/*------------------------------------------------------------------------- * 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 OpenGL State Reset. *//*--------------------------------------------------------------------*/ #include "gluStateReset.hpp" #include "gluContextInfo.hpp" #include "gluRenderContext.hpp" #include "tcuRenderTarget.hpp" #include "glwFunctions.hpp" #include "glwEnums.hpp" #include "deUniquePtr.hpp" namespace glu { namespace { enum { MAX_ERROR_COUNT = 10 }; void resetErrors (const glw::Functions& gl) { size_t errorNdx = 0; for (errorNdx = 0; errorNdx < MAX_ERROR_COUNT; errorNdx++) { if (gl.getError() == GL_NONE) break; } if (errorNdx == MAX_ERROR_COUNT) TCU_FAIL("Couldn't reset error state"); } } void resetStateES (const RenderContext& renderCtx, const ContextInfo& ctxInfo) { const glw::Functions& gl = renderCtx.getFunctions(); const ContextType type = renderCtx.getType(); // Reset error state resetErrors(gl); DE_ASSERT(isContextTypeES(type)); // Vertex attrib array state. { int numVertexAttribArrays = 0; gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays); gl.bindBuffer (GL_ARRAY_BUFFER, 0); gl.bindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0); if (contextSupports(type, ApiType::es(3,0))) { gl.bindVertexArray (0); gl.disable (GL_PRIMITIVE_RESTART_FIXED_INDEX); } if (contextSupports(type, ApiType::es(3,1))) gl.bindBuffer(GL_DRAW_INDIRECT_BUFFER, 0); for (int ndx = 0; ndx < numVertexAttribArrays; ndx++) { gl.disableVertexAttribArray (ndx); gl.vertexAttribPointer (ndx, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL); if (contextSupports(type, ApiType::es(3,0))) gl.vertexAttribDivisor(ndx, 0); } GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex attrib array state reset failed"); } // Transformation state. { const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget(); gl.viewport (0, 0, renderTarget.getWidth(), renderTarget.getHeight()); gl.depthRangef (0.0f, 1.0f); if (contextSupports(type, ApiType::es(3,0))) gl.bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); GLU_EXPECT_NO_ERROR(gl.getError(), "Transformation state reset failed"); } // Rasterization state { gl.lineWidth (1.0f); gl.disable (GL_CULL_FACE); gl.cullFace (GL_BACK); gl.frontFace (GL_CCW); gl.polygonOffset(0.0f, 0.0f); gl.disable (GL_POLYGON_OFFSET_FILL); if (contextSupports(type, ApiType::es(3,0))) gl.disable(GL_RASTERIZER_DISCARD); GLU_EXPECT_NO_ERROR(gl.getError(), "Rasterization state reset failed"); } // Multisampling state { gl.disable (GL_SAMPLE_ALPHA_TO_COVERAGE); gl.disable (GL_SAMPLE_COVERAGE); gl.sampleCoverage (1.0f, GL_FALSE); if (contextSupports(type, ApiType::es(3,1))) { int numSampleMaskWords = 0; gl.getIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &numSampleMaskWords); gl.disable(GL_SAMPLE_MASK); for (int ndx = 0; ndx < numSampleMaskWords; ndx++) gl.sampleMaski(ndx, ~0u); } GLU_EXPECT_NO_ERROR(gl.getError(), "Multisampling state reset failed"); } // Texture state. // \todo [2013-04-08 pyry] Reset all levels? { const float borderColor[] = { 0.0f, 0.0f, 0.0f, 0.0f }; int numTexUnits = 0; const bool supportsBorderClamp = ctxInfo.isExtensionSupported("GL_EXT_texture_border_clamp") || contextSupports(type, ApiType::es(3,2)); gl.getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &numTexUnits); for (int ndx = 0; ndx < numTexUnits; ndx++) { gl.activeTexture(GL_TEXTURE0 + ndx); // Reset 2D texture. gl.bindTexture(GL_TEXTURE_2D, 0); gl.texImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); if (contextSupports(type, ApiType::es(3,0))) { gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); gl.texParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, -1000.0f); gl.texParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 1000.0f); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); } if (contextSupports(type, ApiType::es(3,1))) gl.texParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT); if (supportsBorderClamp) gl.texParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); // Reset cube map texture. gl.bindTexture(GL_TEXTURE_CUBE_MAP, 0); gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT); gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT); if (contextSupports(type, ApiType::es(3,0))) { gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_R, GL_RED); gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); gl.texParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_LOD, -1000.0f); gl.texParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LOD, 