContext::enableVertexAttribArray (deUint32 index)
667 {
668 	m_wrapper->glEnableVertexAttribArray(index);
669 }
670 
disableVertexAttribArray(deUint32 index)671 void GLContext::disableVertexAttribArray (deUint32 index)
672 {
673 	m_wrapper->glDisableVertexAttribArray(index);
674 }
675 
vertexAttribDivisor(deUint32 index,deUint32 divisor)676 void GLContext::vertexAttribDivisor (deUint32 index, deUint32 divisor)
677 {
678 	m_wrapper->glVertexAttribDivisor(index, divisor);
679 }
680 
vertexAttrib1f(deUint32 index,float x)681 void GLContext::vertexAttrib1f (deUint32 index, float x)
682 {
683 	m_wrapper->glVertexAttrib1f(index, x);
684 }
685 
vertexAttrib2f(deUint32 index,float x,float y)686 void GLContext::vertexAttrib2f (deUint32 index, float x, float y)
687 {
688 	m_wrapper->glVertexAttrib2f(index, x, y);
689 }
690 
vertexAttrib3f(deUint32 index,float x,float y,float z)691 void GLContext::vertexAttrib3f (deUint32 index, float x, float y, float z)
692 {
693 	m_wrapper->glVertexAttrib3f(index, x, y, z);
694 }
695 
vertexAttrib4f(deUint32 index,float x,float y,float z,float w)696 void GLContext::vertexAttrib4f (deUint32 index, float x, float y, float z, float w)
697 {
698 	m_wrapper->glVertexAttrib4f(index, x, y, z, w);
699 }
700 
vertexAttribI4i(deUint32 index,deInt32 x,deInt32 y,deInt32 z,deInt32 w)701 void GLContext::vertexAttribI4i (deUint32 index, deInt32 x, deInt32 y, deInt32 z, deInt32 w)
702 {
703 	m_wrapper->glVertexAttribI4i(index, x, y, z, w);
704 }
705 
vertexAttribI4ui(deUint32 index,deUint32 x,deUint32 y,deUint32 z,deUint32 w)706 void GLContext::vertexAttribI4ui (deUint32 index, deUint32 x, deUint32 y, deUint32 z, deUint32 w)
707 {
708 	m_wrapper->glVertexAttribI4ui(index, x, y, z, w);
709 }
710 
getAttribLocation(deUint32 program,const char * name)711 deInt32 GLContext::getAttribLocation (deUint32 program, const char *name)
712 {
713 	return m_wrapper->glGetAttribLocation(program, name);
714 }
715 
uniform1f(deInt32 location,float v0)716 void GLContext::uniform1f (deInt32 location, float v0)
717 {
718 	m_wrapper->glUniform1f(location, v0);
719 }
720 
uniform1i(deInt32 location,deInt32 v0)721 void GLContext::uniform1i (deInt32 location, deInt32 v0)
722 {
723 	m_wrapper->glUniform1i(location, v0);
724 }
725 
uniform1fv(deInt32 location,deInt32 count,const float * value)726 void GLContext::uniform1fv (deInt32 location, deInt32 count, const float* value)
727 {
728 	m_wrapper->glUniform1fv(location, count, value);
729 }
730 
uniform2fv(deInt32 location,deInt32 count,const float * value)731 void GLContext::uniform2fv (deInt32 location, deInt32 count, const float* value)
732 {
733 	m_wrapper->glUniform2fv(location, count, value);
734 }
735 
uniform3fv(deInt32 location,deInt32 count,const float * value)736 void GLContext::uniform3fv (deInt32 location, deInt32 count, const float* value)
737 {
738 	m_wrapper->glUniform3fv(location, count, value);
739 }
740 
uniform4fv(deInt32 location,deInt32 count,const float * value)741 void GLContext::uniform4fv (deInt32 location, deInt32 count, const float* value)
742 {
743 	m_wrapper->glUniform4fv(location, count, value);
744 }
745 
uniform1iv(deInt32 location,deInt32 count,const deInt32 * value)746 void GLContext::uniform1iv (deInt32 location, deInt32 count, const deInt32* value)
747 {
748 	m_wrapper->glUniform1iv(location, count, value);
749 }
750 
uniform2iv(deInt32 location,deInt32 count,const deInt32 * value)751 void GLContext::uniform2iv (deInt32 location, deInt32 count, const deInt32* value)
752 {
753 	m_wrapper->glUniform2iv(location, count, value);
754 }
755 
uniform3iv(deInt32 location,deInt32 count,const deInt32 * value)756 void GLContext::uniform3iv (deInt32 location, deInt32 count, const deInt32* value)
757 {
758 	m_wrapper->glUniform3iv(location, count, value);
759 }
760 
