1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 // http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14
15 // Context.cpp: Implements the es2::Context class, managing all GL state and performing
16 // rendering operations. It is the GLES2 specific implementation of EGLContext.
17
18 #include "Context.h"
19
20 #include "main.h"
21 #include "mathutil.h"
22 #include "utilities.h"
23 #include "ResourceManager.h"
24 #include "Buffer.h"
25 #include "Fence.h"
26 #include "Framebuffer.h"
27 #include "Program.h"
28 #include "Query.h"
29 #include "Renderbuffer.h"
30 #include "Sampler.h"
31 #include "Shader.h"
32 #include "Texture.h"
33 #include "TransformFeedback.h"
34 #include "VertexArray.h"
35 #include "VertexDataManager.h"
36 #include "IndexDataManager.h"
37 #include "libEGL/Display.h"
38 #include "common/Surface.hpp"
39 #include "Common/Half.hpp"
40
41 #include <EGL/eglext.h>
42
43 #include <algorithm>
44 #include <string>
45
46 namespace es2
47 {
Context(egl::Display * display,const Context * shareContext,EGLint clientVersion,const egl::Config * config)48 Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config)
49 : egl::Context(display), clientVersion(clientVersion), config(config)
50 {
51 sw::Context *context = new sw::Context();
52 device = new es2::Device(context);
53
54 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
55
56 mState.depthClearValue = 1.0f;
57 mState.stencilClearValue = 0;
58
59 mState.cullFaceEnabled = false;
60 mState.cullMode = GL_BACK;
61 mState.frontFace = GL_CCW;
62 mState.depthTestEnabled = false;
63 mState.depthFunc = GL_LESS;
64 mState.blendEnabled = false;
65 mState.sourceBlendRGB = GL_ONE;
66 mState.sourceBlendAlpha = GL_ONE;
67 mState.destBlendRGB = GL_ZERO;
68 mState.destBlendAlpha = GL_ZERO;
69 mState.blendEquationRGB = GL_FUNC_ADD;
70 mState.blendEquationAlpha = GL_FUNC_ADD;
71 mState.blendColor.red = 0;
72 mState.blendColor.green = 0;
73 mState.blendColor.blue = 0;
74 mState.blendColor.alpha = 0;
75 mState.stencilTestEnabled = false;
76 mState.stencilFunc = GL_ALWAYS;
77 mState.stencilRef = 0;
78 mState.stencilMask = 0xFFFFFFFFu;
79 mState.stencilWritemask = 0xFFFFFFFFu;
80 mState.stencilBackFunc = GL_ALWAYS;
81 mState.stencilBackRef = 0;
82 mState.stencilBackMask = 0xFFFFFFFFu;
83 mState.stencilBackWritemask = 0xFFFFFFFFu;
84 mState.stencilFail = GL_KEEP;
85 mState.stencilPassDepthFail = GL_KEEP;
86 mState.stencilPassDepthPass = GL_KEEP;
87 mState.stencilBackFail = GL_KEEP;
88 mState.stencilBackPassDepthFail = GL_KEEP;
89 mState.stencilBackPassDepthPass = GL_KEEP;
90 mState.polygonOffsetFillEnabled = false;
91 mState.polygonOffsetFactor = 0.0f;
92 mState.polygonOffsetUnits = 0.0f;
93 mState.sampleAlphaToCoverageEnabled = false;
94 mState.sampleCoverageEnabled = false;
95 mState.sampleCoverageValue = 1.0f;
96 mState.sampleCoverageInvert = false;
97 mState.scissorTestEnabled = false;
98 mState.ditherEnabled = true;
99 mState.primitiveRestartFixedIndexEnabled = false;
100 mState.rasterizerDiscardEnabled = false;
101 mState.generateMipmapHint = GL_DONT_CARE;
102 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
103 mState.textureFilteringHint = GL_DONT_CARE;
104
105 mState.lineWidth = 1.0f;
106
107 mState.viewportX = 0;
108 mState.viewportY = 0;
109 mState.viewportWidth = 0;
110 mState.viewportHeight = 0;
111 mState.zNear = 0.0f;
112 mState.zFar = 1.0f;
113
114 mState.scissorX = 0;
115 mState.scissorY = 0;
116 mState.scissorWidth = 0;
117 mState.scissorHeight = 0;
118
119 mState.colorMaskRed = true;
120 mState.colorMaskGreen = true;
121 mState.colorMaskBlue = true;
122 mState.colorMaskAlpha = true;
123 mState.depthMask = true;
124
125 if(shareContext)
126 {
127 mResourceManager = shareContext->mResourceManager;
128 mResourceManager->addRef();
129 }
130 else
131 {
132 mResourceManager = new ResourceManager();
133 }
134
135 // [OpenGL ES 2.0.24] section 3.7 page 83:
136 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
137 // and cube map texture state vectors respectively associated with them.
138 // In order that access to these initial textures not be lost, they are treated as texture
139 // objects all of whose names are 0.
140
141 mTexture2DZero = new Texture2D(0);
142 mTexture3DZero = new Texture3D(0);
143 mTexture2DArrayZero = new Texture2DArray(0);
144 mTextureCubeMapZero = new TextureCubeMap(0);
145 mTextureExternalZero = new TextureExternal(0);
146
147 mState.activeSampler = 0;
148 bindVertexArray(0);
149 bindArrayBuffer(0);
150 bindElementArrayBuffer(0);
151 bindTextureCubeMap(0);
152 bindTexture2D(0);
153 bindReadFramebuffer(0);
154 bindDrawFramebuffer(0);
155 bindRenderbuffer(0);
156 bindGenericUniformBuffer(0);
157 bindTransformFeedback(0);
158
159 mState.currentProgram = 0;
160
161 mState.packAlignment = 4;
162 mState.unpackInfo.alignment = 4;
163 mState.packRowLength = 0;
164 mState.packImageHeight = 0;
165 mState.packSkipPixels = 0;
166 mState.packSkipRows = 0;
167 mState.packSkipImages = 0;
168 mState.unpackInfo.rowLength = 0;
169 mState.unpackInfo.imageHeight = 0;
170 mState.unpackInfo.skipPixels = 0;
171 mState.unpackInfo.skipRows = 0;
172 mState.unpackInfo.skipImages = 0;
173
174 mVertexDataManager = nullptr;
175 mIndexDataManager = nullptr;
176
177 mInvalidEnum = false;
178 mInvalidValue = false;
179 mInvalidOperation = false;
180 mOutOfMemory = false;
181 mInvalidFramebufferOperation = false;
182
183 mHasBeenCurrent = false;
184
185 markAllStateDirty();
186 }
187
~Context()188 Context::~Context()
189 {
190 if(mState.currentProgram != 0)
191 {
192 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
193 if(programObject)
194 {
195 programObject->release();
196 }
197 mState.currentProgram = 0;
198 }
199
200 while(!mFramebufferNameSpace.empty())
201 {
202 deleteFramebuffer(mFramebufferNameSpace.firstName());
203 }
204
205 while(!mFenceNameSpace.empty())
206 {
207 deleteFence(mFenceNameSpace.firstName());
208 }
209
210 while(!mQueryNameSpace.empty())
211 {
212 deleteQuery(mQueryNameSpace.firstName());
213 }
214
215 while(!mVertexArrayNameSpace.empty())
216 {
217 deleteVertexArray(mVertexArrayNameSpace.lastName());
218 }
219
220 while(!mTransformFeedbackNameSpace.empty())
221 {
222 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
223 }
224
225 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
226 {
227 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
228 {
229 mState.samplerTexture[type][sampler] = nullptr;
230 }
231 }
232
233 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
234 {
235 mState.vertexAttribute[i].mBoundBuffer = nullptr;
236 }
237
238 for(int i = 0; i < QUERY_TYPE_COUNT; i++)
239 {
240 mState.activeQuery[i] = nullptr;
241 }
242
243 mState.arrayBuffer = nullptr;
244 mState.copyReadBuffer = nullptr;
245 mState.copyWriteBuffer = nullptr;
246 mState.pixelPackBuffer = nullptr;
247 mState.pixelUnpackBuffer = nullptr;
248 mState.genericUniformBuffer = nullptr;
249
250 for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) {
251 mState.uniformBuffers[i].set(nullptr, 0, 0);
252 }
253
254 mState.renderbuffer = nullptr;
255
256 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
257 {
258 mState.sampler[i] = nullptr;
259 }
260
261 mTexture2DZero = nullptr;
262 mTexture3DZero = nullptr;
263 mTexture2DArrayZero = nullptr;
264 mTextureCubeMapZero = nullptr;
265 mTextureExternalZero = nullptr;
266
267 delete mVertexDataManager;
268 delete mIndexDataManager;
269
270 mResourceManager->release();
271 delete device;
272 }
273
makeCurrent(gl::Surface * surface)274 void Context::makeCurrent(gl::Surface *surface)
275 {
276 if(!mHasBeenCurrent)
277 {
278 mVertexDataManager = new VertexDataManager(this);
279 mIndexDataManager = new IndexDataManager();
280
281 mState.viewportX = 0;
282 mState.viewportY = 0;
283 mState.viewportWidth = surface ? surface->getWidth() : 0;
284 mState.viewportHeight = surface ? surface->getHeight() : 0;
285
286 mState.scissorX = 0;
287 mState.scissorY = 0;
288 mState.scissorWidth = surface ? surface->getWidth() : 0;
289 mState.scissorHeight = surface ? surface->getHeight() : 0;
290
291 mHasBeenCurrent = true;
292 }
293
294 if(surface)
295 {
296 // Wrap the existing resources into GL objects and assign them to the '0' names
297 egl::Image *defaultRenderTarget = surface->getRenderTarget();
298 egl::Image *depthStencil = surface->getDepthStencil();
299
300 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
301 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
302 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
303
304 setFramebufferZero(framebufferZero);
305
306 if(defaultRenderTarget)
307 {
308 defaultRenderTarget->release();
309 }
310
311 if(depthStencil)
312 {
313 depthStencil->release();
314 }
315 }
316 else
317 {
318 setFramebufferZero(nullptr);
319 }
320
321 markAllStateDirty();
322 }
323
getClientVersion() const324 EGLint Context::getClientVersion() const
325 {
326 return clientVersion;
327 }
328
getConfigID() const329 EGLint Context::getConfigID() const
330 {
331 return config->mConfigID;
332 }
333
334 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
markAllStateDirty()335 void Context::markAllStateDirty()
336 {
337 mAppliedProgramSerial = 0;
338
339 mDepthStateDirty = true;
340 mMaskStateDirty = true;
341 mBlendStateDirty = true;
342 mStencilStateDirty = true;
343 mPolygonOffsetStateDirty = true;
344 mSampleStateDirty = true;
345 mDitherStateDirty = true;
346 mFrontFaceDirty = true;
347 }
348
setClearColor(float red,float green,float blue,float alpha)349 void Context::setClearColor(float red, float green, float blue, float alpha)
350 {
351 mState.colorClearValue.red = red;
352 mState.colorClearValue.green = green;
353 mState.colorClearValue.blue = blue;
354 mState.colorClearValue.alpha = alpha;
355 }
356
setClearDepth(float depth)357 void Context::setClearDepth(float depth)
358 {
359 mState.depthClearValue = depth;
360 }
361
setClearStencil(int stencil)362 void Context::setClearStencil(int stencil)
363 {
364 mState.stencilClearValue = stencil;
365 }
366
setCullFaceEnabled(bool enabled)367 void Context::setCullFaceEnabled(bool enabled)
368 {
369 mState.cullFaceEnabled = enabled;
370 }
371
isCullFaceEnabled() const372 bool Context::isCullFaceEnabled() const
373 {
374 return mState.cullFaceEnabled;
375 }
376
setCullMode(GLenum mode)377 void Context::setCullMode(GLenum mode)
378 {
379 mState.cullMode = mode;
380 }
381
setFrontFace(GLenum front)382 void Context::setFrontFace(GLenum front)
383 {
384 if(mState.frontFace != front)
385 {
386 mState.frontFace = front;
387 mFrontFaceDirty = true;
388 }
389 }
390
setDepthTestEnabled(bool enabled)391 void Context::setDepthTestEnabled(bool enabled)
392 {
393 if(mState.depthTestEnabled != enabled)
394 {
395 mState.depthTestEnabled = enabled;
396 mDepthStateDirty = true;
397 }
398 }
399
isDepthTestEnabled() const400 bool Context::isDepthTestEnabled() const
401 {
402 return mState.depthTestEnabled;
403 }
404
setDepthFunc(GLenum depthFunc)405 void Context::setDepthFunc(GLenum depthFunc)
406 {
407 if(mState.depthFunc != depthFunc)
408 {
409 mState.depthFunc = depthFunc;
410 mDepthStateDirty = true;
411 }
412 }
413
setDepthRange(float zNear,float zFar)414 void Context::setDepthRange(float zNear, float zFar)
415 {
416 mState.zNear = zNear;
417 mState.zFar = zFar;
418 }
419
setBlendEnabled(bool enabled)420 void Context::setBlendEnabled(bool enabled)
421 {
422 if(mState.blendEnabled != enabled)
423 {
424 mState.blendEnabled = enabled;
425 mBlendStateDirty = true;
426 }
427 }
428
isBlendEnabled() const429 bool Context::isBlendEnabled() const
430 {
431 return mState.blendEnabled;
432 }
433
setBlendFactors(GLenum sourceRGB,GLenum destRGB,GLenum sourceAlpha,GLenum destAlpha)434 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
435 {
436 if(mState.sourceBlendRGB != sourceRGB ||
437 mState.sourceBlendAlpha != sourceAlpha ||
438 mState.destBlendRGB != destRGB ||
439 mState.destBlendAlpha != destAlpha)
440 {
441 mState.sourceBlendRGB = sourceRGB;
442 mState.destBlendRGB = destRGB;
443 mState.sourceBlendAlpha = sourceAlpha;
444 mState.destBlendAlpha = destAlpha;
445 mBlendStateDirty = true;
446 }
447 }
448
setBlendColor(float red,float green,float blue,float alpha)449 void Context::setBlendColor(float red, float green, float blue, float alpha)
450 {
451 if(mState.blendColor.red != red ||
452 mState.blendColor.green != green ||
453 mState.blendColor.blue != blue ||
454 mState.blendColor.alpha != alpha)
455 {
456 mState.blendColor.red = red;
457 mState.blendColor.green = green;
458 mState.blendColor.blue = blue;
459 mState.blendColor.alpha = alpha;
460 mBlendStateDirty = true;
461 }
462 }
463
setBlendEquation(GLenum rgbEquation,GLenum alphaEquation)464 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
465 {
466 if(mState.blendEquationRGB != rgbEquation ||
467 mState.blendEquationAlpha != alphaEquation)
468 {
469 mState.blendEquationRGB = rgbEquation;
470 mState.blendEquationAlpha = alphaEquation;
471 mBlendStateDirty = true;
472 }
473 }
474
setStencilTestEnabled(bool enabled)475 void Context::setStencilTestEnabled(bool enabled)
476 {
477 if(mState.stencilTestEnabled != enabled)
478 {
479 mState.stencilTestEnabled = enabled;
480 mStencilStateDirty = true;
481 }
482 }
483
isStencilTestEnabled() const484 bool Context::isStencilTestEnabled() const
485 {
486 return mState.stencilTestEnabled;
487 }
488
setStencilParams(GLenum stencilFunc,GLint stencilRef,GLuint stencilMask)489 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
490 {
491 if(mState.stencilFunc != stencilFunc ||
492 mState.stencilRef != stencilRef ||
493 mState.stencilMask != stencilMask)
494 {
495 mState.stencilFunc = stencilFunc;
496 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
497 mState.stencilMask = stencilMask;
498 mStencilStateDirty = true;
499 }
500 }
501
setStencilBackParams(GLenum stencilBackFunc,GLint stencilBackRef,GLuint stencilBackMask)502 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
503 {
504 if(mState.stencilBackFunc != stencilBackFunc ||
505 mState.stencilBackRef != stencilBackRef ||
506 mState.stencilBackMask != stencilBackMask)
507 {
508 mState.stencilBackFunc = stencilBackFunc;
509 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
510 mState.stencilBackMask = stencilBackMask;
511 mStencilStateDirty = true;
512 }
513 }
514
setStencilWritemask(GLuint stencilWritemask)515 void Context::setStencilWritemask(GLuint stencilWritemask)
516 {
517 if(mState.stencilWritemask != stencilWritemask)
518 {
519 mState.stencilWritemask = stencilWritemask;
520 mStencilStateDirty = true;
521 }
522 }
523
setStencilBackWritemask(GLuint stencilBackWritemask)524 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
525 {
526 if(mState.stencilBackWritemask != stencilBackWritemask)
527 {
528 mState.stencilBackWritemask = stencilBackWritemask;
529 mStencilStateDirty = true;
530 }
531 }
532
setStencilOperations(GLenum stencilFail,GLenum stencilPassDepthFail,GLenum stencilPassDepthPass)533 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
534 {
535 if(mState.stencilFail != stencilFail ||
536 mState.stencilPassDepthFail != stencilPassDepthFail ||
537 mState.stencilPassDepthPass != stencilPassDepthPass)
538 {
539 mState.stencilFail = stencilFail;
540 mState.stencilPassDepthFail = stencilPassDepthFail;
541 mState.stencilPassDepthPass = stencilPassDepthPass;
542 mStencilStateDirty = true;
543 }
544 }
545