1000.0f); gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 1000); gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE); gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); } if (contextSupports(type, ApiType::es(3,1))) gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT); if (supportsBorderClamp) gl.texParameterfv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); if (contextSupports(type, ApiType::es(3,0))) { // Reset 2D array texture. gl.bindTexture(GL_TEXTURE_2D_ARRAY, 0); gl.texImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT); gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT); gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED); gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); gl.texParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f); gl.texParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f); gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000); gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE); gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); if (supportsBorderClamp) gl.texParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); } if (contextSupports(type, ApiType::es(3,1))) gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT); if (contextSupports(type, ApiType::es(3,0))) { // Reset 3D texture. gl.bindTexture(GL_TEXTURE_3D, 0); gl.texImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); gl.texParameterf(GL_TEXTURE_3D, GL_TEXTURE_MIN_LOD, -1000.0f); gl.texParameterf(GL_TEXTURE_3D, GL_TEXTURE_MAX_LOD, 1000.0f); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1000); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_MODE, GL_NONE); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); if (supportsBorderClamp) gl.texParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); } if (contextSupports(type, ApiType::es(3,1))) gl.texParameteri(GL_TEXTURE_3D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT); if (contextSupports(type, ApiType::es(3,1))) { // Reset multisample textures. gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_R, GL_RED); gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_BASE_LEVEL, 0); gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAX_LEVEL, 1000); } if (ctxInfo.isExtensionSupported("GL_OES_texture_storage_multisample_2d_array")) { gl.bindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0); gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED); gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); gl.texParameteri(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000); } if (ctxInfo.isExtensionSupported("GL_EXT_texture_cube_map_array")) { // Reset cube array texture. gl.bindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, 0); gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT); gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT); gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED); gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); gl.texParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f); gl.texParameterf(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f); gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000); gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE); gl.texParameteri(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); if (supportsBorderClamp) gl.texParameterfv(GL_TEXTURE_CUBE_MAP_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); } } gl.activeTexture(GL_TEXTURE0); if (contextSupports(type, ApiType::es(3,0))) { for (int ndx = 0; ndx < numTexUnits; ndx++) gl.bindSampler(ndx, 0); } GLU_EXPECT_NO_ERROR(gl.getError(), "Texture state reset failed"); } // Resetting state using non-indexed variants should be enough, but some // implementations have bugs so we need to make sure indexed state gets // set back to initial values. if (ctxInfo.isExtensionSupported("GL_EXT_draw_buffers_indexed")) { int numDrawBuffers = 0; gl.getIntegerv(GL_MAX_DRAW_BUFFERS, &numDrawBuffers); for (int drawBufferNdx = 0; drawBufferNdx < numDrawBuffers; drawBufferNdx++) { gl.disablei (GL_BLEND, drawBufferNdx); gl.blendFunci (drawBufferNdx, GL_ONE, GL_ZERO); gl.blendEquationi (drawBufferNdx, GL_FUNC_ADD); gl.colorMaski (drawBufferNdx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); } GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to