uniform4iv(deInt32 location,deInt32 count,const deInt32 * value)761 void GLContext::uniform4iv (deInt32 location, deInt32 count, const deInt32* value)
762 {
763 	m_wrapper->glUniform4iv(location, count, value);
764 }
765 
uniformMatrix3fv(deInt32 location,deInt32 count,deBool transpose,const float * value)766 void GLContext::uniformMatrix3fv (deInt32 location, deInt32 count, deBool transpose, const float *value)
767 {
768 	m_wrapper->glUniformMatrix3fv(location, count, (glw::GLboolean)transpose, value);
769 }
770 
uniformMatrix4fv(deInt32 location,deInt32 count,deBool transpose,const float * value)771 void GLContext::uniformMatrix4fv (deInt32 location, deInt32 count, deBool transpose, const float *value)
772 {
773 	m_wrapper->glUniformMatrix4fv(location, count, (glw::GLboolean)transpose, value);
774 }
getUniformLocation(deUint32 program,const char * name)775 deInt32 GLContext::getUniformLocation (deUint32 program, const char *name)
776 {
777 	return m_wrapper->glGetUniformLocation(program, name);
778 }
779 
lineWidth(float w)780 void GLContext::lineWidth (float w)
781 {
782 	m_wrapper->glLineWidth(w);
783 }
784 
drawArrays(deUint32 mode,int first,int count)785 void GLContext::drawArrays (deUint32 mode, int first, int count)
786 {
787 	m_wrapper->glDrawArrays(mode, first, count);
788 }
789 
drawArraysInstanced(deUint32 mode,int first,int count,int instanceCount)790 void GLContext::drawArraysInstanced (deUint32 mode, int first, int count, int instanceCount)
791 {
792 	m_wrapper->glDrawArraysInstanced(mode, first, count, instanceCount);
793 }
794 
drawElements(deUint32 mode,int count,deUint32 type,const void * indices)795 void GLContext::drawElements (deUint32 mode, int count, deUint32 type, const void *indices)
796 {
797 	m_wrapper->glDrawElements(mode, count, type, indices);
798 }
799 
drawElementsInstanced(deUint32 mode,int count,deUint32 type,const void * indices,int instanceCount)800 void GLContext::drawElementsInstanced (deUint32 mode, int count, deUint32 type, const void *indices, int instanceCount)
801 {
802 	m_wrapper->glDrawElementsInstanced(mode, count, type, indices, instanceCount);
803 }
804 
drawElementsBaseVertex(deUint32 mode,int count,deUint32 type,const void * indices,int baseVertex)805 void GLContext::drawElementsBaseVertex (deUint32 mode, int count, deUint32 type, const void *indices, int baseVertex)
806 {
807 	m_wrapper->glDrawElementsBaseVertex(mode, count, type, indices, baseVertex);
808 }
809 
drawElementsInstancedBaseVertex(deUint32 mode,int count,deUint32 type,const void * indices,int instanceCount,int baseVertex)810 void GLContext::drawElementsInstancedBaseVertex (deUint32 mode, int count, deUint32 type, const void *indices, int instanceCount, int baseVertex)
811 {
812 	m_wrapper->glDrawElementsInstancedBaseVertex(mode, count, type, indices, instanceCount, baseVertex);
813 }
814 
drawRangeElements(deUint32 mode,deUint32 start,deUint32 end,int count,deUint32 type,const void * indices)815 void GLContext::drawRangeElements (deUint32 mode, deUint32 start, deUint32 end, int count, deUint32 type, const void *indices)
816 {
817 	m_wrapper->glDrawRangeElements(mode, start, end, count, type, indices);
818 }
819 
drawRangeElementsBaseVertex(deUint32 mode,deUint32 start,deUint32 end,int count,deUint32 type,const void * indices,int baseVertex)820 void GLContext::drawRangeElementsBaseVertex (deUint32 mode, deUint32 start, deUint32 end, int count, deUint32 type, const void *indices, int baseVertex)
821 {
822 	m_wrapper->glDrawRangeElementsBaseVertex(mode, start, end, count, type, indices, baseVertex);
823 }
824 
drawArraysIndirect(deUint32 mode,const void * indirect)825 void GLContext::drawArraysIndirect (deUint32 mode, const void *indirect)
826 {
827 	m_wrapper->glDrawArraysIndirect(mode, indirect);
828 }
829 
drawElementsIndirect(deUint32 mode,deUint32 type,const void * indirect)830 void GLContext::drawElementsIndirect (deUint32 mode, deUint32 type, const void *indirect)
