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1 #include "precompiled.h"
2 //
3 // Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
4 // Use of this source code is governed by a BSD-style license that can be
5 // found in the LICENSE file.
6 //
7 
8 // Context.cpp: Implements the gl::Context class, managing all GL state and performing
9 // rendering operations. It is the GLES2 specific implementation of EGLContext.
10 
11 #include "libGLESv2/Context.h"
12 
13 #include "libGLESv2/main.h"
14 #include "common/utilities.h"
15 #include "libGLESv2/formatutils.h"
16 #include "libGLESv2/Buffer.h"
17 #include "libGLESv2/Fence.h"
18 #include "libGLESv2/Framebuffer.h"
19 #include "libGLESv2/Renderbuffer.h"
20 #include "libGLESv2/Program.h"
21 #include "libGLESv2/ProgramBinary.h"
22 #include "libGLESv2/Query.h"
23 #include "libGLESv2/Texture.h"
24 #include "libGLESv2/ResourceManager.h"
25 #include "libGLESv2/renderer/IndexDataManager.h"
26 #include "libGLESv2/renderer/RenderTarget.h"
27 #include "libGLESv2/renderer/Renderer.h"
28 #include "libGLESv2/VertexArray.h"
29 #include "libGLESv2/Sampler.h"
30 #include "libGLESv2/validationES.h"
31 #include "libGLESv2/TransformFeedback.h"
32 
33 #include "libEGL/Surface.h"
34 
35 #undef near
36 #undef far
37 
38 namespace gl
39 {
makeStaticString(const std::string & str)40 static const char* makeStaticString(const std::string& str)
41 {
42     static std::set<std::string> strings;
43     std::set<std::string>::iterator it = strings.find(str);
44     if (it != strings.end())
45       return it->c_str();
46 
47     return strings.insert(str).first->c_str();
48 }
49 
Context(int clientVersion,const gl::Context * shareContext,rx::Renderer * renderer,bool notifyResets,bool robustAccess)50 Context::Context(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) : mRenderer(renderer)
51 {
52     ASSERT(robustAccess == false);   // Unimplemented
53 
54     mFenceNVHandleAllocator.setBaseHandle(0);
55 
56     setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
57 
58     mClientVersion = clientVersion;
59 
60     mState.depthClearValue = 1.0f;
61     mState.stencilClearValue = 0;
62 
63     mState.rasterizer.rasterizerDiscard = false;
64     mState.rasterizer.cullFace = false;
65     mState.rasterizer.cullMode = GL_BACK;
66     mState.rasterizer.frontFace = GL_CCW;
67     mState.rasterizer.polygonOffsetFill = false;
68     mState.rasterizer.polygonOffsetFactor = 0.0f;
69     mState.rasterizer.polygonOffsetUnits = 0.0f;
70     mState.rasterizer.pointDrawMode = false;
71     mState.rasterizer.multiSample = false;
72     mState.scissorTest = false;
73     mState.scissor.x = 0;
74     mState.scissor.y = 0;
75     mState.scissor.width = 0;
76     mState.scissor.height = 0;
77 
78     mState.blend.blend = false;
79     mState.blend.sourceBlendRGB = GL_ONE;
80     mState.blend.sourceBlendAlpha = GL_ONE;
81     mState.blend.destBlendRGB = GL_ZERO;
82     mState.blend.destBlendAlpha = GL_ZERO;
83     mState.blend.blendEquationRGB = GL_FUNC_ADD;
84     mState.blend.blendEquationAlpha = GL_FUNC_ADD;
85     mState.blend.sampleAlphaToCoverage = false;
86     mState.blend.dither = true;
87 
88     mState.blendColor.red = 0;
89     mState.blendColor.green = 0;
90     mState.blendColor.blue = 0;
91     mState.blendColor.alpha = 0;
92 
93     mState.depthStencil.depthTest = false;
94     mState.depthStencil.depthFunc = GL_LESS;
95     mState.depthStencil.depthMask = true;
96     mState.depthStencil.stencilTest = false;
97     mState.depthStencil.stencilFunc = GL_ALWAYS;
98     mState.depthStencil.stencilMask = -1;
99     mState.depthStencil.stencilWritemask = -1;
100     mState.depthStencil.stencilBackFunc = GL_ALWAYS;
101     mState.depthStencil.stencilBackMask = - 1;
102     mState.depthStencil.stencilBackWritemask = -1;
103     mState.depthStencil.stencilFail = GL_KEEP;
104     mState.depthStencil.stencilPassDepthFail = GL_KEEP;
105     mState.depthStencil.stencilPassDepthPass = GL_KEEP;
106     mState.depthStencil.stencilBackFail = GL_KEEP;
107     mState.depthStencil.stencilBackPassDepthFail = GL_KEEP;
108     mState.depthStencil.stencilBackPassDepthPass = GL_KEEP;
109 
110     mState.stencilRef = 0;
111     mState.stencilBackRef = 0;
112 
113     mState.sampleCoverage = false;
114     mState.sampleCoverageValue = 1.0f;
115     mState.sampleCoverageInvert = false;
116     mState.generateMipmapHint = GL_DONT_CARE;
117     mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
118 
119     mState.lineWidth = 1.0f;
120 
121     mState.viewport.x = 0;
122     mState.viewport.y = 0;
123     mState.viewport.width = 0;
124     mState.viewport.height = 0;
125     mState.zNear = 0.0f;
126     mState.zFar = 1.0f;
127 
128     mState.blend.colorMaskRed = true;
129     mState.blend.colorMaskGreen = true;
130     mState.blend.colorMaskBlue = true;
131     mState.blend.colorMaskAlpha = true;
132 
133     const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f };
134     for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++)
135     {
136         mState.vertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues);
137     }
138 
139     if (shareContext != NULL)
140     {
141         mResourceManager = shareContext->mResourceManager;
142         mResourceManager->addRef();
143     }
144     else
145     {
146         mResourceManager = new ResourceManager(mRenderer);
147     }
148 
149     // [OpenGL ES 2.0.24] section 3.7 page 83:
150     // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
151     // and cube map texture state vectors respectively associated with them.
152     // In order that access to these initial textures not be lost, they are treated as texture
153     // objects all of whose names are 0.
154 
155     mTexture2DZero.set(new Texture2D(mRenderer, 0));
156     mTextureCubeMapZero.set(new TextureCubeMap(mRenderer, 0));
157     mTexture3DZero.set(new Texture3D(mRenderer, 0));
158     mTexture2DArrayZero.set(new Texture2DArray(mRenderer, 0));
159 
160     for (unsigned int textureUnit = 0; textureUnit < ArraySize(mState.samplers); textureUnit++)
161     {
162         mState.samplers[textureUnit] = 0;
163     }
164 
165     mState.activeSampler = 0;
166     bindVertexArray(0);
167     bindArrayBuffer(0);
168     bindElementArrayBuffer(0);
169     bindTextureCubeMap(0);
170     bindTexture2D(0);
171     bindReadFramebuffer(0);
172     bindDrawFramebuffer(0);
173     bindRenderbuffer(0);
174 
175     mState.activeQueries[GL_ANY_SAMPLES_PASSED].set(NULL);
176     mState.activeQueries[GL_ANY_SAMPLES_PASSED_CONSERVATIVE].set(NULL);
177     mState.activeQueries[GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN].set(NULL);
178 
179     bindGenericUniformBuffer(0);
180     for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++)
181     {
182         bindIndexedUniformBuffer(0, i, 0, -1);
183     }
184 
185     bindGenericTransformFeedbackBuffer(0);
186     for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
187     {
188         bindIndexedTransformFeedbackBuffer(0, i, 0, -1);
189     }
190 
191     bindCopyReadBuffer(0);
192     bindCopyWriteBuffer(0);
193     bindPixelPackBuffer(0);
194     bindPixelUnpackBuffer(0);
195 
196     // [OpenGL ES 3.0.2] section 2.14.1 pg 85:
197     // In the initial state, a default transform feedback object is bound and treated as
198     // a transform feedback object with a name of zero. That object is bound any time
199     // BindTransformFeedback is called with id of zero
200     mTransformFeedbackZero.set(new TransformFeedback(0));
201     bindTransformFeedback(0);
202 
203     mState.currentProgram = 0;
204     mCurrentProgramBinary.set(NULL);
205 
206     mCombinedExtensionsString = NULL;
207     mRendererString = NULL;
208 
209     mInvalidEnum = false;
210     mInvalidValue = false;
211     mInvalidOperation = false;
212     mOutOfMemory = false;
213     mInvalidFramebufferOperation = false;
214 
215     mHasBeenCurrent = false;
216     mContextLost = false;
217     mResetStatus = GL_NO_ERROR;
218     mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT);
219     mRobustAccess = robustAccess;
220 
221     mSupportsBGRATextures = false;
222     mSupportsDXT1Textures = false;
223     mSupportsDXT3Textures = false;
224     mSupportsDXT5Textures = false;
225     mSupportsEventQueries = false;
226     mSupportsOcclusionQueries = false;
227     mNumCompressedTextureFormats = 0;
228 }
229 
~Context()230 Context::~Context()
231 {
232     if (mState.currentProgram != 0)
233     {
234         Program *programObject = mResourceManager->getProgram(mState.currentProgram);
235         if (programObject)
236         {
237             programObject->release();
238         }
239         mState.currentProgram = 0;
240     }
241     mCurrentProgramBinary.set(NULL);
242 
243     while (!mFramebufferMap.empty())
244     {
245         deleteFramebuffer(mFramebufferMap.begin()->first);
246     }
247 
248     while (!mFenceNVMap.empty())
249     {
250         deleteFenceNV(mFenceNVMap.begin()->first);
251     }
252 
253     while (!mQueryMap.empty())
254     {
255         deleteQuery(mQueryMap.begin()->first);
256     }
257 
258     while (!mVertexArrayMap.empty())
259     {
260         deleteVertexArray(mVertexArrayMap.begin()->first);
261     }
262 
263     mTransformFeedbackZero.set(NULL);
264     while (!mTransformFeedbackMap.empty())
265     {
266         deleteTransformFeedback(mTransformFeedbackMap.begin()->first);
267     }
268 
269     for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
270     {
271         for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
272         {
273             mState.samplerTexture[type][sampler].set(NULL);
274         }
275     }
276 
277     for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
278     {
279         mIncompleteTextures[type].set(NULL);
280     }
281 
282     const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f };
283     for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++)
284     {
285         mState.vertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues);
286     }
287 
288     mState.arrayBuffer.set(NULL);
289     mState.renderbuffer.set(NULL);
290 
291     mState.transformFeedback.set(NULL);
292 
293     mTexture2DZero.set(NULL);
294     mTextureCubeMapZero.set(NULL);
295     mTexture3DZero.set(NULL);
296     mTexture2DArrayZero.set(NULL);
297 
298     for (State::ActiveQueryMap::iterator i = mState.activeQueries.begin(); i != mState.activeQueries.end(); i++)
299     {
300         i->second.set(NULL);
301     }
302 
303     mState.genericUniformBuffer.set(NULL);
304     for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++)
305     {
306         mState.uniformBuffers[i].set(NULL);
307     }
308 
309     mState.genericTransformFeedbackBuffer.set(NULL);
310     for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
311     {
312         mState.transformFeedbackBuffers[i].set(NULL);
313     }
314 
315     mState.copyReadBuffer.set(NULL);
316     mState.copyWriteBuffer.set(NULL);
317 
318     mState.pack.pixelBuffer.set(NULL);
319     mState.unpack.pixelBuffer.set(NULL);
320 
321     mResourceManager->release();
322 }
323 
makeCurrent(egl::Surface * surface)324 void Context::makeCurrent(egl::Surface *surface)
325 {
326     if (!mHasBeenCurrent)
327     {
328         mMajorShaderModel = mRenderer->getMajorShaderModel();
329         mMaximumPointSize = mRenderer->getMaxPointSize();
330         mSupportsVertexTexture = mRenderer->getVertexTextureSupport();
331         mSupportsNonPower2Texture = mRenderer->getNonPower2TextureSupport();
332         mSupportsInstancing = mRenderer->getInstancingSupport();
333 
334         mMaxViewportDimension = mRenderer->getMaxViewportDimension();
335         mMax2DTextureDimension = std::min(std::min(mRenderer->getMaxTextureWidth(), mRenderer->getMaxTextureHeight()),
336                                           (int)gl::IMPLEMENTATION_MAX_2D_TEXTURE_SIZE);
337         mMaxCubeTextureDimension = std::min(mMax2DTextureDimension, (int)gl::IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE);
338         mMax3DTextureDimension = std::min(std::min(mMax2DTextureDimension, mRenderer->getMaxTextureDepth()),
339                                           (int)gl::IMPLEMENTATION_MAX_3D_TEXTURE_SIZE);
340         mMax2DArrayTextureLayers = mRenderer->getMaxTextureArrayLayers();
341         mMaxRenderbufferDimension = mMax2DTextureDimension;
342         mMax2DTextureLevel = log2(mMax2DTextureDimension) + 1;
343         mMaxCubeTextureLevel = log2(mMaxCubeTextureDimension) + 1;
344         mMax3DTextureLevel = log2(mMax3DTextureDimension) + 1;
345         mMax2DArrayTextureLevel = log2(mMax2DTextureDimension) + 1;
346         mMaxTextureAnisotropy = mRenderer->getTextureMaxAnisotropy();
347         TRACE("Max2DTextureDimension=%d, MaxCubeTextureDimension=%d, Max3DTextureDimension=%d, Max2DArrayTextureLayers = %d, "
348               "Max2DTextureLevel=%d, MaxCubeTextureLevel=%d, Max3DTextureLevel=%d, Max2DArrayTextureLevel=%d, "
349               "MaxRenderbufferDimension=%d, MaxTextureAnisotropy=%f",
350               mMax2DTextureDimension, mMaxCubeTextureDimension, mMax3DTextureDimension, mMax2DArrayTextureLayers,
351               mMax2DTextureLevel, mMaxCubeTextureLevel, mMax3DTextureLevel, mMax2DArrayTextureLevel,
352               mMaxRenderbufferDimension, mMaxTextureAnisotropy);
353 
354         mSupportsEventQueries = mRenderer->getEventQuerySupport();
355         mSupportsOcclusionQueries = mRenderer->getOcclusionQuerySupport();
356         mSupportsBGRATextures = mRenderer->getBGRATextureSupport();
357         mSupportsDXT1Textures = mRenderer->getDXT1TextureSupport();
358         mSupportsDXT3Textures = mRenderer->getDXT3TextureSupport();
359         mSupportsDXT5Textures = mRenderer->getDXT5TextureSupport();
360         mSupportsFloat32Textures = mRenderer->getFloat32TextureSupport();
361         mSupportsFloat32LinearFilter = mRenderer->getFloat32TextureFilteringSupport();
362         mSupportsFloat32RenderableTextures = mRenderer->getFloat32TextureRenderingSupport();
363         mSupportsFloat16Textures = mRenderer->getFloat16TextureSupport();
364         mSupportsFloat16LinearFilter = mRenderer->getFloat16TextureFilteringSupport();
365         mSupportsFloat16RenderableTextures = mRenderer->getFloat16TextureRenderingSupport();
366         mSupportsLuminanceTextures = mRenderer->getLuminanceTextureSupport();
367         mSupportsLuminanceAlphaTextures = mRenderer->getLuminanceAlphaTextureSupport();
368         mSupportsRGTextures = mRenderer->getRGTextureSupport();
369         mSupportsDepthTextures = mRenderer->getDepthTextureSupport();
370         mSupportsTextureFilterAnisotropy = mRenderer->getTextureFilterAnisotropySupport();
371         mSupports32bitIndices = mRenderer->get32BitIndexSupport();
372         mSupportsPBOs = mRenderer->getPBOSupport();
373 
374         mNumCompressedTextureFormats = 0;
375         if (supportsDXT1Textures())
376         {
377             mNumCompressedTextureFormats += 2;
378         }
379         if (supportsDXT3Textures())
380         {
381             mNumCompressedTextureFormats += 1;
382         }
383         if (supportsDXT5Textures())
384         {
385             mNumCompressedTextureFormats += 1;
386         }
387 
388         initExtensionString();
389         initRendererString();
390 
391         mState.viewport.x = 0;
392         mState.viewport.y = 0;
393         mState.viewport.width = surface->getWidth();
394         mState.viewport.height = surface->getHeight();
395 
396         mState.scissor.x = 0;
397         mState.scissor.y = 0;
398         mState.scissor.width = surface->getWidth();
399         mState.scissor.height = surface->getHeight();
400 
401         mHasBeenCurrent = true;
402     }
403 
404     // Wrap the existing swapchain resources into GL objects and assign them to the '0' names
405     rx::SwapChain *swapchain = surface->getSwapChain();
406 
407     Colorbuffer *colorbufferZero = new Colorbuffer(mRenderer, swapchain);
408     DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(mRenderer, swapchain);
409     Framebuffer *framebufferZero = new DefaultFramebuffer(mRenderer, colorbufferZero, depthStencilbufferZero);
410 
411     setFramebufferZero(framebufferZero);
412 
413     // Store the current client version in the renderer
414     mRenderer->setCurrentClientVersion(mClientVersion);
415 }
416 
417 // NOTE: this function should not assume that this context is current!