reset indexed draw buffer state"); } // Pixel operations. { const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget(); gl.disable (GL_SCISSOR_TEST); gl.scissor (0, 0, renderTarget.getWidth(), renderTarget.getHeight()); gl.disable (GL_STENCIL_TEST); gl.stencilFunc (GL_ALWAYS, 0, ~0u); gl.stencilOp (GL_KEEP, GL_KEEP, GL_KEEP); gl.disable (GL_DEPTH_TEST); gl.depthFunc (GL_LESS); gl.disable (GL_BLEND); gl.blendFunc (GL_ONE, GL_ZERO); gl.blendEquation(GL_FUNC_ADD); gl.blendColor (0.0f, 0.0f, 0.0f, 0.0f); gl.enable (GL_DITHER); if (ctxInfo.isExtensionSupported("GL_EXT_sRGB_write_control")) { gl.enable (GL_FRAMEBUFFER_SRGB); } GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel operation state reset failed"); } // Framebuffer control. { gl.colorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); gl.depthMask (GL_TRUE); gl.stencilMask (~0u); gl.clearColor (0.0f, 0.0f, 0.0f, 0.0f); gl.clearDepthf (1.0f); gl.clearStencil (0); GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer control state reset failed"); } // Framebuffer state. { // \note Actually spec explictly says 0 but on some platforms (iOS) no default framebuffer exists. const deUint32 defaultFbo = renderCtx.getDefaultFramebuffer(); const deUint32 drawBuffer = defaultFbo != 0 ? GL_COLOR_ATTACHMENT0 : GL_BACK; const deUint32 readBuffer = defaultFbo != 0 ? GL_COLOR_ATTACHMENT0 : GL_BACK; gl.bindFramebuffer(GL_FRAMEBUFFER, defaultFbo); if (contextSupports(type, ApiType::es(3,0))) { gl.drawBuffers (1, &drawBuffer); gl.readBuffer (readBuffer); } if (contextSupports(type, ApiType::es(3, 1)) && defaultFbo != 0) { gl.framebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, 0); gl.framebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_HEIGHT, 0); gl.framebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_SAMPLES, 0); gl.framebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS, GL_FALSE); GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer default state reset failed"); } GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer state reset failed"); } // Renderbuffer state. { gl.bindRenderbuffer(GL_RENDERBUFFER, 0); GLU_EXPECT_NO_ERROR(gl.getError(), "Renderbuffer state reset failed"); } // Pixel transfer state. { gl.pixelStorei(GL_UNPACK_ALIGNMENT, 4); gl.pixelStorei(GL_PACK_ALIGNMENT, 4); if (contextSupports(type, ApiType::es(3,0))) { gl.pixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0); gl.pixelStorei(GL_UNPACK_SKIP_IMAGES, 0); gl.pixelStorei(GL_UNPACK_ROW_LENGTH, 0); gl.pixelStorei(GL_UNPACK_SKIP_ROWS, 0); gl.pixelStorei(GL_UNPACK_SKIP_PIXELS, 0); gl.pixelStorei(GL_PACK_ROW_LENGTH, 0); gl.pixelStorei(GL_PACK_SKIP_ROWS, 0); gl.pixelStorei(GL_PACK_SKIP_PIXELS, 0); gl.bindBuffer(GL_PIXEL_PACK_BUFFER, 0); gl.bindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel transfer state reset failed"); } // Program object state. { gl.useProgram(0); if (contextSupports(type, ApiType::es(3,0))) { int maxUniformBufferBindings = 0; gl.getIntegerv (GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings); gl.bindBuffer (GL_UNIFORM_BUFFER, 0); for (int ndx = 0; ndx < maxUniformBufferBindings; ndx++) gl.bindBufferBase(GL_UNIFORM_BUFFER, ndx, 0); } if (contextSupports(type, ApiType::es(3,1))) { gl.bindProgramPipeline(0); { int maxAtomicCounterBufferBindings = 0; gl.getIntegerv (GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, &maxAtomicCounterBufferBindings); gl.bindBuffer (GL_ATOMIC_COUNTER_BUFFER, 0); for (int ndx = 0; ndx < maxAtomicCounterBufferBindings; ndx++) gl.bindBufferBase(GL_ATOMIC_COUNTER_BUFFER, ndx, 0); } { int maxShaderStorageBufferBindings = 0; gl.getIntegerv (GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, &maxShaderStorageBufferBindings); gl.bindBuffer (GL_SHADER_STORAGE_BUFFER, 0); for (int ndx = 0; ndx < maxShaderStorageBufferBindings; ndx++) gl.bindBufferBase(GL_SHADER_STORAGE_BUFFER, ndx, 0); } } GLU_EXPECT_NO_ERROR(gl.getError(), "Program object state reset failed"); } // Vertex shader state. { int numVertexAttribArrays = 0; gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays); for (int ndx = 0; ndx < numVertexAttribArrays; ndx++) gl.vertexAttrib4f(ndx, 0.0f, 0.0f, 0.0f, 1.0f); GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex shader state reset failed"); } // Transform feedback state. if (contextSupports(type, ApiType::es(3,0))) { int numTransformFeedbackSeparateAttribs = 0; glw::GLboolean