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 "libEGL/Surface.h"
39 #include "Common/Half.hpp"
40
41 #include <EGL/eglext.h>
42
43 namespace es2
44 {
Context(const egl::Config * config,const Context * shareContext,EGLint clientVersion)45 Context::Context(const egl::Config *config, const Context *shareContext, EGLint clientVersion)
46 : clientVersion(clientVersion), mConfig(config)
47 {
48 sw::Context *context = new sw::Context();
49 device = new es2::Device(context);
50
51 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
52
53 mState.depthClearValue = 1.0f;
54 mState.stencilClearValue = 0;
55
56 mState.cullFaceEnabled = false;
57 mState.cullMode = GL_BACK;
58 mState.frontFace = GL_CCW;
59 mState.depthTestEnabled = false;
60 mState.depthFunc = GL_LESS;
61 mState.blendEnabled = false;
62 mState.sourceBlendRGB = GL_ONE;
63 mState.sourceBlendAlpha = GL_ONE;
64 mState.destBlendRGB = GL_ZERO;
65 mState.destBlendAlpha = GL_ZERO;
66 mState.blendEquationRGB = GL_FUNC_ADD;
67 mState.blendEquationAlpha = GL_FUNC_ADD;
68 mState.blendColor.red = 0;
69 mState.blendColor.green = 0;
70 mState.blendColor.blue = 0;
71 mState.blendColor.alpha = 0;
72 mState.stencilTestEnabled = false;
73 mState.stencilFunc = GL_ALWAYS;
74 mState.stencilRef = 0;
75 mState.stencilMask = -1;
76 mState.stencilWritemask = -1;
77 mState.stencilBackFunc = GL_ALWAYS;
78 mState.stencilBackRef = 0;
79 mState.stencilBackMask = - 1;
80 mState.stencilBackWritemask = -1;
81 mState.stencilFail = GL_KEEP;
82 mState.stencilPassDepthFail = GL_KEEP;
83 mState.stencilPassDepthPass = GL_KEEP;
84 mState.stencilBackFail = GL_KEEP;
85 mState.stencilBackPassDepthFail = GL_KEEP;
86 mState.stencilBackPassDepthPass = GL_KEEP;
87 mState.polygonOffsetFillEnabled = false;
88 mState.polygonOffsetFactor = 0.0f;
89 mState.polygonOffsetUnits = 0.0f;
90 mState.sampleAlphaToCoverageEnabled = false;
91 mState.sampleCoverageEnabled = false;
92 mState.sampleCoverageValue = 1.0f;
93 mState.sampleCoverageInvert = false;
94 mState.scissorTestEnabled = false;
95 mState.ditherEnabled = true;
96 mState.primitiveRestartFixedIndexEnabled = false;
97 mState.rasterizerDiscardEnabled = false;
98 mState.generateMipmapHint = GL_DONT_CARE;
99 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
100
101 mState.lineWidth = 1.0f;
102
103 mState.viewportX = 0;
104 mState.viewportY = 0;
105 mState.viewportWidth = 0;
106 mState.viewportHeight = 0;
107 mState.zNear = 0.0f;
108 mState.zFar = 1.0f;
109
110 mState.scissorX = 0;
111 mState.scissorY = 0;
112 mState.scissorWidth = 0;
113 mState.scissorHeight = 0;
114
115 mState.colorMaskRed = true;
116 mState.colorMaskGreen = true;
117 mState.colorMaskBlue = true;
118 mState.colorMaskAlpha = true;
119 mState.depthMask = true;
120
121 if(shareContext)
122 {
123 mResourceManager = shareContext->mResourceManager;
124 mResourceManager->addRef();
125 }
126 else
127 {
128 mResourceManager = new ResourceManager();
129 }
130
131 // [OpenGL ES 2.0.24] section 3.7 page 83:
132 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
133 // and cube map texture state vectors respectively associated with them.
134 // In order that access to these initial textures not be lost, they are treated as texture
135 // objects all of whose names are 0.