markContextLost()418 void Context::markContextLost()
419 {
420     if (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT)
421         mResetStatus = GL_UNKNOWN_CONTEXT_RESET_EXT;
422     mContextLost = true;
423 }
424 
isContextLost()425 bool Context::isContextLost()
426 {
427     return mContextLost;
428 }
429 
setCap(GLenum cap,bool enabled)430 void Context::setCap(GLenum cap, bool enabled)
431 {
432     switch (cap)
433     {
434       case GL_CULL_FACE:                     setCullFace(enabled);              break;
435       case GL_POLYGON_OFFSET_FILL:           setPolygonOffsetFill(enabled);     break;
436       case GL_SAMPLE_ALPHA_TO_COVERAGE:      setSampleAlphaToCoverage(enabled); break;
437       case GL_SAMPLE_COVERAGE:               setSampleCoverage(enabled);        break;
438       case GL_SCISSOR_TEST:                  setScissorTest(enabled);           break;
439       case GL_STENCIL_TEST:                  setStencilTest(enabled);           break;
440       case GL_DEPTH_TEST:                    setDepthTest(enabled);             break;
441       case GL_BLEND:                         setBlend(enabled);                 break;
442       case GL_DITHER:                        setDither(enabled);                break;
443       case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED();                   break;
444       case GL_RASTERIZER_DISCARD:            setRasterizerDiscard(enabled);     break;
445       default:                               UNREACHABLE();
446     }
447 }
448 
getCap(GLenum cap)449 bool Context::getCap(GLenum cap)
450 {
451     switch (cap)
452     {
453       case GL_CULL_FACE:                     return isCullFaceEnabled();
454       case GL_POLYGON_OFFSET_FILL:           return isPolygonOffsetFillEnabled();
455       case GL_SAMPLE_ALPHA_TO_COVERAGE:      return isSampleAlphaToCoverageEnabled();
456       case GL_SAMPLE_COVERAGE:               return isSampleCoverageEnabled();
457       case GL_SCISSOR_TEST:                  return isScissorTestEnabled();
458       case GL_STENCIL_TEST:                  return isStencilTestEnabled();
459       case GL_DEPTH_TEST:                    return isDepthTestEnabled();
460       case GL_BLEND:                         return isBlendEnabled();
461       case GL_DITHER:                        return isDitherEnabled();
462       case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED(); return false;
463       case GL_RASTERIZER_DISCARD:            return isRasterizerDiscardEnabled();
464       default:                               UNREACHABLE(); return false;
465     }
466 }
467 
setClearColor(float red,float green,float blue,float alpha)468 void Context::setClearColor(float red, float green, float blue, float alpha)
469 {
470     mState.colorClearValue.red = red;
471     mState.colorClearValue.green = green;
472     mState.colorClearValue.blue = blue;
473     mState.colorClearValue.alpha = alpha;
474 }
475 
setClearDepth(float depth)476 void Context::setClearDepth(float depth)
477 {
478     mState.depthClearValue = depth;
479 }
480 
setClearStencil(int stencil)481 void Context::setClearStencil(int stencil)
482 {
483     mState.stencilClearValue = stencil;
484 }
485 
setRasterizerDiscard(bool enabled)486 void Context::setRasterizerDiscard(bool enabled)
487 {
488     mState.rasterizer.rasterizerDiscard = enabled;
489 }
490 
isRasterizerDiscardEnabled() const491 bool Context::isRasterizerDiscardEnabled() const
492 {
493     return mState.rasterizer.rasterizerDiscard;
494 }
495 
setCullFace(bool enabled)496 void Context::setCullFace(bool enabled)
497 {
498     mState.rasterizer.cullFace = enabled;
499 }
500 
isCullFaceEnabled() const501 bool Context::isCullFaceEnabled() const
502 {
503     return mState.rasterizer.cullFace;
504 }
505 
setCullMode(GLenum mode)506 void Context::setCullMode(GLenum mode)
507 {
508     mState.rasterizer.cullMode = mode;
509 }
510 
setFrontFace(GLenum front)511 void Context::setFrontFace(GLenum front)
512 {
513     mState.rasterizer.frontFace = front;
514 }
515 
setDepthTest(bool enabled)516 void Context::setDepthTest(bool enabled)
517 {
518     mState.depthStencil.depthTest = enabled;
519 }
520 
isDepthTestEnabled() const521 bool Context::isDepthTestEnabled() const
522 {
523     return mState.depthStencil.depthTest;
524 }
525 
setDepthFunc(GLenum depthFunc)526 void Context::setDepthFunc(GLenum depthFunc)
527 {
528      mState.depthStencil.depthFunc = depthFunc;
529 }
530 
setDepthRange(float zNear,float zFar)531 void Context::setDepthRange(float zNear, float zFar)
532 {
533     mState.zNear = zNear;
534     mState.zFar = zFar;
535 }
536 
setBlend(bool enabled)537 void Context::setBlend(bool enabled)
538 {
539     mState.blend.blend = enabled;
540 }
541 
isBlendEnabled() const542 bool Context::isBlendEnabled() const
543 {
544     return mState.blend.blend;
545 }
546 
setBlendFactors(GLenum sourceRGB,GLenum destRGB,GLenum sourceAlpha,GLenum destAlpha)547 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
548 {
549     mState.blend.sourceBlendRGB = sourceRGB;
550     mState.blend.destBlendRGB = destRGB;
551     mState.blend.sourceBlendAlpha = sourceAlpha;
552     mState.blend.destBlendAlpha = destAlpha;
553 }
554 
setBlendColor(float red,float green,float blue,float alpha)555 void Context::setBlendColor(float red, float green, float blue, float alpha)
556 {
557     mState.blendColor.red = red;
558     mState.blendColor.green = green;
559     mState.blendColor.blue = blue;
560     mState.blendColor.alpha = alpha;
561 }
562 
setBlendEquation(GLenum rgbEquation,GLenum alphaEquation)563 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
564 {
565     mState.blend.blendEquationRGB = rgbEquation;
566     mState.blend.blendEquationAlpha = alphaEquation;
567 }
568 
setStencilTest(bool enabled)569 void Context::setStencilTest(bool enabled)
570 {
571     mState.depthStencil.stencilTest = enabled;
572 }
573 
isStencilTestEnabled() const574 bool Context::isStencilTestEnabled() const
575 {
576     return mState.depthStencil.stencilTest;
577 }
578 
setStencilParams(GLenum stencilFunc,GLint stencilRef,GLuint stencilMask)579 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
580 {
581     mState.depthStencil.stencilFunc = stencilFunc;
582     mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
583     mState.depthStencil.stencilMask = stencilMask;
584 }
585 
setStencilBackParams(GLenum stencilBackFunc,GLint stencilBackRef,GLuint stencilBackMask)586 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
587 {
588     mState.depthStencil.stencilBackFunc = stencilBackFunc;
589     mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
590     mState.depthStencil.stencilBackMask = stencilBackMask;
591 }
592 
setStencilWritemask(GLuint stencilWritemask)593 void Context::setStencilWritemask(GLuint stencilWritemask)
594 {
595     mState.depthStencil.stencilWritemask = stencilWritemask;
596 }
597 
setStencilBackWritemask(GLuint stencilBackWritemask)598 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
599 {
600     mState.depthStencil.stencilBackWritemask = stencilBackWritemask;
601 }
602 
setStencilOperations(GLenum stencilFail,GLenum stencilPassDepthFail,GLenum stencilPassDepthPass)603 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
604 {
605     mState.depthStencil.stencilFail = stencilFail;
606     mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail;
607     mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass;
608 }
609 
setStencilBackOperations(GLenum stencilBackFail,GLenum stencilBackPassDepthFail,GLenum stencilBackPassDepthPass)610 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
611 {
612     mState.depthStencil.stencilBackFail = stencilBackFail;
613     mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
614     mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
615 }
616 
setPolygonOffsetFill(bool enabled)617 void Context::setPolygonOffsetFill(bool enabled)
618 {
619      mState.rasterizer.polygonOffsetFill = enabled;
620 }
621 
isPolygonOffsetFillEnabled() const622 bool Context::isPolygonOffsetFillEnabled() const
623 {
624     return mState.rasterizer.polygonOffsetFill;
625 }
626 
setPolygonOffsetParams(GLfloat factor,GLfloat units)627 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
628 {
629     // An application can pass NaN values here, so handle this gracefully
630     mState.rasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor;
631     mState.rasterizer.polygonOffsetUnits = units != units ? 0.0f : units;
632 }
633 
setSampleAlphaToCoverage(bool enabled)634 void Context::setSampleAlphaToCoverage(bool enabled)
635 {
636     mState.blend.sampleAlphaToCoverage = enabled;
637 }
638 
isSampleAlphaToCoverageEnabled() const639 bool Context::isSampleAlphaToCoverageEnabled() const
640 {
641     return mState.blend.sampleAlphaToCoverage;
642 }
643 
setSampleCoverage(bool enabled)644 void Context::setSampleCoverage(bool enabled)
645 {
646     mState.sampleCoverage = enabled;
647 }
648 
isSampleCoverageEnabled() const649 bool Context::isSampleCoverageEnabled() const
650 {
651     return mState.sampleCoverage;
652 }
653 
setSampleCoverageParams(GLclampf value,bool invert)654 void Context::setSampleCoverageParams(GLclampf value, bool invert)
655 {
656     mState.sampleCoverageValue = value;
657     mState.sampleCoverageInvert = invert;
658 }
659 
setScissorTest(bool enabled)660 void Context::setScissorTest(bool enabled)
661 {
662     mState.scissorTest = enabled;
663 }
664 
isScissorTestEnabled() const665 bool Context::isScissorTestEnabled() const
666 {
667     return mState.scissorTest;
668 }
669 
setDither(bool enabled)670 void Context::setDither(bool enabled)
671 {
672     mState.blend.dither = enabled;
673 }
674 
isDitherEnabled() const675 bool Context::isDitherEnabled() const
676 {
677     return mState.blend.dither;
678 }
679 
setLineWidth(GLfloat width)680 void Context::setLineWidth(GLfloat width)
681 {
682     mState.lineWidth = width;
683 }
684 
setGenerateMipmapHint(GLenum hint)685 void Context::setGenerateMipmapHint(GLenum hint)
686 {
687     mState.generateMipmapHint = hint;
688 }
689 
setFragmentShaderDerivativeHint(GLenum hint)690 void Context::setFragmentShaderDerivativeHint(GLenum hint)
691 {
692     mState.fragmentShaderDerivativeHint = hint;
693     // TODO: Propagate the hint to shader translator so we can write
694     // ddx, ddx_coarse, or ddx_fine depending on the hint.
695     // Ignore for now. It is valid for implementations to ignore hint.
696 }
697 
setViewportParams(GLint x,GLint y,GLsizei width,GLsizei height)698 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
699 {
700     mState.viewport.x = x;
701     mState.viewport.y = y;
702     mState.viewport.width = width;
703     mState.viewport.height = height;
704 }
705 
setScissorParams(GLint x,GLint y,GLsizei width,GLsizei height)706 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
707 {
708     mState.scissor.x = x;
709     mState.scissor.y = y;
710     mState.scissor.width = width;
711     mState.scissor.height = height;
712 }
713 
getScissorParams(GLint * x,GLint * y,GLsizei * width,GLsizei * height)714 void Context::getScissorParams(GLint *x, GLint *y, GLsizei *width, GLsizei *height)
715 {
716     *x = mState.scissor.x;
717     *y = mState.scissor.y;
718     *width = mState.scissor.width;
719     *height = mState.scissor.height;
720 }
721 
setColorMask(bool red,bool green,bool blue,bool alpha)722 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
723 {
724     mState.blend.colorMaskRed = red;
725     mState.blend.colorMaskGreen = green;
726     mState.blend.colorMaskBlue = blue;
727     mState.blend.colorMaskAlpha = alpha;
728 }
729 
setDepthMask(bool mask)730 void Context::setDepthMask(bool mask)
731 {
732     mState.depthStencil.depthMask = mask;
733 }
734 
setActiveSampler(unsigned int active)735 void Context::setActiveSampler(unsigned int active)
736 {
737     mState.activeSampler = active;
738 }
739 
getReadFramebufferHandle() const740 GLuint Context::getReadFramebufferHandle() const
741 {
742     return mState.readFramebuffer;
743 }
744 
getDrawFramebufferHandle() const745 GLuint Context::getDrawFramebufferHandle() const
746 {
747     return mState.drawFramebuffer;
748 }
749 
getRenderbufferHandle() const750 GLuint Context::getRenderbufferHandle() const
751 {
752     return mState.renderbuffer.id();
753 }
754 
getVertexArrayHandle() const755 GLuint Context::getVertexArrayHandle() const
756 {
757     return mState.vertexArray;
758 }
759 
getSamplerHandle(GLuint textureUnit) const760 GLuint Context::getSamplerHandle(GLuint textureUnit) const
761 {
762     ASSERT(textureUnit < ArraySize(mState.samplers));
763     return mState.samplers[textureUnit];
764 }
765 
getActiveSampler() const766 unsigned int Context::getActiveSampler() const
767 {
768     return mState.activeSampler;
769 }
770 
getArrayBufferHandle() const771 GLuint Context::getArrayBufferHandle() const
772 {
773     return mState.arrayBuffer.id();
774 }
775 
isQueryActive() const776 bool Context::isQueryActive() const
777 {
778     for (State::ActiveQueryMap::const_iterator i = mState.activeQueries.begin();
779          i != mState.activeQueries.end(); i++)
780     {
781         if (i->second.get() != NULL)
782         {
783             return true;
784         }
785     }
786 
787     return false;
788 }
789 
getActiveQuery(GLenum target) const790 const Query *Context::getActiveQuery(GLenum target) const
791 {
792     // All query types should already exist in the activeQueries map
793     ASSERT(mState.activeQueries.find(target) != mState.activeQueries.end());
794 
795     return mState.activeQueries.at(target).get();
796 }
797 
getActiveQueryId(GLenum target) const798 GLuint Context::getActiveQueryId(GLenum target) const
799 {
800     const Query *query = getActiveQuery(target);
801     return (query ? query->id() : 0u);
802 }
803 
setEnableVertexAttribArray(unsigned int attribNum,bool enabled)804 void Context::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
805 {
806     getCurrentVertexArray()->enableAttribute(attribNum, enabled);
807 }
808 
getVertexAttribState(unsigned int attribNum) const809 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
810 {
811     return getCurrentVertexArray()->getVertexAttribute(attribNum);
812 }
813 
getVertexAttribCurrentValue(unsigned int attribNum) const814 const VertexAttribCurrentValueData &Context::getVertexAttribCurrentValue(unsigned int attribNum) const
815 {
816     ASSERT(attribNum < MAX_VERTEX_ATTRIBS);
817     return mState.vertexAttribCurrentValues[attribNum];
818 }
819 
setVertexAttribState(unsigned int attribNum,Buffer * boundBuffer,GLint size,GLenum type,bool normalized,bool pureInteger,GLsizei stride,const void * pointer)820 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
821                                    bool pureInteger, GLsizei stride, const void *pointer)
822 {
823     getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer);
824 }
825 
getVertexAttribPointer(unsigned int attribNum) const826 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
827 {
828     return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
829 }
830 
setPackAlignment(GLint alignment)831 void Context::setPackAlignment(GLint alignment)
832 {
833     mState.pack.alignment = alignment;
834 }
835 
getPackAlignment() const836 GLint Context::getPackAlignment() const
837 {
838     return mState.pack.alignment;
839 }
840 
setUnpackAlignment(GLint alignment)841 void Context::setUnpackAlignment(GLint alignment)
842 {
843     mState.unpack.alignment = alignment;
844 }
845 
getUnpackAlignment() const846 GLint Context::getUnpackAlignment() const
847 {
848     return mState.unpack.alignment;
849 }
850 
setPackReverseRowOrder(bool reverseRowOrder)851 void Context::setPackReverseRowOrder(bool reverseRowOrder)
852 {
853     mState.pack.reverseRowOrder = reverseRowOrder;
854 }
855 
getPackReverseRowOrder() const856 bool Context::getPackReverseRowOrder() const
857 {
858     return mState.pack.reverseRowOrder;
859 }
860 
getUnpackState() const861 const PixelUnpackState &Context::getUnpackState() const
862 {
863     return mState.unpack;
864 }
865 
getPackState() const866 const PixelPackState &Context::getPackState() const
867 {
868     return mState.pack;
869 }
870 
createBuffer()871 GLuint Context::createBuffer()
872 {
873     return mResourceManager->createBuffer();
874 }
875 
createProgram()876 GLuint Context::createProgram()
877 {
878     return mResourceManager->createProgram();
879 }
880 
createShader(GLenum type)881 GLuint Context::createShader(GLenum type)
882 {
883     return mResourceManager->createShader(type);
884 }
885 
createTexture()886 GLuint Context::createTexture()
887 {
888     return mResourceManager->createTexture();
889 }
890 
createRenderbuffer()891 GLuint Context::createRenderbuffer()
892 {
893     return mResourceManager->createRenderbuffer();
894 }
895 
createFenceSync(GLenum condition)896 GLsync Context::createFenceSync(GLenum condition)
897 {
898     GLuint handle = mResourceManager->createFenceSync();
899 
900     gl::FenceSync *fenceSync = mResourceManager->getFenceSync(handle);
901     ASSERT(fenceSync);
902 
903     fenceSync->set(condition);
904 
905     return reinterpret_cast<GLsync>(handle);
906 }
907 
createVertexArray()908 GLuint Context::createVertexArray()
909 {
910     GLuint handle = mVertexArrayHandleAllocator.allocate();
911 
912     // Although the spec states VAO state is not initialized until the object is bound,
913     // we create it immediately. The resulting behaviour is transparent to the application,
914     // since it's not currently possible to access the state until the object is bound.
915     mVertexArrayMap[handle] = new VertexArray(mRenderer, handle);
916 
917     return handle;
918 }
919 
createSampler()920 GLuint Context::createSampler()
921 {
922     return mResourceManager->createSampler();
923 }
924 
createTransformFeedback()925 GLuint Context::createTransformFeedback()
926 {
927     GLuint handle = mTransformFeedbackAllocator.allocate();
928     TransformFeedback *transformFeedback = new TransformFeedback(handle);
929     transformFeedback->addRef();
930     mTransformFeedbackMap[handle] = transformFeedback;
931     return handle;
932 }
933 
934 // Returns an unused framebuffer name
createFramebuffer()935 GLuint Context::createFramebuffer()
936 {
937     GLuint handle = mFramebufferHandleAllocator.allocate();
938 
939     mFramebufferMap[handle] = NULL;
940 
941     return handle;
942 }
943 
createFenceNV()944 GLuint Context::createFenceNV()
945 {
946     GLuint handle = mFenceNVHandleAllocator.allocate();
947 
948     mFenceNVMap[handle] = new FenceNV(mRenderer);
949 
950     return handle;
951 }
952 
953 // Returns an unused query name
createQuery()954 GLuint Context::createQuery()
955 {
956     GLuint handle = mQueryHandleAllocator.allocate();
957 
958     mQueryMap[handle] = NULL;
959 
960     return handle;
961 }
962 
deleteBuffer(GLuint buffer)963 void Context::deleteBuffer(GLuint buffer)
964 {
965     if (mResourceManager->getBuffer(buffer))
966     {
967         detachBuffer(buffer);
968     }
969 
970     mResourceManager->deleteBuffer(buffer);
971 }
972 
deleteShader(GLuint shader)973 void Context::deleteShader(GLuint shader)
974 {
975     mResourceManager->deleteShader(shader);
976 }
977 
deleteProgram(GLuint program)978 void Context::deleteProgram(GLuint program)
979 {
980     mResourceManager->deleteProgram(program);
981 }
982 
deleteTexture(GLuint texture)983 void Context::deleteTexture(GLuint texture)
984 {
985     if (mResourceManager->getTexture(texture))
986     {
987         detachTexture(texture);
988     }
989 
990     mResourceManager->deleteTexture(texture);
991 }
992 
deleteRenderbuffer(GLuint renderbuffer)993 void Context::deleteRenderbuffer(GLuint renderbuffer)
994 {
995     if (mResourceManager->getRenderbuffer(renderbuffer))
996     {
997         detachRenderbuffer(renderbuffer);
998     }
999 
1000     mResourceManager->deleteRenderbuffer(renderbuffer);
1001 }
1002 
deleteFenceSync(GLsync fenceSync)1003 void Context::deleteFenceSync(GLsync fenceSync)
1004 {
1005     // The spec specifies the underlying Fence object is not deleted until all current
1006     // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1007     // and since our API is currently designed for being called from a single thread, we can delete
1008     // the fence immediately.