transformFeedbackActive = 0; gl.getIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, &numTransformFeedbackSeparateAttribs); gl.getBooleanv(GL_TRANSFORM_FEEDBACK_ACTIVE, &transformFeedbackActive); if (transformFeedbackActive) gl.endTransformFeedback(); gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0); for (int ndx = 0; ndx < numTransformFeedbackSeparateAttribs; ndx++) gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, ndx, 0); GLU_EXPECT_NO_ERROR(gl.getError(), "Transform feedback state reset failed"); } // Asynchronous query state. if (contextSupports(type, ApiType::es(3,0))) { static const deUint32 targets[] = { GL_ANY_SAMPLES_PASSED, GL_ANY_SAMPLES_PASSED_CONSERVATIVE, GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN }; for (int i = 0; i < DE_LENGTH_OF_ARRAY(targets); i++) { int queryActive = 0; gl.getQueryiv(targets[i], GL_CURRENT_QUERY, &queryActive); if (queryActive != 0) gl.endQuery(targets[i]); } GLU_EXPECT_NO_ERROR(gl.getError(), "Asynchronous query state reset failed"); } // Hints. { gl.hint(GL_GENERATE_MIPMAP_HINT, GL_DONT_CARE); if (contextSupports(type, ApiType::es(3,0))) gl.hint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT, GL_DONT_CARE); GLU_EXPECT_NO_ERROR(gl.getError(), "Hints reset failed"); } // Compute. if (contextSupports(type, ApiType::es(3,1))) { gl.bindBuffer(GL_DISPATCH_INDIRECT_BUFFER, 0); GLU_EXPECT_NO_ERROR(gl.getError(), "Compute dispatch state reset failed"); } // Buffer copy state. if (contextSupports(type, ApiType::es(3,0))) { gl.bindBuffer(GL_COPY_READ_BUFFER, 0); gl.bindBuffer(GL_COPY_WRITE_BUFFER, 0); GLU_EXPECT_NO_ERROR(gl.getError(), "Buffer copy state reset failed"); } // Images. if (contextSupports(type, ApiType::es(3,1))) { int numImageUnits = 0; gl.getIntegerv(GL_MAX_IMAGE_UNITS, &numImageUnits); for (int ndx = 0; ndx < numImageUnits; ndx++) gl.bindImageTexture(ndx, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI); GLU_EXPECT_NO_ERROR(gl.getError(), "Image state reset failed"); } // Sample shading state. if (contextSupports(type, ApiType::es(3,1)) && ctxInfo.isExtensionSupported("GL_OES_sample_shading")) { gl.minSampleShading(0.0f); gl.disable(GL_SAMPLE_SHADING); GLU_EXPECT_NO_ERROR(gl.getError(), "Sample shading state reset failed"); } // Debug state if (ctxInfo.isExtensionSupported("GL_KHR_debug")) { const bool entrypointsPresent = gl.debugMessageControl != DE_NULL && gl.debugMessageCallback != DE_NULL && gl.popDebugGroup != DE_NULL; // some drivers advertise GL_KHR_debug but give out null pointers. Silently ignore. if (entrypointsPresent) { int stackDepth = 0; gl.getIntegerv(GL_DEBUG_GROUP_STACK_DEPTH, &stackDepth); for (int ndx = 1; ndx < stackDepth; ++ndx) gl.popDebugGroup(); gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, DE_NULL, true); gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, DE_NULL, false); gl.debugMessageCallback(DE_NULL, DE_NULL); if (type.getFlags() & glu::CONTEXT_DEBUG) gl.enable(GL_DEBUG_OUTPUT); else gl.disable(GL_DEBUG_OUTPUT); gl.disable(GL_DEBUG_OUTPUT_SYNCHRONOUS); GLU_EXPECT_NO_ERROR(gl.getError(), "Debug state reset failed"); } } // Primitive bounding box state. if (ctxInfo.isExtensionSupported("GL_EXT_primitive_bounding_box")) { gl.primitiveBoundingBox(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f); GLU_EXPECT_NO_ERROR(gl.getError(), "Primitive bounding box state reset failed"); } // Tessellation state if (ctxInfo.isExtensionSupported("GL_EXT_tessellation_shader")) { gl.patchParameteri(GL_PATCH_VERTICES, 3); GLU_EXPECT_NO_ERROR(gl.getError(), "Tessellation patch vertices state reset failed"); } // Advanced coherent blending if (ctxInfo.isExtensionSupported("GL_KHR_blend_equation_advanced_coherent")) { gl.enable(GL_BLEND_ADVANCED_COHERENT_KHR); GLU_EXPECT_NO_ERROR(gl.getError(), "Blend equation advanced coherent state reset failed"); } // Texture buffer if (ctxInfo.isExtensionSupported("GL_EXT_texture_buffer")) { gl.bindTexture(GL_TEXTURE_BUFFER, 0); gl.bindBuffer(GL_TEXTURE_BUFFER, 0); GLU_EXPECT_NO_ERROR(gl.getError(), "Texture buffer state reset failed"); } } void resetStateGLCore (const RenderContext& renderCtx, const ContextInfo& ctxInfo) { const glw::Functions& gl = renderCtx.getFunctions(); const ContextType type = renderCtx.getType(); // Reset error state resetErrors(gl); // Primitives and vertices state { if (contextSupports(type, glu::ApiType::core(4, 0))) { const float defaultTessLevels[] = { 