136
137 mTexture2DZero = new Texture2D(0);
138 mTexture3DZero = new Texture3D(0);
139 mTexture2DArrayZero = new Texture2DArray(0);
140 mTextureCubeMapZero = new TextureCubeMap(0);
141 mTextureExternalZero = new TextureExternal(0);
142
143 mState.activeSampler = 0;
144 bindVertexArray(0);
145 bindArrayBuffer(0);
146 bindElementArrayBuffer(0);
147 bindTextureCubeMap(0);
148 bindTexture2D(0);
149 bindReadFramebuffer(0);
150 bindDrawFramebuffer(0);
151 bindRenderbuffer(0);
152 bindGenericUniformBuffer(0);
153 bindTransformFeedback(0);
154
155 mState.currentProgram = 0;
156
157 mState.packAlignment = 4;
158 mState.unpackInfo.alignment = 4;
159 mState.packRowLength = 0;
160 mState.packImageHeight = 0;
161 mState.packSkipPixels = 0;
162 mState.packSkipRows = 0;
163 mState.packSkipImages = 0;
164 mState.unpackInfo.rowLength = 0;
165 mState.unpackInfo.imageHeight = 0;
166 mState.unpackInfo.skipPixels = 0;
167 mState.unpackInfo.skipRows = 0;
168 mState.unpackInfo.skipImages = 0;
169
170 mVertexDataManager = nullptr;
171 mIndexDataManager = nullptr;
172
173 mInvalidEnum = false;
174 mInvalidValue = false;
175 mInvalidOperation = false;
176 mOutOfMemory = false;
177 mInvalidFramebufferOperation = false;
178
179 mHasBeenCurrent = false;
180
181 markAllStateDirty();
182 }
183
~Context()184 Context::~Context()
185 {
186 if(mState.currentProgram != 0)
187 {
188 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
189 if(programObject)
190 {
191 programObject->release();
192 }
193 mState.currentProgram = 0;
194 }
195
196 while(!mFramebufferNameSpace.empty())
197 {
198 deleteFramebuffer(mFramebufferNameSpace.firstName());
199 }
200
201 while(!mFenceNameSpace.empty())
202 {
203 deleteFence(mFenceNameSpace.firstName());
204 }
205
206 while(!mQueryNameSpace.empty())
207 {
208 deleteQuery(mQueryNameSpace.firstName());
209 }
210
211 while(!mVertexArrayNameSpace.empty())
212 {
213 deleteVertexArray(mVertexArrayNameSpace.firstName());
214 }
215
216 while(!mTransformFeedbackNameSpace.empty())
217 {
218 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
219 }
220
221 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
222 {
223 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
224 {
225 mState.samplerTexture[type][sampler] = nullptr;
226 }
227 }
228
229 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
230 {
231 mState.vertexAttribute[i].mBoundBuffer = nullptr;
232 }
233
234 for(int i = 0; i < QUERY_TYPE_COUNT; i++)
235 {
236 mState.activeQuery[i] = nullptr;
237 }
238
239 mState.arrayBuffer = nullptr;
240 mState.copyReadBuffer = nullptr;
241 mState.copyWriteBuffer = nullptr;
242 mState.pixelPackBuffer = nullptr;
243 mState.pixelUnpackBuffer = nullptr;
244 mState.genericUniformBuffer = nullptr;
245 mState.renderbuffer = nullptr;
246
247 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
248 {
249 mState.sampler[i] = nullptr;
250 }
251
252 mTexture2DZero = nullptr;
253 mTexture3DZero = nullptr;
254 mTexture2DArrayZero = nullptr;
255 mTextureCubeMapZero = nullptr;
256 mTextureExternalZero = nullptr;
257
258 delete mVertexDataManager;
259 delete mIndexDataManager;
260
261 mResourceManager->release();
262 delete device;
263 }
264
makeCurrent(egl::Surface * surface)265 void Context::makeCurrent(egl::Surface *surface)
266 {
267 if(!mHasBeenCurrent)
268 {
269 mVertexDataManager = new VertexDataManager(this);
270 mIndexDataManager = new IndexDataManager();
271
272 mState.viewportX = 0;
273 mState.viewportY = 0;
274 mState.viewportWidth = surface->getWidth();
275 mState.viewportHeight = surface->getHeight();
276
277 mState.scissorX = 0;
278 mState.scissorY = 0;
279 mState.scissorWidth = surface->getWidth();
280 mState.scissorHeight = surface->getHeight();
281
282 mHasBeenCurrent = true;
283 }
284
285 // Wrap the existing resources into GL objects and assign them to the '0' names
286 egl::Image *defaultRenderTarget = surface->getRenderTarget();
287 egl::Image *depthStencil = surface->getDepthStencil();
288
289 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
290 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
291 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
292
293 setFramebufferZero(framebufferZero);
294
295 if(defaultRenderTarget)
296 {
297 defaultRenderTarget->release();
298 }
299
300 if(depthStencil)
301 {
302 depthStencil->release();
303 }
304
