1 //
2 // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6
7 // State.cpp: Implements the State class, encapsulating raw GL state.
8
9 #include "libGLESv2/State.h"
10
11 #include "libGLESv2/Context.h"
12 #include "libGLESv2/Caps.h"
13 #include "libGLESv2/VertexArray.h"
14 #include "libGLESv2/Query.h"
15 #include "libGLESv2/Framebuffer.h"
16 #include "libGLESv2/FramebufferAttachment.h"
17 #include "libGLESv2/renderer/RenderTarget.h"
18 #include "libGLESv2/formatutils.h"
19
20 namespace gl
21 {
22
State()23 State::State()
24 {
25 }
26
~State()27 State::~State()
28 {
29 reset();
30 }
31
initialize(const Caps & caps,GLuint clientVersion)32 void State::initialize(const Caps& caps, GLuint clientVersion)
33 {
34 mContext = NULL;
35
36 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
37
38 mDepthClearValue = 1.0f;
39 mStencilClearValue = 0;
40
41 mRasterizer.rasterizerDiscard = false;
42 mRasterizer.cullFace = false;
43 mRasterizer.cullMode = GL_BACK;
44 mRasterizer.frontFace = GL_CCW;
45 mRasterizer.polygonOffsetFill = false;
46 mRasterizer.polygonOffsetFactor = 0.0f;
47 mRasterizer.polygonOffsetUnits = 0.0f;
48 mRasterizer.pointDrawMode = false;
49 mRasterizer.multiSample = false;
50 mScissorTest = false;
51 mScissor.x = 0;
52 mScissor.y = 0;
53 mScissor.width = 0;
54 mScissor.height = 0;
55
56 mBlend.blend = false;
57 mBlend.sourceBlendRGB = GL_ONE;
58 mBlend.sourceBlendAlpha = GL_ONE;
59 mBlend.destBlendRGB = GL_ZERO;
60 mBlend.destBlendAlpha = GL_ZERO;
61 mBlend.blendEquationRGB = GL_FUNC_ADD;
62 mBlend.blendEquationAlpha = GL_FUNC_ADD;
63 mBlend.sampleAlphaToCoverage = false;
64 mBlend.dither = true;
65
66 mBlendColor.red = 0;
67 mBlendColor.green = 0;
68 mBlendColor.blue = 0;
69 mBlendColor.alpha = 0;
70
71 mDepthStencil.depthTest = false;
72 mDepthStencil.depthFunc = GL_LESS;
73 mDepthStencil.depthMask = true;
74 mDepthStencil.stencilTest = false;
75 mDepthStencil.stencilFunc = GL_ALWAYS;
76 mDepthStencil.stencilMask = -1;
77 mDepthStencil.stencilWritemask = -1;
78 mDepthStencil.stencilBackFunc = GL_ALWAYS;
79 mDepthStencil.stencilBackMask = -1;
80 mDepthStencil.stencilBackWritemask = -1;
81 mDepthStencil.stencilFail = GL_KEEP;
82 mDepthStencil.stencilPassDepthFail = GL_KEEP;
83 mDepthStencil.stencilPassDepthPass = GL_KEEP;
84 mDepthStencil.stencilBackFail = GL_KEEP;
85 mDepthStencil.stencilBackPassDepthFail = GL_KEEP;
86 mDepthStencil.stencilBackPassDepthPass = GL_KEEP;
87
88 mStencilRef = 0;
89 mStencilBackRef = 0;
90
91 mSampleCoverage = false;
92 mSampleCoverageValue = 1.0f;
93 mSampleCoverageInvert = false;
94 mGenerateMipmapHint = GL_DONT_CARE;
95 mFragmentShaderDerivativeHint = GL_DONT_CARE;
96
97 mLineWidth = 1.0f;
98
99 mViewport.x = 0;
100 mViewport.y = 0;
101 mViewport.width = 0;
102 mViewport.height = 0;
103 mNearZ = 0.0f;
104 mFarZ = 1.0f;
105
106 mBlend.colorMaskRed = true;
107 mBlend.colorMaskGreen = true;
108 mBlend.colorMaskBlue = true;
109 mBlend.colorMaskAlpha = true;
110
111 mActiveSampler = 0;
112
113 const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f };
114 for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++)
115 {
116 mVertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues);
117 }
118
119 mSamplerTextures[GL_TEXTURE_2D].resize(caps.maxCombinedTextureImageUnits);
120 mSamplerTextures[GL_TEXTURE_CUBE_MAP].resize(caps.maxCombinedTextureImageUnits);
121 if (clientVersion >= 3)
122 {
123 // TODO: These could also be enabled via extension
124 mSamplerTextures[GL_TEXTURE_2D_ARRAY].resize(caps.maxCombinedTextureImageUnits);
125 mSamplerTextures[GL_TEXTURE_3D].resize(caps.maxCombinedTextureImageUnits);
126 }
127
128 mSamplers.resize(caps.maxCombinedTextureImageUnits);
129
130 mActiveQueries[GL_ANY_SAMPLES_PASSED].set(NULL);
131 mActiveQueries[GL_ANY_SAMPLES_PASSED_CONSERVATIVE].set(NULL);
132 mActiveQueries[GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN].set(NULL);
133
134 mCurrentProgramId = 0;
135 mCurrentProgramBinary.set(NULL);
136
137 mReadFramebuffer = NULL;
138 mDrawFramebuffer = NULL;
139 }
140
reset()141 void State::reset()
142 {
143 for (TextureBindingMap::iterator bindingVec = mSamplerTextures.begin(); bindingVec != mSamplerTextures.end(); bindingVec++)
144 {
145 TextureBindingVector &textureVector = bindingVec->second;
146 for (size_t textureIdx = 0; textureIdx < textureVector.size(); textureIdx++)
147 {
148 textureVector[textureIdx].set(NULL);
149 }
150 }
151 for (size_t samplerIdx = 0; samplerIdx < mSamplers.size(); samplerIdx++)
152 {
153 mSamplers[samplerIdx].set(NULL);
154 }
155
156 const GLfloat defaultFloatValues[] = { 0.0f, 0.0f, 0.0f, 1.0f };
157 for (int attribIndex = 0; attribIndex < MAX_VERTEX_ATTRIBS; attribIndex++)
158 {
159 mVertexAttribCurrentValues[attribIndex].setFloatValues(defaultFloatValues);
160 }
161
162 mArrayBuffer.set(NULL);
163 mRenderbuffer.set(NULL);
164
165 mTransformFeedback.set(NULL);
166
167 for (State::ActiveQueryMap::iterator i = mActiveQueries.begin(); i != mActiveQueries.end(); i++)
168 {
169 i->second.set(NULL);
170 }
171
172 mGenericUniformBuffer.set(NULL);
173 for (int i = 0; i < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS; i++)
174 {
175 mUniformBuffers[i].set(NULL);
176 }
177
178 mGenericTransformFeedbackBuffer.set(NULL);
179 for (int i = 0; i < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS; i++)
180 {
181 mTransformFeedbackBuffers[i].set(NULL);
182 }
183
184 mCopyReadBuffer.set(NULL);
185 mCopyWriteBuffer.set(NULL);
186
187 mPack.pixelBuffer.set(NULL);
188 mUnpack.pixelBuffer.set(NULL);
189 }
190
getRasterizerState() const191 const RasterizerState &State::getRasterizerState() const
192 {
193 return mRasterizer;
194 }
195
getBlendState() const196 const BlendState &State::getBlendState() const
197 {
198 return mBlend;
199 }
200
getDepthStencilState() const201 const DepthStencilState &State::getDepthStencilState() const
202 {
203 return mDepthStencil;
204 }
205
setClearColor(float red,float green,float blue,float alpha)206 void State::setClearColor(float red, float green, float blue, float alpha)