1.0f, 1.0f, 1.0f, 1.0f }; gl.patchParameteri(GL_PATCH_VERTICES_EXT, 3); gl.patchParameterfv(GL_PATCH_DEFAULT_INNER_LEVEL, defaultTessLevels); gl.patchParameterfv(GL_PATCH_DEFAULT_OUTER_LEVEL, defaultTessLevels); } GLU_EXPECT_NO_ERROR(gl.getError(), "Primitives and vertices state reset failed"); } // Vertex attrib array state. { gl.bindVertexArray (0); gl.bindBuffer (GL_ARRAY_BUFFER, 0); gl.bindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0); if (contextSupports(type, ApiType::core(3,1))) { gl.disable (GL_PRIMITIVE_RESTART); gl.primitiveRestartIndex(0); } GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex attrib array state reset failed"); } // Transformation state. { const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget(); int numUserClipPlanes = 0; gl.getIntegerv(GL_MAX_CLIP_DISTANCES, &numUserClipPlanes); gl.viewport (0, 0, renderTarget.getWidth(), renderTarget.getHeight()); gl.depthRange (0.0, 1.0); for (int ndx = 0; ndx < numUserClipPlanes; ndx++) gl.disable(GL_CLIP_DISTANCE0+ndx); if (contextSupports(type, ApiType::core(3,2))) gl.disable(GL_DEPTH_CLAMP); //gl.bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); GLU_EXPECT_NO_ERROR(gl.getError(), "Transformation state reset failed"); } // Coloring { gl.clampColor(GL_CLAMP_READ_COLOR, GL_FIXED_ONLY); if (contextSupports(type, ApiType::core(3,2))) gl.provokingVertex(GL_LAST_VERTEX_CONVENTION); GLU_EXPECT_NO_ERROR(gl.getError(), "Coloring state reset failed"); } // Rasterization state { gl.disable (GL_RASTERIZER_DISCARD); gl.pointSize (1.0f); gl.pointParameterf (GL_POINT_FADE_THRESHOLD_SIZE, 1.0f); gl.pointParameteri (GL_POINT_SPRITE_COORD_ORIGIN, GL_UPPER_LEFT); gl.lineWidth (1.0f); gl.disable (GL_LINE_SMOOTH); gl.disable (GL_CULL_FACE); gl.cullFace (GL_BACK); gl.frontFace (GL_CCW); gl.disable (GL_POLYGON_SMOOTH); gl.polygonOffset (0.0f, 0.0f); gl.disable (GL_POLYGON_OFFSET_POINT); gl.disable (GL_POLYGON_OFFSET_LINE); gl.disable (GL_POLYGON_OFFSET_FILL); GLU_EXPECT_NO_ERROR(gl.getError(), "Rasterization state reset failed"); } // Multisampling state { gl.enable (GL_MULTISAMPLE); gl.disable (GL_SAMPLE_ALPHA_TO_COVERAGE); gl.disable (GL_SAMPLE_ALPHA_TO_ONE); gl.disable (GL_SAMPLE_COVERAGE); gl.sampleCoverage (1.0f, GL_FALSE); if (contextSupports(type, ApiType::core(3,2))) { int numSampleMaskWords = 0; gl.getIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &numSampleMaskWords); gl.disable(GL_SAMPLE_MASK); for (int ndx = 0; ndx < numSampleMaskWords; ndx++) gl.sampleMaski(ndx, ~0u); } GLU_EXPECT_NO_ERROR(gl.getError(), "Multisampling state reset failed"); } // Texture state. // \todo [2013-04-08 pyry] Reset all levels? { const float borderColor[] = { 0.0f, 0.0f, 0.0f, 0.0f }; int numTexUnits = 0; gl.getIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &numTexUnits); gl.bindBuffer(GL_TEXTURE_BUFFER, 0); for (int ndx = 0; ndx < numTexUnits; ndx++) { gl.activeTexture(GL_TEXTURE0 + ndx); // Reset 1D texture. gl.bindTexture (GL_TEXTURE_1D, 0); gl.texImage1D (GL_TEXTURE_1D, 0, GL_RGBA, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.texParameterfv (GL_TEXTURE_1D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT); gl.texParameterf (GL_TEXTURE_1D, GL_TEXTURE_MIN_LOD, -1000.0f); gl.texParameterf (GL_TEXTURE_1D, GL_TEXTURE_MAX_LOD, 1000.0f); gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_BASE_LEVEL, 0); gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAX_LEVEL, 1000); gl.texParameterf (GL_TEXTURE_1D, GL_TEXTURE_LOD_BIAS, 0.0f); gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_COMPARE_MODE, GL_NONE); gl.texParameteri (GL_TEXTURE_1D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); if (contextSupports(type, ApiType::core(3,3))) { gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_R, GL_RED); gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl.texParameteri(GL_TEXTURE_1D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); } // Reset 2D texture. gl.bindTexture (GL_TEXTURE_2D, 0); gl.texImage2D (GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.texParameterfv (GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); gl.texParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, -1000.0f); gl.texParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, 1000.0f); gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000); gl.texParameterf (GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, 