305 markAllStateDirty();
306 }
307
getClientVersion() const308 EGLint Context::getClientVersion() const
309 {
310 return clientVersion;
311 }
312
313 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
markAllStateDirty()314 void Context::markAllStateDirty()
315 {
316 mAppliedProgramSerial = 0;
317
318 mDepthStateDirty = true;
319 mMaskStateDirty = true;
320 mBlendStateDirty = true;
321 mStencilStateDirty = true;
322 mPolygonOffsetStateDirty = true;
323 mSampleStateDirty = true;
324 mDitherStateDirty = true;
325 mFrontFaceDirty = true;
326 }
327
setClearColor(float red,float green,float blue,float alpha)328 void Context::setClearColor(float red, float green, float blue, float alpha)
329 {
330 mState.colorClearValue.red = red;
331 mState.colorClearValue.green = green;
332 mState.colorClearValue.blue = blue;
333 mState.colorClearValue.alpha = alpha;
334 }
335
setClearDepth(float depth)336 void Context::setClearDepth(float depth)
337 {
338 mState.depthClearValue = depth;
339 }
340
setClearStencil(int stencil)341 void Context::setClearStencil(int stencil)
342 {
343 mState.stencilClearValue = stencil;
344 }
345
setCullFaceEnabled(bool enabled)346 void Context::setCullFaceEnabled(bool enabled)
347 {
348 mState.cullFaceEnabled = enabled;
349 }
350
isCullFaceEnabled() const351 bool Context::isCullFaceEnabled() const
352 {
353 return mState.cullFaceEnabled;
354 }
355
setCullMode(GLenum mode)356 void Context::setCullMode(GLenum mode)
357 {
358 mState.cullMode = mode;
359 }
360
setFrontFace(GLenum front)361 void Context::setFrontFace(GLenum front)
362 {
363 if(mState.frontFace != front)
364 {
365 mState.frontFace = front;
366 mFrontFaceDirty = true;
367 }
368 }
369
setDepthTestEnabled(bool enabled)370 void Context::setDepthTestEnabled(bool enabled)
371 {
372 if(mState.depthTestEnabled != enabled)
373 {
374 mState.depthTestEnabled = enabled;
375 mDepthStateDirty = true;
376 }
377 }
378
isDepthTestEnabled() const379 bool Context::isDepthTestEnabled() const
380 {
381 return mState.depthTestEnabled;
382 }
383
setDepthFunc(GLenum depthFunc)384 void Context::setDepthFunc(GLenum depthFunc)
385 {
386 if(mState.depthFunc != depthFunc)
387 {
388 mState.depthFunc = depthFunc;
389 mDepthStateDirty = true;
390 }
391 }
392
setDepthRange(float zNear,float zFar)393 void Context::setDepthRange(float zNear, float zFar)
394 {
395 mState.zNear = zNear;
396 mState.zFar = zFar;
397 }
398
setBlendEnabled(bool enabled)399 void Context::setBlendEnabled(bool enabled)
400 {
401 if(mState.blendEnabled != enabled)
402 {
403 mState.blendEnabled = enabled;
404 mBlendStateDirty = true;
405 }
406 }
407
isBlendEnabled() const408 bool Context::isBlendEnabled() const
409 {
410 return mState.blendEnabled;
411 }
412
setBlendFactors(GLenum sourceRGB,GLenum destRGB,GLenum sourceAlpha,GLenum destAlpha)413 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
414 {
415 if(mState.sourceBlendRGB != sourceRGB ||
416 mState.sourceBlendAlpha != sourceAlpha ||
417 mState.destBlendRGB != destRGB ||
418 mState.destBlendAlpha != destAlpha)
419 {
420 mState.sourceBlendRGB = sourceRGB;
421 mState.destBlendRGB = destRGB;
422 mState.sourceBlendAlpha = sourceAlpha;
423 mState.destBlendAlpha = destAlpha;
424 mBlendStateDirty = true;
425 }
426 }
427
setBlendColor(float red,float green,float blue,float alpha)428 void Context::setBlendColor(float red, float green, float blue, float alpha)
429 {
430 if(mState.blendColor.red != red ||
431 mState.blendColor.green != green ||
432 mState.blendColor.blue != blue ||
433 mState.blendColor.alpha != alpha)
434 {
435 mState.blendColor.red = red;
436 mState.blendColor.green = green;
437 mState.blendColor.blue = blue;
438 mState.blendColor.alpha = alpha;
439 mBlendStateDirty = true;
440 }
441 }
442
setBlendEquation(GLenum rgbEquation,GLenum alphaEquation)443 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
444 {
445 if(mState.blendEquationRGB != rgbEquation ||
446 mState.blendEquationAlpha != alphaEquation)
447 {
448 mState.blendEquationRGB = rgbEquation;
449 mState.blendEquationAlpha = alphaEquation;
450 mBlendStateDirty = true;
451 }
452 }
453
setStencilTestEnabled(bool enabled)454 void Context::setStencilTestEnabled(bool enabled)
455 {
456 if(mState.stencilTestEnabled != enabled)
457 {
458 mState.stencilTestEnabled = enabled;
459 mStencilStateDirty = true;
460 }
461 }
462