207 {
208 mColorClearValue.red = red;
209 mColorClearValue.green = green;
210 mColorClearValue.blue = blue;
211 mColorClearValue.alpha = alpha;
212 }
213
setClearDepth(float depth)214 void State::setClearDepth(float depth)
215 {
216 mDepthClearValue = depth;
217 }
218
setClearStencil(int stencil)219 void State::setClearStencil(int stencil)
220 {
221 mStencilClearValue = stencil;
222 }
223
getClearParameters(GLbitfield mask) const224 ClearParameters State::getClearParameters(GLbitfield mask) const
225 {
226 ClearParameters clearParams = { 0 };
227 for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
228 {
229 clearParams.clearColor[i] = false;
230 }
231 clearParams.colorFClearValue = mColorClearValue;
232 clearParams.colorClearType = GL_FLOAT;
233 clearParams.colorMaskRed = mBlend.colorMaskRed;
234 clearParams.colorMaskGreen = mBlend.colorMaskGreen;
235 clearParams.colorMaskBlue = mBlend.colorMaskBlue;
236 clearParams.colorMaskAlpha = mBlend.colorMaskAlpha;
237 clearParams.clearDepth = false;
238 clearParams.depthClearValue = mDepthClearValue;
239 clearParams.clearStencil = false;
240 clearParams.stencilClearValue = mStencilClearValue;
241 clearParams.stencilWriteMask = mDepthStencil.stencilWritemask;
242 clearParams.scissorEnabled = mScissorTest;
243 clearParams.scissor = mScissor;
244
245 const Framebuffer *framebufferObject = getDrawFramebuffer();
246 if (mask & GL_COLOR_BUFFER_BIT)
247 {
248 if (framebufferObject->hasEnabledColorAttachment())
249 {
250 for (unsigned int i = 0; i < ArraySize(clearParams.clearColor); i++)
251 {
252 clearParams.clearColor[i] = true;
253 }
254 }
255 }
256
257 if (mask & GL_DEPTH_BUFFER_BIT)
258 {
259 if (mDepthStencil.depthMask && framebufferObject->getDepthbuffer() != NULL)
260 {
261 clearParams.clearDepth = true;
262 }
263 }
264
265 if (mask & GL_STENCIL_BUFFER_BIT)
266 {
267 if (framebufferObject->getStencilbuffer() != NULL)
268 {
269 GLenum stencilActualFormat = framebufferObject->getStencilbuffer()->getActualFormat();
270 if (GetInternalFormatInfo(stencilActualFormat).stencilBits > 0)
271 {
272 clearParams.clearStencil = true;
273 }
274 }
275 }
276
277 return clearParams;
278 }
279
setColorMask(bool red,bool green,bool blue,bool alpha)280 void State::setColorMask(bool red, bool green, bool blue, bool alpha)
281 {
282 mBlend.colorMaskRed = red;
283 mBlend.colorMaskGreen = green;
284 mBlend.colorMaskBlue = blue;
285 mBlend.colorMaskAlpha = alpha;
286 }
287
setDepthMask(bool mask)288 void State::setDepthMask(bool mask)
289 {
290 mDepthStencil.depthMask = mask;
291 }
292
isRasterizerDiscardEnabled() const293 bool State::isRasterizerDiscardEnabled() const
294 {
295 return mRasterizer.rasterizerDiscard;
296 }
297
setRasterizerDiscard(bool enabled)298 void State::setRasterizerDiscard(bool enabled)
299 {
300 mRasterizer.rasterizerDiscard = enabled;
301 }
302
isCullFaceEnabled() const303 bool State::isCullFaceEnabled() const
304 {
305 return mRasterizer.cullFace;
306 }
307
setCullFace(bool enabled)308 void State::setCullFace(bool enabled)
309 {
310 mRasterizer.cullFace = enabled;
311 }
312
setCullMode(GLenum mode)313 void State::setCullMode(GLenum mode)
314 {
315 mRasterizer.cullMode = mode;
316 }
317
setFrontFace(GLenum front)318 void State::setFrontFace(GLenum front)
319 {
320 mRasterizer.frontFace = front;
321 }
322
isDepthTestEnabled() const323 bool State::isDepthTestEnabled() const
324 {
325 return mDepthStencil.depthTest;
326 }
327
setDepthTest(bool enabled)328 void State::setDepthTest(bool enabled)
329 {
330 mDepthStencil.depthTest = enabled;
331 }
332
setDepthFunc(GLenum depthFunc)333 void State::setDepthFunc(GLenum depthFunc)
334 {
335 mDepthStencil.depthFunc = depthFunc;
336 }
337
setDepthRange(float zNear,float zFar)338 void State::setDepthRange(float zNear, float zFar)
339 {
340 mNearZ = zNear;
341 mFarZ = zFar;
342 }
343
getDepthRange(float * zNear,float * zFar) const344 void State::getDepthRange(float *zNear, float *zFar) const
345 {
346 *zNear = mNearZ;
347 *zFar = mFarZ;
348 }
349
isBlendEnabled() const350 bool State::isBlendEnabled() const
351 {
352 return mBlend.blend;
353 }
354
setBlend(bool enabled)355 void State::setBlend(bool enabled)
356 {
357 mBlend.blend = enabled;
358 }
359
setBlendFactors(GLenum sourceRGB,GLenum destRGB,GLenum sourceAlpha,GLenum destAlpha)360 void State::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
361 {
362 mBlend.sourceBlendRGB = sourceRGB;
363 mBlend.destBlendRGB = destRGB;
364 mBlend.sourceBlendAlpha = sourceAlpha;
365 mBlend.destBlendAlpha = destAlpha;
366 }
367
setBlendColor(float red,float green,float blue,float alpha)368 void State::setBlendColor(float red, float green, float blue, float alpha)
369 {
370 mBlendColor.red = red;
371 mBlendColor.green = green;
372 mBlendColor.blue = blue;
373 mBlendColor.alpha = alpha;
374 }
375
setBlendEquation(GLenum rgbEquation,GLenum alphaEquation)376 void State::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
377 {
378 mBlend.blendEquationRGB = rgbEquation;
379 mBlend.blendEquationAlpha = alphaEquation;
380 }
381
getBlendColor() const382 const ColorF &State::getBlendColor() const
383 {
384 return mBlendColor;
385 }
386
isStencilTestEnabled() const387 bool State::isStencilTestEnabled() const
388 {
389 return mDepthStencil.stencilTest;
390 }
391
setStencilTest(bool enabled)392 void State::setStencilTest(bool enabled)
393 {
394 mDepthStencil.stencilTest = enabled;
395 }
396
setStencilParams(GLenum stencilFunc,GLint stencilRef,GLuint stencilMask)397 void State::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
398 {
399 mDepthStencil.stencilFunc = stencilFunc;
400 mStencilRef = (stencilRef > 0) ? stencilRef : 0;
401 mDepthStencil.stencilMask = stencilMask;
402 }
403
setStencilBackParams(GLenum stencilBackFunc,GLint stencilBackRef,GLuint stencilBackMask)404 void State::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
405 {
406 mDepthStencil.stencilBackFunc = stencilBackFunc;
407 mStencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