0.0f); gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); gl.texParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); if (contextSupports(type, ApiType::core(3,3))) { gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl.texParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); } // Reset cube map texture. gl.bindTexture (GL_TEXTURE_CUBE_MAP, 0); gl.texImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texImage2D (GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texImage2D (GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texImage2D (GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.texParameterfv (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_REPEAT); gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_REPEAT); gl.texParameterf (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_LOD, -1000.0f); gl.texParameterf (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LOD, 1000.0f); gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 1000); gl.texParameterf (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_LOD_BIAS, 0.0f); gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE); gl.texParameteri (GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); if (contextSupports(type, ApiType::core(3,3))) { gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_R, GL_RED); gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl.texParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); } // Reset 1D array texture. gl.bindTexture (GL_TEXTURE_1D_ARRAY, 0); gl.texImage2D (GL_TEXTURE_1D_ARRAY, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.texParameterfv (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT); gl.texParameterf (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f); gl.texParameterf (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f); gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000); gl.texParameterf (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_LOD_BIAS, 0.0f); gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE); gl.texParameteri (GL_TEXTURE_1D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); if (contextSupports(type, ApiType::core(3,3))) { gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED); gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl.texParameteri(GL_TEXTURE_1D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); } // Reset 2D array texture. gl.bindTexture (GL_TEXTURE_2D_ARRAY, 0); gl.texImage3D (GL_TEXTURE_2D_ARRAY, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.texParameterfv (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT); gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT); gl.texParameterf (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_LOD, -1000.0f); gl.texParameterf (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LOD, 1000.0f); gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BASE_LEVEL, 0); gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, 1000); gl.texParameterf (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_LOD_BIAS, 0.0f); gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_MODE, GL_NONE); gl.texParameteri (GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); if (contextSupports(type, ApiType::core(3,3))) { gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_R, GL_RED); gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl.texParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); } // Reset 3D texture. gl.bindTexture (GL_TEXTURE_3D, 0); gl.texImage3D (GL_TEXTURE_3D, 0, GL_RGBA, 0, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.texParameterfv (GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); gl.texParameterf (GL_TEXTURE_3D, GL_TEXTURE_MIN_LOD, -1000.0f); gl.texParameterf (GL_TEXTURE_3D, GL_TEXTURE_MAX_LOD, 1000.0f); gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_BASE_LEVEL, 0); gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 1000); gl.texParameterf (GL_TEXTURE_3D, GL_TEXTURE_LOD_BIAS, 0.0f); gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_COMPARE_MODE, GL_NONE); gl.texParameteri (GL_TEXTURE_3D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); if (contextSupports(type, ApiType::core(3,3))) { gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_R, GL_RED); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl.texParameteri(GL_TEXTURE_3D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); } if (contextSupports(type, ApiType::core(3,1))) { // Reset rectangle texture. gl.bindTexture (GL_TEXTURE_RECTANGLE, 0); gl.texImage2D (GL_TEXTURE_RECTANGLE, 0, GL_RGBA, 0, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE, DE_NULL); gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_LINEAR); gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl.texParameterfv (GL_TEXTURE_RECTANGLE, GL_TEXTURE_BORDER_COLOR, &borderColor[0]); gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_BASE_LEVEL, 0); gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAX_LEVEL, 1000); gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_MODE, GL_NONE); gl.texParameteri (GL_TEXTURE_RECTANGLE, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); // \todo [2013-06-17 pyry] Drivers don't accept GL_MIN_LOD, GL_MAX_LOD for rectangle textures. Is that okay? if (contextSupports(type, ApiType::core(3,3))) { gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_R, GL_RED); gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_G, GL_GREEN); gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_B, GL_BLUE); gl.texParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_SWIZZLE_A, GL_ALPHA); } // Reset buffer texture. gl.bindTexture (GL_TEXTURE_BUFFER, 0); gl.texBuffer (GL_TEXTURE_BUFFER, GL_R8, 0); // \todo [2013-05-04 pyry] Which parameters apply to buffer textures? } if (contextSupports(type, ApiType::core(3,2))) { // Reset 2D multisample texture. gl.bindTexture (GL_TEXTURE_2D_MULTISAMPLE, 0); gl.texImage2DMultisample (GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 0, 0, GL_TRUE); // Reset 2D multisample array texture. gl.bindTexture (GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 0); gl.texImage3DMultisample (GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 0, 0, 0, GL_TRUE); } } gl.activeTexture(GL_TEXTURE0); if (contextSupports(type, ApiType::core(3,3))) { for (int ndx = 0; ndx < numTexUnits; ndx++) gl.bindSampler(ndx, 0); gl.disable(GL_TEXTURE_CUBE_MAP_SEAMLESS); } GLU_EXPECT_NO_ERROR(gl.getError(), "Texture state reset failed"); } // Pixel operations. { const tcu::RenderTarget& renderTarget = renderCtx.getRenderTarget(); gl.disable (GL_SCISSOR_TEST); gl.scissor (0, 0, renderTarget.getWidth(), renderTarget.getHeight()); gl.disable (GL_STENCIL_TEST); gl.stencilFunc (GL_ALWAYS, 0, ~0u); gl.stencilOp (GL_KEEP, GL_KEEP, GL_KEEP); gl.disable (GL_DEPTH_TEST); gl.depthFunc (GL_LESS); gl.disable (GL_BLEND); gl.blendFunc (GL_ONE, GL_ZERO); gl.blendEquation(GL_FUNC_ADD); gl.blendColor (0.0f, 0.0f, 0.0f, 0.0f); gl.disable (GL_FRAMEBUFFER_SRGB); gl.enable (GL_DITHER); gl.disable (GL_COLOR_LOGIC_OP); gl.logicOp (GL_COPY); GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel operation state reset failed"); } // Framebuffer control. { gl.colorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); gl.depthMask (GL_TRUE); gl.stencilMask (~0u); gl.clearColor (0.0f, 0.0f, 0.0f, 0.0f); gl.clearDepth (1.0); gl.clearStencil (0); GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer control state reset failed"); } // Framebuffer state. { const deUint32 framebuffer = renderCtx.getDefaultFramebuffer(); gl.bindFramebuffer(GL_FRAMEBUFFER, framebuffer); if (framebuffer == 0) { gl.drawBuffer(GL_BACK); gl.readBuffer(GL_BACK); // This is a workaround for supporting single-buffered configurations. // Since there is no other place where we need to know if we are dealing // with single-buffered config, it is not worthwhile to add additional // state into RenderContext for that. if (gl.getError() != GL_NO_ERROR) { gl.drawBuffer(GL_FRONT); gl.readBuffer(GL_FRONT); } } else { gl.drawBuffer(GL_COLOR_ATTACHMENT0); gl.readBuffer(GL_COLOR_ATTACHMENT0); } GLU_EXPECT_NO_ERROR(gl.getError(), "Framebuffer state reset failed"); } // Renderbuffer state. { gl.bindRenderbuffer(GL_RENDERBUFFER, 0); GLU_EXPECT_NO_ERROR(gl.getError(), "Renderbuffer state reset failed"); } // Pixel transfer state. { gl.pixelStorei (GL_UNPACK_SWAP_BYTES, GL_FALSE); gl.pixelStorei (GL_UNPACK_LSB_FIRST, GL_FALSE); gl.pixelStorei (GL_UNPACK_IMAGE_HEIGHT, 0); gl.pixelStorei (GL_UNPACK_SKIP_IMAGES, 0); gl.pixelStorei (GL_UNPACK_ROW_LENGTH, 0); gl.pixelStorei (GL_UNPACK_SKIP_ROWS, 0); gl.pixelStorei (GL_UNPACK_SKIP_PIXELS, 0); gl.pixelStorei (GL_UNPACK_ALIGNMENT, 4); gl.pixelStorei (GL_PACK_SWAP_BYTES, GL_FALSE); gl.pixelStorei (GL_PACK_LSB_FIRST, GL_FALSE); gl.pixelStorei (GL_PACK_IMAGE_HEIGHT, 