isStencilTestEnabled() const463 bool Context::isStencilTestEnabled() const
464 {
465 return mState.stencilTestEnabled;
466 }
467
setStencilParams(GLenum stencilFunc,GLint stencilRef,GLuint stencilMask)468 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
469 {
470 if(mState.stencilFunc != stencilFunc ||
471 mState.stencilRef != stencilRef ||
472 mState.stencilMask != stencilMask)
473 {
474 mState.stencilFunc = stencilFunc;
475 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
476 mState.stencilMask = stencilMask;
477 mStencilStateDirty = true;
478 }
479 }
480
setStencilBackParams(GLenum stencilBackFunc,GLint stencilBackRef,GLuint stencilBackMask)481 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
482 {
483 if(mState.stencilBackFunc != stencilBackFunc ||
484 mState.stencilBackRef != stencilBackRef ||
485 mState.stencilBackMask != stencilBackMask)
486 {
487 mState.stencilBackFunc = stencilBackFunc;
488 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
489 mState.stencilBackMask = stencilBackMask;
490 mStencilStateDirty = true;
491 }
492 }
493
setStencilWritemask(GLuint stencilWritemask)494 void Context::setStencilWritemask(GLuint stencilWritemask)
495 {
496 if(mState.stencilWritemask != stencilWritemask)
497 {
498 mState.stencilWritemask = stencilWritemask;
499 mStencilStateDirty = true;
500 }
501 }
502
setStencilBackWritemask(GLuint stencilBackWritemask)503 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
504 {
505 if(mState.stencilBackWritemask != stencilBackWritemask)
506 {
507 mState.stencilBackWritemask = stencilBackWritemask;
508 mStencilStateDirty = true;
509 }
510 }
511
setStencilOperations(GLenum stencilFail,GLenum stencilPassDepthFail,GLenum stencilPassDepthPass)512 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
513 {
514 if(mState.stencilFail != stencilFail ||
515 mState.stencilPassDepthFail != stencilPassDepthFail ||
516 mState.stencilPassDepthPass != stencilPassDepthPass)
517 {
518 mState.stencilFail = stencilFail;
519 mState.stencilPassDepthFail = stencilPassDepthFail;
520 mState.stencilPassDepthPass = stencilPassDepthPass;
521 mStencilStateDirty = true;
522 }
523 }
524
setStencilBackOperations(GLenum stencilBackFail,GLenum stencilBackPassDepthFail,GLenum stencilBackPassDepthPass)525 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
526 {
527 if(mState.stencilBackFail != stencilBackFail ||
528 mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
529 mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
530 {
531 mState.stencilBackFail = stencilBackFail;
532 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
533 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
534 mStencilStateDirty = true;
535 }
536 }
537
setPolygonOffsetFillEnabled(bool enabled)538 void Context::setPolygonOffsetFillEnabled(bool enabled)
539 {
540 if(mState.polygonOffsetFillEnabled != enabled)
541 {
542 mState.polygonOffsetFillEnabled = enabled;
543 mPolygonOffsetStateDirty = true;
544 }
545 }
546
isPolygonOffsetFillEnabled() const547 bool Context::isPolygonOffsetFillEnabled() const
548 {
549 return mState.polygonOffsetFillEnabled;
550 }
551
setPolygonOffsetParams(GLfloat factor,GLfloat units)552 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
553 {
554 if(mState.polygonOffsetFactor != factor ||
555 mState.polygonOffsetUnits != units)
556 {
557 mState.polygonOffsetFactor = factor;
558 mState.polygonOffsetUnits = units;
559 mPolygonOffsetStateDirty = true;
560 }
561 }
562
setSampleAlphaToCoverageEnabled(bool enabled)563 void Context::setSampleAlphaToCoverageEnabled(bool enabled)
564 {
565 if(mState.sampleAlphaToCoverageEnabled != enabled)
566 {
567 mState.sampleAlphaToCoverageEnabled = enabled;
568 mSampleStateDirty = true;
569 }
570 }
571
isSampleAlphaToCoverageEnabled() const572 bool Context::isSampleAlphaToCoverageEnabled() const
573 {
574 return mState.sampleAlphaToCoverageEnabled;
575 }
576
setSampleCoverageEnabled(bool enabled)577 void Context::setSampleCoverageEnabled(bool enabled)
578 {
579 if(mState.sampleCoverageEnabled != enabled)
580 {
581 mState.sampleCoverageEnabled = enabled;
582 mSampleStateDirty = true;
583 }
584 }
585
isSampleCoverageEnabled() const586 bool Context::isSampleCoverageEnabled() const
587 {
588 return mState.sampleCoverageEnabled;
589 }
590