setStencilBackOperations(GLenum stencilBackFail,GLenum stencilBackPassDepthFail,GLenum stencilBackPassDepthPass)546 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
547 {
548 if(mState.stencilBackFail != stencilBackFail ||
549 mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
550 mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
551 {
552 mState.stencilBackFail = stencilBackFail;
553 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
554 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
555 mStencilStateDirty = true;
556 }
557 }
558
setPolygonOffsetFillEnabled(bool enabled)559 void Context::setPolygonOffsetFillEnabled(bool enabled)
560 {
561 if(mState.polygonOffsetFillEnabled != enabled)
562 {
563 mState.polygonOffsetFillEnabled = enabled;
564 mPolygonOffsetStateDirty = true;
565 }
566 }
567
isPolygonOffsetFillEnabled() const568 bool Context::isPolygonOffsetFillEnabled() const
569 {
570 return mState.polygonOffsetFillEnabled;
571 }
572
setPolygonOffsetParams(GLfloat factor,GLfloat units)573 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
574 {
575 if(mState.polygonOffsetFactor != factor ||
576 mState.polygonOffsetUnits != units)
577 {
578 mState.polygonOffsetFactor = factor;
579 mState.polygonOffsetUnits = units;
580 mPolygonOffsetStateDirty = true;
581 }
582 }
583
setSampleAlphaToCoverageEnabled(bool enabled)584 void Context::setSampleAlphaToCoverageEnabled(bool enabled)
585 {
586 if(mState.sampleAlphaToCoverageEnabled != enabled)
587 {
588 mState.sampleAlphaToCoverageEnabled = enabled;
589 mSampleStateDirty = true;
590 }
591 }
592
isSampleAlphaToCoverageEnabled() const593 bool Context::isSampleAlphaToCoverageEnabled() const
594 {
595 return mState.sampleAlphaToCoverageEnabled;
596 }
597
setSampleCoverageEnabled(bool enabled)598 void Context::setSampleCoverageEnabled(bool enabled)
599 {
600 if(mState.sampleCoverageEnabled != enabled)
601 {
602 mState.sampleCoverageEnabled = enabled;
603 mSampleStateDirty = true;
604 }
605 }
606
isSampleCoverageEnabled() const607 bool Context::isSampleCoverageEnabled() const
608 {
609 return mState.sampleCoverageEnabled;
610 }
611
setSampleCoverageParams(GLclampf value,bool invert)612 void Context::setSampleCoverageParams(GLclampf value, bool invert)
613 {
614 if(mState.sampleCoverageValue != value ||
615 mState.sampleCoverageInvert != invert)
616 {
617 mState.sampleCoverageValue = value;
618 mState.sampleCoverageInvert = invert;
619 mSampleStateDirty = true;
620 }
621 }
622
setScissorTestEnabled(bool enabled)623 void Context::setScissorTestEnabled(bool enabled)
624 {
625 mState.scissorTestEnabled = enabled;
626 }
627
isScissorTestEnabled() const628 bool Context::isScissorTestEnabled() const
629 {
630 return mState.scissorTestEnabled;
631 }
632
setDitherEnabled(bool enabled)633 void Context::setDitherEnabled(bool enabled)
634 {
635 if(mState.ditherEnabled != enabled)
636 {
637 mState.ditherEnabled = enabled;
638 mDitherStateDirty = true;
639 }
640 }
641
isDitherEnabled() const642 bool Context::isDitherEnabled() const
643 {
644 return mState.ditherEnabled;
645 }
646
setPrimitiveRestartFixedIndexEnabled(bool enabled)647 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
648 {
649 mState.primitiveRestartFixedIndexEnabled = enabled;
650 }
651
isPrimitiveRestartFixedIndexEnabled() const652 bool Context::isPrimitiveRestartFixedIndexEnabled() const
653 {
654 return mState.primitiveRestartFixedIndexEnabled;
655 }
656
setRasterizerDiscardEnabled(bool enabled)657 void Context::setRasterizerDiscardEnabled(bool enabled)
658 {
659 mState.rasterizerDiscardEnabled = enabled;
660 }
661
isRasterizerDiscardEnabled() const662 bool Context::isRasterizerDiscardEnabled() const
663 {
664 return mState.rasterizerDiscardEnabled;
665 }
666
setLineWidth(GLfloat width)667 void Context::setLineWidth(GLfloat width)
668 {
669 mState.lineWidth = width;
670 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
671 }
672
setGenerateMipmapHint(GLenum hint)673 void Context::setGenerateMipmapHint(GLenum hint)
674 {
675 mState.generateMipmapHint = hint;
676 }
677
setFragmentShaderDerivativeHint(GLenum hint)678 void Context::setFragmentShaderDerivativeHint(GLenum hint)
679 {
680 mState.fragmentShaderDerivativeHint = hint;
681 // TODO: Propagate the hint to shader translator so we can write
682 // ddx, ddx_coarse, or ddx_fine depending on the hint.
683 // Ignore for now. It is valid for implementations to ignore hint.
684 }
685
setTextureFilteringHint(GLenum hint)686 void Context::setTextureFilteringHint(GLenum hint)
687 {
688 mState.textureFilteringHint = hint;
689 }
690
setViewportParams(GLint x,GLint y,GLsizei width,GLsizei height)691 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
692 {
693 mState.viewportX = x;
694 mState.viewportY = y;
695 mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[0]
696 mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[1]
697 }
698
setScissorParams(GLint x,GLint y,GLsizei width,GLsizei height)699 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
700 {
701 mState.scissorX = x;
702 mState.scissorY = y;
703 mState.scissorWidth = width;
704 mState.scissorHeight = height;
705 }
706
setColorMask(bool red,bool green,bool blue,bool alpha)707 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
708 {
709 if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
710 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
711 {
712 mState.colorMaskRed = red;
713 mState.colorMaskGreen = green;
714 mState.colorMaskBlue = blue;
715 mState.colorMaskAlpha = alpha;
716 mMaskStateDirty = true;
717 }
718 }
719
getColorMask() const720 unsigned int Context::getColorMask() const
721 {
722 return (mState.colorMaskRed ? 0x1 : 0) |
723 (mState.colorMaskGreen ? 0x2 : 0) |
724 (mState.colorMaskBlue ? 0x4 : 0) |
725 (mState.colorMaskAlpha ? 0x8 : 0);
726 }
727
setDepthMask(bool mask)728 void Context::setDepthMask(bool mask)
729 {
730 if(mState.depthMask != mask)
731 {
732 mState.depthMask = mask;
733 mMaskStateDirty = true;
734 }
735 }
736
setActiveSampler(unsigned int active)737 void Context::setActiveSampler(unsigned int active)
738 {
739 mState.activeSampler = active;
740 }
741
getReadFramebufferName() const742 GLuint Context::getReadFramebufferName() const
743 {
744 return mState.readFramebuffer;
745 }
746
getDrawFramebufferName() const747 GLuint Context::getDrawFramebufferName() const
748 {
749 return mState.drawFramebuffer;
750 }
751
getRenderbufferName() const752 GLuint Context::getRenderbufferName() const
753 {
754 return mState.renderbuffer.name();
755 }
756
setFramebufferReadBuffer(GLuint buf)757 void Context::setFramebufferReadBuffer(GLuint buf)
758 {
759 getReadFramebuffer()->setReadBuffer(buf);
760 }
761
setFramebufferDrawBuffers(GLsizei n,const GLenum * bufs)762 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
763 {
764 Framebuffer *drawFramebuffer = getDrawFramebuffer();
765
766 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
767 {
768 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
769 }
770 }
771
getReadFramebufferColorIndex() const772 GLuint Context::getReadFramebufferColorIndex() const
773 {
774 GLenum buf = getReadFramebuffer()->getReadBuffer();
775 switch(buf)
776 {
777 case GL_BACK:
778 return 0;
779 case GL_NONE:
780 return GL_INVALID_INDEX;
781 default:
782 return buf - GL_COLOR_ATTACHMENT0;
783 }
784 }
785
getArrayBufferName() const786 GLuint Context::getArrayBufferName() const
787 {
788 return mState.arrayBuffer.name();
789 }
790
getElementArrayBufferName() const791 GLuint Context::getElementArrayBufferName() const
792 {
793 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
794 return elementArrayBuffer ? elementArrayBuffer->name : 0;
795 }
796
getActiveQuery(GLenum target) const797 GLuint Context::getActiveQuery(GLenum target) const
798 {
799 Query *queryObject = nullptr;
800
801 switch(target)
802 {
803 case GL_ANY_SAMPLES_PASSED_EXT:
804 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
805 break;
806 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
807 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
808 break;
809 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
810 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
811 break;
812 default:
813 ASSERT(false);
814 }
815
816 if(queryObject)
817 {
818 return queryObject->name;
819 }
820
821 return 0;
822 }
823
setVertexAttribArrayEnabled(unsigned int attribNum,bool enabled)824 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
825 {
826 getCurrentVertexArray()->enableAttribute(attribNum, enabled);
827 }
828
setVertexAttribDivisor(unsigned int attribNum,GLuint divisor)829 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
830 {
831 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
832 }
833
getVertexAttribState(unsigned int attribNum) const834 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
835 {
836 return getCurrentVertexArray()->getVertexAttribute(attribNum);
837 }
838
setVertexAttribState(unsigned int attribNum,Buffer * boundBuffer,GLint size,GLenum type,bool normalized,GLsizei stride,const void * pointer)839 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
840 GLsizei stride, const void *pointer)
841 {
842 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer);
843 }
844
getVertexAttribPointer(unsigned int attribNum) const845 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
846 {
847 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
848 }
849
getVertexArrayAttributes()850 const VertexAttributeArray &Context::getVertexArrayAttributes()
851 {
852 return getCurrentVertexArray()->getVertexAttributes();
853 }
854
getCurrentVertexAttributes()855 const VertexAttributeArray &Context::getCurrentVertexAttributes()
856 {
857 return mState.vertexAttribute;
858 }
859
setPackAlignment(GLint alignment)860 void Context::setPackAlignment(GLint alignment)
861 {
862 mState.packAlignment = alignment;
863 }
864
setUnpackAlignment(GLint alignment)865 void Context::setUnpackAlignment(GLint alignment)
866 {
867 mState.unpackInfo.alignment = alignment;
868 }
869
getUnpackInfo() const870 const egl::Image::UnpackInfo& Context::getUnpackInfo() const
871 {
872 return mState.unpackInfo;
873 }
874
setPackRowLength(GLint rowLength)875 void Context::setPackRowLength(GLint rowLength)
876 {
877 mState.packRowLength = rowLength;
878 }
879
setPackImageHeight(GLint imageHeight)880 void Context::setPackImageHeight(GLint imageHeight)
881 {
882 mState.packImageHeight = imageHeight;
883 }
884
setPackSkipPixels(GLint skipPixels)885 void Context::setPackSkipPixels(GLint skipPixels)
886 {
887 mState.packSkipPixels = skipPixels;
888 }
889
setPackSkipRows(GLint skipRows)890 void Context::setPackSkipRows(GLint skipRows)
891 {
892 mState.packSkipRows = skipRows;
893 }
894
setPackSkipImages(GLint skipImages)895 void Context::setPackSkipImages(GLint skipImages)
896 {
897 mState.packSkipImages = skipImages;
898 }
899
setUnpackRowLength(GLint rowLength)900 void Context::setUnpackRowLength(GLint rowLength)
901 {
902 mState.unpackInfo.rowLength = rowLength;
903 }
904
setUnpackImageHeight(GLint imageHeight)905 void Context::setUnpackImageHeight(GLint imageHeight)
906 {
907 mState.unpackInfo.imageHeight = imageHeight;
908 }
909
setUnpackSkipPixels(GLint skipPixels)910 void Context::setUnpackSkipPixels(GLint skipPixels)
911 {
912 mState.unpackInfo.skipPixels = skipPixels;
913 }
914
setUnpackSkipRows(GLint skipRows)915 void Context::setUnpackSkipRows(GLint skipRows)
916 {
917 mState.unpackInfo.skipRows = skipRows;
918 }
919
setUnpackSkipImages(GLint skipImages)920 void Context::setUnpackSkipImages(GLint skipImages)
921 {
922 mState.unpackInfo.skipImages = skipImages;
923 }
924
createBuffer()925 GLuint Context::createBuffer()
926 {
927 return mResourceManager->createBuffer();
928 }
929
createProgram()930 GLuint Context::createProgram()
931 {
932 return mResourceManager->createProgram();
933 }
934
createShader(GLenum type)935 GLuint Context::createShader(GLenum type)
936 {
937 return mResourceManager->createShader(type);
938 }
939
createTexture()940 GLuint Context::createTexture()
941 {
942 return mResourceManager->createTexture();
943 }
944
createRenderbuffer()945 GLuint Context::createRenderbuffer()
946 {
947 return mResourceManager->createRenderbuffer();
948 }
949
950 // Returns an unused framebuffer name
createFramebuffer()951 GLuint Context::createFramebuffer()
952 {
953 return mFramebufferNameSpace.allocate();
954 }
955
createFence()956 GLuint Context::createFence()
957 {
958 return mFenceNameSpace.allocate(new Fence());
959 }
960
961 // Returns an unused query name
createQuery()962 GLuint Context::createQuery()
963 {
964 return mQueryNameSpace.allocate();
965 }
966
967 // Returns an unused vertex array name
createVertexArray()968 GLuint Context::createVertexArray()
969 {
970 return mVertexArrayNameSpace.allocate();
971 }
972
createFenceSync(GLenum condition,GLbitfield flags)973 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
974 {
975 GLuint handle = mResourceManager->createFenceSync(condition, flags);
976
977 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
978 }
979
980 // Returns an unused transform feedback name
createTransformFeedback()981 GLuint Context::createTransformFeedback()
982 {
983 return mTransformFeedbackNameSpace.allocate();
984 }
985
986 // Returns an unused sampler name
createSampler()987 GLuint Context::createSampler()
988 {
989 return mResourceManager->createSampler();
990 }
991
deleteBuffer(GLuint buffer)992 void Context::deleteBuffer(GLuint buffer)
993 {
994 detachBuffer(buffer);
995
996 mResourceManager->deleteBuffer(buffer);
997 }
998
deleteShader(GLuint shader)999 void Context::deleteShader(GLuint shader)
1000 {
1001 mResourceManager->deleteShader(shader);
1002 }
1003
deleteProgram(GLuint program)1004 void Context::deleteProgram(GLuint program)
1005 {
1006 mResourceManager->deleteProgram(program);
1007 }
1008
deleteTexture(GLuint texture)1009 void Context::deleteTexture(GLuint texture)
1010 {
1011 detachTexture(texture);
1012
1013 mResourceManager->deleteTexture(texture);
1014 }
1015
deleteRenderbuffer(GLuint renderbuffer)1016 void Context::deleteRenderbuffer(GLuint renderbuffer)
1017 {
1018 if(mResourceManager->getRenderbuffer(renderbuffer))
1019 {
1020 detachRenderbuffer(renderbuffer);
1021 }
1022
1023 mResourceManager->deleteRenderbuffer(renderbuffer);
1024 }
1025
deleteFramebuffer(GLuint framebuffer)1026 void Context::deleteFramebuffer(GLuint framebuffer)
1027 {
1028 detachFramebuffer(framebuffer);
1029
1030 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1031
1032 if(framebufferObject)
1033 {
1034 delete framebufferObject;
1035 }
1036 }
1037
deleteFence(GLuint fence)1038 void Context::deleteFence(GLuint fence)
1039 {
1040 Fence *fenceObject = mFenceNameSpace.remove(fence);
1041
1042 if(fenceObject)
1043 {
1044 delete fenceObject;
1045 }
1046 }
1047
deleteQuery(GLuint query)1048 void Context::deleteQuery(GLuint query)
1049 {
1050 Query *queryObject = mQueryNameSpace.remove(query);
1051
1052 if(queryObject)
1053 {
1054 queryObject->release();
1055 }
1056 }
1057
deleteVertexArray(GLuint vertexArray)1058 void Context::deleteVertexArray(GLuint vertexArray)
1059 {
1060 // [OpenGL ES 3.0.2] section 2.10 page 43:
1061 // If a vertex array object that is currently bound is deleted, the binding
1062 // for that object reverts to zero and the default vertex array becomes current.