831 {
832 	m_wrapper->glDrawElementsIndirect(mode, type, indirect);
833 }
834 
multiDrawArrays(deUint32 mode,const int * first,const int * count,int primCount)835 void GLContext::multiDrawArrays (deUint32 mode, const int* first, const int* count, int primCount)
836 {
837 	m_wrapper->glMultiDrawArrays(mode, first, count, primCount);
838 }
839 
multiDrawElements(deUint32 mode,const int * count,deUint32 type,const void ** indices,int primCount)840 void GLContext::multiDrawElements (deUint32 mode, const int* count, deUint32 type, const void** indices, int primCount)
841 {
842 	m_wrapper->glMultiDrawElements(mode, count, type, indices, primCount);
843 }
844 
multiDrawElementsBaseVertex(deUint32 mode,const int * count,deUint32 type,const void ** indices,int primCount,const int * baseVertex)845 void GLContext::multiDrawElementsBaseVertex (deUint32 mode, const int* count, deUint32 type, const void** indices, int primCount, const int* baseVertex)
846 {
847 	m_wrapper->glMultiDrawElementsBaseVertex(mode, count, type, indices, primCount, baseVertex);
848 }
849 
createProgram(ShaderProgram * shader)850 deUint32 GLContext::createProgram (ShaderProgram* shader)
851 {
852 	m_programs.reserve(m_programs.size()+1);
853 
854 	glu::ShaderProgram* program = DE_NULL;
855 
856 	if (!shader->m_hasGeometryShader)
857 		program = new glu::ShaderProgram(m_context, glu::makeVtxFragSources(shader->m_vertSrc, shader->m_fragSrc));
858 	else
859 		program = new glu::ShaderProgram(m_context,
860 										 glu::ProgramSources() << glu::VertexSource(shader->m_vertSrc)
861 															   << glu::FragmentSource(shader->m_fragSrc)
862 															   << glu::GeometrySource(shader->m_geomSrc));
863 
864 	if (!program->isOk())
865 	{
866 		m_log << *program;
867 		delete program;
868 		TCU_FAIL("Compile failed");
869 	}
870 
871 	if ((m_logFlags & GLCONTEXT_LOG_PROGRAMS) != 0)
872 		m_log << *program;
873 
874 	m_programs.push_back(program);
875 	return program->getProgram();
876 }
877 
deleteProgram(deUint32 program)878 void GLContext::deleteProgram (deUint32 program)
879 {
880 	for (std::vector<glu::ShaderProgram*>::iterator i = m_programs.begin(); i != m_programs.end(); i++)
881 	{
882 		if ((*i)->getProgram() == program)
883 		{
884 			delete *i;
885 			m_programs.erase(i);
886 			return;
887 		}
888 	}
889 
890 	DE_FATAL("invalid delete");
891 }
892 
useProgram(deUint32 program)893 void GLContext::useProgram (deUint32 program)
894 {
895 	m_wrapper->glUseProgram(program);
896 }
897 
readPixels(int x,int y,int width,int height,deUint32 format,deUint32 type,void * data)898 void GLContext::readPixels (int x, int y, int width, int height, deUint32 format, deUint32 type, void* data)
899 {
900 	// Don't log offset.
901 	if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0)
902 		m_log << TestLog::Message << "glReadPixels("
903 								  << x << ", " << y << ", " << width << ", " << height << ", "
904 								  << glu::getTextureFormatStr(format) << ", "
905 								  << glu::getTypeStr(type) << ", " << data << ")"
906 			  << TestLog::EndMessage;
907 
908 	tcu::IVec2 offset = getReadOffset();
909 	m_context.getFunctions().readPixels(x+offset.x(), y+offset.y(), width, height, format, type, data);
910 }
911 
getError(void)912 deUint32 GLContext::getError (void)
913 {
914 	return m_wrapper->glGetError();
915 }
916 
finish(void)917 void GLContext::finish (void)
918 {
919 	m_wrapper->glFinish();
920 }
921 
getIntegerv(deUint32 pname,int * params)922 void GLContext::getIntegerv (deUint32 pname, int* params)
923 {
924 	m_wrapper->glGetIntegerv(pname, params);
925 }
926 
getString(deUint32 pname)927 const char* GLContext::getString (deUint32 pname)
928 {
929 	return (const char*)m_wrapper->glGetString(pname);
930 }
931 
932 } // sglr
933