408 mDepthStencil.stencilBackMask = stencilBackMask;
409 }
410
setStencilWritemask(GLuint stencilWritemask)411 void State::setStencilWritemask(GLuint stencilWritemask)
412 {
413 mDepthStencil.stencilWritemask = stencilWritemask;
414 }
415
setStencilBackWritemask(GLuint stencilBackWritemask)416 void State::setStencilBackWritemask(GLuint stencilBackWritemask)
417 {
418 mDepthStencil.stencilBackWritemask = stencilBackWritemask;
419 }
420
setStencilOperations(GLenum stencilFail,GLenum stencilPassDepthFail,GLenum stencilPassDepthPass)421 void State::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
422 {
423 mDepthStencil.stencilFail = stencilFail;
424 mDepthStencil.stencilPassDepthFail = stencilPassDepthFail;
425 mDepthStencil.stencilPassDepthPass = stencilPassDepthPass;
426 }
427
setStencilBackOperations(GLenum stencilBackFail,GLenum stencilBackPassDepthFail,GLenum stencilBackPassDepthPass)428 void State::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
429 {
430 mDepthStencil.stencilBackFail = stencilBackFail;
431 mDepthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
432 mDepthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
433 }
434
getStencilRef() const435 GLint State::getStencilRef() const
436 {
437 return mStencilRef;
438 }
439
getStencilBackRef() const440 GLint State::getStencilBackRef() const
441 {
442 return mStencilBackRef;
443 }
444
isPolygonOffsetFillEnabled() const445 bool State::isPolygonOffsetFillEnabled() const
446 {
447 return mRasterizer.polygonOffsetFill;
448 }
449
setPolygonOffsetFill(bool enabled)450 void State::setPolygonOffsetFill(bool enabled)
451 {
452 mRasterizer.polygonOffsetFill = enabled;
453 }
454
setPolygonOffsetParams(GLfloat factor,GLfloat units)455 void State::setPolygonOffsetParams(GLfloat factor, GLfloat units)
456 {
457 // An application can pass NaN values here, so handle this gracefully
458 mRasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor;
459 mRasterizer.polygonOffsetUnits = units != units ? 0.0f : units;
460 }
461
isSampleAlphaToCoverageEnabled() const462 bool State::isSampleAlphaToCoverageEnabled() const
463 {
464 return mBlend.sampleAlphaToCoverage;
465 }
466
setSampleAlphaToCoverage(bool enabled)467 void State::setSampleAlphaToCoverage(bool enabled)
468 {
469 mBlend.sampleAlphaToCoverage = enabled;
470 }
471
isSampleCoverageEnabled() const472 bool State::isSampleCoverageEnabled() const
473 {
474 return mSampleCoverage;
475 }
476
setSampleCoverage(bool enabled)477 void State::setSampleCoverage(bool enabled)
478 {
479 mSampleCoverage = enabled;
480 }
481
setSampleCoverageParams(GLclampf value,bool invert)482 void State::setSampleCoverageParams(GLclampf value, bool invert)
483 {
484 mSampleCoverageValue = value;
485 mSampleCoverageInvert = invert;
486 }
487
getSampleCoverageParams(GLclampf * value,bool * invert)488 void State::getSampleCoverageParams(GLclampf *value, bool *invert)
489 {
490 ASSERT(value != NULL && invert != NULL);
491
492 *value = mSampleCoverageValue;
493 *invert = mSampleCoverageInvert;
494 }
495
isScissorTestEnabled() const496 bool State::isScissorTestEnabled() const
497 {
498 return mScissorTest;
499 }
500
setScissorTest(bool enabled)501 void State::setScissorTest(bool enabled)
502 {
503 mScissorTest = enabled;
504 }
505
setScissorParams(GLint x,GLint y,GLsizei width,GLsizei height)506 void State::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
507 {
508 mScissor.x = x;
509 mScissor.y = y;
510 mScissor.width = width;
511 mScissor.height = height;
512 }
513
getScissor() const514 const Rectangle &State::getScissor() const
515 {
516 return mScissor;
517 }
518
isDitherEnabled() const519 bool State::isDitherEnabled() const
520 {
521 return mBlend.dither;
522 }
523
setDither(bool enabled)524 void State::setDither(bool enabled)
525 {
526 mBlend.dither = enabled;
527 }
528
setEnableFeature(GLenum feature,bool enabled)529 void State::setEnableFeature(GLenum feature, bool enabled)
530 {
531 switch (feature)
532 {
533 case GL_CULL_FACE: setCullFace(enabled); break;
534 case GL_POLYGON_OFFSET_FILL: setPolygonOffsetFill(enabled); break;
535 case GL_SAMPLE_ALPHA_TO_COVERAGE: setSampleAlphaToCoverage(enabled); break;
536 case GL_SAMPLE_COVERAGE: setSampleCoverage(enabled); break;
537 case GL_SCISSOR_TEST: setScissorTest(enabled); break;
538 case GL_STENCIL_TEST: setStencilTest(enabled); break;
539 case GL_DEPTH_TEST: setDepthTest(enabled); break;
540 case GL_BLEND: setBlend(enabled); break;
541 case GL_DITHER: setDither(enabled); break;
542 case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED(); break;
543 case GL_RASTERIZER_DISCARD: setRasterizerDiscard(enabled); break;
544 default: UNREACHABLE();
545 }
546 }
547
getEnableFeature(GLenum feature)548 bool State::getEnableFeature(GLenum feature)
549 {
550 switch (feature)
551 {
552 case GL_CULL_FACE: return isCullFaceEnabled();
553 case GL_POLYGON_OFFSET_FILL: return isPolygonOffsetFillEnabled();
554 case GL_SAMPLE_ALPHA_TO_COVERAGE: return isSampleAlphaToCoverageEnabled();
555 case GL_SAMPLE_COVERAGE: return isSampleCoverageEnabled();
556 case GL_SCISSOR_TEST: return isScissorTestEnabled();
557 case GL_STENCIL_TEST: return isStencilTestEnabled();
558 case GL_DEPTH_TEST: return isDepthTestEnabled();
559 case GL_BLEND: return isBlendEnabled();
560 case GL_DITHER: return isDitherEnabled();
561 case GL_PRIMITIVE_RESTART_FIXED_INDEX: UNIMPLEMENTED(); return false;
562 case GL_RASTERIZER_DISCARD: return isRasterizerDiscardEnabled();
563 default: UNREACHABLE(); return false;
564 }
565 }
566
setLineWidth(GLfloat width)567 void State::setLineWidth(GLfloat width)
568 {
569 mLineWidth = width;
570 }
571
setGenerateMipmapHint(GLenum hint)572 void State::setGenerateMipmapHint(GLenum hint)
573 {
574 mGenerateMipmapHint = hint;
575 }
576
setFragmentShaderDerivativeHint(GLenum hint)577 void State::setFragmentShaderDerivativeHint(GLenum hint)
578 {
579 mFragmentShaderDerivativeHint = hint;
580 // TODO: Propagate the hint to shader translator so we can write
581 // ddx, ddx_coarse, or ddx_fine depending on the hint.