setSampleCoverageParams(GLclampf value,bool invert)591 void Context::setSampleCoverageParams(GLclampf value, bool invert)
592 {
593 if(mState.sampleCoverageValue != value ||
594 mState.sampleCoverageInvert != invert)
595 {
596 mState.sampleCoverageValue = value;
597 mState.sampleCoverageInvert = invert;
598 mSampleStateDirty = true;
599 }
600 }
601
setScissorTestEnabled(bool enabled)602 void Context::setScissorTestEnabled(bool enabled)
603 {
604 mState.scissorTestEnabled = enabled;
605 }
606
isScissorTestEnabled() const607 bool Context::isScissorTestEnabled() const
608 {
609 return mState.scissorTestEnabled;
610 }
611
setDitherEnabled(bool enabled)612 void Context::setDitherEnabled(bool enabled)
613 {
614 if(mState.ditherEnabled != enabled)
615 {
616 mState.ditherEnabled = enabled;
617 mDitherStateDirty = true;
618 }
619 }
620
isDitherEnabled() const621 bool Context::isDitherEnabled() const
622 {
623 return mState.ditherEnabled;
624 }
625
setPrimitiveRestartFixedIndexEnabled(bool enabled)626 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
627 {
628 UNIMPLEMENTED();
629 mState.primitiveRestartFixedIndexEnabled = enabled;
630 }
631
isPrimitiveRestartFixedIndexEnabled() const632 bool Context::isPrimitiveRestartFixedIndexEnabled() const
633 {
634 return mState.primitiveRestartFixedIndexEnabled;
635 }
636
setRasterizerDiscardEnabled(bool enabled)637 void Context::setRasterizerDiscardEnabled(bool enabled)
638 {
639 mState.rasterizerDiscardEnabled = enabled;
640 }
641
isRasterizerDiscardEnabled() const642 bool Context::isRasterizerDiscardEnabled() const
643 {
644 return mState.rasterizerDiscardEnabled;
645 }
646
setLineWidth(GLfloat width)647 void Context::setLineWidth(GLfloat width)
648 {
649 mState.lineWidth = width;
650 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
651 }
652
setGenerateMipmapHint(GLenum hint)653 void Context::setGenerateMipmapHint(GLenum hint)
654 {
655 mState.generateMipmapHint = hint;
656 }
657
setFragmentShaderDerivativeHint(GLenum hint)658 void Context::setFragmentShaderDerivativeHint(GLenum hint)
659 {
660 mState.fragmentShaderDerivativeHint = hint;
661 // TODO: Propagate the hint to shader translator so we can write
662 // ddx, ddx_coarse, or ddx_fine depending on the hint.
663 // Ignore for now. It is valid for implementations to ignore hint.
664 }
665
setViewportParams(GLint x,GLint y,GLsizei width,GLsizei height)666 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
667 {
668 mState.viewportX = x;
669 mState.viewportY = y;
670 mState.viewportWidth = width;
671 mState.viewportHeight = height;
672 }
673
setScissorParams(GLint x,GLint y,GLsizei width,GLsizei height)674 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
675 {
676 mState.scissorX = x;
677 mState.scissorY = y;
678 mState.scissorWidth = width;
679 mState.scissorHeight = height;
680 }
681
setColorMask(bool red,bool green,bool blue,bool alpha)682 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
683 {
684 if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
685 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
686 {
687 mState.colorMaskRed = red;
688 mState.colorMaskGreen = green;
689 mState.colorMaskBlue = blue;
690 mState.colorMaskAlpha = alpha;
691 mMaskStateDirty = true;
692 }
693 }
694
getColorMask() const695 unsigned int Context::getColorMask() const
696 {
697 return (mState.colorMaskRed ? 0x1 : 0) |
698 (mState.colorMaskGreen ? 0x2 : 0) |
699 (mState.colorMaskBlue ? 0x4 : 0) |
700 (mState.colorMaskAlpha ? 0x8 : 0);
701 }
702
setDepthMask(bool mask)703 void Context::setDepthMask(bool mask)
704 {
705 if(mState.depthMask != mask)
706 {
707 mState.depthMask = mask;
708 mMaskStateDirty = true;
709 }
710 }
711
setActiveSampler(unsigned int active)712 void Context::setActiveSampler(unsigned int active)
713 {
714 mState.activeSampler = active;
715 }
716
getReadFramebufferName() const717 GLuint Context::getReadFramebufferName() const
718 {
719 return mState.readFramebuffer;
720 }
721
getDrawFramebufferName() const722 GLuint Context::getDrawFramebufferName() const
723 {
724 return mState.drawFramebuffer;
725 }
726
getRenderbufferName() const727 GLuint Context::getRenderbufferName() const
728 {
729 return mState.renderbuffer.name();
730 }
731
setFramebufferReadBuffer(GLuint buf)732 void Context::setFramebufferReadBuffer(GLuint buf)
733 {
734 getReadFramebuffer()->setReadBuffer(buf);
735 }
736