1063 if(getCurrentVertexArray()->name == vertexArray)
1064 {
1065 bindVertexArray(0);
1066 }
1067
1068 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1069
1070 if(vertexArrayObject)
1071 {
1072 delete vertexArrayObject;
1073 }
1074 }
1075
deleteFenceSync(GLsync fenceSync)1076 void Context::deleteFenceSync(GLsync fenceSync)
1077 {
1078 // The spec specifies the underlying Fence object is not deleted until all current
1079 // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1080 // and since our API is currently designed for being called from a single thread, we can delete
1081 // the fence immediately.
1082 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1083 }
1084
deleteTransformFeedback(GLuint transformFeedback)1085 void Context::deleteTransformFeedback(GLuint transformFeedback)
1086 {
1087 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1088
1089 if(transformFeedbackObject)
1090 {
1091 delete transformFeedbackObject;
1092 }
1093 }
1094
deleteSampler(GLuint sampler)1095 void Context::deleteSampler(GLuint sampler)
1096 {
1097 detachSampler(sampler);
1098
1099 mResourceManager->deleteSampler(sampler);
1100 }
1101
getBuffer(GLuint handle) const1102 Buffer *Context::getBuffer(GLuint handle) const
1103 {
1104 return mResourceManager->getBuffer(handle);
1105 }
1106
getShader(GLuint handle) const1107 Shader *Context::getShader(GLuint handle) const
1108 {
1109 return mResourceManager->getShader(handle);
1110 }
1111
getProgram(GLuint handle) const1112 Program *Context::getProgram(GLuint handle) const
1113 {
1114 return mResourceManager->getProgram(handle);
1115 }
1116
getTexture(GLuint handle) const1117 Texture *Context::getTexture(GLuint handle) const
1118 {
1119 return mResourceManager->getTexture(handle);
1120 }
1121
getRenderbuffer(GLuint handle) const1122 Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1123 {
1124 return mResourceManager->getRenderbuffer(handle);
1125 }
1126
getReadFramebuffer() const1127 Framebuffer *Context::getReadFramebuffer() const
1128 {
1129 return getFramebuffer(mState.readFramebuffer);
1130 }
1131
getDrawFramebuffer() const1132 Framebuffer *Context::getDrawFramebuffer() const
1133 {
1134 return getFramebuffer(mState.drawFramebuffer);
1135 }
1136
bindArrayBuffer(unsigned int buffer)1137 void Context::bindArrayBuffer(unsigned int buffer)
1138 {
1139 mResourceManager->checkBufferAllocation(buffer);
1140
1141 mState.arrayBuffer = getBuffer(buffer);
1142 }
1143
bindElementArrayBuffer(unsigned int buffer)1144 void Context::bindElementArrayBuffer(unsigned int buffer)
1145 {
1146 mResourceManager->checkBufferAllocation(buffer);
1147
1148 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1149 }
1150
bindCopyReadBuffer(GLuint buffer)1151 void Context::bindCopyReadBuffer(GLuint buffer)
1152 {
1153 mResourceManager->checkBufferAllocation(buffer);
1154
1155 mState.copyReadBuffer = getBuffer(buffer);
1156 }
1157
bindCopyWriteBuffer(GLuint buffer)1158 void Context::bindCopyWriteBuffer(GLuint buffer)
1159 {
1160 mResourceManager->checkBufferAllocation(buffer);
1161
1162 mState.copyWriteBuffer = getBuffer(buffer);
1163 }
1164
bindPixelPackBuffer(GLuint buffer)1165 void Context::bindPixelPackBuffer(GLuint buffer)
1166 {
1167 mResourceManager->checkBufferAllocation(buffer);
1168
1169 mState.pixelPackBuffer = getBuffer(buffer);
1170 }
1171
bindPixelUnpackBuffer(GLuint buffer)1172 void Context::bindPixelUnpackBuffer(GLuint buffer)
1173 {
1174 mResourceManager->checkBufferAllocation(buffer);
1175
1176 mState.pixelUnpackBuffer = getBuffer(buffer);
1177 }
1178
bindTransformFeedbackBuffer(GLuint buffer)1179 void Context::bindTransformFeedbackBuffer(GLuint buffer)
1180 {
1181 mResourceManager->checkBufferAllocation(buffer);
1182
1183 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1184
1185 if(transformFeedback)
1186 {
1187 transformFeedback->setGenericBuffer(getBuffer(buffer));
1188 }
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] = 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] = getTexture(texture);
1203 }
1204
bindTextureExternal(GLuint texture)1205 void Context::bindTextureExternal(GLuint texture)
1206 {
1207 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL);
1208
1209 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture);
1210 }
1211
bindTexture3D(GLuint texture)1212 void Context::bindTexture3D(GLuint texture)
1213 {
1214 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1215
1216 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture);
1217 }
1218
bindTexture2DArray(GLuint texture)1219 void Context::bindTexture2DArray(GLuint texture)
1220 {
1221 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1222
1223 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture);
1224 }
1225
bindReadFramebuffer(GLuint framebuffer)1226 void Context::bindReadFramebuffer(GLuint framebuffer)
1227 {
1228 if(!getFramebuffer(framebuffer))
1229 {
1230 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1231 }
1232
1233 mState.readFramebuffer = framebuffer;
1234 }
1235
bindDrawFramebuffer(GLuint framebuffer)1236 void Context::bindDrawFramebuffer(GLuint framebuffer)
1237 {
1238 if(!getFramebuffer(framebuffer))
1239 {
1240 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1241 }
1242
1243 mState.drawFramebuffer = framebuffer;
1244 }
1245
bindRenderbuffer(GLuint renderbuffer)1246 void Context::bindRenderbuffer(GLuint renderbuffer)
1247 {
1248 mResourceManager->checkRenderbufferAllocation(renderbuffer);
1249
1250 mState.renderbuffer = getRenderbuffer(renderbuffer);
1251 }
1252
bindVertexArray(GLuint array)1253 void Context::bindVertexArray(GLuint array)
1254 {
1255 VertexArray *vertexArray = getVertexArray(array);
1256
1257 if(!vertexArray)
1258 {
1259 vertexArray = new VertexArray(array);
1260 mVertexArrayNameSpace.insert(array, vertexArray);
1261 }
1262
1263 mState.vertexArray = array;
1264 }
1265
bindGenericUniformBuffer(GLuint buffer)1266 void Context::bindGenericUniformBuffer(GLuint buffer)
1267 {
1268 mResourceManager->checkBufferAllocation(buffer);
1269
1270 mState.genericUniformBuffer = 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 Buffer* bufferObject = getBuffer(buffer);
1278 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size));
1279 }
1280
bindGenericTransformFeedbackBuffer(GLuint buffer)1281 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1282 {
1283 mResourceManager->checkBufferAllocation(buffer);
1284
1285 getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1286 }
1287
bindIndexedTransformFeedbackBuffer(GLuint buffer,GLuint index,GLintptr offset,GLsizeiptr size)1288 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1289 {
1290 mResourceManager->checkBufferAllocation(buffer);
1291
1292 Buffer* bufferObject = getBuffer(buffer);
1293 getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1294 }
1295
bindTransformFeedback(GLuint id)1296 void Context::bindTransformFeedback(GLuint id)
1297 {
1298 if(!getTransformFeedback(id))
1299 {
1300 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1301 }
1302
1303 mState.transformFeedback = id;
1304 }
1305
bindSampler(GLuint unit,GLuint sampler)1306 bool Context::bindSampler(GLuint unit, GLuint sampler)
1307 {
1308 mResourceManager->checkSamplerAllocation(sampler);
1309
1310 Sampler* samplerObject = getSampler(sampler);
1311
1312 mState.sampler[unit] = samplerObject;
1313
1314 return !!samplerObject;
1315 }
1316
useProgram(GLuint program)1317 void Context::useProgram(GLuint program)
1318 {
1319 GLuint priorProgram = mState.currentProgram;
1320 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
1321
1322 if(priorProgram != program)
1323 {
1324 Program *newProgram = mResourceManager->getProgram(program);
1325 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1326
1327 if(newProgram)
1328 {
1329 newProgram->addRef();
1330 }
1331
1332 if(oldProgram)
1333 {
1334 oldProgram->release();
1335 }
1336 }
1337 }
1338
beginQuery(GLenum target,GLuint query)1339 void Context::beginQuery(GLenum target, GLuint query)
1340 {
1341 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1342 // of zero, if the active query object name for <target> is non-zero (for the
1343 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1344 // the active query for either target is non-zero), if <id> is the name of an
1345 // existing query object whose type does not match <target>, or if <id> is the
1346 // active query object name for any query type, the error INVALID_OPERATION is
1347 // generated.
1348
1349 // Ensure no other queries are active
1350 // NOTE: If other queries than occlusion are supported, we will need to check
1351 // separately that:
1352 // a) The query ID passed is not the current active query for any target/type
1353 // b) There are no active queries for the requested target (and in the case
1354 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1355 // no query may be active for either if glBeginQuery targets either.
1356 for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1357 {
1358 if(mState.activeQuery[i])
1359 {
1360 return error(GL_INVALID_OPERATION);
1361 }
1362 }
1363
1364 QueryType qType;
1365 switch(target)
1366 {
1367 case GL_ANY_SAMPLES_PASSED_EXT:
1368 qType = QUERY_ANY_SAMPLES_PASSED;
1369 break;
1370 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1371 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1372 break;
1373 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1374 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1375 break;
1376 default:
1377 UNREACHABLE(target);
1378 return error(GL_INVALID_ENUM);
1379 }
1380
1381 Query *queryObject = createQuery(query, target);
1382
1383 // Check that name was obtained with glGenQueries
1384 if(!queryObject)
1385 {
1386 return error(GL_INVALID_OPERATION);
1387 }
1388
1389 // Check for type mismatch
1390 if(queryObject->getType() != target)
1391 {
1392 return error(GL_INVALID_OPERATION);
1393 }
1394
1395 // Set query as active for specified target
1396 mState.activeQuery[qType] = queryObject;
1397
1398 // Begin query
1399 queryObject->begin();
1400 }
1401
endQuery(GLenum target)1402 void Context::endQuery(GLenum target)
1403 {
1404 QueryType qType;
1405
1406 switch(target)
1407 {
1408 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break;
1409 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break;
1410 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1411 default: UNREACHABLE(target); return;
1412 }
1413
1414 Query *queryObject = mState.activeQuery[qType];
1415
1416 if(!queryObject)
1417 {
1418 return error(GL_INVALID_OPERATION);
1419 }
1420
1421 queryObject->end();
1422
1423 mState.activeQuery[qType] = nullptr;
1424 }
1425
setFramebufferZero(Framebuffer * buffer)1426 void Context::setFramebufferZero(Framebuffer *buffer)
1427 {
1428 delete mFramebufferNameSpace.remove(0);
1429 mFramebufferNameSpace.insert(0, buffer);
1430 }
1431
setRenderbufferStorage(RenderbufferStorage * renderbuffer)1432 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1433 {
1434 Renderbuffer *renderbufferObject = mState.renderbuffer;
1435 renderbufferObject->setStorage(renderbuffer);
1436 }
1437
getFramebuffer(unsigned int handle) const1438 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1439 {
1440 return mFramebufferNameSpace.find(handle);
1441 }
1442
getFence(unsigned int handle) const1443 Fence *Context::getFence(unsigned int handle) const
1444 {
1445 return mFenceNameSpace.find(handle);
1446 }
1447
getFenceSync(GLsync handle) const1448 FenceSync *Context::getFenceSync(GLsync handle) const
1449 {
1450 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1451 }
1452
getQuery(unsigned int handle) const1453 Query *Context::getQuery(unsigned int handle) const
1454 {
1455 return mQueryNameSpace.find(handle);
1456 }
1457
createQuery(unsigned int handle,GLenum type)1458 Query *Context::createQuery(unsigned int handle, GLenum type)
1459 {
1460 if(!mQueryNameSpace.isReserved(handle))
1461 {
1462 return nullptr;
1463 }
1464 else
1465 {
1466 Query *query = mQueryNameSpace.find(handle);
1467 if(!query)
1468 {
1469 query = new Query(handle, type);
1470 query->addRef();
1471 mQueryNameSpace.insert(handle, query);
1472 }
1473
1474 return query;
1475 }
1476 }
1477
getVertexArray(GLuint array) const1478 VertexArray *Context::getVertexArray(GLuint array) const
1479 {
1480 return mVertexArrayNameSpace.find(array);
1481 }
1482
getCurrentVertexArray() const1483 VertexArray *Context::getCurrentVertexArray() const
1484 {
1485 return getVertexArray(mState.vertexArray);
1486 }
1487
isVertexArray(GLuint array) const1488 bool Context::isVertexArray(GLuint array) const
1489 {
1490 return mVertexArrayNameSpace.isReserved(array);
1491 }
1492
hasZeroDivisor() const1493 bool Context::hasZeroDivisor() const
1494 {
1495 // Verify there is at least one active attribute with a divisor of zero
1496 es2::Program *programObject = getCurrentProgram();
1497 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1498 {
1499 bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1500 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1501 {
1502 return true;
1503 }
1504 }
1505
1506 return false;
1507 }
1508
getTransformFeedback(GLuint transformFeedback) const1509 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1510 {
1511 return mTransformFeedbackNameSpace.find(transformFeedback);
1512 }
1513
getSampler(GLuint sampler) const1514 Sampler *Context::getSampler(GLuint sampler) const
1515 {
1516 return mResourceManager->getSampler(sampler);
1517 }
1518
isSampler(GLuint sampler) const1519 bool Context::isSampler(GLuint sampler) const
1520 {
1521 return mResourceManager->isSampler(sampler);
1522 }
1523
getArrayBuffer() const1524 Buffer *Context::getArrayBuffer() const
1525 {
1526 return mState.arrayBuffer;
1527 }
1528
getElementArrayBuffer() const1529 Buffer *Context::getElementArrayBuffer() const
1530 {
1531 return getCurrentVertexArray()->getElementArrayBuffer();
1532 }
1533
getCopyReadBuffer() const1534 Buffer *Context::getCopyReadBuffer() const
1535 {
1536 return mState.copyReadBuffer;
1537 }
1538
getCopyWriteBuffer() const1539 Buffer *Context::getCopyWriteBuffer() const
1540 {
1541 return mState.copyWriteBuffer;
1542 }
1543
getPixelPackBuffer() const1544 Buffer *Context::getPixelPackBuffer() const
1545 {
1546 return mState.pixelPackBuffer;
1547 }
1548
getPixelUnpackBuffer() const1549 Buffer *Context::getPixelUnpackBuffer() const
1550 {
1551 return mState.pixelUnpackBuffer;
1552 }
1553
getGenericUniformBuffer() const1554 Buffer *Context::getGenericUniformBuffer() const
1555 {
1556 return mState.genericUniformBuffer;
1557 }
1558
getPixels(const GLvoid * data) const1559 const GLvoid* Context::getPixels(const GLvoid* data) const
1560 {
1561 es2::Buffer* unpackBuffer = getPixelUnpackBuffer();
1562 const unsigned char* unpackBufferData = unpackBuffer ? static_cast<const unsigned char*>(unpackBuffer->data()) : nullptr;
1563 return unpackBufferData ? unpackBufferData + (ptrdiff_t)(data) : data;
1564 }
1565
getBuffer(GLenum target,es2::Buffer ** buffer) const1566 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1567 {
1568 switch(target)
1569 {
1570 case GL_ARRAY_BUFFER:
1571 *buffer = getArrayBuffer();
1572 break;
1573 case GL_ELEMENT_ARRAY_BUFFER:
1574 *buffer = getElementArrayBuffer();
1575 break;
1576 case GL_COPY_READ_BUFFER:
1577 if(clientVersion >= 3)
1578 {
1579 *buffer = getCopyReadBuffer();
1580 break;
1581 }
1582 else return false;
1583 case GL_COPY_WRITE_BUFFER:
1584 if(clientVersion >= 3)
1585 {
1586 *buffer = getCopyWriteBuffer();
1587 break;
1588 }
1589 else return false;
1590 case GL_PIXEL_PACK_BUFFER:
1591 if(clientVersion >= 3)
1592 {
1593 *buffer = getPixelPackBuffer();
1594 break;
1595 }
1596 else return false;
1597 case GL_PIXEL_UNPACK_BUFFER:
1598 if(clientVersion >= 3)
1599 {
1600 *buffer = getPixelUnpackBuffer();
1601 break;
1602 }
1603 else return false;
1604 case GL_TRANSFORM_FEEDBACK_BUFFER:
1605 if(clientVersion >= 3)
1606 {
1607 TransformFeedback* transformFeedback = getTransformFeedback();
1608 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1609 break;
1610 }
1611 else return false;
1612 case GL_UNIFORM_BUFFER:
1613 if(clientVersion >= 3)
1614 {
1615 *buffer = getGenericUniformBuffer();