1009     mResourceManager->deleteFenceSync(reinterpret_cast<GLuint>(fenceSync));
1010 }
1011 
deleteVertexArray(GLuint vertexArray)1012 void Context::deleteVertexArray(GLuint vertexArray)
1013 {
1014     auto vertexArrayObject = mVertexArrayMap.find(vertexArray);
1015 
1016     if (vertexArrayObject != mVertexArrayMap.end())
1017     {
1018         detachVertexArray(vertexArray);
1019 
1020         mVertexArrayHandleAllocator.release(vertexArrayObject->first);
1021         delete vertexArrayObject->second;
1022         mVertexArrayMap.erase(vertexArrayObject);
1023     }
1024 }
1025 
deleteSampler(GLuint sampler)1026 void Context::deleteSampler(GLuint sampler)
1027 {
1028     if (mResourceManager->getSampler(sampler))
1029     {
1030         detachSampler(sampler);
1031     }
1032 
1033     mResourceManager->deleteSampler(sampler);
1034 }
1035 
deleteTransformFeedback(GLuint transformFeedback)1036 void Context::deleteTransformFeedback(GLuint transformFeedback)
1037 {
1038     TransformFeedbackMap::const_iterator iter = mTransformFeedbackMap.find(transformFeedback);
1039     if (iter != mTransformFeedbackMap.end())
1040     {
1041         detachTransformFeedback(transformFeedback);
1042         mTransformFeedbackAllocator.release(transformFeedback);
1043         iter->second->release();
1044         mTransformFeedbackMap.erase(iter);
1045     }
1046 }
1047 
deleteFramebuffer(GLuint framebuffer)1048 void Context::deleteFramebuffer(GLuint framebuffer)
1049 {
1050     FramebufferMap::iterator framebufferObject = mFramebufferMap.find(framebuffer);
1051 
1052     if (framebufferObject != mFramebufferMap.end())
1053     {
1054         detachFramebuffer(framebuffer);
1055 
1056         mFramebufferHandleAllocator.release(framebufferObject->first);
1057         delete framebufferObject->second;
1058         mFramebufferMap.erase(framebufferObject);
1059     }
1060 }
1061 
deleteFenceNV(GLuint fence)1062 void Context::deleteFenceNV(GLuint fence)
1063 {
1064     FenceNVMap::iterator fenceObject = mFenceNVMap.find(fence);
1065 
1066     if (fenceObject != mFenceNVMap.end())
1067     {
1068         mFenceNVHandleAllocator.release(fenceObject->first);
1069         delete fenceObject->second;
1070         mFenceNVMap.erase(fenceObject);
1071     }
1072 }
1073 
deleteQuery(GLuint query)1074 void Context::deleteQuery(GLuint query)
1075 {
1076     QueryMap::iterator queryObject = mQueryMap.find(query);
1077     if (queryObject != mQueryMap.end())
1078     {
1079         mQueryHandleAllocator.release(queryObject->first);
1080         if (queryObject->second)
1081         {
1082             queryObject->second->release();
1083         }
1084         mQueryMap.erase(queryObject);
1085     }
1086 }
1087 
getBuffer(GLuint handle)1088 Buffer *Context::getBuffer(GLuint handle)
1089 {
1090     return mResourceManager->getBuffer(handle);
1091 }
1092 
getShader(GLuint handle) const1093 Shader *Context::getShader(GLuint handle) const
1094 {
1095     return mResourceManager->getShader(handle);
1096 }
1097 
getProgram(GLuint handle) const1098 Program *Context::getProgram(GLuint handle) const
1099 {
1100     return mResourceManager->getProgram(handle);
1101 }
1102 
getTexture(GLuint handle)1103 Texture *Context::getTexture(GLuint handle)
1104 {
1105     return mResourceManager->getTexture(handle);
1106 }
1107 
getRenderbuffer(GLuint handle)1108 FramebufferAttachment *Context::getRenderbuffer(GLuint handle)
1109 {
1110     return mResourceManager->getRenderbuffer(handle);
1111 }
1112 
getFenceSync(GLsync handle) const1113 FenceSync *Context::getFenceSync(GLsync handle) const
1114 {
1115     return mResourceManager->getFenceSync(reinterpret_cast<GLuint>(handle));
1116 }
1117 
getVertexArray(GLuint handle) const1118 VertexArray *Context::getVertexArray(GLuint handle) const
1119 {
1120     auto vertexArray = mVertexArrayMap.find(handle);
1121 
1122     if (vertexArray == mVertexArrayMap.end())
1123     {
1124         return NULL;
1125     }
1126     else
1127     {
1128         return vertexArray->second;
1129     }
1130 }
1131 
getSampler(GLuint handle) const1132 Sampler *Context::getSampler(GLuint handle) const
1133 {
1134     return mResourceManager->getSampler(handle);
1135 }
1136 
getTransformFeedback(GLuint handle) const1137 TransformFeedback *Context::getTransformFeedback(GLuint handle) const
1138 {
1139     if (handle == 0)
1140     {
1141         return mTransformFeedbackZero.get();
1142     }
1143     else
1144     {
1145         TransformFeedbackMap::const_iterator iter = mTransformFeedbackMap.find(handle);
1146         return (iter != mTransformFeedbackMap.end()) ? iter->second : NULL;
1147     }
1148 }
1149 
getReadFramebuffer()1150 Framebuffer *Context::getReadFramebuffer()
1151 {
1152     return getFramebuffer(mState.readFramebuffer);
1153 }
1154 
getDrawFramebuffer()1155 Framebuffer *Context::getDrawFramebuffer()
1156 {
1157     return mBoundDrawFramebuffer;
1158 }
1159 
getCurrentVertexArray() const1160 VertexArray *Context::getCurrentVertexArray() const
1161 {
1162     VertexArray *vao = getVertexArray(mState.vertexArray);
1163     ASSERT(vao != NULL);
1164     return vao;
1165 }
1166 
getCurrentTransformFeedback() const1167 TransformFeedback *Context::getCurrentTransformFeedback() const
1168 {
1169     return mState.transformFeedback.get();
1170 }
1171 
isSampler(GLuint samplerName) const1172 bool Context::isSampler(GLuint samplerName) const
1173 {
1174     return mResourceManager->isSampler(samplerName);
1175 }
1176 
bindArrayBuffer(unsigned int buffer)1177 void Context::bindArrayBuffer(unsigned int buffer)
1178 {
1179     mResourceManager->checkBufferAllocation(buffer);
1180 
1181     mState.arrayBuffer.set(getBuffer(buffer));
1182 }
1183 
bindElementArrayBuffer(unsigned int buffer)1184 void Context::bindElementArrayBuffer(unsigned int buffer)
1185 {
1186     mResourceManager->checkBufferAllocation(buffer);
1187 
1188     getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1189 }
1190 
bindTexture2D(GLuint texture)1191 void Context::bindTexture2D(GLuint texture)
1192 {
1193     mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1194 
1195     mState.samplerTexture[TEXTURE_2D][mState.activeSampler].set(getTexture(texture));
1196 }
1197 
bindTextureCubeMap(GLuint texture)1198 void Context::bindTextureCubeMap(GLuint texture)
1199 {
1200     mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1201 
1202     mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].set(getTexture(texture));
1203 }
1204 
bindTexture3D(GLuint texture)1205 void Context::bindTexture3D(GLuint texture)
1206 {
1207     mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1208 
1209     mState.samplerTexture[TEXTURE_3D][mState.activeSampler].set(getTexture(texture));
1210 }
1211 
bindTexture2DArray(GLuint texture)1212 void Context::bindTexture2DArray(GLuint texture)
1213 {
1214     mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1215 
1216     mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].set(getTexture(texture));
1217 }
1218 
bindReadFramebuffer(GLuint framebuffer)1219 void Context::bindReadFramebuffer(GLuint framebuffer)
1220 {
1221     if (!getFramebuffer(framebuffer))
1222     {
1223         mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
1224     }
1225 
1226     mState.readFramebuffer = framebuffer;
1227 }
1228 
bindDrawFramebuffer(GLuint framebuffer)1229 void Context::bindDrawFramebuffer(GLuint framebuffer)
1230 {
1231     if (!getFramebuffer(framebuffer))
1232     {
1233         mFramebufferMap[framebuffer] = new Framebuffer(mRenderer);
1234     }
1235 
1236     mState.drawFramebuffer = framebuffer;
1237 
1238     mBoundDrawFramebuffer = getFramebuffer(framebuffer);
1239 }
1240 
bindRenderbuffer(GLuint renderbuffer)1241 void Context::bindRenderbuffer(GLuint renderbuffer)
1242 {
1243     mResourceManager->checkRenderbufferAllocation(renderbuffer);
1244 
1245     mState.renderbuffer.set(getRenderbuffer(renderbuffer));
1246 }
1247 
bindVertexArray(GLuint vertexArray)1248 void Context::bindVertexArray(GLuint vertexArray)
1249 {
1250     if (!getVertexArray(vertexArray))
1251     {
1252         mVertexArrayMap[vertexArray] = new VertexArray(mRenderer, vertexArray);
1253     }
1254 
1255     mState.vertexArray = vertexArray;
1256 }
1257 
bindSampler(GLuint textureUnit,GLuint sampler)1258 void Context::bindSampler(GLuint textureUnit, GLuint sampler)
1259 {
1260     ASSERT(textureUnit < ArraySize(mState.samplers));
1261     mResourceManager->checkSamplerAllocation(sampler);
1262 
1263     mState.samplers[textureUnit] = sampler;
1264 }
1265 
bindGenericUniformBuffer(GLuint buffer)1266 void Context::bindGenericUniformBuffer(GLuint buffer)
1267 {
1268     mResourceManager->checkBufferAllocation(buffer);
1269 
1270     mState.genericUniformBuffer.set(getBuffer(buffer));
1271 }
1272 
bindIndexedUniformBuffer(GLuint buffer,GLuint index,GLintptr offset,GLsizeiptr size)1273 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1274 {
1275     mResourceManager->checkBufferAllocation(buffer);
1276 
1277     mState.uniformBuffers[index].set(getBuffer(buffer), offset, size);
1278 }
1279 
bindGenericTransformFeedbackBuffer(GLuint buffer)1280 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1281 {
1282     mResourceManager->checkBufferAllocation(buffer);
1283 
1284     mState.genericTransformFeedbackBuffer.set(getBuffer(buffer));
1285 }
1286 
bindIndexedTransformFeedbackBuffer(GLuint buffer,GLuint index,GLintptr offset,GLsizeiptr size)1287 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1288 {
1289     mResourceManager->checkBufferAllocation(buffer);
1290 
1291     mState.transformFeedbackBuffers[index].set(getBuffer(buffer), offset, size);
1292 }
1293 
bindCopyReadBuffer(GLuint buffer)1294 void Context::bindCopyReadBuffer(GLuint buffer)
1295 {
1296     mResourceManager->checkBufferAllocation(buffer);
1297 
1298     mState.copyReadBuffer.set(getBuffer(buffer));
1299 }
1300 
bindCopyWriteBuffer(GLuint buffer)1301 void Context::bindCopyWriteBuffer(GLuint buffer)
1302 {
1303     mResourceManager->checkBufferAllocation(buffer);
1304 
1305     mState.copyWriteBuffer.set(getBuffer(buffer));
1306 }
1307 
bindPixelPackBuffer(GLuint buffer)1308 void Context::bindPixelPackBuffer(GLuint buffer)
1309 {
1310     mResourceManager->checkBufferAllocation(buffer);
1311 
1312     mState.pack.pixelBuffer.set(getBuffer(buffer));
1313 }
1314 
bindPixelUnpackBuffer(GLuint buffer)1315 void Context::bindPixelUnpackBuffer(GLuint buffer)
1316 {
1317     mResourceManager->checkBufferAllocation(buffer);
1318 
1319     mState.unpack.pixelBuffer.set(getBuffer(buffer));
1320 }
1321 
useProgram(GLuint program)1322 void Context::useProgram(GLuint program)
1323 {
1324     GLuint priorProgram = mState.currentProgram;
1325     mState.currentProgram = program;               // Must switch before trying to delete, otherwise it only gets flagged.
1326 
1327     if (priorProgram != program)
1328     {
1329         Program *newProgram = mResourceManager->getProgram(program);
1330         Program *oldProgram = mResourceManager->getProgram(priorProgram);
1331         mCurrentProgramBinary.set(NULL);
1332 
1333         if (newProgram)
1334         {
1335             newProgram->addRef();
1336             mCurrentProgramBinary.set(newProgram->getProgramBinary());
1337         }
1338 
1339         if (oldProgram)
1340         {
1341             oldProgram->release();
1342         }
1343     }
1344 }
1345 
linkProgram(GLuint program)1346 void Context::linkProgram(GLuint program)
1347 {
1348     Program *programObject = mResourceManager->getProgram(program);
1349 
1350     bool linked = programObject->link();
1351 
1352     // if the current program was relinked successfully we
1353     // need to install the new executables
1354     if (linked && program == mState.currentProgram)
1355     {
1356         mCurrentProgramBinary.set(programObject->getProgramBinary());
1357     }
1358 }
1359 
setProgramBinary(GLuint program,const void * binary,GLint length)1360 void Context::setProgramBinary(GLuint program, const void *binary, GLint length)
1361 {
1362     Program *programObject = mResourceManager->getProgram(program);
1363 
1364     bool loaded = programObject->setProgramBinary(binary, length);
1365 
1366     // if the current program was reloaded successfully we
1367     // need to install the new executables
1368     if (loaded && program == mState.currentProgram)
1369     {
1370         mCurrentProgramBinary.set(programObject->getProgramBinary());
1371     }
1372 
1373 }
1374 
bindTransformFeedback(GLuint transformFeedback)1375 void Context::bindTransformFeedback(GLuint transformFeedback)
1376 {
1377     TransformFeedback *transformFeedbackObject = getTransformFeedback(transformFeedback);
1378     mState.transformFeedback.set(transformFeedbackObject);
1379 }
1380 
beginQuery(GLenum target,GLuint query)1381 void Context::beginQuery(GLenum target, GLuint query)
1382 {
1383     Query *queryObject = getQuery(query, true, target);
1384     ASSERT(queryObject);
1385 
1386     // set query as active for specified target
1387     mState.activeQueries[target].set(queryObject);
1388 
1389     // begin query
1390     queryObject->begin();
1391 }
1392 
endQuery(GLenum target)1393 void Context::endQuery(GLenum target)
1394 {
1395     Query *queryObject = mState.activeQueries[target].get();
1396     ASSERT(queryObject);
1397 
1398     queryObject->end();
1399 
1400     mState.activeQueries[target].set(NULL);
1401 }
1402 
setFramebufferZero(Framebuffer * buffer)1403 void Context::setFramebufferZero(Framebuffer *buffer)
1404 {
1405     delete mFramebufferMap[0];
1406     mFramebufferMap[0] = buffer;
1407     if (mState.drawFramebuffer == 0)
1408     {
1409         mBoundDrawFramebuffer = buffer;
1410     }
1411 }
1412 
setRenderbufferStorage(GLsizei width,GLsizei height,GLenum internalformat,GLsizei samples)1413 void Context::setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples)
1414 {
1415     const bool color = gl::IsColorRenderingSupported(internalformat, this);
1416     const bool depth = gl::IsDepthRenderingSupported(internalformat, this);
1417     const bool stencil = gl::IsStencilRenderingSupported(internalformat, this);
1418 
1419     RenderbufferStorage *renderbuffer = NULL;
1420 
1421     if (color)
1422     {
1423         renderbuffer = new gl::Colorbuffer(mRenderer,width, height, internalformat, samples);
1424     }
1425     else if (depth && stencil)
1426     {
1427         renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples);
1428     }
1429     else if (depth)
1430     {
1431         renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples);
1432     }
1433     else if (stencil)
1434     {
1435         renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples);
1436     }
1437     else
1438     {
1439         UNREACHABLE();
1440         return;
1441     }
1442 
1443     FramebufferAttachment *renderbufferObject = mState.renderbuffer.get();
1444     renderbufferObject->setStorage(renderbuffer);
1445 }
1446 
getFramebuffer(unsigned int handle) const1447 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1448 {
1449     FramebufferMap::const_iterator framebuffer = mFramebufferMap.find(handle);
1450 
1451     if (framebuffer == mFramebufferMap.end())
1452     {
1453         return NULL;
1454     }
1455     else
1456     {
1457         return framebuffer->second;
1458     }
1459 }
1460 
getFenceNV(unsigned int handle)1461 FenceNV *Context::getFenceNV(unsigned int handle)
1462 {
1463     FenceNVMap::iterator fence = mFenceNVMap.find(handle);
1464 
1465     if (fence == mFenceNVMap.end())
1466     {
1467         return NULL;
1468     }
1469     else
1470     {
1471         return fence->second;
1472     }
1473 }
1474 
getQuery(unsigned int handle,bool create,GLenum type)1475 Query *Context::getQuery(unsigned int handle, bool create, GLenum type)
1476 {
1477     QueryMap::iterator query = mQueryMap.find(handle);
1478 
1479     if (query == mQueryMap.end())
1480     {
1481         return NULL;
1482     }
1483     else
1484     {
1485         if (!query->second && create)
1486         {
1487             query->second = new Query(mRenderer, type, handle);
1488             query->second->addRef();
1489         }
1490         return query->second;
1491     }
1492 }
1493 
getTargetBuffer(GLenum target) const1494 Buffer *Context::getTargetBuffer(GLenum target) const
1495 {
1496     switch (target)
1497     {
1498       case GL_ARRAY_BUFFER:              return mState.arrayBuffer.get();
1499       case GL_COPY_READ_BUFFER:          return mState.copyReadBuffer.get();
1500       case GL_COPY_WRITE_BUFFER:         return mState.copyWriteBuffer.get();
1501       case GL_ELEMENT_ARRAY_BUFFER:      return getCurrentVertexArray()->getElementArrayBuffer();
1502       case GL_PIXEL_PACK_BUFFER:         return mState.pack.pixelBuffer.get();
1503       case GL_PIXEL_UNPACK_BUFFER:       return mState.unpack.pixelBuffer.get();
1504       case GL_TRANSFORM_FEEDBACK_BUFFER: return mState.genericTransformFeedbackBuffer.get();
1505       case GL_UNIFORM_BUFFER:            return mState.genericUniformBuffer.get();
1506       default: UNREACHABLE();            return NULL;
1507     }
1508 }
1509 
getArrayBuffer()1510 Buffer *Context::getArrayBuffer()
1511 {
1512     return mState.arrayBuffer.get();
1513 }
1514 
getElementArrayBuffer() const1515 Buffer *Context::getElementArrayBuffer() const
1516 {
1517     return getCurrentVertexArray()->getElementArrayBuffer();
1518 }
1519 
getCurrentProgramBinary()1520 ProgramBinary *Context::getCurrentProgramBinary()
1521 {
1522     return mCurrentProgramBinary.get();
1523 }
1524 
getTargetTexture(GLenum target) const1525 Texture *Context::getTargetTexture(GLenum target) const
1526 {
1527     if (!ValidTextureTarget(this, target))
1528     {
1529         return NULL;
1530     }
1531 
1532     switch (target)
1533     {
1534       case GL_TEXTURE_2D:       return getTexture2D();
1535       case GL_TEXTURE_CUBE_MAP: return getTextureCubeMap();
1536       case GL_TEXTURE_3D:       return getTexture3D();
1537       case GL_TEXTURE_2D_ARRAY: return getTexture2DArray();
1538       default:                  return NULL;
1539     }
1540 }
1541 
getTargetFramebufferHandle(GLenum target) const1542 GLuint Context::getTargetFramebufferHandle(GLenum target) const
1543 {
1544     if (!ValidFramebufferTarget(target))
1545     {
1546         return GL_INVALID_INDEX;
1547     }
1548 
1549     if (target == GL_READ_FRAMEBUFFER_ANGLE)
1550     {
1551         return mState.readFramebuffer;
1552     }
1553     else
1554     {
1555         return mState.drawFramebuffer;
1556     }
1557 }
1558 
getTargetFramebuffer(GLenum target) const1559 Framebuffer *Context::getTargetFramebuffer(GLenum target) const
1560 {
1561     GLuint framebufferHandle = getTargetFramebufferHandle(target);
1562     return (framebufferHandle == GL_INVALID_INDEX ? NULL : getFramebuffer(framebufferHandle));
1563 }
1564 
getTexture2D() const1565 Texture2D *Context::getTexture2D() const
1566 {
1567     return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1568 }
1569 
getTextureCubeMap() const1570 TextureCubeMap *Context::getTextureCubeMap() const
1571 {
1572     return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1573 }
1574 
getTexture3D() const1575 Texture3D *Context::getTexture3D() const
1576 {
1577     return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1578 }
1579 
getTexture2DArray() const1580 Texture2DArray *Context::getTexture2DArray() const
1581 {
1582     return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1583 }
1584 
getGenericUniformBuffer()1585 Buffer *Context::getGenericUniformBuffer()
1586 {
1587     return mState.genericUniformBuffer.get();
1588 }
1589 
getGenericTransformFeedbackBuffer()1590 Buffer *Context::getGenericTransformFeedbackBuffer()
1591 {
1592     return mState.genericTransformFeedbackBuffer.get();
1593 }
1594 
getCopyReadBuffer()1595 Buffer *Context::getCopyReadBuffer()
1596 {
1597     return mState.copyReadBuffer.get();
1598 }
1599 
getCopyWriteBuffer()1600 Buffer *Context::getCopyWriteBuffer()
1601 {
1602     return mState.copyWriteBuffer.get();
1603 }
1604 
getPixelPackBuffer()1605 Buffer *Context::getPixelPackBuffer()
1606 {
1607     return mState.pack.pixelBuffer.get();
1608 }
1609 
getPixelUnpackBuffer()1610 Buffer *Context::getPixelUnpackBuffer()
1611 {
1612     return mState.unpack.pixelBuffer.get();
1613 }
1614 
getSamplerTexture(unsigned int sampler,TextureType type) const1615 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1616 {
1617     GLuint texid = mState.samplerTexture[type][sampler].id();
1618 
1619     if (texid == 0)   // Special case: 0 refers to different initial textures based on the target
1620     {
1621         switch (type)
1622         {
1623           default: UNREACHABLE();
1624           case TEXTURE_2D:       return mTexture2DZero.get();
1625           case TEXTURE_CUBE:     return mTextureCubeMapZero.get();
1626           case TEXTURE_3D:       return mTexture3DZero.get();
1627           case TEXTURE_2D_ARRAY: return mTexture2DArrayZero.get();
1628         }
1629     }
1630 
1631     return mState.samplerTexture[type][sampler].get();
1632 }
1633 
getBooleanv(GLenum pname,GLboolean * params)1634 void Context::getBooleanv(GLenum pname, GLboolean *params)
1635 {
1636     switch (pname)
1637     {
1638       case GL_SHADER_COMPILER:           *params = GL_TRUE;                             break;
1639       case GL_SAMPLE_COVERAGE_INVERT:    *params = mState.sampleCoverageInvert;         break;
1640       case GL_DEPTH_WRITEMASK:           *params = mState.depthStencil.depthMask;       break;
1641       case GL_COLOR_WRITEMASK:
1642         params[0] = mState.blend.colorMaskRed;
1643         params[1] = mState.blend.colorMaskGreen;
1644         params[2] = mState.blend.colorMaskBlue;
1645         params[3] = mState.blend.colorMaskAlpha;
1646         break;
1647       case GL_CULL_FACE:                 *params = mState.rasterizer.cullFace;          break;
1648       case GL_POLYGON_OFFSET_FILL:       *params = mState.rasterizer.polygonOffsetFill; break;
1649       case GL_SAMPLE_ALPHA_TO_COVERAGE:  *params = mState.blend.sampleAlphaToCoverage;  break;
1650       case GL_SAMPLE_COVERAGE:           *params = mState.sampleCoverage;               break;
1651       case GL_SCISSOR_TEST:              *params = mState.scissorTest;                  break;
1652       case GL_STENCIL_TEST:              *params = mState.depthStencil.stencilTest;     break;
1653       case GL_DEPTH_TEST:                *params = mState.depthStencil.depthTest;       break;
1654       case GL_BLEND:                     *params = mState.blend.blend;                  break;
1655       case GL_DITHER:                    *params = mState.blend.dither;                 break;
1656       case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE;  break;
1657       case GL_TRANSFORM_FEEDBACK_ACTIVE: *params = getCurrentTransformFeedback()->isStarted(); break;
1658       case GL_TRANSFORM_FEEDBACK_PAUSED: *params = getCurrentTransformFeedback()->isPaused();  break;
1659       default:
1660         UNREACHABLE();
1661         break;
1662     }
1663 }
1664 
getFloatv(GLenum pname,GLfloat * params)1665 void Context::getFloatv(GLenum pname, GLfloat *params)
1666 {
1667     // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1668     // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1669     // GetIntegerv as its native query function. As it would require conversion in any
1670     // case, this should make no difference to the calling application.