setFramebufferDrawBuffers(GLsizei n,const GLenum * bufs)737 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
738 {
739 Framebuffer *drawFramebuffer = getDrawFramebuffer();
740
741 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
742 {
743 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
744 }
745 }
746
getReadFramebufferColorIndex() const747 GLuint Context::getReadFramebufferColorIndex() const
748 {
749 GLenum buf = getReadFramebuffer()->getReadBuffer();
750 switch(buf)
751 {
752 case GL_BACK:
753 return 0;
754 case GL_NONE:
755 return GL_INVALID_INDEX;
756 default:
757 return buf - GL_COLOR_ATTACHMENT0;
758 }
759 }
760
getArrayBufferName() const761 GLuint Context::getArrayBufferName() const
762 {
763 return mState.arrayBuffer.name();
764 }
765
getElementArrayBufferName() const766 GLuint Context::getElementArrayBufferName() const
767 {
768 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
769 return elementArrayBuffer ? elementArrayBuffer->name : 0;
770 }
771
getActiveQuery(GLenum target) const772 GLuint Context::getActiveQuery(GLenum target) const
773 {
774 Query *queryObject = nullptr;
775
776 switch(target)
777 {
778 case GL_ANY_SAMPLES_PASSED_EXT:
779 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
780 break;
781 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
782 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
783 break;
784 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
785 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
786 break;
787 default:
788 ASSERT(false);
789 }
790
791 if(queryObject)
792 {
793 return queryObject->name;
794 }
795
796 return 0;
797 }
798
setVertexAttribArrayEnabled(unsigned int attribNum,bool enabled)799 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
800 {
801 getCurrentVertexArray()->enableAttribute(attribNum, enabled);
802 }
803
setVertexAttribDivisor(unsigned int attribNum,GLuint divisor)804 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
805 {
806 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
807 }
808
getVertexAttribState(unsigned int attribNum) const809 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
810 {
811 return getCurrentVertexArray()->getVertexAttribute(attribNum);
812 }
813
setVertexAttribState(unsigned int attribNum,Buffer * boundBuffer,GLint size,GLenum type,bool normalized,GLsizei stride,const void * pointer)814 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized,
815 GLsizei stride, const void *pointer)
816 {
817 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, stride, pointer);
818 }
819
getVertexAttribPointer(unsigned int attribNum) const820 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
821 {
822 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
823 }
824
getVertexArrayAttributes()825 const VertexAttributeArray &Context::getVertexArrayAttributes()
826 {
827 return getCurrentVertexArray()->getVertexAttributes();
828 }
829
getCurrentVertexAttributes()830 const VertexAttributeArray &Context::getCurrentVertexAttributes()
831 {
832 return mState.vertexAttribute;
833 }
834
setPackAlignment(GLint alignment)835 void Context::setPackAlignment(GLint alignment)
836 {
837 mState.packAlignment = alignment;
838 }
839
setUnpackAlignment(GLint alignment)840 void Context::setUnpackAlignment(GLint alignment)
841 {
842 mState.unpackInfo.alignment = alignment;
843 }
844
getUnpackInfo() const845 const egl::Image::UnpackInfo& Context::getUnpackInfo() const
846 {
847 return mState.unpackInfo;
848 }
849
setPackRowLength(GLint rowLength)850 void Context::setPackRowLength(GLint rowLength)
851 {
852 mState.packRowLength = rowLength;
853 }
854
setPackImageHeight(GLint imageHeight)855 void Context::setPackImageHeight(GLint imageHeight)
856 {
857 mState.packImageHeight = imageHeight;
858 }
859
setPackSkipPixels(GLint skipPixels)860 void Context::setPackSkipPixels(GLint skipPixels)
861 {
862 mState.packSkipPixels = skipPixels;
863 }
864
setPackSkipRows(GLint skipRows)865 void Context::setPackSkipRows(GLint skipRows)
866 {
867 mState.packSkipRows = skipRows;
868 }
869
setPackSkipImages(GLint skipImages)870 void Context::setPackSkipImages(GLint skipImages)
871 {
872 mState.packSkipImages = skipImages;
873 }
874
setUnpackRowLength(GLint rowLength)875 void Context::setUnpackRowLength(GLint rowLength)
876 {
877 mState.unpackInfo.rowLength = rowLength;