1616 break;
1617 }
1618 else return false;
1619 default:
1620 return false;
1621 }
1622 return true;
1623 }
1624
getTransformFeedback() const1625 TransformFeedback *Context::getTransformFeedback() const
1626 {
1627 return getTransformFeedback(mState.transformFeedback);
1628 }
1629
getCurrentProgram() const1630 Program *Context::getCurrentProgram() const
1631 {
1632 return mResourceManager->getProgram(mState.currentProgram);
1633 }
1634
getTexture2D() const1635 Texture2D *Context::getTexture2D() const
1636 {
1637 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1638 }
1639
getTexture3D() const1640 Texture3D *Context::getTexture3D() const
1641 {
1642 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1643 }
1644
getTexture2DArray() const1645 Texture2DArray *Context::getTexture2DArray() const
1646 {
1647 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1648 }
1649
getTextureCubeMap() const1650 TextureCubeMap *Context::getTextureCubeMap() const
1651 {
1652 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1653 }
1654
getTextureExternal() const1655 TextureExternal *Context::getTextureExternal() const
1656 {
1657 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1658 }
1659
getSamplerTexture(unsigned int sampler,TextureType type) const1660 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1661 {
1662 GLuint texid = mState.samplerTexture[type][sampler].name();
1663
1664 if(texid == 0) // Special case: 0 refers to different initial textures based on the target
1665 {
1666 switch(type)
1667 {
1668 case TEXTURE_2D: return mTexture2DZero;
1669 case TEXTURE_3D: return mTexture3DZero;
1670 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1671 case TEXTURE_CUBE: return mTextureCubeMapZero;
1672 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1673 default: UNREACHABLE(type);
1674 }
1675 }
1676
1677 return mState.samplerTexture[type][sampler];
1678 }
1679
samplerParameteri(GLuint sampler,GLenum pname,GLint param)1680 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1681 {
1682 mResourceManager->checkSamplerAllocation(sampler);
1683
1684 Sampler *samplerObject = getSampler(sampler);
1685 ASSERT(samplerObject);
1686
1687 switch(pname)
1688 {
1689 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break;
1690 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break;
1691 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break;
1692 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break;
1693 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break;
1694 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break;
1695 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break;
1696 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break;
1697 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break;
1698 default: UNREACHABLE(pname); break;
1699 }
1700 }
1701
samplerParameterf(GLuint sampler,GLenum pname,GLfloat param)1702 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1703 {
1704 mResourceManager->checkSamplerAllocation(sampler);
1705
1706 Sampler *samplerObject = getSampler(sampler);
1707 ASSERT(samplerObject);
1708
1709 switch(pname)
1710 {
1711 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break;
1712 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break;
1713 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break;
1714 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break;
1715 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break;
1716 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break;
1717 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break;
1718 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break;
1719 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break;
1720 default: UNREACHABLE(pname); break;
1721 }
1722 }
1723
getSamplerParameteri(GLuint sampler,GLenum pname)1724 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1725 {
1726 mResourceManager->checkSamplerAllocation(sampler);
1727
1728 Sampler *samplerObject = getSampler(sampler);
1729 ASSERT(samplerObject);
1730
1731 switch(pname)
1732 {
1733 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter());
1734 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter());
1735 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS());
1736 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT());
1737 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR());
1738 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1739 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1740 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode());
1741 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc());
1742 default: UNREACHABLE(pname); return 0;
1743 }
1744 }
1745
getSamplerParameterf(GLuint sampler,GLenum pname)1746 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1747 {
1748 mResourceManager->checkSamplerAllocation(sampler);
1749
1750 Sampler *samplerObject = getSampler(sampler);
1751 ASSERT(samplerObject);
1752
1753 switch(pname)
1754 {
1755 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter());
1756 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter());
1757 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS());
1758 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT());
1759 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR());
1760 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod();
1761 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod();
1762 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode());
1763 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc());
1764 default: UNREACHABLE(pname); return 0;
1765 }
1766 }
1767
getBooleanv(GLenum pname,GLboolean * params) const1768 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1769 {
1770 switch(pname)
1771 {
1772 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1773 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1774 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
1775 case GL_COLOR_WRITEMASK:
1776 params[0] = mState.colorMaskRed;
1777 params[1] = mState.colorMaskGreen;
1778 params[2] = mState.colorMaskBlue;
1779 params[3] = mState.colorMaskAlpha;
1780 break;
1781 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break;
1782 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break;
1783 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break;
1784 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break;
1785 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break;
1786 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break;
1787 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break;
1788 case GL_BLEND: *params = mState.blendEnabled; break;
1789 case GL_DITHER: *params = mState.ditherEnabled; break;
1790 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1791 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break;
1792 case GL_TRANSFORM_FEEDBACK_ACTIVE:
1793 {
1794 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1795 if(transformFeedback)
1796 {
1797 *params = transformFeedback->isActive();
1798 break;
1799 }
1800 else return false;
1801 }
1802 case GL_TRANSFORM_FEEDBACK_PAUSED:
1803 {
1804 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1805 if(transformFeedback)
1806 {
1807 *params = transformFeedback->isPaused();
1808 break;
1809 }
1810 else return false;
1811 }
1812 default:
1813 return false;
1814 }
1815
1816 return true;
1817 }
1818
getFloatv(GLenum pname,GLfloat * params) const1819 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1820 {
1821 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1822 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1823 // GetIntegerv as its native query function. As it would require conversion in any
1824 // case, this should make no difference to the calling application.
1825 switch(pname)
1826 {
1827 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1828 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1829 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1830 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
1831 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
1832 case GL_ALIASED_LINE_WIDTH_RANGE:
1833 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1834 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1835 break;
1836 case GL_ALIASED_POINT_SIZE_RANGE:
1837 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1838 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1839 break;
1840 case GL_DEPTH_RANGE:
1841 params[0] = mState.zNear;
1842 params[1] = mState.zFar;
1843 break;
1844 case GL_COLOR_CLEAR_VALUE:
1845 params[0] = mState.colorClearValue.red;
1846 params[1] = mState.colorClearValue.green;
1847 params[2] = mState.colorClearValue.blue;
1848 params[3] = mState.colorClearValue.alpha;
1849 break;
1850 case GL_BLEND_COLOR:
1851 params[0] = mState.blendColor.red;
1852 params[1] = mState.blendColor.green;
1853 params[2] = mState.blendColor.blue;
1854 params[3] = mState.blendColor.alpha;
1855 break;
1856 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1857 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1858 break;
1859 default:
1860 return false;
1861 }
1862
1863 return true;
1864 }
1865
1866 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1867 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1868
getIntegerv(GLenum pname,T * params) const1869 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1870 {
1871 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1872 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1873 // GetIntegerv as its native query function. As it would require conversion in any
1874 // case, this should make no difference to the calling application. You may find it in
1875 // Context::getFloatv.
1876 switch(pname)
1877 {
1878 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true;
1879 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true;
1880 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true;
1881 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true;
1882 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true;
1883 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true;
1884 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true;
1885 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true;
1886 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true;
1887 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true;
1888 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true;
1889 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true;
1890 // case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1891 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; return true;
1892 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; return true;
1893 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true;
1894 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true;
1895 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; return true;
1896 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; return true;
1897 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true;
1898 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true;
1899 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: *params = mState.textureFilteringHint; return true;
1900 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true;
1901 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true;
1902 case GL_STENCIL_REF: *params = mState.stencilRef; return true;
1903 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true;
1904 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true;
1905 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true;
1906 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true;
1907 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true;
1908 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true;
1909 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true;
1910 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true;
1911 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true;
1912 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true;
1913 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true;
1914 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true;
1915 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true;
1916 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true;
1917 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true;
1918 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true;
1919 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true;
1920 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true;
1921 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true;
1922 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true;
1923 case GL_SUBPIXEL_BITS: *params = 4; return true;
1924 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true;
1925 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true;
1926 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true;
1927 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; return true;
1928 case GL_SAMPLE_BUFFERS:
1929 case GL_SAMPLES:
1930 {
1931 Framebuffer *framebuffer = getDrawFramebuffer();
1932 int width, height, samples;
1933
1934 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1935 {
1936 switch(pname)
1937 {
1938 case GL_SAMPLE_BUFFERS:
1939 if(samples > 1)
1940 {
1941 *params = 1;
1942 }
1943 else
1944 {
1945 *params = 0;
1946 }
1947 break;
1948 case GL_SAMPLES:
1949 *params = samples;
1950 break;
1951 }
1952 }
1953 else
1954 {
1955 *params = 0;
1956 }
1957 }
1958 return true;
1959 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1960 {
1961 Framebuffer *framebuffer = getReadFramebuffer();
1962 *params = framebuffer->getImplementationColorReadType();
1963 }
1964 return true;
1965 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1966 {
1967 Framebuffer *framebuffer = getReadFramebuffer();
1968 *params = framebuffer->getImplementationColorReadFormat();
1969 }
1970 return true;
1971 case GL_MAX_VIEWPORT_DIMS:
1972 {
1973 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1974 params[0] = maxDimension;
1975 params[1] = maxDimension;
1976 }
1977 return true;
1978 case GL_COMPRESSED_TEXTURE_FORMATS:
1979 {
1980 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1981 {
1982 params[i] = compressedTextureFormats[i];
1983 }
1984 }
1985 return true;
1986 case GL_VIEWPORT:
1987 params[0] = mState.viewportX;
1988 params[1] = mState.viewportY;
1989 params[2] = mState.viewportWidth;
1990 params[3] = mState.viewportHeight;
1991 return true;
1992 case GL_SCISSOR_BOX:
1993 params[0] = mState.scissorX;
1994 params[1] = mState.scissorY;
1995 params[2] = mState.scissorWidth;
1996 params[3] = mState.scissorHeight;
1997 return true;
1998 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true;
1999 case GL_FRONT_FACE: *params = mState.frontFace; return true;
2000 case GL_RED_BITS:
2001 case GL_GREEN_BITS:
2002 case GL_BLUE_BITS:
2003 case GL_ALPHA_BITS:
2004 {
2005 Framebuffer *framebuffer = getDrawFramebuffer();
2006 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
2007
2008 if(colorbuffer)
2009 {
2010 switch(pname)
2011 {
2012 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true;
2013 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true;
2014 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true;
2015 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true;
2016 }
2017 }
2018 else
2019 {
2020 *params = 0;
2021 }
2022 }
2023 return true;
2024 case GL_DEPTH_BITS:
2025 {
2026 Framebuffer *framebuffer = getDrawFramebuffer();
2027 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2028
2029 if(depthbuffer)
2030 {
2031 *params = depthbuffer->getDepthSize();
2032 }
2033 else
2034 {
2035 *params = 0;
2036 }
2037 }
2038 return true;
2039 case GL_STENCIL_BITS:
2040 {
2041 Framebuffer *framebuffer = getDrawFramebuffer();
2042 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2043
2044 if(stencilbuffer)
2045 {
2046 *params = stencilbuffer->getStencilSize();
2047 }
2048 else
2049 {
2050 *params = 0;
2051 }
2052 }
2053 return true;
2054 case GL_TEXTURE_BINDING_2D:
2055 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2056 {