1671     switch (pname)
1672     {
1673       case GL_LINE_WIDTH:               *params = mState.lineWidth;                         break;
1674       case GL_SAMPLE_COVERAGE_VALUE:    *params = mState.sampleCoverageValue;               break;
1675       case GL_DEPTH_CLEAR_VALUE:        *params = mState.depthClearValue;                   break;
1676       case GL_POLYGON_OFFSET_FACTOR:    *params = mState.rasterizer.polygonOffsetFactor;    break;
1677       case GL_POLYGON_OFFSET_UNITS:     *params = mState.rasterizer.polygonOffsetUnits;     break;
1678       case GL_ALIASED_LINE_WIDTH_RANGE:
1679         params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
1680         params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
1681         break;
1682       case GL_ALIASED_POINT_SIZE_RANGE:
1683         params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
1684         params[1] = getMaximumPointSize();
1685         break;
1686       case GL_DEPTH_RANGE:
1687         params[0] = mState.zNear;
1688         params[1] = mState.zFar;
1689         break;
1690       case GL_COLOR_CLEAR_VALUE:
1691         params[0] = mState.colorClearValue.red;
1692         params[1] = mState.colorClearValue.green;
1693         params[2] = mState.colorClearValue.blue;
1694         params[3] = mState.colorClearValue.alpha;
1695         break;
1696       case GL_BLEND_COLOR:
1697         params[0] = mState.blendColor.red;
1698         params[1] = mState.blendColor.green;
1699         params[2] = mState.blendColor.blue;
1700         params[3] = mState.blendColor.alpha;
1701         break;
1702       case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1703         ASSERT(supportsTextureFilterAnisotropy());
1704         *params = mMaxTextureAnisotropy;
1705         break;
1706       default:
1707         UNREACHABLE();
1708         break;
1709     }
1710 }
1711 
getIntegerv(GLenum pname,GLint * params)1712 void Context::getIntegerv(GLenum pname, GLint *params)
1713 {
1714     if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
1715     {
1716         unsigned int colorAttachment = (pname - GL_DRAW_BUFFER0_EXT);
1717         ASSERT(colorAttachment < mRenderer->getMaxRenderTargets());
1718         Framebuffer *framebuffer = getDrawFramebuffer();
1719         *params = framebuffer->getDrawBufferState(colorAttachment);
1720         return;
1721     }
1722 
1723     // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1724     // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1725     // GetIntegerv as its native query function. As it would require conversion in any
1726     // case, this should make no difference to the calling application. You may find it in
1727     // Context::getFloatv.
1728     switch (pname)
1729     {
1730       case GL_MAX_VERTEX_ATTRIBS:                       *params = gl::MAX_VERTEX_ATTRIBS;                               break;
1731       case GL_MAX_VERTEX_UNIFORM_VECTORS:               *params = mRenderer->getMaxVertexUniformVectors();              break;
1732       case GL_MAX_VERTEX_UNIFORM_COMPONENTS:            *params = mRenderer->getMaxVertexUniformVectors() * 4;          break;
1733       case GL_MAX_VARYING_VECTORS:                      *params = mRenderer->getMaxVaryingVectors();                    break;
1734       case GL_MAX_VARYING_COMPONENTS:                   *params = mRenderer->getMaxVaryingVectors() * 4;                break;
1735       case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:         *params = mRenderer->getMaxCombinedTextureImageUnits();         break;
1736       case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:           *params = mRenderer->getMaxVertexTextureImageUnits();           break;
1737       case GL_MAX_TEXTURE_IMAGE_UNITS:                  *params = gl::MAX_TEXTURE_IMAGE_UNITS;                          break;
1738       case GL_MAX_FRAGMENT_UNIFORM_VECTORS:             *params = mRenderer->getMaxFragmentUniformVectors();            break;
1739       case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:          *params = mRenderer->getMaxFragmentUniformVectors() * 4;        break;
1740       case GL_MAX_RENDERBUFFER_SIZE:                    *params = getMaximumRenderbufferDimension();                    break;
1741       case GL_MAX_COLOR_ATTACHMENTS_EXT:                *params = mRenderer->getMaxRenderTargets();                     break;
1742       case GL_MAX_DRAW_BUFFERS_EXT:                     *params = mRenderer->getMaxRenderTargets();                     break;
1743       case GL_NUM_SHADER_BINARY_FORMATS:                *params = 0;                                                    break;
1744       case GL_SHADER_BINARY_FORMATS:                    /* no shader binary formats are supported */                    break;
1745       case GL_ARRAY_BUFFER_BINDING:                     *params = mState.arrayBuffer.id();                              break;
1746       case GL_ELEMENT_ARRAY_BUFFER_BINDING:             *params = getCurrentVertexArray()->getElementArrayBufferId();   break;
1747       //case GL_FRAMEBUFFER_BINDING:                    // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1748       case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:           *params = mState.drawFramebuffer;                               break;
1749       case GL_READ_FRAMEBUFFER_BINDING_ANGLE:           *params = mState.readFramebuffer;                               break;
1750       case GL_RENDERBUFFER_BINDING:                     *params = mState.renderbuffer.id();                             break;
1751       case GL_VERTEX_ARRAY_BINDING:                     *params = mState.vertexArray;                                   break;
1752       case GL_CURRENT_PROGRAM:                          *params = mState.currentProgram;                                break;
1753       case GL_PACK_ALIGNMENT:                           *params = mState.pack.alignment;                                break;
1754       case GL_PACK_REVERSE_ROW_ORDER_ANGLE:             *params = mState.pack.reverseRowOrder;                          break;
1755       case GL_UNPACK_ALIGNMENT:                         *params = mState.unpack.alignment;                              break;
1756       case GL_GENERATE_MIPMAP_HINT:                     *params = mState.generateMipmapHint;                            break;
1757       case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:      *params = mState.fragmentShaderDerivativeHint;                  break;
1758       case GL_ACTIVE_TEXTURE:                           *params = (mState.activeSampler + GL_TEXTURE0);                 break;
1759       case GL_STENCIL_FUNC:                             *params = mState.depthStencil.stencilFunc;                      break;
1760       case GL_STENCIL_REF:                              *params = mState.stencilRef;                                    break;
1761       case GL_STENCIL_VALUE_MASK:                       *params = clampToInt(mState.depthStencil.stencilMask);          break;
1762       case GL_STENCIL_BACK_FUNC:                        *params = mState.depthStencil.stencilBackFunc;                  break;
1763       case GL_STENCIL_BACK_REF:                         *params = mState.stencilBackRef;                                break;
1764       case GL_STENCIL_BACK_VALUE_MASK:                  *params = clampToInt(mState.depthStencil.stencilBackMask);      break;
1765       case GL_STENCIL_FAIL:                             *params = mState.depthStencil.stencilFail;                      break;
1766       case GL_STENCIL_PASS_DEPTH_FAIL:                  *params = mState.depthStencil.stencilPassDepthFail;             break;
1767       case GL_STENCIL_PASS_DEPTH_PASS:                  *params = mState.depthStencil.stencilPassDepthPass;             break;
1768       case GL_STENCIL_BACK_FAIL:                        *params = mState.depthStencil.stencilBackFail;                  break;
1769       case GL_STENCIL_BACK_PASS_DEPTH_FAIL:             *params = mState.depthStencil.stencilBackPassDepthFail;         break;
1770       case GL_STENCIL_BACK_PASS_DEPTH_PASS:             *params = mState.depthStencil.stencilBackPassDepthPass;         break;
1771       case GL_DEPTH_FUNC:                               *params = mState.depthStencil.depthFunc;                        break;
1772       case GL_BLEND_SRC_RGB:                            *params = mState.blend.sourceBlendRGB;                          break;
1773       case GL_BLEND_SRC_ALPHA:                          *params = mState.blend.sourceBlendAlpha;                        break;
1774       case GL_BLEND_DST_RGB:                            *params = mState.blend.destBlendRGB;                            break;
1775       case GL_BLEND_DST_ALPHA:                          *params = mState.blend.destBlendAlpha;                          break;
1776       case GL_BLEND_EQUATION_RGB:                       *params = mState.blend.blendEquationRGB;                        break;
1777       case GL_BLEND_EQUATION_ALPHA:                     *params = mState.blend.blendEquationAlpha;                      break;
1778       case GL_STENCIL_WRITEMASK:                        *params = clampToInt(mState.depthStencil.stencilWritemask);     break;
1779       case GL_STENCIL_BACK_WRITEMASK:                   *params = clampToInt(mState.depthStencil.stencilBackWritemask); break;
1780       case GL_STENCIL_CLEAR_VALUE:                      *params = mState.stencilClearValue;                             break;
1781       case GL_SUBPIXEL_BITS:                            *params = 4;                                                    break;
1782       case GL_MAX_TEXTURE_SIZE:                         *params = getMaximum2DTextureDimension();                       break;
1783       case GL_MAX_CUBE_MAP_TEXTURE_SIZE:                *params = getMaximumCubeTextureDimension();                     break;
1784       case GL_MAX_3D_TEXTURE_SIZE:                      *params = getMaximum3DTextureDimension();                       break;
1785       case GL_MAX_ARRAY_TEXTURE_LAYERS:                 *params = getMaximum2DArrayTextureLayers();                     break;
1786       case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:          *params = getUniformBufferOffsetAlignment();                    break;
1787       case GL_MAX_UNIFORM_BUFFER_BINDINGS:              *params = getMaximumCombinedUniformBufferBindings();            break;
1788       case GL_MAX_VERTEX_UNIFORM_BLOCKS:                *params = mRenderer->getMaxVertexShaderUniformBuffers();        break;
1789       case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:              *params = mRenderer->getMaxFragmentShaderUniformBuffers();      break;
1790       case GL_MAX_COMBINED_UNIFORM_BLOCKS:              *params = getMaximumCombinedUniformBufferBindings();            break;
1791       case GL_MAJOR_VERSION:                            *params = mClientVersion;                                       break;
1792       case GL_MINOR_VERSION:                            *params = 0;                                                    break;
1793       case GL_MAX_ELEMENTS_INDICES:                     *params = mRenderer->getMaxRecommendedElementsIndices();        break;
1794       case GL_MAX_ELEMENTS_VERTICES:                    *params = mRenderer->getMaxRecommendedElementsVertices();       break;
1795       case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: *params = mRenderer->getMaxTransformFeedbackInterleavedComponents(); break;
1796       case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:       *params = mRenderer->getMaxTransformFeedbackBuffers();               break;
1797       case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:    *params = mRenderer->getMaxTransformFeedbackSeparateComponents();    break;
1798       case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
1799         params[0] = mNumCompressedTextureFormats;
1800         break;
1801       case GL_MAX_SAMPLES_ANGLE:
1802         *params = static_cast<GLint>(getMaxSupportedSamples());
1803         break;
1804       case GL_SAMPLE_BUFFERS:
1805       case GL_SAMPLES:
1806         {
1807             gl::Framebuffer *framebuffer = getDrawFramebuffer();
1808             if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
1809             {
1810                 switch (pname)
1811                 {
1812                   case GL_SAMPLE_BUFFERS:
1813                     if (framebuffer->getSamples() != 0)
1814                     {
1815                         *params = 1;
1816                     }
1817                     else
1818                     {
1819                         *params = 0;
1820                     }
1821                     break;
1822                   case GL_SAMPLES:
1823                     *params = framebuffer->getSamples();
1824                     break;
1825                 }
1826             }
1827             else
1828             {
1829                 *params = 0;
1830             }
1831         }
1832         break;
1833       case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1834       case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1835         {
1836             GLenum internalFormat, format, type;
1837             getCurrentReadFormatType(&internalFormat, &format, &type);
1838             if (pname == GL_IMPLEMENTATION_COLOR_READ_FORMAT)
1839                 *params = format;
1840             else
1841                 *params = type;
1842         }
1843         break;
1844       case GL_MAX_VIEWPORT_DIMS:
1845         {
1846             params[0] = mMaxViewportDimension;
1847             params[1] = mMaxViewportDimension;
1848         }
1849         break;
1850       case GL_COMPRESSED_TEXTURE_FORMATS:
1851         {
1852             if (supportsDXT1Textures())
1853             {
1854                 *params++ = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
1855                 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
1856             }
1857             if (supportsDXT3Textures())
1858             {
1859                 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE;
1860             }
1861             if (supportsDXT5Textures())
1862             {
1863                 *params++ = GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE;
1864             }
1865         }
1866         break;
1867       case GL_VIEWPORT:
1868         params[0] = mState.viewport.x;
1869         params[1] = mState.viewport.y;
1870         params[2] = mState.viewport.width;
1871         params[3] = mState.viewport.height;
1872         break;
1873       case GL_SCISSOR_BOX:
1874         params[0] = mState.scissor.x;
1875         params[1] = mState.scissor.y;
1876         params[2] = mState.scissor.width;
1877         params[3] = mState.scissor.height;
1878         break;
1879       case GL_CULL_FACE_MODE:                   *params = mState.rasterizer.cullMode;   break;
1880       case GL_FRONT_FACE:                       *params = mState.rasterizer.frontFace;  break;
1881       case GL_RED_BITS:
1882       case GL_GREEN_BITS:
1883       case GL_BLUE_BITS:
1884       case GL_ALPHA_BITS:
1885         {
1886             gl::Framebuffer *framebuffer = getDrawFramebuffer();
1887             gl::FramebufferAttachment *colorbuffer = framebuffer->getFirstColorbuffer();
1888 
1889             if (colorbuffer)
1890             {
1891                 switch (pname)
1892                 {
1893                   case GL_RED_BITS:   *params = colorbuffer->getRedSize();      break;
1894                   case GL_GREEN_BITS: *params = colorbuffer->getGreenSize();    break;
1895                   case GL_BLUE_BITS:  *params = colorbuffer->getBlueSize();     break;
1896                   case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize();    break;
1897                 }
1898             }
1899             else
1900             {
1901                 *params = 0;
1902             }
1903         }
1904         break;
1905       case GL_DEPTH_BITS:
1906         {
1907             gl::Framebuffer *framebuffer = getDrawFramebuffer();
1908             gl::FramebufferAttachment *depthbuffer = framebuffer->getDepthbuffer();
1909 
1910             if (depthbuffer)
1911             {
1912                 *params = depthbuffer->getDepthSize();
1913             }
1914             else
1915             {
1916                 *params = 0;
1917             }
1918         }
1919         break;
1920       case GL_STENCIL_BITS:
1921         {
1922             gl::Framebuffer *framebuffer = getDrawFramebuffer();
1923             gl::FramebufferAttachment *stencilbuffer = framebuffer->getStencilbuffer();
1924 
1925             if (stencilbuffer)
1926             {
1927                 *params = stencilbuffer->getStencilSize();
1928             }
1929             else
1930             {
1931                 *params = 0;
1932             }
1933         }
1934         break;
1935       case GL_TEXTURE_BINDING_2D:
1936         ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits());
1937         *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id();
1938         break;
1939       case GL_TEXTURE_BINDING_CUBE_MAP:
1940         ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits());
1941         *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].id();
1942         break;
1943       case GL_TEXTURE_BINDING_3D:
1944         ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits());
1945         *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].id();
1946         break;
1947       case GL_TEXTURE_BINDING_2D_ARRAY:
1948         ASSERT(mState.activeSampler < mRenderer->getMaxCombinedTextureImageUnits());
1949         *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].id();
1950         break;
1951       case GL_RESET_NOTIFICATION_STRATEGY_EXT:
1952         *params = mResetStrategy;
1953         break;
1954       case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
1955         *params = 1;
1956         break;
1957       case GL_PROGRAM_BINARY_FORMATS_OES:
1958         *params = GL_PROGRAM_BINARY_ANGLE;
1959         break;
1960       case GL_UNIFORM_BUFFER_BINDING:
1961         *params = mState.genericUniformBuffer.id();
1962         break;
1963       case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1964         *params = mState.genericTransformFeedbackBuffer.id();
1965         break;
1966       case GL_COPY_READ_BUFFER_BINDING:
1967         *params = mState.copyReadBuffer.id();
1968         break;
1969       case GL_COPY_WRITE_BUFFER_BINDING:
1970         *params = mState.copyWriteBuffer.id();
1971         break;
1972       case GL_PIXEL_PACK_BUFFER_BINDING:
1973         *params = mState.pack.pixelBuffer.id();
1974         break;
1975       case GL_PIXEL_UNPACK_BUFFER_BINDING:
1976         *params = mState.unpack.pixelBuffer.id();
1977         break;
1978       case GL_NUM_EXTENSIONS:
1979         *params = static_cast<GLint>(getNumExtensions());
1980         break;
1981       default:
1982         UNREACHABLE();
1983         break;
1984     }
1985 }
1986 
getInteger64v(GLenum pname,GLint64 * params)1987 void Context::getInteger64v(GLenum pname, GLint64 *params)
1988 {
1989     switch (pname)
1990     {
1991       case GL_MAX_ELEMENT_INDEX:
1992         *params = static_cast<GLint64>(std::numeric_limits<unsigned int>::max());
1993         break;
1994       case GL_MAX_UNIFORM_BLOCK_SIZE:
1995         *params = static_cast<GLint64>(mRenderer->getMaxUniformBufferSize());
1996         break;
1997       case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
1998         {
1999             GLint64 uniformBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexShaderUniformBuffers()) * static_cast<GLint64>(mRenderer->getMaxUniformBufferSize() / 4);
2000             GLint64 defaultBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexUniformVectors() * 4);
2001             *params = uniformBufferComponents + defaultBufferComponents;
2002         }
2003         break;
2004       case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2005         {
2006             GLint64 uniformBufferComponents = static_cast<GLint64>(mRenderer->getMaxFragmentShaderUniformBuffers()) * static_cast<GLint64>(mRenderer->getMaxUniformBufferSize() / 4);
2007             GLint64 defaultBufferComponents = static_cast<GLint64>(mRenderer->getMaxVertexUniformVectors() * 4);
2008             *params = uniformBufferComponents + defaultBufferComponents;
2009         }
2010         break;
2011       case GL_MAX_SERVER_WAIT_TIMEOUT:
2012         // We do not wait for server fence objects internally, so report a max timeout of zero.