582 // Ignore for now. It is valid for implementations to ignore hint.
583 }
584
setViewportParams(GLint x,GLint y,GLsizei width,GLsizei height)585 void State::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
586 {
587 mViewport.x = x;
588 mViewport.y = y;
589 mViewport.width = width;
590 mViewport.height = height;
591 }
592
getViewport() const593 const Rectangle &State::getViewport() const
594 {
595 return mViewport;
596 }
597
setActiveSampler(unsigned int active)598 void State::setActiveSampler(unsigned int active)
599 {
600 mActiveSampler = active;
601 }
602
getActiveSampler() const603 unsigned int State::getActiveSampler() const
604 {
605 return mActiveSampler;
606 }
607
setSamplerTexture(GLenum type,Texture * texture)608 void State::setSamplerTexture(GLenum type, Texture *texture)
609 {
610 mSamplerTextures[type][mActiveSampler].set(texture);
611 }
612
getSamplerTexture(unsigned int sampler,GLenum type) const613 Texture *State::getSamplerTexture(unsigned int sampler, GLenum type) const
614 {
615 const BindingPointer<Texture>& binding = mSamplerTextures.at(type)[sampler];
616
617 if (binding.id() == 0) // Special case: 0 refers to default textures held by Context
618 {
619 return NULL;
620 }
621
622 return binding.get();
623 }
624
getSamplerTextureId(unsigned int sampler,GLenum type) const625 GLuint State::getSamplerTextureId(unsigned int sampler, GLenum type) const
626 {
627 return mSamplerTextures.at(type)[sampler].id();
628 }
629
detachTexture(GLuint texture)630 void State::detachTexture(GLuint texture)
631 {
632 // Textures have a detach method on State rather than a simple
633 // removeBinding, because the zero/null texture objects are managed
634 // separately, and don't have to go through the Context's maps or
635 // the ResourceManager.
636
637 // [OpenGL ES 2.0.24] section 3.8 page 84:
638 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
639 // rebound to texture object zero
640
641 for (TextureBindingMap::iterator bindingVec = mSamplerTextures.begin(); bindingVec != mSamplerTextures.end(); bindingVec++)
642 {
643 TextureBindingVector &textureVector = bindingVec->second;
644 for (size_t textureIdx = 0; textureIdx < textureVector.size(); textureIdx++)
645 {
646 BindingPointer<Texture> &binding = textureVector[textureIdx];
647 if (binding.id() == texture)
648 {
649 binding.set(NULL);
650 }
651 }
652 }
653
654 // [OpenGL ES 2.0.24] section 4.4 page 112:
655 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
656 // as if Texture2DAttachment had been called, with a texture of 0, for each attachment point to which this
657 // image was attached in the currently bound framebuffer.
658
659 if (mReadFramebuffer)
660 {
661 mReadFramebuffer->detachTexture(texture);
662 }
663
664 if (mDrawFramebuffer)
665 {
666 mDrawFramebuffer->detachTexture(texture);
667 }
668 }
669
setSamplerBinding(GLuint textureUnit,Sampler * sampler)670 void State::setSamplerBinding(GLuint textureUnit, Sampler *sampler)
671 {
672 mSamplers[textureUnit].set(sampler);
673 }
674
getSamplerId(GLuint textureUnit) const675 GLuint State::getSamplerId(GLuint textureUnit) const
676 {
677 ASSERT(textureUnit < mSamplers.size());
678 return mSamplers[textureUnit].id();
679 }
680
getSampler(GLuint textureUnit) const681 Sampler *State::getSampler(GLuint textureUnit) const
682 {
683 return mSamplers[textureUnit].get();
684 }
685
detachSampler(GLuint sampler)686 void State::detachSampler(GLuint sampler)
687 {
688 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
689 // If a sampler object that is currently bound to one or more texture units is
690 // deleted, it is as though BindSampler is called once for each texture unit to
691 // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
692 for (size_t textureUnit = 0; textureUnit < mSamplers.size(); textureUnit++)
693 {
694 BindingPointer<Sampler> &samplerBinding = mSamplers[textureUnit];
695 if (samplerBinding.id() == sampler)
696 {
697 samplerBinding.set(NULL);
698 }
699 }
700 }
701
setRenderbufferBinding(Renderbuffer * renderbuffer)702 void State::setRenderbufferBinding(Renderbuffer *renderbuffer)
703 {
704 mRenderbuffer.set(renderbuffer);
705 }
706
getRenderbufferId() const707 GLuint State::getRenderbufferId() const
708 {
709 return mRenderbuffer.id();
710 }
711
getCurrentRenderbuffer()712 Renderbuffer *State::getCurrentRenderbuffer()
713 {
714 return mRenderbuffer.get();
715 }
716
detachRenderbuffer(GLuint renderbuffer)717 void State::detachRenderbuffer(GLuint renderbuffer)
718 {
719 // [OpenGL ES 2.0.24] section 4.4 page 109:
720 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
721 // had been executed with the target RENDERBUFFER and name of zero.
722
723 if (mRenderbuffer.id() == renderbuffer)
724 {
725 mRenderbuffer.set(NULL);
726 }
727
728 // [OpenGL ES 2.0.24] section 4.4 page 111:
729 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
730 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
731 // point to which this image was attached in the currently bound framebuffer.