2057 error(GL_INVALID_OPERATION);
2058 return false;
2059 }
2060
2061 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2062 return true;
2063 case GL_TEXTURE_BINDING_CUBE_MAP:
2064 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2065 {
2066 error(GL_INVALID_OPERATION);
2067 return false;
2068 }
2069
2070 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2071 return true;
2072 case GL_TEXTURE_BINDING_EXTERNAL_OES:
2073 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2074 {
2075 error(GL_INVALID_OPERATION);
2076 return false;
2077 }
2078
2079 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2080 return true;
2081 case GL_TEXTURE_BINDING_3D_OES:
2082 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2083 {
2084 error(GL_INVALID_OPERATION);
2085 return false;
2086 }
2087
2088 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2089 return true;
2090 case GL_DRAW_BUFFER0:
2091 case GL_DRAW_BUFFER1:
2092 case GL_DRAW_BUFFER2:
2093 case GL_DRAW_BUFFER3:
2094 case GL_DRAW_BUFFER4:
2095 case GL_DRAW_BUFFER5:
2096 case GL_DRAW_BUFFER6:
2097 case GL_DRAW_BUFFER7:
2098 case GL_DRAW_BUFFER8:
2099 case GL_DRAW_BUFFER9:
2100 case GL_DRAW_BUFFER10:
2101 case GL_DRAW_BUFFER11:
2102 case GL_DRAW_BUFFER12:
2103 case GL_DRAW_BUFFER13:
2104 case GL_DRAW_BUFFER14:
2105 case GL_DRAW_BUFFER15:
2106 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS)
2107 {
2108 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2109 }
2110 else
2111 {
2112 return false;
2113 }
2114 return true;
2115 case GL_MAX_DRAW_BUFFERS:
2116 *params = MAX_DRAW_BUFFERS;
2117 return true;
2118 case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers
2119 *params = MAX_COLOR_ATTACHMENTS;
2120 return true;
2121 default:
2122 break;
2123 }
2124
2125 if(clientVersion >= 3)
2126 {
2127 switch(pname)
2128 {
2129 case GL_TEXTURE_BINDING_2D_ARRAY:
2130 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2131 {
2132 error(GL_INVALID_OPERATION);
2133 return false;
2134 }
2135
2136 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2137 return true;
2138 case GL_COPY_READ_BUFFER_BINDING:
2139 *params = mState.copyReadBuffer.name();
2140 return true;
2141 case GL_COPY_WRITE_BUFFER_BINDING:
2142 *params = mState.copyWriteBuffer.name();
2143 return true;
2144 case GL_MAJOR_VERSION:
2145 *params = clientVersion;
2146 return true;
2147 case GL_MAX_3D_TEXTURE_SIZE:
2148 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2149 return true;
2150 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2151 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2152 return true;
2153 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2154 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2155 return true;
2156 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2157 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS;
2158 return true;
2159 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2160 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2161 return true;
2162 case GL_MAX_ELEMENT_INDEX:
2163 *params = MAX_ELEMENT_INDEX;
2164 return true;
2165 case GL_MAX_ELEMENTS_INDICES:
2166 *params = MAX_ELEMENTS_INDICES;
2167 return true;
2168 case GL_MAX_ELEMENTS_VERTICES:
2169 *params = MAX_ELEMENTS_VERTICES;
2170 return true;
2171 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2172 *params = MAX_FRAGMENT_INPUT_VECTORS * 4;
2173 return true;
2174 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2175 *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2176 return true;
2177 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2178 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2179 return true;
2180 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2181 UNIMPLEMENTED();
2182 *params = MAX_PROGRAM_TEXEL_OFFSET;
2183 return true;
2184 case GL_MAX_SERVER_WAIT_TIMEOUT:
2185 *params = 0;
2186 return true;
2187 case GL_MAX_TEXTURE_LOD_BIAS:
2188 UNIMPLEMENTED();
2189 *params = 2;
2190 return true;
2191 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2192 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2193 return true;
2194 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2195 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2196 return true;
2197 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2198 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2199 return true;
2200 case GL_MAX_UNIFORM_BLOCK_SIZE:
2201 *params = MAX_UNIFORM_BLOCK_SIZE;
2202 return true;
2203 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2204 *params = MAX_UNIFORM_BUFFER_BINDINGS;
2205 return true;
2206 case GL_MAX_VARYING_COMPONENTS:
2207 *params = MAX_VARYING_VECTORS * 4;
2208 return true;
2209 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2210 *params = MAX_VERTEX_OUTPUT_VECTORS * 4;
2211 return true;
2212 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2213 *params = MAX_VERTEX_UNIFORM_BLOCKS;
2214 return true;
2215 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2216 *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2217 return true;
2218 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2219 UNIMPLEMENTED();
2220 *params = MIN_PROGRAM_TEXEL_OFFSET;
2221 return true;
2222 case GL_MINOR_VERSION:
2223 *params = 0;
2224 return true;
2225 case GL_NUM_EXTENSIONS:
2226 GLuint numExtensions;
2227 getExtensions(0, &numExtensions);
2228 *params = numExtensions;
2229 return true;
2230 case GL_NUM_PROGRAM_BINARY_FORMATS:
2231 *params = NUM_PROGRAM_BINARY_FORMATS;
2232 return true;
2233 case GL_PACK_ROW_LENGTH:
2234 *params = mState.packRowLength;
2235 return true;
2236 case GL_PACK_SKIP_PIXELS:
2237 *params = mState.packSkipPixels;
2238 return true;
2239 case GL_PACK_SKIP_ROWS:
2240 *params = mState.packSkipRows;
2241 return true;
2242 case GL_PIXEL_PACK_BUFFER_BINDING:
2243 *params = mState.pixelPackBuffer.name();
2244 return true;
2245 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2246 *params = mState.pixelUnpackBuffer.name();
2247 return true;
2248 case GL_PROGRAM_BINARY_FORMATS:
2249 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input
2250 // should be a 0 sized array, so don't write to params
2251 return true;
2252 case GL_READ_BUFFER:
2253 *params = getReadFramebuffer()->getReadBuffer();
2254 return true;
2255 case GL_SAMPLER_BINDING:
2256 *params = mState.sampler[mState.activeSampler].name();
2257 return true;
2258 case GL_UNIFORM_BUFFER_BINDING:
2259 *params = mState.genericUniformBuffer.name();
2260 return true;
2261 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2262 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2263 return true;
2264 case GL_UNIFORM_BUFFER_SIZE:
2265 *params = static_cast<T>(mState.genericUniformBuffer->size());
2266 return true;
2267 case GL_UNIFORM_BUFFER_START:
2268 *params = static_cast<T>(mState.genericUniformBuffer->offset());
2269 return true;
2270 case GL_UNPACK_IMAGE_HEIGHT:
2271 *params = mState.unpackInfo.imageHeight;
2272 return true;
2273 case GL_UNPACK_ROW_LENGTH:
2274 *params = mState.unpackInfo.rowLength;
2275 return true;
2276 case GL_UNPACK_SKIP_IMAGES:
2277 *params = mState.unpackInfo.skipImages;
2278 return true;
2279 case GL_UNPACK_SKIP_PIXELS:
2280 *params = mState.unpackInfo.skipPixels;
2281 return true;
2282 case GL_UNPACK_SKIP_ROWS:
2283 *params = mState.unpackInfo.skipRows;
2284 return true;
2285 case GL_VERTEX_ARRAY_BINDING:
2286 *params = getCurrentVertexArray()->name;
2287 return true;
2288 case GL_TRANSFORM_FEEDBACK_BINDING:
2289 {
2290 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2291 if(transformFeedback)
2292 {
2293 *params = transformFeedback->name;
2294 }
2295 else
2296 {
2297 return false;
2298 }
2299 }
2300 return true;
2301 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2302 {
2303 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2304 if(transformFeedback)
2305 {
2306 *params = transformFeedback->getGenericBufferName();
2307 }
2308 else
2309 {
2310 return false;
2311 }
2312 }
2313 return true;
2314 default:
2315 break;
2316 }
2317 }
2318
2319 return false;
2320 }
2321
2322 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2323 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2324
getTransformFeedbackiv(GLuint index,GLenum pname,T * param) const2325 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2326 {
2327 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2328 if(!transformFeedback)
2329 {
2330 return false;
2331 }
2332
2333 switch(pname)
2334 {
2335 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2336 *param = transformFeedback->name;
2337 break;
2338 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2339 *param = transformFeedback->isActive();
2340 break;
2341 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2342 *param = transformFeedback->getBufferName(index);
2343 break;
2344 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2345 *param = transformFeedback->isPaused();
2346 break;
2347 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2348 if(transformFeedback->getBuffer(index))
2349 {
2350 *param = transformFeedback->getSize(index);
2351 break;
2352 }
2353 else return false;
2354 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2355 if(transformFeedback->getBuffer(index))
2356 {
2357 *param = transformFeedback->getOffset(index);
2358 break;
2359 }
2360 else return false;
2361 default:
2362 return false;
2363 }
2364
2365 return true;
2366 }
2367
2368 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2369 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2370
getUniformBufferiv(GLuint index,GLenum pname,T * param) const2371 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2372 {
2373 const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2374
2375 switch(pname)
2376 {
2377 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2378 *param = uniformBuffer.get().name();
2379 break;
2380 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2381 *param = uniformBuffer.getSize();
2382 break;
2383 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2384 *param = uniformBuffer.getOffset();
2385 break;
2386 default:
2387 return false;
2388 }
2389
2390 return true;
2391 }
2392
getQueryParameterInfo(GLenum pname,GLenum * type,unsigned int * numParams) const2393 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2394 {
2395 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2396 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2397 // to the fact that it is stored internally as a float, and so would require conversion
2398 // if returned from Context::getIntegerv. Since this conversion is already implemented
2399 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2400 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2401 // application.
2402 switch(pname)
2403 {
2404 case GL_COMPRESSED_TEXTURE_FORMATS:
2405 {
2406 *type = GL_INT;
2407 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2408 }
2409 break;
2410 case GL_SHADER_BINARY_FORMATS:
2411 {
2412 *type = GL_INT;
2413 *numParams = 0;
2414 }
2415 break;
2416 case GL_MAX_VERTEX_ATTRIBS:
2417 case GL_MAX_VERTEX_UNIFORM_VECTORS:
2418 case GL_MAX_VARYING_VECTORS:
2419 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2420 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2421 case GL_MAX_TEXTURE_IMAGE_UNITS:
2422 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2423 case GL_MAX_RENDERBUFFER_SIZE:
2424 case GL_NUM_SHADER_BINARY_FORMATS:
2425 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2426 case GL_ARRAY_BUFFER_BINDING:
2427 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2428 case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2429 case GL_RENDERBUFFER_BINDING:
2430 case GL_CURRENT_PROGRAM:
2431 case GL_PACK_ALIGNMENT:
2432 case GL_UNPACK_ALIGNMENT:
2433 case GL_GENERATE_MIPMAP_HINT:
2434 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2435 case GL_TEXTURE_FILTERING_HINT_CHROMIUM:
2436 case GL_RED_BITS:
2437 case GL_GREEN_BITS:
2438 case GL_BLUE_BITS:
2439 case GL_ALPHA_BITS:
2440 case GL_DEPTH_BITS:
2441 case GL_STENCIL_BITS:
2442 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2443 case GL_CULL_FACE_MODE:
2444 case GL_FRONT_FACE:
2445 case GL_ACTIVE_TEXTURE:
2446 case GL_STENCIL_FUNC:
2447 case GL_STENCIL_VALUE_MASK:
2448 case GL_STENCIL_REF:
2449 case GL_STENCIL_FAIL:
2450 case GL_STENCIL_PASS_DEPTH_FAIL:
2451 case GL_STENCIL_PASS_DEPTH_PASS:
2452 case GL_STENCIL_BACK_FUNC:
2453 case GL_STENCIL_BACK_VALUE_MASK:
2454 case GL_STENCIL_BACK_REF:
2455 case GL_STENCIL_BACK_FAIL:
2456 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2457 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2458 case GL_DEPTH_FUNC:
2459 case GL_BLEND_SRC_RGB:
2460 case GL_BLEND_SRC_ALPHA:
2461 case GL_BLEND_DST_RGB:
2462 case GL_BLEND_DST_ALPHA:
2463 case GL_BLEND_EQUATION_RGB:
2464 case GL_BLEND_EQUATION_ALPHA:
2465 case GL_STENCIL_WRITEMASK:
2466 case GL_STENCIL_BACK_WRITEMASK:
2467 case GL_STENCIL_CLEAR_VALUE:
2468 case GL_SUBPIXEL_BITS:
2469 case GL_MAX_TEXTURE_SIZE:
2470 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2471 case GL_SAMPLE_BUFFERS:
2472 case GL_SAMPLES:
2473 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2474 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2475 case GL_TEXTURE_BINDING_2D:
2476 case GL_TEXTURE_BINDING_CUBE_MAP:
2477 case GL_TEXTURE_BINDING_EXTERNAL_OES:
2478 case GL_TEXTURE_BINDING_3D_OES:
2479 case GL_COPY_READ_BUFFER_BINDING:
2480 case GL_COPY_WRITE_BUFFER_BINDING:
2481 case GL_DRAW_BUFFER0:
2482 case GL_DRAW_BUFFER1:
2483 case GL_DRAW_BUFFER2:
2484 case GL_DRAW_BUFFER3:
2485 case GL_DRAW_BUFFER4:
2486 case GL_DRAW_BUFFER5:
2487 case GL_DRAW_BUFFER6:
2488 case GL_DRAW_BUFFER7:
2489 case GL_DRAW_BUFFER8:
2490 case GL_DRAW_BUFFER9:
2491 case GL_DRAW_BUFFER10:
2492 case GL_DRAW_BUFFER11:
2493 case GL_DRAW_BUFFER12:
2494 case GL_DRAW_BUFFER13:
2495 case GL_DRAW_BUFFER14:
2496 case GL_DRAW_BUFFER15:
2497 case GL_MAJOR_VERSION:
2498 case GL_MAX_3D_TEXTURE_SIZE:
2499 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2500 case GL_MAX_COLOR_ATTACHMENTS:
2501 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2502 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2503 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2504 case GL_MAX_DRAW_BUFFERS:
2505 case GL_MAX_ELEMENT_INDEX:
2506 case GL_MAX_ELEMENTS_INDICES:
2507 case GL_MAX_ELEMENTS_VERTICES:
2508 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2509 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2510 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2511 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2512 case GL_MAX_SERVER_WAIT_TIMEOUT:
2513 case GL_MAX_TEXTURE_LOD_BIAS:
2514 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2515 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2516 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2517 case GL_MAX_UNIFORM_BLOCK_SIZE:
2518 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2519 case GL_MAX_VARYING_COMPONENTS:
2520 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2521 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2522 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2523 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2524 case GL_MINOR_VERSION:
2525 case GL_NUM_EXTENSIONS:
2526 case GL_NUM_PROGRAM_BINARY_FORMATS:
2527 case GL_PACK_ROW_LENGTH:
2528 case GL_PACK_SKIP_PIXELS:
2529 case GL_PACK_SKIP_ROWS:
2530 case GL_PIXEL_PACK_BUFFER_BINDING:
2531 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2532 case GL_PROGRAM_BINARY_FORMATS:
2533 case GL_READ_BUFFER:
2534 case GL_SAMPLER_BINDING:
2535 case GL_TEXTURE_BINDING_2D_ARRAY:
2536 case GL_UNIFORM_BUFFER_BINDING:
2537 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2538 case GL_UNIFORM_BUFFER_SIZE:
2539 case GL_UNIFORM_BUFFER_START:
2540 case GL_UNPACK_IMAGE_HEIGHT:
2541 case GL_UNPACK_ROW_LENGTH:
2542 case GL_UNPACK_SKIP_IMAGES:
2543 case GL_UNPACK_SKIP_PIXELS:
2544 case GL_UNPACK_SKIP_ROWS:
2545 case GL_VERTEX_ARRAY_BINDING:
2546 case GL_TRANSFORM_FEEDBACK_BINDING:
2547 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2548 {
2549 *type = GL_INT;
2550 *numParams = 1;
2551 }
2552 break;
2553 case GL_MAX_SAMPLES_ANGLE:
2554 {
2555 *type = GL_INT;
2556 *numParams = 1;