2013         *params = 0;
2014         break;
2015       default:
2016         UNREACHABLE();
2017         break;
2018     }
2019 }
2020 
getIndexedIntegerv(GLenum target,GLuint index,GLint * data)2021 bool Context::getIndexedIntegerv(GLenum target, GLuint index, GLint *data)
2022 {
2023     switch (target)
2024     {
2025       case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2026         if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
2027         {
2028             *data = mState.transformFeedbackBuffers[index].id();
2029         }
2030         break;
2031       case GL_UNIFORM_BUFFER_BINDING:
2032         if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
2033         {
2034             *data = mState.uniformBuffers[index].id();
2035         }
2036         break;
2037       default:
2038         return false;
2039     }
2040 
2041     return true;
2042 }
2043 
getIndexedInteger64v(GLenum target,GLuint index,GLint64 * data)2044 bool Context::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data)
2045 {
2046     switch (target)
2047     {
2048       case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2049         if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
2050         {
2051             *data = mState.transformFeedbackBuffers[index].getOffset();
2052         }
2053         break;
2054       case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2055         if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
2056         {
2057             *data = mState.transformFeedbackBuffers[index].getSize();
2058         }
2059         break;
2060       case GL_UNIFORM_BUFFER_START:
2061         if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
2062         {
2063             *data = mState.uniformBuffers[index].getOffset();
2064         }
2065         break;
2066       case GL_UNIFORM_BUFFER_SIZE:
2067         if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
2068         {
2069             *data = mState.uniformBuffers[index].getSize();
2070         }
2071         break;
2072       default:
2073         return false;
2074     }
2075 
2076     return true;
2077 }
2078 
getQueryParameterInfo(GLenum pname,GLenum * type,unsigned int * numParams)2079 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams)
2080 {
2081     if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
2082     {
2083         *type = GL_INT;
2084         *numParams = 1;
2085         return true;
2086     }
2087 
2088     // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2089     // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2090     // to the fact that it is stored internally as a float, and so would require conversion
2091     // if returned from Context::getIntegerv. Since this conversion is already implemented
2092     // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2093     // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2094     // application.
2095     switch (pname)
2096     {
2097       case GL_COMPRESSED_TEXTURE_FORMATS:
2098         {
2099             *type = GL_INT;
2100             *numParams = mNumCompressedTextureFormats;
2101         }
2102         return true;
2103       case GL_SHADER_BINARY_FORMATS:
2104         {
2105             *type = GL_INT;
2106             *numParams = 0;
2107         }
2108         return true;
2109       case GL_MAX_VERTEX_ATTRIBS:
2110       case GL_MAX_VERTEX_UNIFORM_VECTORS:
2111       case GL_MAX_VARYING_VECTORS:
2112       case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2113       case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2114       case GL_MAX_TEXTURE_IMAGE_UNITS:
2115       case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2116       case GL_MAX_RENDERBUFFER_SIZE:
2117       case GL_MAX_COLOR_ATTACHMENTS_EXT:
2118       case GL_MAX_DRAW_BUFFERS_EXT:
2119       case GL_NUM_SHADER_BINARY_FORMATS:
2120       case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2121       case GL_ARRAY_BUFFER_BINDING:
2122       //case GL_FRAMEBUFFER_BINDING: // equivalent to DRAW_FRAMEBUFFER_BINDING_ANGLE
2123       case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE:
2124       case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2125       case GL_RENDERBUFFER_BINDING:
2126       case GL_CURRENT_PROGRAM:
2127       case GL_PACK_ALIGNMENT:
2128       case GL_PACK_REVERSE_ROW_ORDER_ANGLE:
2129       case GL_UNPACK_ALIGNMENT:
2130       case GL_GENERATE_MIPMAP_HINT:
2131       case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2132       case GL_RED_BITS:
2133       case GL_GREEN_BITS:
2134       case GL_BLUE_BITS:
2135       case GL_ALPHA_BITS:
2136       case GL_DEPTH_BITS:
2137       case GL_STENCIL_BITS:
2138       case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2139       case GL_CULL_FACE_MODE:
2140       case GL_FRONT_FACE:
2141       case GL_ACTIVE_TEXTURE:
2142       case GL_STENCIL_FUNC:
2143       case GL_STENCIL_VALUE_MASK:
2144       case GL_STENCIL_REF:
2145       case GL_STENCIL_FAIL:
2146       case GL_STENCIL_PASS_DEPTH_FAIL:
2147       case GL_STENCIL_PASS_DEPTH_PASS:
2148       case GL_STENCIL_BACK_FUNC:
2149       case GL_STENCIL_BACK_VALUE_MASK:
2150       case GL_STENCIL_BACK_REF:
2151       case GL_STENCIL_BACK_FAIL:
2152       case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2153       case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2154       case GL_DEPTH_FUNC:
2155       case GL_BLEND_SRC_RGB:
2156       case GL_BLEND_SRC_ALPHA:
2157       case GL_BLEND_DST_RGB:
2158       case GL_BLEND_DST_ALPHA:
2159       case GL_BLEND_EQUATION_RGB:
2160       case GL_BLEND_EQUATION_ALPHA:
2161       case GL_STENCIL_WRITEMASK:
2162       case GL_STENCIL_BACK_WRITEMASK:
2163       case GL_STENCIL_CLEAR_VALUE:
2164       case GL_SUBPIXEL_BITS:
2165       case GL_MAX_TEXTURE_SIZE:
2166       case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2167       case GL_SAMPLE_BUFFERS:
2168       case GL_SAMPLES:
2169       case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2170       case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2171       case GL_TEXTURE_BINDING_2D:
2172       case GL_TEXTURE_BINDING_CUBE_MAP:
2173       case GL_RESET_NOTIFICATION_STRATEGY_EXT:
2174       case GL_NUM_PROGRAM_BINARY_FORMATS_OES:
2175       case GL_PROGRAM_BINARY_FORMATS_OES:
2176         {
2177             *type = GL_INT;
2178             *numParams = 1;
2179         }
2180         return true;
2181       case GL_MAX_SAMPLES_ANGLE:
2182         {
2183             if (getMaxSupportedSamples() != 0)
2184             {
2185                 *type = GL_INT;
2186                 *numParams = 1;
2187             }
2188             else
2189             {
2190                 return false;
2191             }
2192         }
2193         return true;
2194       case GL_PIXEL_PACK_BUFFER_BINDING:
2195       case GL_PIXEL_UNPACK_BUFFER_BINDING:
2196         {
2197             if (supportsPBOs())
2198             {
2199                 *type = GL_INT;
2200                 *numParams = 1;
2201             }
2202             else
2203             {
2204                 return false;
2205             }
2206         }
2207         return true;
2208       case GL_MAX_VIEWPORT_DIMS:
2209         {
2210             *type = GL_INT;
2211             *numParams = 2;
2212         }
2213         return true;
2214       case GL_VIEWPORT:
2215       case GL_SCISSOR_BOX:
2216         {
2217             *type = GL_INT;
2218             *numParams = 4;
2219         }
2220         return true;
2221       case GL_SHADER_COMPILER:
2222       case GL_SAMPLE_COVERAGE_INVERT:
2223       case GL_DEPTH_WRITEMASK:
2224       case GL_CULL_FACE:                // CULL_FACE through DITHER are natural to IsEnabled,
2225       case GL_POLYGON_OFFSET_FILL:      // but can be retrieved through the Get{Type}v queries.
2226       case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2227       case GL_SAMPLE_COVERAGE:
2228       case GL_SCISSOR_TEST:
2229       case GL_STENCIL_TEST:
2230       case GL_DEPTH_TEST:
2231       case GL_BLEND:
2232       case GL_DITHER:
2233       case GL_CONTEXT_ROBUST_ACCESS_EXT:
2234         {
2235             *type = GL_BOOL;
2236             *numParams = 1;
2237         }
2238         return true;
2239       case GL_COLOR_WRITEMASK:
2240         {
2241             *type = GL_BOOL;
2242             *numParams = 4;
2243         }
2244         return true;
2245       case GL_POLYGON_OFFSET_FACTOR:
2246       case GL_POLYGON_OFFSET_UNITS:
2247       case GL_SAMPLE_COVERAGE_VALUE:
2248       case GL_DEPTH_CLEAR_VALUE:
2249       case GL_LINE_WIDTH:
2250         {
2251             *type = GL_FLOAT;
2252             *numParams = 1;
2253         }
2254         return true;
2255       case GL_ALIASED_LINE_WIDTH_RANGE:
2256       case GL_ALIASED_POINT_SIZE_RANGE:
2257       case GL_DEPTH_RANGE:
2258         {
2259             *type = GL_FLOAT;
2260             *numParams = 2;
2261         }
2262         return true;
2263       case GL_COLOR_CLEAR_VALUE:
2264       case GL_BLEND_COLOR:
2265         {
2266             *type = GL_FLOAT;
2267             *numParams = 4;
2268         }
2269         return true;
2270       case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2271         if (!supportsTextureFilterAnisotropy())
2272         {
2273             return false;
2274         }
2275         *type = GL_FLOAT;
2276         *numParams = 1;
2277         return true;
2278     }
2279 
2280     if (mClientVersion < 3)
2281     {
2282         return false;
2283     }
2284 
2285     // Check for ES3.0+ parameter names
2286     switch (pname)
2287     {
2288       case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2289       case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2290       case GL_UNIFORM_BUFFER_BINDING:
2291       case GL_TRANSFORM_FEEDBACK_BINDING:
2292       case GL_COPY_READ_BUFFER_BINDING:
2293       case GL_COPY_WRITE_BUFFER_BINDING:
2294       case GL_TEXTURE_BINDING_3D:
2295       case GL_TEXTURE_BINDING_2D_ARRAY:
2296       case GL_MAX_3D_TEXTURE_SIZE:
2297       case GL_MAX_ARRAY_TEXTURE_LAYERS:
2298       case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2299       case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2300       case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2301       case GL_MAX_VARYING_COMPONENTS:
2302       case GL_VERTEX_ARRAY_BINDING:
2303       case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2304       case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2305       case GL_NUM_EXTENSIONS:
2306       case GL_MAJOR_VERSION:
2307       case GL_MINOR_VERSION:
2308       case GL_MAX_ELEMENTS_INDICES:
2309       case GL_MAX_ELEMENTS_VERTICES:
2310       case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2311       case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2312       case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2313         {
2314             *type = GL_INT;
2315             *numParams = 1;
2316         }
2317         return true;
2318 
2319       case GL_MAX_ELEMENT_INDEX:
2320       case GL_MAX_UNIFORM_BLOCK_SIZE:
2321       case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2322       case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2323       case GL_MAX_SERVER_WAIT_TIMEOUT:
2324         {
2325             *type = GL_INT_64_ANGLEX;
2326             *numParams = 1;
2327         }
2328         return true;
2329 
2330       case GL_TRANSFORM_FEEDBACK_ACTIVE:
2331       case GL_TRANSFORM_FEEDBACK_PAUSED:
2332         {
2333             *type = GL_BOOL;
2334             *numParams = 1;
2335         }
2336         return true;
2337     }
2338 
2339     return false;
2340 }
2341 
getIndexedQueryParameterInfo(GLenum target,GLenum * type,unsigned int * numParams)2342 bool Context::getIndexedQueryParameterInfo(GLenum target, GLenum *type, unsigned int *numParams)
2343 {
2344     if (mClientVersion < 3)
2345     {
2346         return false;
2347     }
2348 
2349     switch (target)
2350     {
2351       case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2352       case GL_UNIFORM_BUFFER_BINDING:
2353         {
2354             *type = GL_INT;
2355             *numParams = 1;
2356         }
2357         return true;
2358       case GL_TRANSFORM_FEEDBACK_BUFFER_START:
2359       case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
2360       case GL_UNIFORM_BUFFER_START:
2361       case GL_UNIFORM_BUFFER_SIZE:
2362         {
2363             *type = GL_INT_64_ANGLEX;
2364             *numParams = 1;
2365         }
2366     }
2367 
2368     return false;
2369 }
2370 
2371 // Applies the render target surface, depth stencil surface, viewport rectangle and
2372 // scissor rectangle to the renderer
applyRenderTarget(GLenum drawMode,bool ignoreViewport)2373 bool Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport)
2374 {
2375     Framebuffer *framebufferObject = getDrawFramebuffer();
2376 
2377     if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE)
2378     {
2379         return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2380     }
2381 
2382     mRenderer->applyRenderTarget(framebufferObject);
2383 
2384     if (!mRenderer->setViewport(mState.viewport, mState.zNear, mState.zFar, drawMode, mState.rasterizer.frontFace,
2385                                 ignoreViewport))
2386     {
2387         return false;
2388     }
2389 
2390     mRenderer->setScissorRectangle(mState.scissor, mState.scissorTest);
2391 
2392     return true;
2393 }
2394 
2395 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
applyState(GLenum drawMode)2396 void Context::applyState(GLenum drawMode)
2397 {
2398     Framebuffer *framebufferObject = getDrawFramebuffer();
2399     int samples = framebufferObject->getSamples();
2400 
2401     mState.rasterizer.pointDrawMode = (drawMode == GL_POINTS);
2402     mState.rasterizer.multiSample = (samples != 0);
2403     mRenderer->setRasterizerState(mState.rasterizer);
2404 
2405     unsigned int mask = 0;
2406     if (mState.sampleCoverage)
2407     {
2408         if (mState.sampleCoverageValue != 0)
2409         {
2410 
2411             float threshold = 0.5f;
2412 
2413             for (int i = 0; i < samples; ++i)
2414             {
2415                 mask <<= 1;
2416 
2417                 if ((i + 1) * mState.sampleCoverageValue >= threshold)
2418                 {
2419                     threshold += 1.0f;
2420                     mask |= 1;
2421                 }
2422             }
2423         }
2424 
2425         if (mState.sampleCoverageInvert)
2426         {
2427             mask = ~mask;
2428         }
2429     }
2430     else
2431     {
2432         mask = 0xFFFFFFFF;
2433     }
2434     mRenderer->setBlendState(framebufferObject, mState.blend, mState.blendColor, mask);
2435 
2436     mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
2437                                     mState.rasterizer.frontFace == GL_CCW);
2438 }
2439 
2440 // Applies the shaders and shader constants to the Direct3D 9 device
applyShaders(ProgramBinary * programBinary,bool transformFeedbackActive)2441 void Context::applyShaders(ProgramBinary *programBinary, bool transformFeedbackActive)
2442 {
2443     const VertexAttribute *vertexAttributes = getCurrentVertexArray()->getVertexAttributes();
2444 
2445     VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS];
2446     VertexFormat::GetInputLayout(inputLayout, programBinary, vertexAttributes, mState.vertexAttribCurrentValues);
2447 
2448     mRenderer->applyShaders(programBinary, mState.rasterizer.rasterizerDiscard, transformFeedbackActive, inputLayout);
2449 
2450     programBinary->applyUniforms();
2451 }
2452 
getCurrentTexturesAndSamplerStates(ProgramBinary * programBinary,SamplerType type,Texture ** outTextures,TextureType * outTextureTypes,SamplerState * outSamplers)2453 size_t Context::getCurrentTexturesAndSamplerStates(ProgramBinary *programBinary, SamplerType type, Texture **outTextures,
2454                                                    TextureType *outTextureTypes, SamplerState *outSamplers)
2455 {
2456     size_t samplerRange = programBinary->getUsedSamplerRange(type);
2457     for (size_t i = 0; i < samplerRange; i++)
2458     {
2459         outTextureTypes[i] = programBinary->getSamplerTextureType(type, i);
2460         GLint textureUnit = programBinary->getSamplerMapping(type, i);   // OpenGL texture image unit index
2461         if (textureUnit != -1)
2462         {
2463             outTextures[i] = getSamplerTexture(textureUnit, outTextureTypes[i]);
2464             outTextures[i]->getSamplerState(&outSamplers[i]);
2465             if (mState.samplers[textureUnit] != 0)
2466             {
2467                 Sampler *samplerObject = getSampler(mState.samplers[textureUnit]);
2468                 samplerObject->getState(&outSamplers[i]);
2469             }
2470         }
2471         else
2472         {
2473             outTextures[i] = NULL;
2474         }
2475     }
2476 
2477     return samplerRange;
2478 }
2479 
generateSwizzles(Texture * textures[],size_t count)2480 void Context::generateSwizzles(Texture *textures[], size_t count)
2481 {
2482     for (size_t i = 0; i < count; i++)
2483     {
2484         if (textures[i] && textures[i]->isSwizzled())
2485         {
2486             mRenderer->generateSwizzle(textures[i]);
2487         }
2488     }
2489 }
2490 
2491 // For each Direct3D sampler of either the pixel or vertex stage,
2492 // looks up the corresponding OpenGL texture image unit and texture type,
2493 // and sets the texture and its addressing/filtering state (or NULL when inactive).