878 }
879
setUnpackImageHeight(GLint imageHeight)880 void Context::setUnpackImageHeight(GLint imageHeight)
881 {
882 mState.unpackInfo.imageHeight = imageHeight;
883 }
884
setUnpackSkipPixels(GLint skipPixels)885 void Context::setUnpackSkipPixels(GLint skipPixels)
886 {
887 mState.unpackInfo.skipPixels = skipPixels;
888 }
889
setUnpackSkipRows(GLint skipRows)890 void Context::setUnpackSkipRows(GLint skipRows)
891 {
892 mState.unpackInfo.skipRows = skipRows;
893 }
894
setUnpackSkipImages(GLint skipImages)895 void Context::setUnpackSkipImages(GLint skipImages)
896 {
897 mState.unpackInfo.skipImages = skipImages;
898 }
899
createBuffer()900 GLuint Context::createBuffer()
901 {
902 return mResourceManager->createBuffer();
903 }
904
createProgram()905 GLuint Context::createProgram()
906 {
907 return mResourceManager->createProgram();
908 }
909
createShader(GLenum type)910 GLuint Context::createShader(GLenum type)
911 {
912 return mResourceManager->createShader(type);
913 }
914
createTexture()915 GLuint Context::createTexture()
916 {
917 return mResourceManager->createTexture();
918 }
919
createRenderbuffer()920 GLuint Context::createRenderbuffer()
921 {
922 return mResourceManager->createRenderbuffer();
923 }
924
925 // Returns an unused framebuffer name
createFramebuffer()926 GLuint Context::createFramebuffer()
927 {
928 return mFramebufferNameSpace.allocate();
929 }
930
createFence()931 GLuint Context::createFence()
932 {
933 return mFenceNameSpace.allocate(new Fence());
934 }
935
936 // Returns an unused query name
createQuery()937 GLuint Context::createQuery()
938 {
939 return mQueryNameSpace.allocate();
940 }
941
942 // Returns an unused vertex array name
createVertexArray()943 GLuint Context::createVertexArray()
944 {
945 return mVertexArrayNameSpace.allocate();
946 }
947
createFenceSync(GLenum condition,GLbitfield flags)948 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
949 {
950 GLuint handle = mResourceManager->createFenceSync(condition, flags);
951
952 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
953 }
954
955 // Returns an unused transform feedback name
createTransformFeedback()956 GLuint Context::createTransformFeedback()
957 {
958 return mTransformFeedbackNameSpace.allocate();
959 }
960
961 // Returns an unused sampler name
createSampler()962 GLuint Context::createSampler()
963 {
964 return mResourceManager->createSampler();
965 }
966
deleteBuffer(GLuint buffer)967 void Context::deleteBuffer(GLuint buffer)
968 {
969 detachBuffer(buffer);
970
971 mResourceManager->deleteBuffer(buffer);
972 }
973
deleteShader(GLuint shader)974 void Context::deleteShader(GLuint shader)
975 {
976 mResourceManager->deleteShader(shader);
977 }
978
deleteProgram(GLuint program)979 void Context::deleteProgram(GLuint program)
980 {
981 mResourceManager->deleteProgram(program);
982 }
983
deleteTexture(GLuint texture)984 void Context::deleteTexture(GLuint texture)
985 {
986 detachTexture(texture);
987
988 mResourceManager->deleteTexture(texture);
989 }
990
deleteRenderbuffer(GLuint renderbuffer)991 void Context::deleteRenderbuffer(GLuint renderbuffer)
992 {
993 if(mResourceManager->getRenderbuffer(renderbuffer))
994 {
995 detachRenderbuffer(renderbuffer);
996 }
997
998 mResourceManager->deleteRenderbuffer(renderbuffer);
999 }
1000
deleteFramebuffer(GLuint framebuffer)1001 void Context::deleteFramebuffer(GLuint framebuffer)
1002 {
1003 detachFramebuffer(framebuffer);
1004
1005 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1006
1007 if(framebufferObject)
1008 {
1009 delete framebufferObject;
1010 }
1011 }
1012
deleteFence(GLuint fence)1013 void Context::deleteFence(GLuint fence)
1014 {
1015 Fence *fenceObject = mFenceNameSpace.remove(fence);
1016
1017 if(fenceObject)
1018 {
1019 delete fenceObject;
1020 }
1021 }
1022
deleteQuery(GLuint query)1023 void Context::deleteQuery(GLuint query)
1024 {
1025 Query *queryObject = mQueryNameSpace.remove(query);
1026
1027 if(queryObject)
1028 {
1029 queryObject->release();
1030 }
1031 }
1032
deleteVertexArray(GLuint vertexArray)1033 void Context::deleteVertexArray(GLuint vertexArray)
1034 {
1035 // [OpenGL ES 3.0.2] section 2.10 page 43:
1036 // If a vertex array object that is currently bound is deleted, the binding
1037 // for that object reverts to zero and the default vertex array becomes current.