2557 }
2558 break;
2559 case GL_MAX_VIEWPORT_DIMS:
2560 {
2561 *type = GL_INT;
2562 *numParams = 2;
2563 }
2564 break;
2565 case GL_VIEWPORT:
2566 case GL_SCISSOR_BOX:
2567 {
2568 *type = GL_INT;
2569 *numParams = 4;
2570 }
2571 break;
2572 case GL_SHADER_COMPILER:
2573 case GL_SAMPLE_COVERAGE_INVERT:
2574 case GL_DEPTH_WRITEMASK:
2575 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
2576 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
2577 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2578 case GL_SAMPLE_COVERAGE:
2579 case GL_SCISSOR_TEST:
2580 case GL_STENCIL_TEST:
2581 case GL_DEPTH_TEST:
2582 case GL_BLEND:
2583 case GL_DITHER:
2584 case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2585 case GL_RASTERIZER_DISCARD:
2586 case GL_TRANSFORM_FEEDBACK_ACTIVE:
2587 case GL_TRANSFORM_FEEDBACK_PAUSED:
2588 {
2589 *type = GL_BOOL;
2590 *numParams = 1;
2591 }
2592 break;
2593 case GL_COLOR_WRITEMASK:
2594 {
2595 *type = GL_BOOL;
2596 *numParams = 4;
2597 }
2598 break;
2599 case GL_POLYGON_OFFSET_FACTOR:
2600 case GL_POLYGON_OFFSET_UNITS:
2601 case GL_SAMPLE_COVERAGE_VALUE:
2602 case GL_DEPTH_CLEAR_VALUE:
2603 case GL_LINE_WIDTH:
2604 {
2605 *type = GL_FLOAT;
2606 *numParams = 1;
2607 }
2608 break;
2609 case GL_ALIASED_LINE_WIDTH_RANGE:
2610 case GL_ALIASED_POINT_SIZE_RANGE:
2611 case GL_DEPTH_RANGE:
2612 {
2613 *type = GL_FLOAT;
2614 *numParams = 2;
2615 }
2616 break;
2617 case GL_COLOR_CLEAR_VALUE:
2618 case GL_BLEND_COLOR:
2619 {
2620 *type = GL_FLOAT;
2621 *numParams = 4;
2622 }
2623 break;
2624 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2625 *type = GL_FLOAT;
2626 *numParams = 1;
2627 break;
2628 default:
2629 return false;
2630 }
2631
2632 return true;
2633 }
2634
applyScissor(int width,int height)2635 void Context::applyScissor(int width, int height)
2636 {
2637 if(mState.scissorTestEnabled)
2638 {
2639 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2640 scissor.clip(0, 0, width, height);
2641
2642 device->setScissorRect(scissor);
2643 device->setScissorEnable(true);
2644 }
2645 else
2646 {
2647 device->setScissorEnable(false);
2648 }
2649 }
2650
2651 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
applyRenderTarget()2652 bool Context::applyRenderTarget()
2653 {
2654 Framebuffer *framebuffer = getDrawFramebuffer();
2655 int width, height, samples;
2656
2657 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2658 {
2659 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2660 }
2661
2662 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2663 {
2664 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2665 {
2666 egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2667 device->setRenderTarget(i, renderTarget);
2668 if(renderTarget) renderTarget->release();
2669 }
2670 else
2671 {
2672 device->setRenderTarget(i, nullptr);
2673 }
2674 }
2675
2676 egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2677 device->setDepthBuffer(depthBuffer);
2678 if(depthBuffer) depthBuffer->release();
2679
2680 egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2681 device->setStencilBuffer(stencilBuffer);
2682 if(stencilBuffer) stencilBuffer->release();
2683
2684 Viewport viewport;
2685 float zNear = clamp01(mState.zNear);
2686 float zFar = clamp01(mState.zFar);
2687
2688 viewport.x0 = mState.viewportX;
2689 viewport.y0 = mState.viewportY;
2690 viewport.width = mState.viewportWidth;
2691 viewport.height = mState.viewportHeight;
2692 viewport.minZ = zNear;
2693 viewport.maxZ = zFar;
2694
2695 device->setViewport(viewport);
2696
2697 applyScissor(width, height);
2698
2699 Program *program = getCurrentProgram();
2700
2701 if(program)
2702 {
2703 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2704 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2705 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2706 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2707 }
2708
2709 return true;
2710 }
2711
2712 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
applyState(GLenum drawMode)2713 void Context::applyState(GLenum drawMode)
2714 {
2715 Framebuffer *framebuffer = getDrawFramebuffer();
2716
2717 if(mState.cullFaceEnabled)
2718 {
2719 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2720 }
2721 else
2722 {
2723 device->setCullMode(sw::CULL_NONE);
2724 }
2725
2726 if(mDepthStateDirty)
2727 {
2728 if(mState.depthTestEnabled)
2729 {
2730 device->setDepthBufferEnable(true);
2731 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2732 }
2733 else
2734 {
2735 device->setDepthBufferEnable(false);
2736 }
2737
2738 mDepthStateDirty = false;
2739 }
2740
2741 if(mBlendStateDirty)
2742 {
2743 if(mState.blendEnabled)
2744 {
2745 device->setAlphaBlendEnable(true);
2746 device->setSeparateAlphaBlendEnable(true);
2747
2748 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2749
2750 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2751 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2752 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2753
2754 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2755 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2756 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2757 }
2758 else
2759 {
2760 device->setAlphaBlendEnable(false);
2761 }
2762
2763 mBlendStateDirty = false;
2764 }
2765
2766 if(mStencilStateDirty || mFrontFaceDirty)
2767 {
2768 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2769 {
2770 device->setStencilEnable(true);
2771 device->setTwoSidedStencil(true);
2772
2773 // get the maximum size of the stencil ref
2774 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2775 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2776
2777 if(mState.frontFace == GL_CCW)
2778 {
2779 device->setStencilWriteMask(mState.stencilWritemask);
2780 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2781
2782 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2783 device->setStencilMask(mState.stencilMask);
2784
2785 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2786 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2787 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2788
2789 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2790 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2791
2792 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2793 device->setStencilMaskCCW(mState.stencilBackMask);
2794
2795 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2796 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2797 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2798 }
2799 else
2800 {
2801 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2802 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2803
2804 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2805 device->setStencilMaskCCW(mState.stencilMask);
2806
2807 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2808 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2809 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2810
2811 device->setStencilWriteMask(mState.stencilBackWritemask);
2812 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2813
2814 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2815 device->setStencilMask(mState.stencilBackMask);
2816
2817 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2818 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2819 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2820 }
2821 }
2822 else
2823 {
2824 device->setStencilEnable(false);
2825 }
2826
2827 mStencilStateDirty = false;
2828 mFrontFaceDirty = false;
2829 }
2830
2831 if(mMaskStateDirty)
2832 {
2833 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2834 {
2835 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2836 }
2837
2838 device->setDepthWriteEnable(mState.depthMask);
2839
2840 mMaskStateDirty = false;
2841 }
2842
2843 if(mPolygonOffsetStateDirty)
2844 {
2845 if(mState.polygonOffsetFillEnabled)
2846 {
2847 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2848 if(depthbuffer)
2849 {
2850 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2851 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2852 device->setDepthBias(depthBias);
2853 }
2854 }
2855 else
2856 {
2857 device->setSlopeDepthBias(0);
2858 device->setDepthBias(0);
2859 }
2860
2861 mPolygonOffsetStateDirty = false;
2862 }
2863
2864 if(mSampleStateDirty)
2865 {
2866 if(mState.sampleAlphaToCoverageEnabled)
2867 {
2868 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2869 }
2870 else
2871 {
2872 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2873 }
2874
2875 if(mState.sampleCoverageEnabled)
2876 {
2877 unsigned int mask = 0;
2878 if(mState.sampleCoverageValue != 0)
2879 {
2880 int width, height, samples;
2881 framebuffer->completeness(width, height, samples);
2882
2883 float threshold = 0.5f;
2884
2885 for(int i = 0; i < samples; i++)
2886 {
2887 mask <<= 1;
2888
2889 if((i + 1) * mState.sampleCoverageValue >= threshold)
2890 {
2891 threshold += 1.0f;
2892 mask |= 1;
2893 }
2894 }
2895 }
2896
2897 if(mState.sampleCoverageInvert)
2898 {
2899 mask = ~mask;
2900 }
2901
2902 device->setMultiSampleMask(mask);
2903 }
2904 else
2905 {
2906 device->setMultiSampleMask(0xFFFFFFFF);
2907 }
2908
2909 mSampleStateDirty = false;
2910 }
2911
2912 if(mDitherStateDirty)
2913 {
2914 // UNIMPLEMENTED(); // FIXME
2915
2916 mDitherStateDirty = false;
2917 }
2918
2919 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2920 }
2921
applyVertexBuffer(GLint base,GLint first,GLsizei count,GLsizei instanceId)2922 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2923 {
2924 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2925
2926 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2927 if(err != GL_NO_ERROR)
2928 {
2929 return err;
2930 }
2931
2932 Program *program = getCurrentProgram();
2933
2934 device->resetInputStreams(false);
2935
2936 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2937 {
2938 if(program->getAttributeStream(i) == -1)
2939 {
2940 continue;
2941 }
2942
2943 sw::Resource *resource = attributes[i].vertexBuffer;
2944 const void *buffer = (char*)resource->data() + attributes[i].offset;
2945
2946 int stride = attributes[i].stride;
2947
2948 buffer = (char*)buffer + stride * base;
2949
2950 sw::Stream attribute(resource, buffer, stride);
2951
2952 attribute.type = attributes[i].type;
2953 attribute.count = attributes[i].count;
2954 attribute.normalized = attributes[i].normalized;
2955
2956 int stream = program->getAttributeStream(i);
2957 device->setInputStream(stream, attribute);
2958 }
2959
2960 return GL_NO_ERROR;
2961 }
2962
2963 // Applies the indices and element array bindings
applyIndexBuffer(const void * indices,GLuint start,GLuint end,GLsizei count,GLenum mode,GLenum type,TranslatedIndexData * indexInfo)2964 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2965 {
2966 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo);
2967
2968 if(err == GL_NO_ERROR)
2969 {
2970 device->setIndexBuffer(indexInfo->indexBuffer);
2971 }
2972
2973 return err;
2974 }
2975
2976 // Applies the shaders and shader constants
applyShaders()2977 void Context::applyShaders()
2978 {
2979 Program *programObject = getCurrentProgram();
2980 sw::VertexShader *vertexShader = programObject->getVertexShader();
2981 sw::PixelShader *pixelShader = programObject->getPixelShader();
2982
2983 device->setVertexShader(vertexShader);
2984 device->setPixelShader(pixelShader);
2985
2986 if(programObject->getSerial() != mAppliedProgramSerial)
2987 {
2988 programObject->dirtyAllUniforms();
2989 mAppliedProgramSerial = programObject->getSerial();
2990 }
2991
2992 programObject->applyTransformFeedback(device, getTransformFeedback());
2993 programObject->applyUniformBuffers(device, mState.uniformBuffers);
2994 programObject->applyUniforms(device);
2995 }
2996
applyTextures()2997 void Context::applyTextures()
2998 {
2999 applyTextures(sw::SAMPLER_PIXEL);
3000 applyTextures(sw::SAMPLER_VERTEX);
3001 }
3002
applyTextures(sw::SamplerType samplerType)3003 void Context::applyTextures(sw::SamplerType samplerType)
3004 {
3005 Program *programObject = getCurrentProgram();
3006
3007 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type
3008
3009 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3010 {
3011 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index
3012
3013 if(textureUnit != -1)
3014 {
3015 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3016
3017 Texture *texture = getSamplerTexture(textureUnit, textureType);
3018
3019 if(texture->isSamplerComplete())
3020 {
3021 GLenum wrapS, wrapT, wrapR, minFilter, magFilter;
3022 GLfloat minLOD, maxLOD;
3023
3024 Sampler *samplerObject = mState.sampler[textureUnit];
3025 if(samplerObject)
3026 {
3027 wrapS = samplerObject->getWrapS();
3028 wrapT = samplerObject->getWrapT();
3029 wrapR = samplerObject->getWrapR();
3030 minFilter = samplerObject->getMinFilter();
3031 magFilter = samplerObject->getMagFilter();
3032 minLOD = samplerObject->getMinLod();
3033 maxLOD = samplerObject->getMaxLod();
3034 }
3035 else
3036 {
3037 wrapS = texture->getWrapS();
3038 wrapT = texture->getWrapT();
3039 wrapR = texture->getWrapR();
3040 minFilter = texture->getMinFilter();
3041 magFilter = texture->getMagFilter();
3042 minLOD = texture->getMinLOD();
3043 maxLOD = texture->getMaxLOD();
3044 }
3045 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3046
3047 GLint baseLevel = texture->getBaseLevel();
3048 GLint maxLevel = texture->getMaxLevel();
3049 GLenum swizzleR = texture->getSwizzleR();
3050 GLenum swizzleG = texture->getSwizzleG();
3051 GLenum swizzleB = texture->getSwizzleB();
3052 GLenum swizzleA = texture->getSwizzleA();
3053
3054 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3055 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3056 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3057 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3058 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3059 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3060 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3061 device->setMinLod(samplerType, samplerIndex, minLOD);
3062 device->setMaxLod(samplerType, samplerIndex, maxLOD);
3063 device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3064 device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3065
3066 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3067 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3068 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3069 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST);
3070
3071 applyTexture(samplerType, samplerIndex, texture);
3072 }
3073 else
3074 {
3075 applyTexture(samplerType, samplerIndex, nullptr);
3076 }
3077 }
3078 else
3079 {
3080 applyTexture(samplerType, samplerIndex, nullptr);
3081 }
3082 }
3083 }
3084
applyTexture(sw::SamplerType type,int index,Texture * baseTexture)3085 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3086 {
3087 Program *program = getCurrentProgram();
3088 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3089 bool textureUsed = false;
3090
3091 if(type == sw::SAMPLER_PIXEL)
3092 {
3093 textureUsed = program->getPixelShader()->usesSampler(index);
3094 }
3095 else if(type == sw::SAMPLER_VERTEX)
3096 {
3097 textureUsed = program->getVertexShader()->usesSampler(index);
3098 }
3099 else UNREACHABLE(type);
3100
3101 sw::Resource *resource = 0;
3102
3103 if(baseTexture && textureUsed)
3104 {
3105 resource = baseTexture->getResource();
3106 }
3107
3108 device->setTextureResource(sampler, resource);
3109
3110 if(baseTexture && textureUsed)
3111 {
3112 int levelCount = baseTexture->getLevelCount();
3113
3114 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
3115 {
3116 Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3117
3118 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3119 {
3120 int surfaceLevel = mipmapLevel;
3121
3122 if(surfaceLevel < 0)
3123 {
3124 surfaceLevel = 0;
3125 }
3126 else if(surfaceLevel >= levelCount)
3127 {
3128 surfaceLevel = levelCount - 1;
3129 }
3130
3131 egl::Image *surface = texture->getImage(surfaceLevel);
3132 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3133 }
3134 }
3135 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES)