applyTextures(SamplerType shaderType,Texture * textures[],TextureType * textureTypes,SamplerState * samplers,size_t textureCount,const FramebufferTextureSerialArray & framebufferSerials,size_t framebufferSerialCount)2494 void Context::applyTextures(SamplerType shaderType, Texture *textures[], TextureType *textureTypes, SamplerState *samplers,
2495                             size_t textureCount, const FramebufferTextureSerialArray& framebufferSerials,
2496                             size_t framebufferSerialCount)
2497 {
2498     // Range of Direct3D samplers of given sampler type
2499     size_t samplerCount = (shaderType == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS
2500                                                         : mRenderer->getMaxVertexTextureImageUnits();
2501 
2502     for (size_t samplerIndex = 0; samplerIndex < textureCount; samplerIndex++)
2503     {
2504         Texture *texture = textures[samplerIndex];
2505         const SamplerState &sampler = samplers[samplerIndex];
2506         TextureType textureType = textureTypes[samplerIndex];
2507 
2508         if (texture)
2509         {
2510             // TODO: std::binary_search may become unavailable using older versions of GCC
2511             if (texture->isSamplerComplete(sampler) &&
2512                 !std::binary_search(framebufferSerials.begin(), framebufferSerials.begin() + framebufferSerialCount, texture->getTextureSerial()))
2513             {
2514                 mRenderer->setSamplerState(shaderType, samplerIndex, sampler);
2515                 mRenderer->setTexture(shaderType, samplerIndex, texture);
2516                 texture->resetDirty();
2517             }
2518             else
2519             {
2520                 Texture *incompleteTexture = getIncompleteTexture(textureType);
2521                 mRenderer->setTexture(shaderType, samplerIndex, incompleteTexture);
2522                 incompleteTexture->resetDirty();
2523             }
2524         }
2525         else
2526         {
2527             mRenderer->setTexture(shaderType, samplerIndex, NULL);
2528         }
2529     }
2530 
2531     for (size_t samplerIndex = textureCount; samplerIndex < samplerCount; samplerIndex++)
2532     {
2533         mRenderer->setTexture(shaderType, samplerIndex, NULL);
2534     }
2535 }
2536 
applyUniformBuffers()2537 bool Context::applyUniformBuffers()
2538 {
2539     Program *programObject = getProgram(mState.currentProgram);
2540     ProgramBinary *programBinary = programObject->getProgramBinary();
2541 
2542     std::vector<gl::Buffer*> boundBuffers;
2543 
2544     for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < programBinary->getActiveUniformBlockCount(); uniformBlockIndex++)
2545     {
2546         GLuint blockBinding = programObject->getUniformBlockBinding(uniformBlockIndex);
2547         const OffsetBindingPointer<Buffer>& boundBuffer = mState.uniformBuffers[blockBinding];
2548         if (boundBuffer.id() == 0)
2549         {
2550             // undefined behaviour
2551             return false;
2552         }
2553         else
2554         {
2555             gl::Buffer *uniformBuffer = boundBuffer.get();
2556             ASSERT(uniformBuffer);
2557             boundBuffers.push_back(uniformBuffer);
2558         }
2559     }
2560 
2561     return programBinary->applyUniformBuffers(boundBuffers);
2562 }
2563 
applyTransformFeedbackBuffers()2564 bool Context::applyTransformFeedbackBuffers()
2565 {
2566     TransformFeedback *curTransformFeedback = getCurrentTransformFeedback();
2567     if (curTransformFeedback && curTransformFeedback->isStarted() && !curTransformFeedback->isPaused())
2568     {
2569         Buffer *transformFeedbackBuffers[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
2570         GLintptr transformFeedbackOffsets[IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS];
2571         for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
2572         {
2573             transformFeedbackBuffers[i] = mState.transformFeedbackBuffers[i].get();
2574             transformFeedbackOffsets[i] = mState.transformFeedbackBuffers[i].getOffset();
2575         }
2576         mRenderer->applyTransformFeedbackBuffers(transformFeedbackBuffers, transformFeedbackOffsets);
2577         return true;
2578     }
2579     else
2580     {
2581         return false;
2582     }
2583 }
2584 
markTransformFeedbackUsage()2585 void Context::markTransformFeedbackUsage()
2586 {
2587     for (size_t i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
2588     {
2589         Buffer *buffer = mState.transformFeedbackBuffers[i].get();
2590         if (buffer)
2591         {
2592             buffer->markTransformFeedbackUsage();
2593         }
2594     }
2595 }
2596 
clear(GLbitfield mask)2597 void Context::clear(GLbitfield mask)
2598 {
2599     if (isRasterizerDiscardEnabled())
2600     {
2601         return;
2602     }
2603 
2604     ClearParameters clearParams = { 0 };
2605     for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2606     {
2607         clearParams.clearColor[i] = false;
2608     }
2609     clearParams.colorFClearValue = mState.colorClearValue;
2610     clearParams.colorClearType = GL_FLOAT;
2611     clearParams.colorMaskRed = mState.blend.colorMaskRed;
2612     clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
2613     clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
2614     clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
2615     clearParams.clearDepth = false;
2616     clearParams.depthClearValue = mState.depthClearValue;
2617     clearParams.clearStencil = false;
2618     clearParams.stencilClearValue = mState.stencilClearValue;
2619     clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
2620     clearParams.scissorEnabled = mState.scissorTest;
2621     clearParams.scissor = mState.scissor;
2622 
2623     Framebuffer *framebufferObject = getDrawFramebuffer();
2624     if (mask & GL_COLOR_BUFFER_BIT)
2625     {
2626         if (framebufferObject->hasEnabledColorAttachment())
2627         {
2628             for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2629             {
2630                 clearParams.clearColor[i] = true;
2631             }
2632         }
2633     }
2634 
2635     if (mask & GL_DEPTH_BUFFER_BIT)
2636     {
2637         if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
2638         {
2639             clearParams.clearDepth = true;
2640         }
2641     }
2642 
2643     if (mask & GL_STENCIL_BUFFER_BIT)
2644     {
2645         if (framebufferObject->getStencilbufferType() != GL_NONE)
2646         {
2647             rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil();
2648             if (!depthStencil)
2649             {
2650                 ERR("Depth stencil pointer unexpectedly null.");
2651                 return;
2652             }
2653 
2654             if (gl::GetStencilBits(depthStencil->getActualFormat(), mClientVersion) > 0)
2655             {
2656                 clearParams.clearStencil = true;
2657             }
2658         }
2659     }
2660 
2661 
2662     if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
2663     {
2664         return;
2665     }
2666 
2667     mRenderer->clear(clearParams, framebufferObject);
2668 }
2669 
clearBufferfv(GLenum buffer,int drawbuffer,const float * values)2670 void Context::clearBufferfv(GLenum buffer, int drawbuffer, const float *values)
2671 {
2672     if (isRasterizerDiscardEnabled())
2673     {
2674         return;
2675     }
2676 
2677     // glClearBufferfv can be called to clear the color buffer or depth buffer
2678     ClearParameters clearParams = { 0 };
2679 
2680     if (buffer == GL_COLOR)
2681     {
2682         for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2683         {
2684             clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
2685         }
2686         clearParams.colorFClearValue = ColorF(values[0], values[1], values[2], values[3]);
2687         clearParams.colorClearType = GL_FLOAT;
2688     }
2689     else
2690     {
2691         for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2692         {
2693             clearParams.clearColor[i] = false;
2694         }
2695         clearParams.colorFClearValue = mState.colorClearValue;
2696         clearParams.colorClearType = GL_FLOAT;
2697     }
2698 
2699     clearParams.colorMaskRed = mState.blend.colorMaskRed;
2700     clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
2701     clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
2702     clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
2703 
2704     if (buffer == GL_DEPTH)
2705     {
2706         clearParams.clearDepth = true;
2707         clearParams.depthClearValue = values[0];
2708     }
2709     else
2710     {
2711         clearParams.clearDepth = false;
2712         clearParams.depthClearValue = mState.depthClearValue;
2713     }
2714 
2715     clearParams.clearStencil = false;
2716     clearParams.stencilClearValue = mState.stencilClearValue;
2717     clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
2718     clearParams.scissorEnabled = mState.scissorTest;
2719     clearParams.scissor = mState.scissor;
2720 
2721     if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
2722     {
2723         return;
2724     }
2725 
2726     mRenderer->clear(clearParams, getDrawFramebuffer());
2727 }
2728 
clearBufferuiv(GLenum buffer,int drawbuffer,const unsigned int * values)2729 void Context::clearBufferuiv(GLenum buffer, int drawbuffer, const unsigned int *values)
2730 {
2731     if (isRasterizerDiscardEnabled())
2732     {
2733         return;
2734     }
2735 
2736     // glClearBufferuv can only be called to clear a color buffer
2737     ClearParameters clearParams = { 0 };
2738     for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2739     {
2740         clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
2741     }
2742     clearParams.colorUIClearValue = ColorUI(values[0], values[1], values[2], values[3]);
2743     clearParams.colorClearType = GL_UNSIGNED_INT;
2744     clearParams.colorMaskRed = mState.blend.colorMaskRed;
2745     clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
2746     clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
2747     clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
2748     clearParams.clearDepth = false;
2749     clearParams.depthClearValue = mState.depthClearValue;
2750     clearParams.clearStencil = false;
2751     clearParams.stencilClearValue = mState.stencilClearValue;
2752     clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
2753     clearParams.scissorEnabled = mState.scissorTest;
2754     clearParams.scissor = mState.scissor;
2755 
2756     if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
2757     {
2758         return;
2759     }
2760 
2761     mRenderer->clear(clearParams, getDrawFramebuffer());
2762 }
2763 
clearBufferiv(GLenum buffer,int drawbuffer,const int * values)2764 void Context::clearBufferiv(GLenum buffer, int drawbuffer, const int *values)
2765 {
2766     if (isRasterizerDiscardEnabled())
2767     {
2768         return;
2769     }
2770 
2771     // glClearBufferfv can be called to clear the color buffer or stencil buffer
2772     ClearParameters clearParams = { 0 };
2773 
2774     if (buffer == GL_COLOR)
2775     {
2776         for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2777         {
2778             clearParams.clearColor[i] = (drawbuffer == static_cast<int>(i));
2779         }
2780         clearParams.colorIClearValue = ColorI(values[0], values[1], values[2], values[3]);
2781         clearParams.colorClearType = GL_INT;
2782     }
2783     else
2784     {
2785         for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2786         {
2787             clearParams.clearColor[i] = false;
2788         }
2789         clearParams.colorFClearValue = mState.colorClearValue;
2790         clearParams.colorClearType = GL_FLOAT;
2791     }
2792 
2793     clearParams.colorMaskRed = mState.blend.colorMaskRed;
2794     clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
2795     clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
2796     clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
2797 
2798     clearParams.clearDepth = false;
2799     clearParams.depthClearValue = mState.depthClearValue;
2800 
2801     if (buffer == GL_STENCIL)
2802     {
2803         clearParams.clearStencil = true;
2804         clearParams.stencilClearValue = values[1];
2805     }
2806     else
2807     {
2808         clearParams.clearStencil = false;
2809         clearParams.stencilClearValue = mState.stencilClearValue;
2810     }
2811     clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
2812 
2813     clearParams.scissorEnabled = mState.scissorTest;
2814     clearParams.scissor = mState.scissor;
2815 
2816     if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
2817     {
2818         return;
2819     }
2820 
2821     mRenderer->clear(clearParams, getDrawFramebuffer());
2822 }
2823 
clearBufferfi(GLenum buffer,int drawbuffer,float depth,int stencil)2824 void Context::clearBufferfi(GLenum buffer, int drawbuffer, float depth, int stencil)
2825 {
2826     if (isRasterizerDiscardEnabled())
2827     {
2828         return;
2829     }
2830 
2831     // glClearBufferfi can only be called to clear a depth stencil buffer
2832     ClearParameters clearParams = { 0 };
2833     for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
2834     {
2835         clearParams.clearColor[i] = false;
2836     }
2837     clearParams.colorFClearValue = mState.colorClearValue;
2838     clearParams.colorClearType = GL_FLOAT;
2839     clearParams.colorMaskRed = mState.blend.colorMaskRed;
2840     clearParams.colorMaskGreen = mState.blend.colorMaskGreen;
2841     clearParams.colorMaskBlue = mState.blend.colorMaskBlue;
2842     clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha;
2843     clearParams.clearDepth = true;
2844     clearParams.depthClearValue = depth;
2845     clearParams.clearStencil = true;
2846     clearParams.stencilClearValue = stencil;
2847     clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask;
2848     clearParams.scissorEnabled = mState.scissorTest;
2849     clearParams.scissor = mState.scissor;
2850 
2851     if (!applyRenderTarget(GL_TRIANGLES, true))   // Clips the clear to the scissor rectangle but not the viewport
2852     {
2853         return;
2854     }
2855 
2856     mRenderer->clear(clearParams, getDrawFramebuffer());
2857 }
2858 
readPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum format,GLenum type,GLsizei * bufSize,void * pixels)2859 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height,
2860                          GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
2861 {
2862     gl::Framebuffer *framebuffer = getReadFramebuffer();
2863 
2864     bool isSized = IsSizedInternalFormat(format, mClientVersion);
2865     GLenum sizedInternalFormat = (isSized ? format : GetSizedInternalFormat(format, type, mClientVersion));
2866     GLuint outputPitch = GetRowPitch(sizedInternalFormat, type, mClientVersion, width, mState.pack.alignment);
2867 
2868     mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, mState.pack, pixels);
2869 }
2870 
drawArrays(GLenum mode,GLint first,GLsizei count,GLsizei instances)2871 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances)
2872 {
2873     if (!mState.currentProgram)
2874     {
2875         return gl::error(GL_INVALID_OPERATION);
2876     }
2877 
2878     ProgramBinary *programBinary = getCurrentProgramBinary();
2879     programBinary->applyUniforms();
2880 
2881     Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
2882     TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
2883     SamplerState vsSamplers[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
2884     size_t vsTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers);
2885 
2886     Texture *psTextures[MAX_TEXTURE_IMAGE_UNITS];
2887     TextureType psTextureTypes[MAX_TEXTURE_IMAGE_UNITS];
2888     SamplerState psSamplers[MAX_TEXTURE_IMAGE_UNITS];
2889     size_t psTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers);
2890 
2891     generateSwizzles(vsTextures, vsTextureCount);
2892     generateSwizzles(psTextures, psTextureCount);
2893 
2894     if (!mRenderer->applyPrimitiveType(mode, count))
2895     {
2896         return;
2897     }
2898 
2899     if (!applyRenderTarget(mode, false))
2900     {
2901         return;
2902     }
2903 
2904     applyState(mode);
2905 
2906     GLenum err = mRenderer->applyVertexBuffer(programBinary, getCurrentVertexArray()->getVertexAttributes(), mState.vertexAttribCurrentValues, first, count, instances);
2907     if (err != GL_NO_ERROR)
2908     {
2909         return gl::error(err);
2910     }
2911 
2912     bool transformFeedbackActive = applyTransformFeedbackBuffers();
2913 
2914     applyShaders(programBinary, transformFeedbackActive);
2915 
2916     FramebufferTextureSerialArray frameBufferSerials;
2917     size_t framebufferSerialCount = getBoundFramebufferTextureSerials(&frameBufferSerials);
2918 
2919     applyTextures(SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers, vsTextureCount, frameBufferSerials, framebufferSerialCount);
2920     applyTextures(SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers, psTextureCount, frameBufferSerials, framebufferSerialCount);
2921 
2922     if (!applyUniformBuffers())
2923     {
2924         return;
2925     }
2926 
2927     if (!programBinary->validateSamplers(NULL))
2928     {
2929         return gl::error(GL_INVALID_OPERATION);
2930     }
2931 
2932     if (!skipDraw(mode))
2933     {
2934         mRenderer->drawArrays(mode, count, instances, transformFeedbackActive);
2935 
2936         if (transformFeedbackActive)
2937         {
2938             markTransformFeedbackUsage();
2939         }
2940     }
2941 }
2942 
drawElements(GLenum mode,GLsizei count,GLenum type,const GLvoid * indices,GLsizei instances)2943 void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances)
2944 {
2945     if (!mState.currentProgram)
2946     {
2947         return gl::error(GL_INVALID_OPERATION);
2948     }
2949 
2950     VertexArray *vao = getCurrentVertexArray();
2951     if (!indices && !vao->getElementArrayBuffer())
2952     {
2953         return gl::error(GL_INVALID_OPERATION);
2954     }
2955 
2956     ProgramBinary *programBinary = getCurrentProgramBinary();
2957     programBinary->applyUniforms();
2958 
2959     Texture *vsTextures[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
2960     TextureType vsTextureTypes[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
2961     SamplerState vsSamplers[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
2962     size_t vsTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers);
2963 
2964     Texture *psTextures[MAX_TEXTURE_IMAGE_UNITS];
2965     TextureType psTextureTypes[MAX_TEXTURE_IMAGE_UNITS];
2966     SamplerState psSamplers[MAX_TEXTURE_IMAGE_UNITS];
2967     size_t psTextureCount = getCurrentTexturesAndSamplerStates(programBinary, SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers);
2968 
2969     generateSwizzles(vsTextures, vsTextureCount);
2970     generateSwizzles(psTextures, psTextureCount);
2971 
2972     if (!mRenderer->applyPrimitiveType(mode, count))
2973     {
2974         return;
2975     }
2976 
2977     if (!applyRenderTarget(mode, false))
2978     {
2979         return;
2980     }
2981 
2982     applyState(mode);
2983 
2984     rx::TranslatedIndexData indexInfo;
2985     GLenum err = mRenderer->applyIndexBuffer(indices, vao->getElementArrayBuffer(), count, mode, type, &indexInfo);
2986     if (err != GL_NO_ERROR)
2987     {
2988         return gl::error(err);
2989     }
2990 
2991     GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
2992     err = mRenderer->applyVertexBuffer(programBinary, vao->getVertexAttributes(), mState.vertexAttribCurrentValues, indexInfo.minIndex, vertexCount, instances);
2993     if (err != GL_NO_ERROR)
2994     {
2995         return gl::error(err);
2996     }
2997 
2998     bool transformFeedbackActive = applyTransformFeedbackBuffers();
2999     // Transform feedback is not allowed for DrawElements, this error should have been caught at the API validation
3000     // layer.