732
733 Framebuffer *readFramebuffer = mReadFramebuffer;
734 Framebuffer *drawFramebuffer = mDrawFramebuffer;
735
736 if (readFramebuffer)
737 {
738 readFramebuffer->detachRenderbuffer(renderbuffer);
739 }
740
741 if (drawFramebuffer && drawFramebuffer != readFramebuffer)
742 {
743 drawFramebuffer->detachRenderbuffer(renderbuffer);
744 }
745
746 }
747
setReadFramebufferBinding(Framebuffer * framebuffer)748 void State::setReadFramebufferBinding(Framebuffer *framebuffer)
749 {
750 mReadFramebuffer = framebuffer;
751 }
752
setDrawFramebufferBinding(Framebuffer * framebuffer)753 void State::setDrawFramebufferBinding(Framebuffer *framebuffer)
754 {
755 mDrawFramebuffer = framebuffer;
756 }
757
getTargetFramebuffer(GLenum target) const758 Framebuffer *State::getTargetFramebuffer(GLenum target) const
759 {
760 switch (target)
761 {
762 case GL_READ_FRAMEBUFFER_ANGLE: return mReadFramebuffer;
763 case GL_DRAW_FRAMEBUFFER_ANGLE:
764 case GL_FRAMEBUFFER: return mDrawFramebuffer;
765 default: UNREACHABLE(); return NULL;
766 }
767 }
768
getReadFramebuffer()769 Framebuffer *State::getReadFramebuffer()
770 {
771 return mReadFramebuffer;
772 }
773
getDrawFramebuffer()774 Framebuffer *State::getDrawFramebuffer()
775 {
776 return mDrawFramebuffer;
777 }
778
getReadFramebuffer() const779 const Framebuffer *State::getReadFramebuffer() const
780 {
781 return mReadFramebuffer;
782 }
783
getDrawFramebuffer() const784 const Framebuffer *State::getDrawFramebuffer() const
785 {
786 return mDrawFramebuffer;
787 }
788
removeReadFramebufferBinding(GLuint framebuffer)789 bool State::removeReadFramebufferBinding(GLuint framebuffer)
790 {
791 if (mReadFramebuffer->id() == framebuffer)
792 {
793 mReadFramebuffer = NULL;
794 return true;
795 }
796
797 return false;
798 }
799
removeDrawFramebufferBinding(GLuint framebuffer)800 bool State::removeDrawFramebufferBinding(GLuint framebuffer)
801 {
802 if (mDrawFramebuffer->id() == framebuffer)
803 {
804 mDrawFramebuffer = NULL;
805 return true;
806 }
807
808 return false;
809 }
810
setVertexArrayBinding(VertexArray * vertexArray)811 void State::setVertexArrayBinding(VertexArray *vertexArray)
812 {
813 mVertexArray = vertexArray;
814 }
815
getVertexArrayId() const816 GLuint State::getVertexArrayId() const
817 {
818 ASSERT(mVertexArray != NULL);
819 return mVertexArray->id();
820 }
821
getVertexArray() const822 VertexArray *State::getVertexArray() const
823 {
824 ASSERT(mVertexArray != NULL);
825 return mVertexArray;
826 }
827
removeVertexArrayBinding(GLuint vertexArray)828 bool State::removeVertexArrayBinding(GLuint vertexArray)
829 {
830 if (mVertexArray->id() == vertexArray)
831 {
832 mVertexArray = NULL;
833 return true;
834 }
835
836 return false;
837 }
838
setCurrentProgram(GLuint programId,Program * newProgram)839 void State::setCurrentProgram(GLuint programId, Program *newProgram)
840 {
841 mCurrentProgramId = programId; // set new ID before trying to delete program binary; otherwise it will only be flagged for deletion
842 mCurrentProgramBinary.set(NULL);
843
844 if (newProgram)
845 {
846 newProgram->addRef();
847 mCurrentProgramBinary.set(newProgram->getProgramBinary());
848 }
849 }
850
setCurrentProgramBinary(ProgramBinary * binary)851 void State::setCurrentProgramBinary(ProgramBinary *binary)
852 {
853 mCurrentProgramBinary.set(binary);
854 }
855
getCurrentProgramId() const856 GLuint State::getCurrentProgramId() const
857 {
858 return mCurrentProgramId;
859 }
860
getCurrentProgramBinary() const861 ProgramBinary *State::getCurrentProgramBinary() const
862 {
863 return mCurrentProgramBinary.get();
864 }
865
setTransformFeedbackBinding(TransformFeedback * transformFeedback)866 void State::setTransformFeedbackBinding(TransformFeedback *transformFeedback)
867 {
868 mTransformFeedback.set(transformFeedback);
869 }
870
getCurrentTransformFeedback() const871 TransformFeedback *State::getCurrentTransformFeedback() const
872 {
873 return mTransformFeedback.get();
874 }
875
detachTransformFeedback(GLuint transformFeedback)876 void State::detachTransformFeedback(GLuint transformFeedback)
877 {
878 if (mTransformFeedback.id() == transformFeedback)
879 {
880 mTransformFeedback.set(NULL);
881 }
882 }
883
isQueryActive() const884 bool State::isQueryActive() const
885 {
886 for (State::ActiveQueryMap::const_iterator i = mActiveQueries.begin();
887 i != mActiveQueries.end(); i++)
888 {
889 if (i->second.get() != NULL)
890 {
891 return true;
892 }
893 }
894
895 return false;
896 }
897
setActiveQuery(GLenum target,Query * query)898 void State::setActiveQuery(GLenum target, Query *query)
899 {
900 mActiveQueries[target].set(query);
901 }
902
getActiveQueryId(GLenum target) const903 GLuint State::getActiveQueryId(GLenum target) const
904 {
905 const Query *query = getActiveQuery(target);
906 return (query ? query->id() : 0u);
907 }
908
getActiveQuery(GLenum target) const909 Query *State::getActiveQuery(GLenum target) const
910 {
911 // All query types should already exist in the activeQueries map
912 ASSERT(mActiveQueries.find(target) != mActiveQueries.end());
913
914 return mActiveQueries.at(target).get();
915 }
916
setArrayBufferBinding(Buffer * buffer)917 void State::setArrayBufferBinding(Buffer *buffer)
918 {
919 mArrayBuffer.set(buffer);
920 }
921
getArrayBufferId() const922 GLuint State::getArrayBufferId() const
923 {
924 return mArrayBuffer.id();
925 }
926
removeArrayBufferBinding(GLuint buffer)927 bool State::removeArrayBufferBinding(GLuint buffer)
928 {
929 if (mArrayBuffer.id() == buffer)
930 {
931 mArrayBuffer.set(NULL);
932 return true;
933 }
934
935 return false;
936 }
937
setGenericUniformBufferBinding(Buffer * buffer)938 void State::setGenericUniformBufferBinding(Buffer *buffer)
939 {
940 mGenericUniformBuffer.set(buffer);
941 }
942
setIndexedUniformBufferBinding(GLuint index,Buffer * buffer,GLintptr offset,GLsizeiptr size)943 void State::setIndexedUniformBufferBinding(GLuint index, Buffer *buffer, GLintptr offset, GLsizeiptr size)
944 {
945 mUniformBuffers[index].set(buffer, offset, size);
946 }
947
getIndexedUniformBufferId(GLuint index) const948 GLuint State::getIndexedUniformBufferId(GLuint index) const
949 {
950 ASSERT(index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS);
951
952 return mUniformBuffers[index].id();
953 }
954
getIndexedUniformBuffer(GLuint index) const955 Buffer *State::getIndexedUniformBuffer(GLuint index) const
956 {
957 ASSERT(index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS);
958
959 return mUniformBuffers[index].get();
960 }
961
setGenericTransformFeedbackBufferBinding(Buffer * buffer)962 void State::setGenericTransformFeedbackBufferBinding(Buffer *buffer)
963 {
964 mGenericTransformFeedbackBuffer.set(buffer);
965 }
966
setIndexedTransformFeedbackBufferBinding(GLuint index,Buffer * buffer,GLintptr offset,GLsizeiptr size)967 void State::setIndexedTransformFeedbackBufferBinding(GLuint index, Buffer *buffer, GLintptr offset, GLsizeiptr size)
968 {
969 mTransformFeedbackBuffers[index].set(buffer, offset, size);
970 }
971
getIndexedTransformFeedbackBufferId(GLuint index) const972 GLuint State::getIndexedTransformFeedbackBufferId(GLuint index) const