3136 {
3137 Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3138
3139 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3140 {
3141 int surfaceLevel = mipmapLevel;
3142
3143 if(surfaceLevel < 0)
3144 {
3145 surfaceLevel = 0;
3146 }
3147 else if(surfaceLevel >= levelCount)
3148 {
3149 surfaceLevel = levelCount - 1;
3150 }
3151
3152 egl::Image *surface = texture->getImage(surfaceLevel);
3153 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3154 }
3155 }
3156 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY)
3157 {
3158 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3159
3160 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3161 {
3162 int surfaceLevel = mipmapLevel;
3163
3164 if(surfaceLevel < 0)
3165 {
3166 surfaceLevel = 0;
3167 }
3168 else if(surfaceLevel >= levelCount)
3169 {
3170 surfaceLevel = levelCount - 1;
3171 }
3172
3173 egl::Image *surface = texture->getImage(surfaceLevel);
3174 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3175 }
3176 }
3177 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP)
3178 {
3179 for(int face = 0; face < 6; face++)
3180 {
3181 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3182
3183 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3184 {
3185 int surfaceLevel = mipmapLevel;
3186
3187 if(surfaceLevel < 0)
3188 {
3189 surfaceLevel = 0;
3190 }
3191 else if(surfaceLevel >= levelCount)
3192 {
3193 surfaceLevel = levelCount - 1;
3194 }
3195
3196 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3197 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3198 }
3199 }
3200 }
3201 else UNIMPLEMENTED();
3202 }
3203 else
3204 {
3205 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3206 }
3207 }
3208
readPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum format,GLenum type,GLsizei * bufSize,void * pixels)3209 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3210 {
3211 Framebuffer *framebuffer = getReadFramebuffer();
3212 int framebufferWidth, framebufferHeight, framebufferSamples;
3213
3214 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3215 {
3216 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3217 }
3218
3219 if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3220 {
3221 return error(GL_INVALID_OPERATION);
3222 }
3223
3224 if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion))
3225 {
3226 return error(GL_INVALID_OPERATION);
3227 }
3228
3229 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width;
3230 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment);
3231 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight;
3232 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3233 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels);
3234
3235 // Sized query sanity check
3236 if(bufSize)
3237 {
3238 int requiredSize = outputPitch * height;
3239 if(requiredSize > *bufSize)
3240 {
3241 return error(GL_INVALID_OPERATION);
3242 }
3243 }
3244
3245 egl::Image *renderTarget = nullptr;
3246 switch(format)
3247 {
3248 case GL_DEPTH_COMPONENT:
3249 renderTarget = framebuffer->getDepthBuffer();
3250 break;
3251 default:
3252 renderTarget = framebuffer->getReadRenderTarget();
3253 break;
3254 }
3255
3256 if(!renderTarget)
3257 {
3258 return error(GL_INVALID_OPERATION);
3259 }
3260
3261 sw::Rect rect = {x, y, x + width, y + height};
3262 sw::Rect dstRect = { 0, 0, width, height };
3263 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
3264
3265 sw::Surface *externalSurface = sw::Surface::create(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3266 sw::SliceRect sliceRect(rect);
3267 sw::SliceRect dstSliceRect(dstRect);
3268 device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false);
3269 delete externalSurface;
3270
3271 renderTarget->release();
3272 }
3273
clear(GLbitfield mask)3274 void Context::clear(GLbitfield mask)
3275 {
3276 if(mState.rasterizerDiscardEnabled)
3277 {
3278 return;
3279 }
3280
3281 Framebuffer *framebuffer = getDrawFramebuffer();
3282
3283 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3284 {
3285 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3286 }
3287
3288 if(!applyRenderTarget())
3289 {
3290 return;
3291 }
3292
3293 if(mask & GL_COLOR_BUFFER_BIT)
3294 {
3295 unsigned int rgbaMask = getColorMask();
3296
3297 if(rgbaMask != 0)
3298 {
3299 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3300 }
3301 }
3302
3303 if(mask & GL_DEPTH_BUFFER_BIT)
3304 {
3305 if(mState.depthMask != 0)
3306 {
3307 float depth = clamp01(mState.depthClearValue);
3308 device->clearDepth(depth);
3309 }
3310 }
3311
3312 if(mask & GL_STENCIL_BUFFER_BIT)
3313 {
3314 if(mState.stencilWritemask != 0)
3315 {
3316 int stencil = mState.stencilClearValue & 0x000000FF;
3317 device->clearStencil(stencil, mState.stencilWritemask);
3318 }
3319 }
3320 }
3321
clearColorBuffer(GLint drawbuffer,void * value,sw::Format format)3322 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3323 {
3324 unsigned int rgbaMask = getColorMask();
3325 if(rgbaMask && !mState.rasterizerDiscardEnabled)
3326 {
3327 Framebuffer *framebuffer = getDrawFramebuffer();
3328 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3329
3330 if(colorbuffer)
3331 {
3332 sw::Rect clearRect = colorbuffer->getRect();
3333
3334 if(mState.scissorTestEnabled)
3335 {
3336 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3337 }
3338
3339 device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3340
3341 colorbuffer->release();
3342 }
3343 }
3344 }
3345
clearColorBuffer(GLint drawbuffer,const GLint * value)3346 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3347 {
3348 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3349 }
3350
clearColorBuffer(GLint drawbuffer,const GLuint * value)3351 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3352 {
3353 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3354 }
3355
clearColorBuffer(GLint drawbuffer,const GLfloat * value)3356 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3357 {
3358 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3359 }
3360
clearDepthBuffer(const GLfloat value)3361 void Context::clearDepthBuffer(const GLfloat value)
3362 {
3363 if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3364 {
3365 Framebuffer *framebuffer = getDrawFramebuffer();
3366 egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3367
3368 if(depthbuffer)
3369 {
3370 float depth = clamp01(value);
3371 sw::Rect clearRect = depthbuffer->getRect();
3372
3373 if(mState.scissorTestEnabled)
3374 {
3375 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3376 }
3377
3378 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3379
3380 depthbuffer->release();
3381 }
3382 }
3383 }
3384
clearStencilBuffer(const GLint value)3385 void Context::clearStencilBuffer(const GLint value)
3386 {
3387 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3388 {
3389 Framebuffer *framebuffer = getDrawFramebuffer();
3390 egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3391
3392 if(stencilbuffer)
3393 {
3394 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3395 sw::Rect clearRect = stencilbuffer->getRect();
3396
3397 if(mState.scissorTestEnabled)
3398 {
3399 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3400 }
3401
3402 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3403
3404 stencilbuffer->release();
3405 }
3406 }
3407 }
3408
drawArrays(GLenum mode,GLint first,GLsizei count,GLsizei instanceCount)3409 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3410 {
3411 if(!mState.currentProgram)
3412 {
3413 return error(GL_INVALID_OPERATION);
3414 }
3415
3416 sw::DrawType primitiveType;
3417 int primitiveCount;
3418 int verticesPerPrimitive;
3419
3420 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3421 return error(GL_INVALID_ENUM);
3422
3423 if(primitiveCount <= 0)
3424 {
3425 return;
3426 }
3427
3428 if(!applyRenderTarget())
3429 {
3430 return;
3431 }
3432
3433 applyState(mode);
3434
3435 for(int i = 0; i < instanceCount; ++i)
3436 {
3437 device->setInstanceID(i);
3438
3439 GLenum err = applyVertexBuffer(0, first, count, i);
3440 if(err != GL_NO_ERROR)
3441 {
3442 return error(err);
3443 }
3444
3445 applyShaders();
3446 applyTextures();
3447
3448 if(!getCurrentProgram()->validateSamplers(false))
3449 {
3450 return error(GL_INVALID_OPERATION);
3451 }
3452
3453 TransformFeedback* transformFeedback = getTransformFeedback();
3454 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3455 {
3456 device->drawPrimitive(primitiveType, primitiveCount);
3457 }
3458 if(transformFeedback)
3459 {
3460 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3461 }
3462 }
3463 }
3464
drawElements(GLenum mode,GLuint start,GLuint end,GLsizei count,GLenum type,const void * indices,GLsizei instanceCount)3465 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3466 {
3467 if(!mState.currentProgram)
3468 {
3469 return error(GL_INVALID_OPERATION);
3470 }
3471
3472 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3473 {
3474 return error(GL_INVALID_OPERATION);
3475 }
3476
3477 sw::DrawType primitiveType;
3478 int primitiveCount;
3479 int verticesPerPrimitive;
3480
3481 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3482 return error(GL_INVALID_ENUM);
3483
3484 if(primitiveCount <= 0)
3485 {
3486 return;
3487 }
3488
3489 if(!applyRenderTarget())
3490 {
3491 return;
3492 }
3493
3494 applyState(mode);
3495
3496 for(int i = 0; i < instanceCount; ++i)
3497 {
3498 device->setInstanceID(i);
3499
3500 TranslatedIndexData indexInfo;
3501 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3502 if(err != GL_NO_ERROR)
3503 {
3504 return error(err);
3505 }
3506
3507 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3508 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3509 if(err != GL_NO_ERROR)
3510 {
3511 return error(err);
3512 }
3513
3514 applyShaders();
3515 applyTextures();
3516
3517 if(!getCurrentProgram()->validateSamplers(false))
3518 {
3519 return error(GL_INVALID_OPERATION);
3520 }
3521
3522 TransformFeedback* transformFeedback = getTransformFeedback();
3523 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3524 {
3525 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount);
3526 }
3527 if(transformFeedback)
3528 {
3529 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3530 }
3531 }
3532 }
3533
blit(sw::Surface * source,const sw::SliceRect & sRect,sw::Surface * dest,const sw::SliceRect & dRect)3534 void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect)
3535 {
3536 device->blit(source, sRect, dest, dRect, false);
3537 }
3538
finish()3539 void Context::finish()
3540 {
3541 device->finish();
3542 }
3543
flush()3544 void Context::flush()
3545 {
3546 // We don't queue anything without processing it as fast as possible
3547 }
3548
recordInvalidEnum()3549 void Context::recordInvalidEnum()
3550 {
3551 mInvalidEnum = true;
3552 }
3553
recordInvalidValue()3554 void Context::recordInvalidValue()
3555 {
3556 mInvalidValue = true;
3557 }
3558
recordInvalidOperation()3559 void Context::recordInvalidOperation()
3560 {
3561 mInvalidOperation = true;
3562 }
3563
recordOutOfMemory()3564 void Context::recordOutOfMemory()
3565 {
3566 mOutOfMemory = true;
3567 }
3568
recordInvalidFramebufferOperation()3569 void Context::recordInvalidFramebufferOperation()
3570 {
3571 mInvalidFramebufferOperation = true;
3572 }
3573
3574 // Get one of the recorded errors and clear its flag, if any.
3575 // [OpenGL ES 2.0.24] section 2.5 page 13.
getError()3576 GLenum Context::getError()
3577 {
3578 if(mInvalidEnum)
3579 {
3580 mInvalidEnum = false;
3581
3582 return GL_INVALID_ENUM;
3583 }
3584
3585 if(mInvalidValue)
3586 {
3587 mInvalidValue = false;
3588
3589 return GL_INVALID_VALUE;
3590 }
3591
3592 if(mInvalidOperation)
3593 {
3594 mInvalidOperation = false;
3595
3596 return GL_INVALID_OPERATION;
3597 }
3598
3599 if(mOutOfMemory)
3600 {
3601 mOutOfMemory = false;
3602
3603 return GL_OUT_OF_MEMORY;
3604 }
3605
3606 if(mInvalidFramebufferOperation)
3607 {
3608 mInvalidFramebufferOperation = false;
3609
3610 return GL_INVALID_FRAMEBUFFER_OPERATION;
3611 }
3612
3613 return GL_NO_ERROR;
3614 }
3615
getSupportedMultisampleCount(int requested)3616 int Context::getSupportedMultisampleCount(int requested)
3617 {
3618 int supported = 0;
3619
3620 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3621 {
3622 if(supported >= requested)
3623 {
3624 return supported;
3625 }
3626
3627 supported = multisampleCount[i];
3628 }
3629
3630 return supported;
3631 }
3632
detachBuffer(GLuint buffer)3633 void Context::detachBuffer(GLuint buffer)
3634 {
3635 // [OpenGL ES 2.0.24] section 2.9 page 22:
3636 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3637 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3638
3639 if(mState.copyReadBuffer.name() == buffer)
3640 {
3641 mState.copyReadBuffer = nullptr;
3642 }
3643
3644 if(mState.copyWriteBuffer.name() == buffer)
3645 {
3646 mState.copyWriteBuffer = nullptr;
3647 }
3648
3649 if(mState.pixelPackBuffer.name() == buffer)
3650 {
3651 mState.pixelPackBuffer = nullptr;
3652 }
3653
3654 if(mState.pixelUnpackBuffer.name() == buffer)
3655 {
3656 mState.pixelUnpackBuffer = nullptr;
3657 }
3658
3659 if(mState.genericUniformBuffer.name() == buffer)
3660 {
3661 mState.genericUniformBuffer = nullptr;
3662 }
3663
3664 if(getArrayBufferName() == buffer)
3665 {
3666 mState.arrayBuffer = nullptr;
3667 }
3668
3669 // Only detach from the current transform feedback
3670 TransformFeedback* currentTransformFeedback = getTransformFeedback();
3671 if(currentTransformFeedback)
3672 {
3673 currentTransformFeedback->detachBuffer(buffer);
3674 }
3675
3676 // Only detach from the current vertex array
3677 VertexArray* currentVertexArray = getCurrentVertexArray();
3678 if(currentVertexArray)
3679 {
3680 currentVertexArray->detachBuffer(buffer);
3681 }
3682
3683 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3684 {
3685 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3686 {
3687 mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3688 }
3689 }
3690 }
3691
detachTexture(GLuint texture)3692 void Context::detachTexture(GLuint texture)
3693 {
3694 // [OpenGL ES 2.0.24] section 3.8 page 84:
3695 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3696 // rebound to texture object zero
3697
3698 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3699 {
3700 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3701 {
3702 if(mState.samplerTexture[type][sampler].name() == texture)
3703 {
3704 mState.samplerTexture[type][sampler] = nullptr;
3705 }
3706 }
3707 }
3708
3709 // [OpenGL ES 2.0.24] section 4.4 page 112:
3710 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3711 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3712 // image was attached in the currently bound framebuffer.
3713
3714 Framebuffer *readFramebuffer = getReadFramebuffer();
3715 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3716
3717 if(readFramebuffer)
3718 {
3719 readFramebuffer->detachTexture(texture);
3720 }
3721
3722 if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3723 {
3724 drawFramebuffer->detachTexture(texture);
3725 }
3726 }
3727
detachFramebuffer(GLuint framebuffer)3728 void Context::detachFramebuffer(GLuint framebuffer)
3729 {
3730 // [OpenGL ES 2.0.24] section 4.4 page 107:
3731 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3732 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3733
3734 if(mState.readFramebuffer == framebuffer)
3735 {
3736 bindReadFramebuffer(0);
3737 }
3738
3739 if(mState.drawFramebuffer == framebuffer)
3740 {
3741 bindDrawFramebuffer(0);
3742 }
3743 }
3744
detachRenderbuffer(GLuint renderbuffer)3745 void Context::detachRenderbuffer(GLuint renderbuffer)
3746 {
3747 // [OpenGL ES 2.0.24] section 4.4 page 109:
3748 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3749 // had been executed with the target RENDERBUFFER and name of zero.
3750
3751 if(mState.renderbuffer.name() == renderbuffer)
3752 {
3753 bindRenderbuffer(0);
3754 }
3755
3756 // [OpenGL ES 2.0.24] section 4.4 page 111:
3757 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3758 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3759 // point to which this image was attached in the currently bound framebuffer.