3001     ASSERT(!transformFeedbackActive);
3002 
3003     applyShaders(programBinary, transformFeedbackActive);
3004 
3005     FramebufferTextureSerialArray frameBufferSerials;
3006     size_t framebufferSerialCount = getBoundFramebufferTextureSerials(&frameBufferSerials);
3007 
3008     applyTextures(SAMPLER_VERTEX, vsTextures, vsTextureTypes, vsSamplers, vsTextureCount, frameBufferSerials, framebufferSerialCount);
3009     applyTextures(SAMPLER_PIXEL, psTextures, psTextureTypes, psSamplers, psTextureCount, frameBufferSerials, framebufferSerialCount);
3010 
3011     if (!applyUniformBuffers())
3012     {
3013         return;
3014     }
3015 
3016     if (!programBinary->validateSamplers(NULL))
3017     {
3018         return gl::error(GL_INVALID_OPERATION);
3019     }
3020 
3021     if (!skipDraw(mode))
3022     {
3023         mRenderer->drawElements(mode, count, type, indices, vao->getElementArrayBuffer(), indexInfo, instances);
3024     }
3025 }
3026 
3027 // Implements glFlush when block is false, glFinish when block is true
sync(bool block)3028 void Context::sync(bool block)
3029 {
3030     mRenderer->sync(block);
3031 }
3032 
recordInvalidEnum()3033 void Context::recordInvalidEnum()
3034 {
3035     mInvalidEnum = true;
3036 }
3037 
recordInvalidValue()3038 void Context::recordInvalidValue()
3039 {
3040     mInvalidValue = true;
3041 }
3042 
recordInvalidOperation()3043 void Context::recordInvalidOperation()
3044 {
3045     mInvalidOperation = true;
3046 }
3047 
recordOutOfMemory()3048 void Context::recordOutOfMemory()
3049 {
3050     mOutOfMemory = true;
3051 }
3052 
recordInvalidFramebufferOperation()3053 void Context::recordInvalidFramebufferOperation()
3054 {
3055     mInvalidFramebufferOperation = true;
3056 }
3057 
3058 // Get one of the recorded errors and clear its flag, if any.
3059 // [OpenGL ES 2.0.24] section 2.5 page 13.
getError()3060 GLenum Context::getError()
3061 {
3062     if (mInvalidEnum)
3063     {
3064         mInvalidEnum = false;
3065 
3066         return GL_INVALID_ENUM;
3067     }
3068 
3069     if (mInvalidValue)
3070     {
3071         mInvalidValue = false;
3072 
3073         return GL_INVALID_VALUE;
3074     }
3075 
3076     if (mInvalidOperation)
3077     {
3078         mInvalidOperation = false;
3079 
3080         return GL_INVALID_OPERATION;
3081     }
3082 
3083     if (mOutOfMemory)
3084     {
3085         mOutOfMemory = false;
3086 
3087         return GL_OUT_OF_MEMORY;
3088     }
3089 
3090     if (mInvalidFramebufferOperation)
3091     {
3092         mInvalidFramebufferOperation = false;
3093 
3094         return GL_INVALID_FRAMEBUFFER_OPERATION;
3095     }
3096 
3097     return GL_NO_ERROR;
3098 }
3099 
getResetStatus()3100 GLenum Context::getResetStatus()
3101 {
3102     if (mResetStatus == GL_NO_ERROR && !mContextLost)
3103     {
3104         // mResetStatus will be set by the markContextLost callback
3105         // in the case a notification is sent
3106         mRenderer->testDeviceLost(true);
3107     }
3108 
3109     GLenum status = mResetStatus;
3110 
3111     if (mResetStatus != GL_NO_ERROR)
3112     {
3113         ASSERT(mContextLost);
3114 
3115         if (mRenderer->testDeviceResettable())
3116         {
3117             mResetStatus = GL_NO_ERROR;
3118         }
3119     }
3120 
3121     return status;
3122 }
3123 
isResetNotificationEnabled()3124 bool Context::isResetNotificationEnabled()
3125 {
3126     return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT);
3127 }
3128 
getClientVersion() const3129 int Context::getClientVersion() const
3130 {
3131     return mClientVersion;
3132 }
3133 
getMajorShaderModel() const3134 int Context::getMajorShaderModel() const
3135 {
3136     return mMajorShaderModel;
3137 }
3138 
getMaximumPointSize() const3139 float Context::getMaximumPointSize() const
3140 {
3141     return mMaximumPointSize;
3142 }
3143 
getMaximumCombinedTextureImageUnits() const3144 unsigned int Context::getMaximumCombinedTextureImageUnits() const
3145 {
3146     return mRenderer->getMaxCombinedTextureImageUnits();
3147 }
3148 
getMaximumCombinedUniformBufferBindings() const3149 unsigned int Context::getMaximumCombinedUniformBufferBindings() const
3150 {
3151     return mRenderer->getMaxVertexShaderUniformBuffers() +
3152            mRenderer->getMaxFragmentShaderUniformBuffers();
3153 }
3154 
getMaxSupportedSamples() const3155 int Context::getMaxSupportedSamples() const
3156 {
3157     return mRenderer->getMaxSupportedSamples();
3158 }
3159 
getMaxSupportedFormatSamples(GLenum internalFormat) const3160 GLsizei Context::getMaxSupportedFormatSamples(GLenum internalFormat) const
3161 {
3162     return mRenderer->getMaxSupportedFormatSamples(internalFormat);
3163 }
3164 
getNumSampleCounts(GLenum internalFormat) const3165 GLsizei Context::getNumSampleCounts(GLenum internalFormat) const
3166 {
3167     return mRenderer->getNumSampleCounts(internalFormat);
3168 }
3169 
getSampleCounts(GLenum internalFormat,GLsizei bufSize,GLint * params) const3170 void Context::getSampleCounts(GLenum internalFormat, GLsizei bufSize, GLint *params) const
3171 {
3172     mRenderer->getSampleCounts(internalFormat, bufSize, params);
3173 }
3174 
getMaxTransformFeedbackBufferBindings() const3175 unsigned int Context::getMaxTransformFeedbackBufferBindings() const
3176 {
3177     return mRenderer->getMaxTransformFeedbackBuffers();
3178 }
3179 
getUniformBufferOffsetAlignment() const3180 GLintptr Context::getUniformBufferOffsetAlignment() const
3181 {
3182     // setting a large alignment forces uniform buffers to bind with zero offset
3183     return static_cast<GLintptr>(std::numeric_limits<GLint>::max());
3184 }
3185 
getMaximumRenderTargets() const3186 unsigned int Context::getMaximumRenderTargets() const
3187 {
3188     return mRenderer->getMaxRenderTargets();
3189 }
3190 
supportsEventQueries() const3191 bool Context::supportsEventQueries() const
3192 {
3193     return mSupportsEventQueries;
3194 }
3195 
supportsOcclusionQueries() const3196 bool Context::supportsOcclusionQueries() const
3197 {
3198     return mSupportsOcclusionQueries;
3199 }
3200 
supportsBGRATextures() const3201 bool Context::supportsBGRATextures() const
3202 {
3203     return mSupportsBGRATextures;
3204 }
3205 
supportsDXT1Textures() const3206 bool Context::supportsDXT1Textures() const
3207 {
3208     return mSupportsDXT1Textures;
3209 }
3210 
supportsDXT3Textures() const3211 bool Context::supportsDXT3Textures() const
3212 {
3213     return mSupportsDXT3Textures;
3214 }
3215 
supportsDXT5Textures() const3216 bool Context::supportsDXT5Textures() const
3217 {
3218     return mSupportsDXT5Textures;
3219 }
3220 
supportsFloat32Textures() const3221 bool Context::supportsFloat32Textures() const
3222 {
3223     return mSupportsFloat32Textures;
3224 }
3225 
supportsFloat32LinearFilter() const3226 bool Context::supportsFloat32LinearFilter() const
3227 {
3228     return mSupportsFloat32LinearFilter;
3229 }
3230 
supportsFloat32RenderableTextures() const3231 bool Context::supportsFloat32RenderableTextures() const
3232 {
3233     return mSupportsFloat32RenderableTextures;
3234 }
3235 
supportsFloat16Textures() const3236 bool Context::supportsFloat16Textures() const
3237 {
3238     return mSupportsFloat16Textures;
3239 }
3240 
supportsFloat16LinearFilter() const3241 bool Context::supportsFloat16LinearFilter() const
3242 {
3243     return mSupportsFloat16LinearFilter;
3244 }
3245 
supportsFloat16RenderableTextures() const3246 bool Context::supportsFloat16RenderableTextures() const
3247 {
3248     return mSupportsFloat16RenderableTextures;
3249 }
3250 
getMaximumRenderbufferDimension() const3251 int Context::getMaximumRenderbufferDimension() const
3252 {
3253     return mMaxRenderbufferDimension;
3254 }
3255 
getMaximum2DTextureDimension() const3256 int Context::getMaximum2DTextureDimension() const
3257 {
3258     return mMax2DTextureDimension;
3259 }
3260 
getMaximumCubeTextureDimension() const3261 int Context::getMaximumCubeTextureDimension() const
3262 {
3263     return mMaxCubeTextureDimension;
3264 }
3265 
getMaximum3DTextureDimension() const3266 int Context::getMaximum3DTextureDimension() const
3267 {
3268     return mMax3DTextureDimension;
3269 }
3270 
getMaximum2DArrayTextureLayers() const3271 int Context::getMaximum2DArrayTextureLayers() const
3272 {
3273     return mMax2DArrayTextureLayers;
3274 }
3275 
getMaximum2DTextureLevel() const3276 int Context::getMaximum2DTextureLevel() const
3277 {
3278     return mMax2DTextureLevel;
3279 }
3280 
getMaximumCubeTextureLevel() const3281 int Context::getMaximumCubeTextureLevel() const
3282 {
3283     return mMaxCubeTextureLevel;
3284 }
3285 
getMaximum3DTextureLevel() const3286 int Context::getMaximum3DTextureLevel() const
3287 {
3288     return mMax3DTextureLevel;
3289 }
3290 
getMaximum2DArrayTextureLevel() const3291 int Context::getMaximum2DArrayTextureLevel() const
3292 {
3293     return mMax2DArrayTextureLevel;
3294 }
3295 
supportsLuminanceTextures() const3296 bool Context::supportsLuminanceTextures() const
3297 {
3298     return mSupportsLuminanceTextures;
3299 }
3300 
supportsLuminanceAlphaTextures() const3301 bool Context::supportsLuminanceAlphaTextures() const
3302 {
3303     return mSupportsLuminanceAlphaTextures;
3304 }
3305 
supportsRGTextures() const3306 bool Context::supportsRGTextures() const
3307 {
3308     return mSupportsRGTextures;
3309 }
3310 
supportsDepthTextures() const3311 bool Context::supportsDepthTextures() const
3312 {
3313     return mSupportsDepthTextures;
3314 }
3315 
supports32bitIndices() const3316 bool Context::supports32bitIndices() const
3317 {
3318     return mSupports32bitIndices;
3319 }
3320 
supportsNonPower2Texture() const3321 bool Context::supportsNonPower2Texture() const
3322 {
3323     return mSupportsNonPower2Texture;
3324 }
3325 
supportsInstancing() const3326 bool Context::supportsInstancing() const
3327 {
3328     return mSupportsInstancing;
3329 }
3330 
supportsTextureFilterAnisotropy() const3331 bool Context::supportsTextureFilterAnisotropy() const
3332 {
3333     return mSupportsTextureFilterAnisotropy;
3334 }
3335 
supportsPBOs() const3336 bool Context::supportsPBOs() const
3337 {
3338     return mSupportsPBOs;
3339 }
3340 
getTextureMaxAnisotropy() const3341 float Context::getTextureMaxAnisotropy() const
3342 {
3343     return mMaxTextureAnisotropy;
3344 }
3345 
getCurrentReadFormatType(GLenum * internalFormat,GLenum * format,GLenum * type)3346 void Context::getCurrentReadFormatType(GLenum *internalFormat, GLenum *format, GLenum *type)
3347 {
3348     Framebuffer *framebuffer = getReadFramebuffer();
3349     ASSERT(framebuffer && framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE);
3350 
3351     FramebufferAttachment *attachment = framebuffer->getReadColorbuffer();
3352     ASSERT(attachment);
3353 
3354     *internalFormat = attachment->getActualFormat();
3355     *format = gl::GetFormat(attachment->getActualFormat(), mClientVersion);
3356     *type = gl::GetType(attachment->getActualFormat(), mClientVersion);
3357 }
3358 
detachBuffer(GLuint buffer)3359 void Context::detachBuffer(GLuint buffer)
3360 {
3361     // [OpenGL ES 2.0.24] section 2.9 page 22:
3362     // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3363     // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3364 
3365     if (mState.arrayBuffer.id() == buffer)
3366     {
3367         mState.arrayBuffer.set(NULL);
3368     }
3369 
3370     // mark as freed among the vertex array objects
3371     for (auto vaoIt = mVertexArrayMap.begin(); vaoIt != mVertexArrayMap.end(); vaoIt++)
3372     {
3373         vaoIt->second->detachBuffer(buffer);
3374     }
3375 }
3376 
detachTexture(GLuint texture)3377 void Context::detachTexture(GLuint texture)
3378 {
3379     // [OpenGL ES 2.0.24] section 3.8 page 84:
3380     // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3381     // rebound to texture object zero
3382 
3383     for (int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3384     {
3385         for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3386         {
3387             if (mState.samplerTexture[type][sampler].id() == texture)
3388             {
3389                 mState.samplerTexture[type][sampler].set(NULL);
3390             }
3391         }
3392     }
3393 
3394     // [OpenGL ES 2.0.24] section 4.4 page 112:
3395     // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3396     // as if Texture2DAttachment had been called, with a texture of 0, for each attachment point to which this
3397     // image was attached in the currently bound framebuffer.
3398 
3399     Framebuffer *readFramebuffer = getReadFramebuffer();
3400     Framebuffer *drawFramebuffer = getDrawFramebuffer();
3401 
3402     if (readFramebuffer)
3403     {
3404         readFramebuffer->detachTexture(texture);
3405     }
3406 
3407     if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3408     {
3409         drawFramebuffer->detachTexture(texture);
3410     }
3411 }
3412 
detachFramebuffer(GLuint framebuffer)3413 void Context::detachFramebuffer(GLuint framebuffer)
3414 {
3415     // [OpenGL ES 2.0.24] section 4.4 page 107:
3416     // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3417     // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3418 
3419     if (mState.readFramebuffer == framebuffer)
3420     {
3421         bindReadFramebuffer(0);
3422     }
3423 
3424     if (mState.drawFramebuffer == framebuffer)
3425     {
3426         bindDrawFramebuffer(0);
3427     }
3428 }
3429 
detachRenderbuffer(GLuint renderbuffer)3430 void Context::detachRenderbuffer(GLuint renderbuffer)
3431 {
3432     // [OpenGL ES 2.0.24] section 4.4 page 109:
3433     // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3434     // had been executed with the target RENDERBUFFER and name of zero.
3435 
3436     if (mState.renderbuffer.id() == renderbuffer)
3437     {
3438         bindRenderbuffer(0);
3439     }
3440 
3441     // [OpenGL ES 2.0.24] section 4.4 page 111:
3442     // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3443     // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3444     // point to which this image was attached in the currently bound framebuffer.
3445 
3446     Framebuffer *readFramebuffer = getReadFramebuffer();
3447     Framebuffer *drawFramebuffer = getDrawFramebuffer();
3448 
3449     if (readFramebuffer)
3450     {
3451         readFramebuffer->detachRenderbuffer(renderbuffer);
3452     }
3453 
3454     if (drawFramebuffer && drawFramebuffer != readFramebuffer)
3455     {
3456         drawFramebuffer->detachRenderbuffer(renderbuffer);
3457     }
3458 }
3459 
detachVertexArray(GLuint vertexArray)3460 void Context::detachVertexArray(GLuint vertexArray)
3461 {
3462     // [OpenGL ES 3.0.2] section 2.10 page 43:
3463     // If a vertex array object that is currently bound is deleted, the binding
3464     // for that object reverts to zero and the default vertex array becomes current.
3465     if (mState.vertexArray == vertexArray)
3466     {
3467         bindVertexArray(0);
3468     }
3469 }
3470 
detachTransformFeedback(GLuint transformFeedback)3471 void Context::detachTransformFeedback(GLuint transformFeedback)
3472 {
3473     if (mState.transformFeedback.id() == transformFeedback)
3474     {
3475         bindTransformFeedback(0);
3476     }
3477 }
3478 
detachSampler(GLuint sampler)3479 void Context::detachSampler(GLuint sampler)
3480 {
3481     // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3482     // If a sampler object that is currently bound to one or more texture units is
3483     // deleted, it is as though BindSampler is called once for each texture unit to
3484     // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3485     for (unsigned int textureUnit = 0; textureUnit < ArraySize(mState.samplers); textureUnit++)
3486     {
3487         if (mState.samplers[textureUnit] == sampler)
3488         {
3489             mState.samplers[textureUnit] = 0;
3490         }
3491     }
3492 }
3493 
getIncompleteTexture(TextureType type)3494 Texture *Context::getIncompleteTexture(TextureType type)
3495 {
3496     Texture *t = mIncompleteTextures[type].get();
3497 
3498     if (t == NULL)
3499     {
3500         const GLubyte color[] = { 0, 0, 0, 255 };
3501         const PixelUnpackState incompleteUnpackState(1);
3502 
3503         switch (type)
3504         {
3505           default:
3506             UNREACHABLE();
3507             // default falls through to TEXTURE_2D
3508 
3509           case TEXTURE_2D:
3510             {
3511                 Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
3512                 incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3513                 t = incomplete2d;
3514             }
3515             break;
3516 
3517           case TEXTURE_CUBE:
3518             {
3519               TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
3520 
3521               incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3522               incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3523               incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3524               incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3525               incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3526               incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3527 
3528               t = incompleteCube;
3529             }
3530             break;
3531 
3532           case TEXTURE_3D:
3533             {
3534                 Texture3D *incomplete3d = new Texture3D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
3535                 incomplete3d->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3536 
3537                 t = incomplete3d;
3538             }
3539             break;
3540 
3541           case TEXTURE_2D_ARRAY:
3542             {
3543                 Texture2DArray *incomplete2darray = new Texture2DArray(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
3544                 incomplete2darray->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
3545 
3546                 t = incomplete2darray;
3547             }
3548             break;
3549         }
3550 
3551         mIncompleteTextures[type].set(t);
3552     }
3553 
3554     return t;
3555 }
3556 
skipDraw(GLenum drawMode)3557 bool Context::skipDraw(GLenum drawMode)
3558 {
3559     if (drawMode == GL_POINTS)
3560     {
3561         // ProgramBinary assumes non-point rendering if gl_PointSize isn't written,
3562         // which affects varying interpolation. Since the value of gl_PointSize is
3563         // undefined when not written, just skip drawing to avoid unexpected results.
3564         if (!getCurrentProgramBinary()->usesPointSize())
3565         {
3566             // This is stictly speaking not an error, but developers should be
3567             // notified of risking undefined behavior.