973 {
974 ASSERT(index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
975
976 return mTransformFeedbackBuffers[index].id();
977 }
978
getIndexedTransformFeedbackBuffer(GLuint index) const979 Buffer *State::getIndexedTransformFeedbackBuffer(GLuint index) const
980 {
981 ASSERT(index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
982
983 return mTransformFeedbackBuffers[index].get();
984 }
985
getIndexedTransformFeedbackBufferOffset(GLuint index) const986 GLuint State::getIndexedTransformFeedbackBufferOffset(GLuint index) const
987 {
988 ASSERT(index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS);
989
990 return mTransformFeedbackBuffers[index].getOffset();
991 }
992
setCopyReadBufferBinding(Buffer * buffer)993 void State::setCopyReadBufferBinding(Buffer *buffer)
994 {
995 mCopyReadBuffer.set(buffer);
996 }
997
setCopyWriteBufferBinding(Buffer * buffer)998 void State::setCopyWriteBufferBinding(Buffer *buffer)
999 {
1000 mCopyWriteBuffer.set(buffer);
1001 }
1002
setPixelPackBufferBinding(Buffer * buffer)1003 void State::setPixelPackBufferBinding(Buffer *buffer)
1004 {
1005 mPack.pixelBuffer.set(buffer);
1006 }
1007
setPixelUnpackBufferBinding(Buffer * buffer)1008 void State::setPixelUnpackBufferBinding(Buffer *buffer)
1009 {
1010 mUnpack.pixelBuffer.set(buffer);
1011 }
1012
getTargetBuffer(GLenum target) const1013 Buffer *State::getTargetBuffer(GLenum target) const
1014 {
1015 switch (target)
1016 {
1017 case GL_ARRAY_BUFFER: return mArrayBuffer.get();
1018 case GL_COPY_READ_BUFFER: return mCopyReadBuffer.get();
1019 case GL_COPY_WRITE_BUFFER: return mCopyWriteBuffer.get();
1020 case GL_ELEMENT_ARRAY_BUFFER: return getVertexArray()->getElementArrayBuffer();
1021 case GL_PIXEL_PACK_BUFFER: return mPack.pixelBuffer.get();
1022 case GL_PIXEL_UNPACK_BUFFER: return mUnpack.pixelBuffer.get();
1023 case GL_TRANSFORM_FEEDBACK_BUFFER: return mGenericTransformFeedbackBuffer.get();
1024 case GL_UNIFORM_BUFFER: return mGenericUniformBuffer.get();
1025 default: UNREACHABLE(); return NULL;
1026 }
1027 }
1028
setEnableVertexAttribArray(unsigned int attribNum,bool enabled)1029 void State::setEnableVertexAttribArray(unsigned int attribNum, bool enabled)
1030 {
1031 getVertexArray()->enableAttribute(attribNum, enabled);
1032 }
1033
setVertexAttribf(GLuint index,const GLfloat values[4])1034 void State::setVertexAttribf(GLuint index, const GLfloat values[4])
1035 {
1036 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
1037 mVertexAttribCurrentValues[index].setFloatValues(values);
1038 }
1039
setVertexAttribu(GLuint index,const GLuint values[4])1040 void State::setVertexAttribu(GLuint index, const GLuint values[4])
1041 {
1042 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
1043 mVertexAttribCurrentValues[index].setUnsignedIntValues(values);
1044 }
1045
setVertexAttribi(GLuint index,const GLint values[4])1046 void State::setVertexAttribi(GLuint index, const GLint values[4])
1047 {
1048 ASSERT(index < gl::MAX_VERTEX_ATTRIBS);
1049 mVertexAttribCurrentValues[index].setIntValues(values);
1050 }
1051
setVertexAttribState(unsigned int attribNum,Buffer * boundBuffer,GLint size,GLenum type,bool normalized,bool pureInteger,GLsizei stride,const void * pointer)1052 void State::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
1053 bool pureInteger, GLsizei stride, const void *pointer)
1054 {
1055 getVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer);
1056 }
1057
getVertexAttribState(unsigned int attribNum) const1058 const VertexAttribute &State::getVertexAttribState(unsigned int attribNum) const
1059 {
1060 return getVertexArray()->getVertexAttribute(attribNum);
1061 }
1062
getVertexAttribCurrentValue(unsigned int attribNum) const1063 const VertexAttribCurrentValueData &State::getVertexAttribCurrentValue(unsigned int attribNum) const
1064 {
1065 ASSERT(attribNum < MAX_VERTEX_ATTRIBS);
1066 return mVertexAttribCurrentValues[attribNum];
1067 }
1068
getVertexAttribCurrentValues() const1069 const VertexAttribCurrentValueData *State::getVertexAttribCurrentValues() const
1070 {
1071 return mVertexAttribCurrentValues;
1072 }
1073
getVertexAttribPointer(unsigned int attribNum) const1074 const void *State::getVertexAttribPointer(unsigned int attribNum) const
1075 {
1076 return getVertexArray()->getVertexAttribute(attribNum).pointer;
1077 }
1078
setPackAlignment(GLint alignment)1079 void State::setPackAlignment(GLint alignment)
1080 {
1081 mPack.alignment = alignment;
1082 }
1083
getPackAlignment() const1084 GLint State::getPackAlignment() const
1085 {
1086 return mPack.alignment;
1087 }
1088
setPackReverseRowOrder(bool reverseRowOrder)1089 void State::setPackReverseRowOrder(bool reverseRowOrder)
1090 {
1091 mPack.reverseRowOrder = reverseRowOrder;
1092 }
1093
getPackReverseRowOrder() const1094 bool State::getPackReverseRowOrder() const
1095 {
1096 return mPack.reverseRowOrder;
1097 }
1098
getPackState() const1099 const PixelPackState &State::getPackState() const
1100 {
1101 return mPack;
1102 }
1103
setUnpackAlignment(GLint alignment)1104 void State::setUnpackAlignment(GLint alignment)
1105 {
1106 mUnpack.alignment = alignment;
1107 }
1108
getUnpackAlignment() const1109 GLint State::getUnpackAlignment() const
1110 {
1111 return mUnpack.alignment;
1112 }
1113
getUnpackState() const1114 const PixelUnpackState &State::getUnpackState() const
1115 {
1116 return mUnpack;
1117 }
1118
getBooleanv(GLenum pname,GLboolean * params)1119 void State::getBooleanv(GLenum pname, GLboolean *params)
1120 {
1121 switch (pname)
1122 {
1123 case GL_SAMPLE_COVERAGE_INVERT: *params = mSampleCoverageInvert; break;
1124 case GL_DEPTH_WRITEMASK: *params = mDepthStencil.depthMask; break;
1125 case GL_COLOR_WRITEMASK:
1126 params[0] = mBlend.colorMaskRed;
1127 params[1] = mBlend.colorMaskGreen;
1128 params[2] = mBlend.colorMaskBlue;
1129 params[3] = mBlend.colorMaskAlpha;
1130 break;
1131 case GL_CULL_FACE: *params = mRasterizer.cullFace; break;
1132 case GL_POLYGON_OFFSET_FILL: *params = mRasterizer.polygonOffsetFill; break;
1133 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mBlend.sampleAlphaToCoverage; break;
1134 case GL_SAMPLE_COVERAGE: *params = mSampleCoverage; break;
1135 case GL_SCISSOR_TEST: *params = mScissorTest; break;
1136 case GL_STENCIL_TEST: *params = mDepthStencil.stencilTest; break;
1137 case GL_DEPTH_TEST: *params = mDepthStencil.depthTest; break;
1138 case GL_BLEND: *params = mBlend.blend; break;
1139 case GL_DITHER: *params = mBlend.dither; break;
1140 case GL_TRANSFORM_FEEDBACK_ACTIVE: *params = getCurrentTransformFeedback()->isStarted(); break;
1141 case GL_TRANSFORM_FEEDBACK_PAUSED: *params = getCurrentTransformFeedback()->isPaused(); break;
1142 default:
1143 UNREACHABLE();
1144 break;
1145 }
1146 }
1147
getFloatv(GLenum pname,GLfloat * params)1148 void State::getFloatv(GLenum pname, GLfloat *params)
1149 {
1150 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1151 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1152 // GetIntegerv as its native query function. As it would require conversion in any
1153 // case, this should make no difference to the calling application.