0); gl.pixelStorei (GL_PACK_SKIP_IMAGES, 0); gl.pixelStorei (GL_PACK_ROW_LENGTH, 0); gl.pixelStorei (GL_PACK_SKIP_ROWS, 0); gl.pixelStorei (GL_PACK_SKIP_PIXELS, 0); gl.pixelStorei (GL_PACK_ALIGNMENT, 4); gl.bindBuffer (GL_PIXEL_PACK_BUFFER, 0); gl.bindBuffer (GL_PIXEL_UNPACK_BUFFER, 0); GLU_EXPECT_NO_ERROR(gl.getError(), "Pixel transfer state reset failed"); } // Program object state. { gl.useProgram(0); if (contextSupports(type, ApiType::core(3,1))) { int maxUniformBufferBindings = 0; gl.getIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &maxUniformBufferBindings); gl.bindBuffer(GL_UNIFORM_BUFFER, 0); for (int ndx = 0; ndx < maxUniformBufferBindings; ndx++) gl.bindBufferBase(GL_UNIFORM_BUFFER, ndx, 0); } GLU_EXPECT_NO_ERROR(gl.getError(), "Program object state reset failed"); } // Vertex shader state. { int numVertexAttribArrays = 0; gl.getIntegerv(GL_MAX_VERTEX_ATTRIBS, &numVertexAttribArrays); for (int ndx = 0; ndx < numVertexAttribArrays; ndx++) gl.vertexAttrib4f(ndx, 0.0f, 0.0f, 0.0f, 1.0f); gl.disable(GL_VERTEX_PROGRAM_POINT_SIZE); GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex shader state reset failed"); } // Transform feedback state. { int numTransformFeedbackSeparateAttribs = 0; gl.getIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, &numTransformFeedbackSeparateAttribs); if (contextSupports(type, ApiType::core(4,0))) { glw::GLboolean transformFeedbackActive = 0; gl.getBooleanv(GL_TRANSFORM_FEEDBACK_ACTIVE, &transformFeedbackActive); if (transformFeedbackActive) gl.endTransformFeedback(); } gl.bindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0); for (int ndx = 0; ndx < numTransformFeedbackSeparateAttribs; ndx++) gl.bindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, ndx, 0); GLU_EXPECT_NO_ERROR(gl.getError(), "Transform feedback state reset failed"); } // Asynchronous query state. { deUint32 queryTargets[8]; int numTargets = 0; queryTargets[numTargets++] = GL_PRIMITIVES_GENERATED; queryTargets[numTargets++] = GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; queryTargets[numTargets++] = GL_SAMPLES_PASSED; DE_ASSERT(numTargets <= DE_LENGTH_OF_ARRAY(queryTargets)); for (int i = 0; i < numTargets; i++) { int queryActive = 0; gl.getQueryiv(queryTargets[i], GL_CURRENT_QUERY, &queryActive); if (queryActive != 0) gl.endQuery(queryTargets[i]); } GLU_EXPECT_NO_ERROR(gl.getError(), "Asynchronous query state reset failed"); } // Hints. { gl.hint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE); gl.hint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE); gl.hint(GL_TEXTURE_COMPRESSION_HINT, GL_DONT_CARE); gl.hint(GL_FRAGMENT_SHADER_DERIVATIVE_HINT, GL_DONT_CARE); GLU_EXPECT_NO_ERROR(gl.getError(), "Hints reset failed"); } // Buffer copy state. if (contextSupports(type, ApiType::core(3,1))) { gl.bindBuffer(GL_COPY_READ_BUFFER, 0); gl.bindBuffer(GL_COPY_WRITE_BUFFER, 0); GLU_EXPECT_NO_ERROR(gl.getError(), "Buffer copy state reset failed"); } // Images. if (contextSupports(type, ApiType::core(4,4))) { int numImageUnits = 0; gl.getIntegerv(GL_MAX_IMAGE_UNITS, &numImageUnits); for (int ndx = 0; ndx < numImageUnits; ndx++) gl.bindImageTexture(ndx, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI); GLU_EXPECT_NO_ERROR(gl.getError(), "Image state reset failed"); } // Sample shading state. if (contextSupports(type, ApiType::core(4,0))) { gl.minSampleShading(0.0f); gl.disable(GL_SAMPLE_SHADING); GLU_EXPECT_NO_ERROR(gl.getError(), "Sample shading state reset failed"); } // Debug state if (ctxInfo.isExtensionSupported("GL_KHR_debug")) { const bool entrypointsPresent = gl.debugMessageControl != DE_NULL && gl.debugMessageCallback != DE_NULL; // some drivers advertise GL_KHR_debug but give out null pointers. Silently ignore. if (entrypointsPresent) { gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, DE_NULL, true); gl.debugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, DE_NULL, false); gl.debugMessageCallback(DE_NULL, DE_NULL); if (type.getFlags() & glu::CONTEXT_DEBUG) gl.enable(GL_DEBUG_OUTPUT); else gl.disable(GL_DEBUG_OUTPUT); } } } void resetState (const RenderContext& renderCtx, const ContextInfo& ctxInfo) { if (isContextTypeES(renderCtx.getType())) resetStateES(renderCtx, ctxInfo); else if (isContextTypeGLCore(renderCtx.getType())) resetStateGLCore(renderCtx, ctxInfo); else throw tcu::InternalError("State reset requested for unsupported context type"); } } // glu