3760
3761 Framebuffer *readFramebuffer = getReadFramebuffer();
3762 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3763
3764 if(readFramebuffer)
3765 {
3766 readFramebuffer->detachRenderbuffer(renderbuffer);
3767 }
3768
3769 if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3770 {
3771 drawFramebuffer->detachRenderbuffer(renderbuffer);
3772 }
3773 }
3774
detachSampler(GLuint sampler)3775 void Context::detachSampler(GLuint sampler)
3776 {
3777 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3778 // If a sampler object that is currently bound to one or more texture units is
3779 // deleted, it is as though BindSampler is called once for each texture unit to
3780 // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3781 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3782 {
3783 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3784 if(samplerBinding.name() == sampler)
3785 {
3786 samplerBinding = nullptr;
3787 }
3788 }
3789 }
3790
cullSkipsDraw(GLenum drawMode)3791 bool Context::cullSkipsDraw(GLenum drawMode)
3792 {
3793 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3794 }
3795
isTriangleMode(GLenum drawMode)3796 bool Context::isTriangleMode(GLenum drawMode)
3797 {
3798 switch(drawMode)
3799 {
3800 case GL_TRIANGLES:
3801 case GL_TRIANGLE_FAN:
3802 case GL_TRIANGLE_STRIP:
3803 return true;
3804 case GL_POINTS:
3805 case GL_LINES:
3806 case GL_LINE_LOOP:
3807 case GL_LINE_STRIP:
3808 return false;
3809 default: UNREACHABLE(drawMode);
3810 }
3811
3812 return false;
3813 }
3814
setVertexAttrib(GLuint index,const GLfloat * values)3815 void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3816 {
3817 ASSERT(index < MAX_VERTEX_ATTRIBS);
3818
3819 mState.vertexAttribute[index].setCurrentValue(values);
3820
3821 mVertexDataManager->dirtyCurrentValue(index);
3822 }
3823
setVertexAttrib(GLuint index,const GLint * values)3824 void Context::setVertexAttrib(GLuint index, const GLint *values)
3825 {
3826 ASSERT(index < MAX_VERTEX_ATTRIBS);
3827
3828 mState.vertexAttribute[index].setCurrentValue(values);
3829
3830 mVertexDataManager->dirtyCurrentValue(index);
3831 }
3832
setVertexAttrib(GLuint index,const GLuint * values)3833 void Context::setVertexAttrib(GLuint index, const GLuint *values)
3834 {
3835 ASSERT(index < MAX_VERTEX_ATTRIBS);
3836
3837 mState.vertexAttribute[index].setCurrentValue(values);
3838
3839 mVertexDataManager->dirtyCurrentValue(index);
3840 }
3841
blitFramebuffer(GLint srcX0,GLint srcY0,GLint srcX1,GLint srcY1,GLint dstX0,GLint dstY0,GLint dstX1,GLint dstY1,GLbitfield mask,bool filter,bool allowPartialDepthStencilBlit)3842 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3843 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3844 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit)
3845 {
3846 Framebuffer *readFramebuffer = getReadFramebuffer();
3847 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3848
3849 int readBufferWidth, readBufferHeight, readBufferSamples;
3850 int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3851
3852 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3853 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3854 {
3855 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3856 }
3857
3858 if(drawBufferSamples > 1)
3859 {
3860 return error(GL_INVALID_OPERATION);
3861 }
3862
3863 sw::SliceRect sourceRect;
3864 sw::SliceRect destRect;
3865 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3866 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3867
3868 if(srcX0 < srcX1)
3869 {
3870 sourceRect.x0 = srcX0;
3871 sourceRect.x1 = srcX1;
3872 }
3873 else
3874 {
3875 sourceRect.x0 = srcX1;
3876 sourceRect.x1 = srcX0;
3877 }
3878
3879 if(dstX0 < dstX1)
3880 {
3881 destRect.x0 = dstX0;
3882 destRect.x1 = dstX1;
3883 }
3884 else
3885 {
3886 destRect.x0 = dstX1;
3887 destRect.x1 = dstX0;
3888 }
3889
3890 if(srcY0 < srcY1)
3891 {
3892 sourceRect.y0 = srcY0;
3893 sourceRect.y1 = srcY1;
3894 }
3895 else
3896 {
3897 sourceRect.y0 = srcY1;
3898 sourceRect.y1 = srcY0;
3899 }
3900
3901 if(dstY0 < dstY1)
3902 {
3903 destRect.y0 = dstY0;
3904 destRect.y1 = dstY1;
3905 }
3906 else
3907 {
3908 destRect.y0 = dstY1;
3909 destRect.y1 = dstY0;
3910 }
3911
3912 sw::Rect sourceScissoredRect = sourceRect;
3913 sw::Rect destScissoredRect = destRect;
3914
3915 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test
3916 {
3917 if(destRect.x0 < mState.scissorX)
3918 {
3919 int xDiff = mState.scissorX - destRect.x0;
3920 destScissoredRect.x0 = mState.scissorX;
3921 sourceScissoredRect.x0 += xDiff;
3922 }
3923
3924 if(destRect.x1 > mState.scissorX + mState.scissorWidth)
3925 {
3926 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth);
3927 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth;
3928 sourceScissoredRect.x1 -= xDiff;
3929 }
3930
3931 if(destRect.y0 < mState.scissorY)
3932 {
3933 int yDiff = mState.scissorY - destRect.y0;
3934 destScissoredRect.y0 = mState.scissorY;
3935 sourceScissoredRect.y0 += yDiff;
3936 }
3937
3938 if(destRect.y1 > mState.scissorY + mState.scissorHeight)
3939 {
3940 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight);
3941 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight;
3942 sourceScissoredRect.y1 -= yDiff;
3943 }
3944 }
3945
3946 sw::Rect sourceTrimmedRect = sourceScissoredRect;
3947 sw::Rect destTrimmedRect = destScissoredRect;
3948
3949 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3950 // the actual draw and read surfaces.
3951 if(sourceTrimmedRect.x0 < 0)
3952 {
3953 int xDiff = 0 - sourceTrimmedRect.x0;
3954 sourceTrimmedRect.x0 = 0;
3955 destTrimmedRect.x0 += xDiff;
3956 }
3957
3958 if(sourceTrimmedRect.x1 > readBufferWidth)
3959 {
3960 int xDiff = sourceTrimmedRect.x1 - readBufferWidth;
3961 sourceTrimmedRect.x1 = readBufferWidth;
3962 destTrimmedRect.x1 -= xDiff;
3963 }
3964
3965 if(sourceTrimmedRect.y0 < 0)
3966 {
3967 int yDiff = 0 - sourceTrimmedRect.y0;
3968 sourceTrimmedRect.y0 = 0;
3969 destTrimmedRect.y0 += yDiff;
3970 }
3971
3972 if(sourceTrimmedRect.y1 > readBufferHeight)
3973 {
3974 int yDiff = sourceTrimmedRect.y1 - readBufferHeight;
3975 sourceTrimmedRect.y1 = readBufferHeight;
3976 destTrimmedRect.y1 -= yDiff;
3977 }
3978
3979 if(destTrimmedRect.x0 < 0)
3980 {
3981 int xDiff = 0 - destTrimmedRect.x0;
3982 destTrimmedRect.x0 = 0;
3983 sourceTrimmedRect.x0 += xDiff;
3984 }
3985
3986 if(destTrimmedRect.x1 > drawBufferWidth)
3987 {
3988 int xDiff = destTrimmedRect.x1 - drawBufferWidth;
3989 destTrimmedRect.x1 = drawBufferWidth;
3990 sourceTrimmedRect.x1 -= xDiff;
3991 }
3992
3993 if(destTrimmedRect.y0 < 0)
3994 {
3995 int yDiff = 0 - destTrimmedRect.y0;
3996 destTrimmedRect.y0 = 0;
3997 sourceTrimmedRect.y0 += yDiff;
3998 }
3999
4000 if(destTrimmedRect.y1 > drawBufferHeight)
4001 {
4002 int yDiff = destTrimmedRect.y1 - drawBufferHeight;
4003 destTrimmedRect.y1 = drawBufferHeight;
4004 sourceTrimmedRect.y1 -= yDiff;
4005 }
4006
4007 bool partialBufferCopy = false;
4008
4009 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4010 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4011 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4012 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4013 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4014 {
4015 partialBufferCopy = true;
4016 }
4017
4018 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1);
4019 bool blitRenderTarget = false;
4020 bool blitDepth = false;
4021 bool blitStencil = false;
4022
4023 if(mask & GL_COLOR_BUFFER_BIT)
4024 {
4025 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex());
4026 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4027 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4028 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4029 if(!validReadType || !validDrawType)
4030 {
4031 return error(GL_INVALID_OPERATION);
4032 }
4033
4034 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds)
4035 {
4036 return error(GL_INVALID_OPERATION);
4037 }
4038
4039 blitRenderTarget = true;
4040 }
4041
4042 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4043 {
4044 Renderbuffer *readDSBuffer = nullptr;
4045 Renderbuffer *drawDSBuffer = nullptr;
4046
4047 if(mask & GL_DEPTH_BUFFER_BIT)
4048 {
4049 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4050 {
4051 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType();
4052 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType();
4053 if((readDepthBufferType != drawDepthBufferType) &&
4054 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType)))
4055 {
4056 return error(GL_INVALID_OPERATION);
4057 }
4058
4059 blitDepth = true;
4060 readDSBuffer = readFramebuffer->getDepthbuffer();
4061 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4062 }
4063 }
4064
4065 if(mask & GL_STENCIL_BUFFER_BIT)
4066 {
4067 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4068 {
4069 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType();
4070 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType();
4071 if((readStencilBufferType != drawStencilBufferType) &&
4072 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType)))
4073 {
4074 return error(GL_INVALID_OPERATION);
4075 }
4076
4077 blitStencil = true;
4078 readDSBuffer = readFramebuffer->getStencilbuffer();
4079 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4080 }
4081 }
4082
4083 if(partialBufferCopy && !allowPartialDepthStencilBlit)
4084 {
4085 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit.");
4086 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted
4087 }
4088
4089 // OpenGL ES 3.0.4 spec, p.199:
4090 // ...an INVALID_OPERATION error is generated if the formats of the read
4091 // and draw framebuffers are not identical or if the source and destination
4092 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds.
4093 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an
4094 // INVALID_OPERATION error is generated.
4095 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4096 ((readDSBuffer && readDSBuffer->getSamples() > 1) &&
4097 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat()))))
4098 {
4099 return error(GL_INVALID_OPERATION);
4100 }
4101 }
4102
4103 if(blitRenderTarget || blitDepth || blitStencil)
4104 {
4105 if(blitRenderTarget)
4106 {
4107 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4108 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4109
4110 if(flipX)
4111 {
4112 swap(destRect.x0, destRect.x1);
4113 }
4114 if(flipy)
4115 {
4116 swap(destRect.y0, destRect.y1);
4117 }
4118
4119 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER);
4120
4121 readRenderTarget->release();
4122 drawRenderTarget->release();
4123
4124 if(!success)
4125 {
4126 ERR("BlitFramebuffer failed.");
4127 return;
4128 }
4129 }
4130
4131 if(blitDepth)
4132 {
4133 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer();
4134 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer();
4135
4136 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER);
4137
4138 readRenderTarget->release();
4139 drawRenderTarget->release();
4140
4141 if(!success)
4142 {
4143 ERR("BlitFramebuffer failed.");
4144 return;
4145 }
4146 }
4147
4148 if(blitStencil)
4149 {
4150 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer();
4151 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer();
4152
4153 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER);
4154
4155 readRenderTarget->release();
4156 drawRenderTarget->release();
4157
4158 if(!success)
4159 {
4160 ERR("BlitFramebuffer failed.");
4161 return;
4162 }
4163 }
4164 }
4165 }
4166
bindTexImage(gl::Surface * surface)4167 void Context::bindTexImage(gl::Surface *surface)
4168 {
4169 es2::Texture2D *textureObject = getTexture2D();
4170
4171 if(textureObject)
4172 {
4173 textureObject->bindTexImage(surface);
4174 }
4175 }
4176
validateSharedImage(EGLenum target,GLuint name,GLuint textureLevel)4177 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4178 {
4179 GLenum textureTarget = GL_NONE;
4180
4181 switch(target)
4182 {
4183 case EGL_GL_TEXTURE_2D_KHR:
4184 textureTarget = GL_TEXTURE_2D;
4185 break;
4186 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4187 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4188 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4189 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4190 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4191 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4192 textureTarget = GL_TEXTURE_CUBE_MAP;
4193 break;
4194 case EGL_GL_RENDERBUFFER_KHR:
4195 break;
4196 default:
4197 return EGL_BAD_PARAMETER;
4198 }
4199
4200 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4201 {
4202 return EGL_BAD_MATCH;
4203 }
4204
4205 if(textureTarget != GL_NONE)
4206 {
4207 es2::Texture *texture = getTexture(name);
4208
4209 if(!texture || texture->getTarget() != textureTarget)
4210 {
4211 return EGL_BAD_PARAMETER;
4212 }
4213
4214 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling
4215 {
4216 return EGL_BAD_ACCESS;
4217 }
4218
4219 if(textureLevel != 0 && !texture->isSamplerComplete())
4220 {
4221 return EGL_BAD_PARAMETER;
4222 }
4223
4224 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1))
4225 {
4226 return EGL_BAD_PARAMETER;
4227 }
4228 }
4229 else if(target == EGL_GL_RENDERBUFFER_KHR)
4230 {
4231 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4232
4233 if(!renderbuffer)
4234 {
4235 return EGL_BAD_PARAMETER;
4236 }
4237
4238 if(renderbuffer->isShared()) // Already an EGLImage sibling
4239 {
4240 return EGL_BAD_ACCESS;
4241 }
4242 }
4243 else UNREACHABLE(target);
4244
4245 return EGL_SUCCESS;
4246 }
4247
createSharedImage(EGLenum target,GLuint name,GLuint textureLevel)4248 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4249 {
4250 GLenum textureTarget = GL_NONE;
4251
4252 switch(target)
4253 {
4254 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break;
4255 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4256 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4257 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4258 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4259 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4260 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4261 }
4262
4263 if(textureTarget != GL_NONE)
4264 {
4265 es2::Texture *texture = getTexture(name);
4266
4267 return texture->createSharedImage(textureTarget, textureLevel);
4268 }
4269 else if(target == EGL_GL_RENDERBUFFER_KHR)
4270 {
4271 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4272
4273 return renderbuffer->createSharedImage();
4274 }
4275 else UNREACHABLE(target);
4276
4277 return nullptr;
4278 }
4279
getSharedImage(GLeglImageOES image)4280 egl::Image *Context::getSharedImage(GLeglImageOES image)
4281 {
4282 return display->getSharedImage(image);
4283 }
4284
getDevice()4285 Device *Context::getDevice()
4286 {
4287 return device;
4288 }
4289
getExtensions(GLuint index,GLuint * numExt) const4290 const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const
4291 {
4292 // Keep list sorted in following order:
4293 // OES extensions
4294 // EXT extensions
4295 // Vendor extensions
4296 static const char *es2extensions[] =
4297 {
4298 "GL_OES_compressed_ETC1_RGB8_texture",
4299 "GL_OES_depth24",
4300 "GL_OES_depth32",
4301 "GL_OES_depth_texture",
4302 "GL_OES_depth_texture_cube_map",
4303 "GL_OES_EGL_image",
4304 "GL_OES_EGL_image_external",
4305 "GL_OES_EGL_sync",
4306 "GL_OES_element_index_uint",
4307 "GL_OES_framebuffer_object",
4308 "GL_OES_packed_depth_stencil",
4309 "GL_OES_rgb8_rgba8",
4310 "GL_OES_standard_derivatives",
4311 "GL_OES_texture_float",
4312 "GL_OES_texture_float_linear",
4313 "GL_OES_texture_half_float",
4314 "GL_OES_texture_half_float_linear",
4315 "GL_OES_texture_npot",
4316 "GL_OES_texture_3D",
4317 "GL_OES_vertex_half_float",
4318 "GL_EXT_blend_minmax",
4319 "GL_EXT_color_buffer_half_float",
4320 "GL_EXT_draw_buffers",
4321 "GL_EXT_instanced_arrays",
4322 "GL_EXT_occlusion_query_boolean",
4323 "GL_EXT_read_format_bgra",
4324 #if (S3TC_SUPPORT)
4325 "GL_EXT_texture_compression_dxt1",
4326 #endif
4327 "GL_EXT_texture_filter_anisotropic",
4328 "GL_EXT_texture_format_BGRA8888",
4329 "GL_EXT_texture_rg",
4330 "GL_ANGLE_framebuffer_blit",
4331 "GL_ANGLE_framebuffer_multisample",
4332 "GL_ANGLE_instanced_arrays",
4333 #if (S3TC_SUPPORT)
4334 "GL_ANGLE_texture_compression_dxt3",
4335 "GL_ANGLE_texture_compression_dxt5",
4336 #endif
4337 "GL_CHROMIUM_texture_filtering_hint",
4338 "GL_NV_fence",
4339 "GL_NV_framebuffer_blit",
4340 "GL_NV_read_depth",
4341 };
4342
4343 // Extensions exclusive to OpenGL ES 3.0 and above.
4344 static const char *es3extensions[] =
4345 {
4346 "GL_EXT_color_buffer_float",
4347 };
4348
4349 GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]);
4350 GLuint numExtensions = numES2extensions;
4351
4352 if(clientVersion >= 3)
4353 {
4354 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]);
4355 }
4356
4357 if(numExt)
4358 {
4359 *numExt = numExtensions;
4360
4361 return nullptr;
4362 }
4363
4364 if(index == GL_INVALID_INDEX)
4365 {
4366 static std::string extensionsCat;
4367
4368 if(extensionsCat.empty() && (numExtensions > 0))
4369 {
4370 for(const char *extension : es2extensions)
4371 {
4372 extensionsCat += std::string(extension) + " ";
4373 }
4374
4375 if(clientVersion >= 3)
4376 {
4377 for(const char *extension : es3extensions)
4378 {
4379 extensionsCat += std::string(extension) + " ";
4380 }
4381 }
4382 }
4383
4384 return (const GLubyte*)extensionsCat.c_str();
4385 }
4386
4387 if(index >= numExtensions)
4388 {
4389 return nullptr;
4390 }
4391
4392 if(index < numES2extensions)
4393 {
4394 return (const GLubyte*)es2extensions[index];
4395 }
4396 else
4397 {
4398 return (const GLubyte*)es3extensions[index - numES2extensions];
4399 }
4400 }
4401
4402 }
4403
es2CreateContext(egl::Display * display,const egl::Context * shareContext,int clientVersion,const egl::Config * config)4404 NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config)
4405 {
4406 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext
4407 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config);
4408 }
4409