1154 switch (pname)
1155 {
1156 case GL_LINE_WIDTH: *params = mLineWidth; break;
1157 case GL_SAMPLE_COVERAGE_VALUE: *params = mSampleCoverageValue; break;
1158 case GL_DEPTH_CLEAR_VALUE: *params = mDepthClearValue; break;
1159 case GL_POLYGON_OFFSET_FACTOR: *params = mRasterizer.polygonOffsetFactor; break;
1160 case GL_POLYGON_OFFSET_UNITS: *params = mRasterizer.polygonOffsetUnits; break;
1161 case GL_DEPTH_RANGE:
1162 params[0] = mNearZ;
1163 params[1] = mFarZ;
1164 break;
1165 case GL_COLOR_CLEAR_VALUE:
1166 params[0] = mColorClearValue.red;
1167 params[1] = mColorClearValue.green;
1168 params[2] = mColorClearValue.blue;
1169 params[3] = mColorClearValue.alpha;
1170 break;
1171 case GL_BLEND_COLOR:
1172 params[0] = mBlendColor.red;
1173 params[1] = mBlendColor.green;
1174 params[2] = mBlendColor.blue;
1175 params[3] = mBlendColor.alpha;
1176 break;
1177 default:
1178 UNREACHABLE();
1179 break;
1180 }
1181 }
1182
getIntegerv(GLenum pname,GLint * params)1183 void State::getIntegerv(GLenum pname, GLint *params)
1184 {
1185 if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT)
1186 {
1187 unsigned int colorAttachment = (pname - GL_DRAW_BUFFER0_EXT);
1188 ASSERT(colorAttachment < mContext->getCaps().maxDrawBuffers);
1189 Framebuffer *framebuffer = mDrawFramebuffer;
1190 *params = framebuffer->getDrawBufferState(colorAttachment);
1191 return;
1192 }
1193
1194 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1195 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1196 // GetIntegerv as its native query function. As it would require conversion in any
1197 // case, this should make no difference to the calling application. You may find it in
1198 // State::getFloatv.
1199 switch (pname)
1200 {
1201 case GL_ARRAY_BUFFER_BINDING: *params = mArrayBuffer.id(); break;
1202 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getVertexArray()->getElementArrayBufferId(); break;
1203 //case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1204 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mDrawFramebuffer->id(); break;
1205 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mReadFramebuffer->id(); break;
1206 case GL_RENDERBUFFER_BINDING: *params = mRenderbuffer.id(); break;
1207 case GL_VERTEX_ARRAY_BINDING: *params = mVertexArray->id(); break;
1208 case GL_CURRENT_PROGRAM: *params = mCurrentProgramId; break;
1209 case GL_PACK_ALIGNMENT: *params = mPack.alignment; break;
1210 case GL_PACK_REVERSE_ROW_ORDER_ANGLE: *params = mPack.reverseRowOrder; break;
1211 case GL_UNPACK_ALIGNMENT: *params = mUnpack.alignment; break;
1212 case GL_GENERATE_MIPMAP_HINT: *params = mGenerateMipmapHint; break;
1213 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mFragmentShaderDerivativeHint; break;
1214 case GL_ACTIVE_TEXTURE: *params = (mActiveSampler + GL_TEXTURE0); break;
1215 case GL_STENCIL_FUNC: *params = mDepthStencil.stencilFunc; break;
1216 case GL_STENCIL_REF: *params = mStencilRef; break;
1217 case GL_STENCIL_VALUE_MASK: *params = clampToInt(mDepthStencil.stencilMask); break;
1218 case GL_STENCIL_BACK_FUNC: *params = mDepthStencil.stencilBackFunc; break;
1219 case GL_STENCIL_BACK_REF: *params = mStencilBackRef; break;
1220 case GL_STENCIL_BACK_VALUE_MASK: *params = clampToInt(mDepthStencil.stencilBackMask); break;
1221 case GL_STENCIL_FAIL: *params = mDepthStencil.stencilFail; break;
1222 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mDepthStencil.stencilPassDepthFail; break;
1223 case GL_STENCIL_PASS_DEPTH_PASS: *params = mDepthStencil.stencilPassDepthPass; break;
1224 case GL_STENCIL_BACK_FAIL: *params = mDepthStencil.stencilBackFail; break;
1225 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mDepthStencil.stencilBackPassDepthFail; break;
1226 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mDepthStencil.stencilBackPassDepthPass; break;
1227 case GL_DEPTH_FUNC: *params = mDepthStencil.depthFunc; break;
1228 case GL_BLEND_SRC_RGB: *params = mBlend.sourceBlendRGB; break;
1229 case GL_BLEND_SRC_ALPHA: *params = mBlend.sourceBlendAlpha; break;
1230 case GL_BLEND_DST_RGB: *params = mBlend.destBlendRGB; break;
1231 case GL_BLEND_DST_ALPHA: *params = mBlend.destBlendAlpha; break;
1232 case GL_BLEND_EQUATION_RGB: *params = mBlend.blendEquationRGB; break;
1233 case GL_BLEND_EQUATION_ALPHA: *params = mBlend.blendEquationAlpha; break;
1234 case GL_STENCIL_WRITEMASK: *params = clampToInt(mDepthStencil.stencilWritemask); break;
1235 case GL_STENCIL_BACK_WRITEMASK: *params = clampToInt(mDepthStencil.stencilBackWritemask); break;
1236 case GL_STENCIL_CLEAR_VALUE: *params = mStencilClearValue; break;
1237 case GL_SAMPLE_BUFFERS:
1238 case GL_SAMPLES:
1239 {
1240 gl::Framebuffer *framebuffer = mDrawFramebuffer;
1241 if (framebuffer->completeness() == GL_FRAMEBUFFER_COMPLETE)
1242 {
1243 switch (pname)
1244 {
1245 case GL_SAMPLE_BUFFERS:
1246 if (framebuffer->getSamples() != 0)
1247 {
1248 *params = 1;
1249 }
1250 else
1251 {
1252 *params = 0;
1253 }
1254 break;
1255 case GL_SAMPLES:
1256 *params = framebuffer->getSamples();
1257 break;
1258 }
1259 }
1260 else
1261 {
1262 *params = 0;
1263 }
1264 }
1265 break;
1266 case GL_VIEWPORT:
1267 params[0] = mViewport.x;
1268 params[1] = mViewport.y;
1269 params[2] = mViewport.width;
1270 params[3] = mViewport.height;
1271 break;