3568             ERR("Point rendering without writing to gl_PointSize.");
3569 
3570             return true;
3571         }
3572     }
3573     else if (IsTriangleMode(drawMode))
3574     {
3575         if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK)
3576         {
3577             return true;
3578         }
3579     }
3580 
3581     return false;
3582 }
3583 
setVertexAttribf(GLuint index,const GLfloat values[4])3584 void Context::setVertexAttribf(GLuint index, const GLfloat values[4])
3585 {
3586     ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3587     mState.vertexAttribCurrentValues[index].setFloatValues(values);
3588 }
3589 
setVertexAttribu(GLuint index,const GLuint values[4])3590 void Context::setVertexAttribu(GLuint index, const GLuint values[4])
3591 {
3592     ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3593     mState.vertexAttribCurrentValues[index].setUnsignedIntValues(values);
3594 }
3595 
setVertexAttribi(GLuint index,const GLint values[4])3596 void Context::setVertexAttribi(GLuint index, const GLint values[4])
3597 {
3598     ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
3599     mState.vertexAttribCurrentValues[index].setIntValues(values);
3600 }
3601 
setVertexAttribDivisor(GLuint index,GLuint divisor)3602 void Context::setVertexAttribDivisor(GLuint index, GLuint divisor)
3603 {
3604     getCurrentVertexArray()->setVertexAttribDivisor(index, divisor);
3605 }
3606 
samplerParameteri(GLuint sampler,GLenum pname,GLint param)3607 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
3608 {
3609     mResourceManager->checkSamplerAllocation(sampler);
3610 
3611     Sampler *samplerObject = getSampler(sampler);
3612     ASSERT(samplerObject);
3613 
3614     switch (pname)
3615     {
3616       case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(static_cast<GLenum>(param));       break;
3617       case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(static_cast<GLenum>(param));       break;
3618       case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(static_cast<GLenum>(param));           break;
3619       case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(static_cast<GLenum>(param));           break;
3620       case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(static_cast<GLenum>(param));           break;
3621       case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(static_cast<GLfloat>(param));         break;
3622       case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(static_cast<GLfloat>(param));         break;
3623       case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(static_cast<GLenum>(param));  break;
3624       case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(static_cast<GLenum>(param));  break;
3625       default:                       UNREACHABLE(); break;
3626     }
3627 }
3628 
samplerParameterf(GLuint sampler,GLenum pname,GLfloat param)3629 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
3630 {
3631     mResourceManager->checkSamplerAllocation(sampler);
3632 
3633     Sampler *samplerObject = getSampler(sampler);
3634     ASSERT(samplerObject);
3635 
3636     switch (pname)
3637     {
3638       case GL_TEXTURE_MIN_FILTER:    samplerObject->setMinFilter(uiround<GLenum>(param));       break;
3639       case GL_TEXTURE_MAG_FILTER:    samplerObject->setMagFilter(uiround<GLenum>(param));       break;
3640       case GL_TEXTURE_WRAP_S:        samplerObject->setWrapS(uiround<GLenum>(param));           break;
3641       case GL_TEXTURE_WRAP_T:        samplerObject->setWrapT(uiround<GLenum>(param));           break;
3642       case GL_TEXTURE_WRAP_R:        samplerObject->setWrapR(uiround<GLenum>(param));           break;
3643       case GL_TEXTURE_MIN_LOD:       samplerObject->setMinLod(param);                                      break;
3644       case GL_TEXTURE_MAX_LOD:       samplerObject->setMaxLod(param);                                      break;
3645       case GL_TEXTURE_COMPARE_MODE:  samplerObject->setComparisonMode(uiround<GLenum>(param));  break;
3646       case GL_TEXTURE_COMPARE_FUNC:  samplerObject->setComparisonFunc(uiround<GLenum>(param));  break;
3647       default:                       UNREACHABLE(); break;
3648     }
3649 }
3650 
getSamplerParameteri(GLuint sampler,GLenum pname)3651 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
3652 {
3653     mResourceManager->checkSamplerAllocation(sampler);
3654 
3655     Sampler *samplerObject = getSampler(sampler);
3656     ASSERT(samplerObject);
3657 
3658     switch (pname)
3659     {
3660       case GL_TEXTURE_MIN_FILTER:    return static_cast<GLint>(samplerObject->getMinFilter());
3661       case GL_TEXTURE_MAG_FILTER:    return static_cast<GLint>(samplerObject->getMagFilter());
3662       case GL_TEXTURE_WRAP_S:        return static_cast<GLint>(samplerObject->getWrapS());
3663       case GL_TEXTURE_WRAP_T:        return static_cast<GLint>(samplerObject->getWrapT());
3664       case GL_TEXTURE_WRAP_R:        return static_cast<GLint>(samplerObject->getWrapR());
3665       case GL_TEXTURE_MIN_LOD:       return uiround<GLint>(samplerObject->getMinLod());
3666       case GL_TEXTURE_MAX_LOD:       return uiround<GLint>(samplerObject->getMaxLod());
3667       case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLint>(samplerObject->getComparisonMode());
3668       case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLint>(samplerObject->getComparisonFunc());
3669       default:                       UNREACHABLE(); return 0;
3670     }
3671 }
3672 
getSamplerParameterf(GLuint sampler,GLenum pname)3673 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
3674 {
3675     mResourceManager->checkSamplerAllocation(sampler);
3676 
3677     Sampler *samplerObject = getSampler(sampler);
3678     ASSERT(samplerObject);
3679 
3680     switch (pname)
3681     {
3682       case GL_TEXTURE_MIN_FILTER:    return static_cast<GLfloat>(samplerObject->getMinFilter());
3683       case GL_TEXTURE_MAG_FILTER:    return static_cast<GLfloat>(samplerObject->getMagFilter());
3684       case GL_TEXTURE_WRAP_S:        return static_cast<GLfloat>(samplerObject->getWrapS());
3685       case GL_TEXTURE_WRAP_T:        return static_cast<GLfloat>(samplerObject->getWrapT());
3686       case GL_TEXTURE_WRAP_R:        return static_cast<GLfloat>(samplerObject->getWrapR());
3687       case GL_TEXTURE_MIN_LOD:       return samplerObject->getMinLod();
3688       case GL_TEXTURE_MAX_LOD:       return samplerObject->getMaxLod();
3689       case GL_TEXTURE_COMPARE_MODE:  return static_cast<GLfloat>(samplerObject->getComparisonMode());
3690       case GL_TEXTURE_COMPARE_FUNC:  return static_cast<GLfloat>(samplerObject->getComparisonFunc());
3691       default:                       UNREACHABLE(); return 0;
3692     }
3693 }
3694 
3695 // keep list sorted in following order
3696 // OES extensions
3697 // EXT extensions
3698 // Vendor extensions
initExtensionString()3699 void Context::initExtensionString()
3700 {
3701     // Do not report extension in GLES 3 contexts for now
3702     if (mClientVersion == 2)
3703     {
3704         // OES extensions
3705         if (supports32bitIndices())
3706         {
3707             mExtensionStringList.push_back("GL_OES_element_index_uint");
3708         }
3709 
3710         mExtensionStringList.push_back("GL_OES_packed_depth_stencil");
3711         mExtensionStringList.push_back("GL_OES_get_program_binary");
3712         mExtensionStringList.push_back("GL_OES_rgb8_rgba8");
3713 
3714         if (supportsPBOs())
3715         {
3716             mExtensionStringList.push_back("NV_pixel_buffer_object");
3717             mExtensionStringList.push_back("GL_OES_mapbuffer");
3718             mExtensionStringList.push_back("GL_EXT_map_buffer_range");
3719         }
3720 
3721         if (mRenderer->getDerivativeInstructionSupport())
3722         {
3723             mExtensionStringList.push_back("GL_OES_standard_derivatives");
3724         }
3725 
3726         if (supportsFloat16Textures())
3727         {
3728             mExtensionStringList.push_back("GL_OES_texture_half_float");
3729         }
3730         if (supportsFloat16LinearFilter())
3731         {
3732             mExtensionStringList.push_back("GL_OES_texture_half_float_linear");
3733         }
3734         if (supportsFloat32Textures())
3735         {
3736             mExtensionStringList.push_back("GL_OES_texture_float");
3737         }
3738         if (supportsFloat32LinearFilter())
3739         {
3740             mExtensionStringList.push_back("GL_OES_texture_float_linear");
3741         }
3742 
3743         if (supportsRGTextures())
3744         {
3745             mExtensionStringList.push_back("GL_EXT_texture_rg");
3746         }
3747 
3748         if (supportsNonPower2Texture())
3749         {
3750             mExtensionStringList.push_back("GL_OES_texture_npot");
3751         }
3752 
3753         // Multi-vendor (EXT) extensions
3754         if (supportsOcclusionQueries())
3755         {
3756             mExtensionStringList.push_back("GL_EXT_occlusion_query_boolean");
3757         }
3758 
3759         mExtensionStringList.push_back("GL_EXT_read_format_bgra");
3760         mExtensionStringList.push_back("GL_EXT_robustness");
3761         mExtensionStringList.push_back("GL_EXT_shader_texture_lod");
3762 
3763         if (supportsDXT1Textures())
3764         {
3765             mExtensionStringList.push_back("GL_EXT_texture_compression_dxt1");
3766         }
3767 
3768         if (supportsTextureFilterAnisotropy())
3769         {
3770             mExtensionStringList.push_back("GL_EXT_texture_filter_anisotropic");
3771         }
3772 
3773         if (supportsBGRATextures())
3774         {
3775             mExtensionStringList.push_back("GL_EXT_texture_format_BGRA8888");
3776         }
3777 
3778         if (mRenderer->getMaxRenderTargets() > 1)
3779         {
3780             mExtensionStringList.push_back("GL_EXT_draw_buffers");
3781         }
3782 
3783         mExtensionStringList.push_back("GL_EXT_texture_storage");
3784         mExtensionStringList.push_back("GL_EXT_frag_depth");
3785         mExtensionStringList.push_back("GL_EXT_blend_minmax");
3786 
3787         // ANGLE-specific extensions
3788         if (supportsDepthTextures())
3789         {
3790             mExtensionStringList.push_back("GL_ANGLE_depth_texture");
3791         }
3792 
3793         mExtensionStringList.push_back("GL_ANGLE_framebuffer_blit");
3794         if (getMaxSupportedSamples() != 0)
3795         {
3796             mExtensionStringList.push_back("GL_ANGLE_framebuffer_multisample");
3797         }
3798 
3799         if (supportsInstancing())
3800         {
3801             mExtensionStringList.push_back("GL_ANGLE_instanced_arrays");
3802         }
3803 
3804         mExtensionStringList.push_back("GL_ANGLE_pack_reverse_row_order");
3805 
3806         if (supportsDXT3Textures())
3807         {
3808             mExtensionStringList.push_back("GL_ANGLE_texture_compression_dxt3");
3809         }
3810         if (supportsDXT5Textures())
3811         {
3812             mExtensionStringList.push_back("GL_ANGLE_texture_compression_dxt5");
3813         }
3814 
3815         mExtensionStringList.push_back("GL_ANGLE_texture_usage");
3816         mExtensionStringList.push_back("GL_ANGLE_translated_shader_source");
3817 
3818         // Other vendor-specific extensions
3819         if (supportsEventQueries())
3820         {
3821             mExtensionStringList.push_back("GL_NV_fence");
3822         }
3823     }
3824 
3825     if (mClientVersion == 3)
3826     {
3827         mExtensionStringList.push_back("GL_EXT_color_buffer_float");
3828 
3829         mExtensionStringList.push_back("GL_EXT_read_format_bgra");
3830 
3831         if (supportsBGRATextures())
3832         {
3833             mExtensionStringList.push_back("GL_EXT_texture_format_BGRA8888");
3834         }
3835     }
3836 
3837     // Join the extension strings to one long string for use with GetString
3838     std::stringstream strstr;
3839     for (unsigned int extensionIndex = 0; extensionIndex < mExtensionStringList.size(); extensionIndex++)
3840     {
3841         strstr << mExtensionStringList[extensionIndex];
3842         strstr << " ";
3843     }
3844 
3845     mCombinedExtensionsString = makeStaticString(strstr.str());
3846 }
3847 
getCombinedExtensionsString() const3848 const char *Context::getCombinedExtensionsString() const
3849 {
3850     return mCombinedExtensionsString;
3851 }
3852 
getExtensionString(const GLuint index) const3853 const char *Context::getExtensionString(const GLuint index) const
3854 {
3855     ASSERT(index < mExtensionStringList.size());
3856     return mExtensionStringList[index].c_str();
3857 }
3858 
getNumExtensions() const3859 unsigned int Context::getNumExtensions() const
3860 {
3861     return mExtensionStringList.size();
3862 }
3863 
initRendererString()3864 void Context::initRendererString()
3865 {
3866     std::ostringstream rendererString;
3867     rendererString << "ANGLE (";
3868     rendererString << mRenderer->getRendererDescription();
3869     rendererString << ")";
3870 
3871     mRendererString = makeStaticString(rendererString.str());
3872 }
3873 
getRendererString() const3874 const char *Context::getRendererString() const
3875 {
3876     return mRendererString;
3877 }
3878 
getBoundFramebufferTextureSerials(FramebufferTextureSerialArray * outSerialArray)3879 size_t Context::getBoundFramebufferTextureSerials(FramebufferTextureSerialArray *outSerialArray)
3880 {
3881     size_t serialCount = 0;
3882 
3883     Framebuffer *drawFramebuffer = getDrawFramebuffer();
3884     for (unsigned int i = 0; i < IMPLEMENTATION_MAX_DRAW_BUFFERS; i++)
3885     {
3886         FramebufferAttachment *attachment = drawFramebuffer->getColorbuffer(i);
3887         if (attachment && attachment->isTexture())
3888         {
3889             (*outSerialArray)[serialCount++] = attachment->getTextureSerial();
3890         }
3891     }
3892 
3893     FramebufferAttachment *depthStencilAttachment = drawFramebuffer->getDepthOrStencilbuffer();
3894     if (depthStencilAttachment && depthStencilAttachment->isTexture())
3895     {
3896         (*outSerialArray)[serialCount++] = depthStencilAttachment->getTextureSerial();
3897     }
3898 
3899     std::sort(outSerialArray->begin(), outSerialArray->begin() + serialCount);
3900 
3901     return serialCount;
3902 }
3903 
blitFramebuffer(GLint srcX0,GLint srcY0,GLint srcX1,GLint srcY1,GLint dstX0,GLint dstY0,GLint dstX1,GLint dstY1,GLbitfield mask,GLenum filter)3904 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3905                               GLbitfield mask, GLenum filter)
3906 {
3907     Framebuffer *readFramebuffer = getReadFramebuffer();
3908     Framebuffer *drawFramebuffer = getDrawFramebuffer();
3909 
3910     bool blitRenderTarget = false;
3911     bool blitDepth = false;
3912     bool blitStencil = false;
3913     if ((mask & GL_COLOR_BUFFER_BIT) && readFramebuffer->getReadColorbuffer() && drawFramebuffer->getFirstColorbuffer())
3914     {
3915         blitRenderTarget = true;
3916     }
3917     if ((mask & GL_STENCIL_BUFFER_BIT) && readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
3918     {
3919         blitStencil = true;
3920     }
3921     if ((mask & GL_DEPTH_BUFFER_BIT) && readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
3922     {
3923         blitDepth = true;
3924     }
3925 
3926     gl::Rectangle srcRect(srcX0, srcY0, srcX1 - srcX0, srcY1 - srcY0);
3927     gl::Rectangle dstRect(dstX0, dstY0, dstX1 - dstX0, dstY1 - dstY0);
3928     if (blitRenderTarget || blitDepth || blitStencil)
3929     {
3930         const gl::Rectangle *scissor = mState.scissorTest ? &mState.scissor : NULL;
3931         mRenderer->blitRect(readFramebuffer, srcRect, drawFramebuffer, dstRect, scissor,
3932                             blitRenderTarget, blitDepth, blitStencil, filter);
3933     }
3934 }
3935 
invalidateFrameBuffer(GLenum target,GLsizei numAttachments,const GLenum * attachments,GLint x,GLint y,GLsizei width,GLsizei height)3936 void Context::invalidateFrameBuffer(GLenum target, GLsizei numAttachments, const GLenum* attachments,
3937                                     GLint x, GLint y, GLsizei width, GLsizei height)
3938 {
3939     Framebuffer *frameBuffer = NULL;
3940     switch (target)
3941     {
3942       case GL_FRAMEBUFFER:
3943       case GL_DRAW_FRAMEBUFFER:
3944         frameBuffer = getDrawFramebuffer();
3945         break;
3946       case GL_READ_FRAMEBUFFER:
3947         frameBuffer = getReadFramebuffer();
3948         break;
3949       default:
3950         UNREACHABLE();
3951     }
3952 
3953     if (frameBuffer && frameBuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
3954     {
3955         for (int i = 0; i < numAttachments; ++i)
3956         {
3957             rx::RenderTarget *renderTarget = NULL;
3958 
3959             if (attachments[i] >= GL_COLOR_ATTACHMENT0 && attachments[i] <= GL_COLOR_ATTACHMENT15)
3960             {
3961                 gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(attachments[i] - GL_COLOR_ATTACHMENT0);
3962                 if (attachment)
3963                 {
3964                     renderTarget = attachment->getRenderTarget();
3965                 }
3966             }
3967             else if (attachments[i] == GL_COLOR)
3968             {
3969                  gl::FramebufferAttachment *attachment = frameBuffer->getColorbuffer(0);
3970                  if (attachment)
3971                  {
3972                      renderTarget = attachment->getRenderTarget();
3973                  }
3974             }
3975             else
3976             {
3977                 gl::FramebufferAttachment *attachment = NULL;
3978                 switch (attachments[i])
3979                 {
3980                   case GL_DEPTH_ATTACHMENT:
3981                   case GL_DEPTH:
3982                     attachment = frameBuffer->getDepthbuffer();
3983                     break;
3984                   case GL_STENCIL_ATTACHMENT:
3985                   case GL_STENCIL:
3986                     attachment = frameBuffer->getStencilbuffer();
3987                     break;
3988                   case GL_DEPTH_STENCIL_ATTACHMENT:
3989                     attachment = frameBuffer->getDepthOrStencilbuffer();
3990                     break;
3991                   default:
3992                     UNREACHABLE();
3993                 }
3994 
3995                 if (attachment)
3996                 {
3997                     renderTarget = attachment->getDepthStencil();
3998                 }
3999             }
4000 
4001             if (renderTarget)
4002             {
4003                 renderTarget->invalidate(x, y, width, height);
4004             }
4005         }
4006     }
4007 }
4008 
hasMappedBuffer(GLenum target) const4009 bool Context::hasMappedBuffer(GLenum target) const
4010 {
4011     if (target == GL_ARRAY_BUFFER)
4012     {
4013         for (unsigned int attribIndex = 0; attribIndex < gl::MAX_VERTEX_ATTRIBS; attribIndex++)
4014         {
4015             const gl::VertexAttribute &vertexAttrib = getVertexAttribState(attribIndex);
4016             gl::Buffer *boundBuffer = vertexAttrib.mBoundBuffer.get();
4017             if (vertexAttrib.mArrayEnabled && boundBuffer && boundBuffer->mapped())
4018             {
4019                 return true;
4020             }
4021         }
4022     }
4023     else if (target == GL_ELEMENT_ARRAY_BUFFER)
4024     {
4025         Buffer *elementBuffer = getElementArrayBuffer();
4026         return (elementBuffer && elementBuffer->mapped());
4027     }
4028     else if (target == GL_TRANSFORM_FEEDBACK_BUFFER)
4029     {
4030         UNIMPLEMENTED();
4031     }
4032     else UNREACHABLE();
4033     return false;
4034 }
4035 
4036 }
4037 
4038 extern "C"
4039 {
glCreateContext(int clientVersion,const gl::Context * shareContext,rx::Renderer * renderer,bool notifyResets,bool robustAccess)4040 gl::Context *glCreateContext(int clientVersion, const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess)
4041 {
4042     return new gl::Context(clientVersion, shareContext, renderer, notifyResets, robustAccess);
4043 }
4044 
glDestroyContext(gl::Context * context)4045 void glDestroyContext(gl::Context *context)
4046 {
4047     delete context;
4048 
4049     if (context == gl::getContext())
4050     {
4051         gl::makeCurrent(NULL, NULL, NULL);
4052     }
4053 }
4054 
glMakeCurrent(gl::Context * context,egl::Display * display,egl::Surface * surface)4055 void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface)
4056 {
4057     gl::makeCurrent(context, display, surface);
4058 }
4059 
glGetCurrentContext()4060 gl::Context *glGetCurrentContext()
4061 {
4062     return gl::getContext();
4063 }
4064 
4065 }
4066