1272 case GL_SCISSOR_BOX:
1273 params[0] = mScissor.x;
1274 params[1] = mScissor.y;
1275 params[2] = mScissor.width;
1276 params[3] = mScissor.height;
1277 break;
1278 case GL_CULL_FACE_MODE: *params = mRasterizer.cullMode; break;
1279 case GL_FRONT_FACE: *params = mRasterizer.frontFace; break;
1280 case GL_RED_BITS:
1281 case GL_GREEN_BITS:
1282 case GL_BLUE_BITS:
1283 case GL_ALPHA_BITS:
1284 {
1285 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1286 gl::FramebufferAttachment *colorbuffer = framebuffer->getFirstColorbuffer();
1287
1288 if (colorbuffer)
1289 {
1290 switch (pname)
1291 {
1292 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1293 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1294 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1295 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1296 }
1297 }
1298 else
1299 {
1300 *params = 0;
1301 }
1302 }
1303 break;
1304 case GL_DEPTH_BITS:
1305 {
1306 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1307 gl::FramebufferAttachment *depthbuffer = framebuffer->getDepthbuffer();
1308
1309 if (depthbuffer)
1310 {
1311 *params = depthbuffer->getDepthSize();
1312 }
1313 else
1314 {
1315 *params = 0;
1316 }
1317 }
1318 break;
1319 case GL_STENCIL_BITS:
1320 {
1321 gl::Framebuffer *framebuffer = getDrawFramebuffer();
1322 gl::FramebufferAttachment *stencilbuffer = framebuffer->getStencilbuffer();
1323
1324 if (stencilbuffer)
1325 {
1326 *params = stencilbuffer->getStencilSize();
1327 }
1328 else
1329 {
1330 *params = 0;
1331 }
1332 }
1333 break;
1334 case GL_TEXTURE_BINDING_2D:
1335 ASSERT(mActiveSampler < mContext->getCaps().maxCombinedTextureImageUnits);
1336 *params = mSamplerTextures.at(GL_TEXTURE_2D)[mActiveSampler].id();
1337 break;
1338 case GL_TEXTURE_BINDING_CUBE_MAP:
1339 ASSERT(mActiveSampler < mContext->getCaps().maxCombinedTextureImageUnits);
1340 *params = mSamplerTextures.at(GL_TEXTURE_CUBE_MAP)[mActiveSampler].id();
1341 break;
1342 case GL_TEXTURE_BINDING_3D:
1343 ASSERT(mActiveSampler <mContext->getCaps().maxCombinedTextureImageUnits);
1344 *params = mSamplerTextures.at(GL_TEXTURE_3D)[mActiveSampler].id();
1345 break;
1346 case GL_TEXTURE_BINDING_2D_ARRAY:
1347 ASSERT(mActiveSampler < mContext->getCaps().maxCombinedTextureImageUnits);
1348 *params = mSamplerTextures.at(GL_TEXTURE_2D_ARRAY)[mActiveSampler].id();
1349 break;
1350 case GL_UNIFORM_BUFFER_BINDING:
1351 *params = mGenericUniformBuffer.id();
1352 break;
1353 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1354 *params = mGenericTransformFeedbackBuffer.id();
1355 break;
1356 case GL_COPY_READ_BUFFER_BINDING:
1357 *params = mCopyReadBuffer.id();
1358 break;
1359 case GL_COPY_WRITE_BUFFER_BINDING:
1360 *params = mCopyWriteBuffer.id();
1361 break;
1362 case GL_PIXEL_PACK_BUFFER_BINDING:
1363 *params = mPack.pixelBuffer.id();
1364 break;
1365 case GL_PIXEL_UNPACK_BUFFER_BINDING:
1366 *params = mUnpack.pixelBuffer.id();
1367 break;
1368 default:
1369 UNREACHABLE();
1370 break;
1371 }
1372 }
1373
getIndexedIntegerv(GLenum target,GLuint index,GLint * data)1374 bool State::getIndexedIntegerv(GLenum target, GLuint index, GLint *data)
1375 {
1376 switch (target)
1377 {
1378 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
1379 if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
1380 {
1381 *data = mTransformFeedbackBuffers[index].id();
1382 }
1383 break;
1384 case GL_UNIFORM_BUFFER_BINDING:
1385 if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
1386 {
1387 *data = mUniformBuffers[index].id();
1388 }
1389 break;
1390 default:
1391 return false;
1392 }
1393
1394 return true;
1395 }
1396
getIndexedInteger64v(GLenum target,GLuint index,GLint64 * data)1397 bool State::getIndexedInteger64v(GLenum target, GLuint index, GLint64 *data)
1398 {
1399 switch (target)
1400 {
1401 case GL_TRANSFORM_FEEDBACK_BUFFER_START:
1402 if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
1403 {
1404 *data = mTransformFeedbackBuffers[index].getOffset();
1405 }
1406 break;
1407 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE:
1408 if (index < IMPLEMENTATION_MAX_TRANSFORM_FEEDBACK_BUFFERS)
1409 {
1410 *data = mTransformFeedbackBuffers[index].getSize();
1411 }
1412 break;
1413 case GL_UNIFORM_BUFFER_START:
1414 if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
1415 {
1416 *data = mUniformBuffers[index].getOffset();
1417 }
1418 break;
1419 case GL_UNIFORM_BUFFER_SIZE:
1420 if (index < IMPLEMENTATION_MAX_COMBINED_SHADER_UNIFORM_BUFFERS)
1421 {
1422 *data = mUniformBuffers[index].getSize();
1423 }
1424 break;
1425 default:
1426 return false;
1427 }
1428
1429 return true;
1430 }
1431
hasMappedBuffer(GLenum target) const1432 bool State::hasMappedBuffer(GLenum target) const
1433 {
1434 if (target == GL_ARRAY_BUFFER)
1435 {
1436 for (unsigned int attribIndex = 0; attribIndex < gl::MAX_VERTEX_ATTRIBS; attribIndex++)
1437 {
1438 const gl::VertexAttribute &vertexAttrib = getVertexAttribState(attribIndex);
1439 gl::Buffer *boundBuffer = vertexAttrib.buffer.get();
1440 if (vertexAttrib.enabled && boundBuffer && boundBuffer->isMapped())
1441 {
1442 return true;
1443 }
1444 }
1445
1446 return false;
1447 }
1448 else
1449 {
1450 Buffer *buffer = getTargetBuffer(target);
1451 return (buffer && buffer->isMapped());
1452 }
1453 }
1454
1455 }
1456