1038 if(getCurrentVertexArray()->name == vertexArray)
1039 {
1040 bindVertexArray(0);
1041 }
1042
1043 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1044
1045 if(vertexArrayObject)
1046 {
1047 delete vertexArrayObject;
1048 }
1049 }
1050
deleteFenceSync(GLsync fenceSync)1051 void Context::deleteFenceSync(GLsync fenceSync)
1052 {
1053 // The spec specifies the underlying Fence object is not deleted until all current
1054 // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1055 // and since our API is currently designed for being called from a single thread, we can delete
1056 // the fence immediately.
1057 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1058 }
1059
deleteTransformFeedback(GLuint transformFeedback)1060 void Context::deleteTransformFeedback(GLuint transformFeedback)
1061 {
1062 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1063
1064 if(transformFeedbackObject)
1065 {
1066 delete transformFeedbackObject;
1067 }
1068 }
1069
deleteSampler(GLuint sampler)1070 void Context::deleteSampler(GLuint sampler)
1071 {
1072 detachSampler(sampler);
1073
1074 mResourceManager->deleteSampler(sampler);
1075 }
1076
getBuffer(GLuint handle) const1077 Buffer *Context::getBuffer(GLuint handle) const
1078 {
1079 return mResourceManager->getBuffer(handle);
1080 }
1081
getShader(GLuint handle) const1082 Shader *Context::getShader(GLuint handle) const
1083 {
1084 return mResourceManager->getShader(handle);
1085 }
1086
getProgram(GLuint handle) const1087 Program *Context::getProgram(GLuint handle) const
1088 {
1089 return mResourceManager->getProgram(handle);
1090 }
1091
getTexture(GLuint handle) const1092 Texture *Context::getTexture(GLuint handle) const
1093 {
1094 return mResourceManager->getTexture(handle);
1095 }
1096
getRenderbuffer(GLuint handle) const1097 Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1098 {
1099 return mResourceManager->getRenderbuffer(handle);
1100 }
1101
getReadFramebuffer() const1102 Framebuffer *Context::getReadFramebuffer() const
1103 {
1104 return getFramebuffer(mState.readFramebuffer);
1105 }
1106
getDrawFramebuffer() const1107 Framebuffer *Context::getDrawFramebuffer() const
1108 {
1109 return getFramebuffer(mState.drawFramebuffer);
1110 }
1111
bindArrayBuffer(unsigned int buffer)1112 void Context::bindArrayBuffer(unsigned int buffer)
1113 {
1114 mResourceManager->checkBufferAllocation(buffer);
1115
1116 mState.arrayBuffer = getBuffer(buffer);
1117 }
1118
bindElementArrayBuffer(unsigned int buffer)1119 void Context::bindElementArrayBuffer(unsigned int buffer)
1120 {
1121 mResourceManager->checkBufferAllocation(buffer);
1122
1123 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1124 }
1125
bindCopyReadBuffer(GLuint buffer)1126 void Context::bindCopyReadBuffer(GLuint buffer)
1127 {
1128 mResourceManager->checkBufferAllocation(buffer);
1129
1130 mState.copyReadBuffer = getBuffer(buffer);
1131 }
1132
bindCopyWriteBuffer(GLuint buffer)1133 void Context::bindCopyWriteBuffer(GLuint buffer)
1134 {
1135 mResourceManager->checkBufferAllocation(buffer);
1136
1137 mState.copyWriteBuffer = getBuffer(buffer);
1138 }
1139
bindPixelPackBuffer(GLuint buffer)1140 void Context::bindPixelPackBuffer(GLuint buffer)
1141 {
1142 mResourceManager->checkBufferAllocation(buffer);
1143
1144 mState.pixelPackBuffer = getBuffer(buffer);
1145 }
1146
bindPixelUnpackBuffer(GLuint buffer)1147 void Context::bindPixelUnpackBuffer(GLuint buffer)
1148 {
1149 mResourceManager->checkBufferAllocation(buffer);
1150
1151 mState.pixelUnpackBuffer = getBuffer(buffer);
1152 }
1153
bindTransformFeedbackBuffer(GLuint buffer)1154 void Context::bindTransformFeedbackBuffer(GLuint buffer)
1155 {
1156 mResourceManager->checkBufferAllocation(buffer);
1157
1158 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1159
1160 if(transformFeedback)
1161 {
1162 transformFeedback->setGenericBuffer(getBuffer(buffer));
1163 }
1164 }
1165
bindTexture2D(GLuint texture)1166 void Context::bindTexture2D(GLuint texture)
1167 {
1168 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D);
1169
1170 mState.samplerTexture[TEXTURE_2D][mState.activeSampler] = getTexture(texture);
1171 }
1172
bindTextureCubeMap(GLuint texture)1173 void Context::bindTextureCubeMap(GLuint texture)
1174 {
1175 mResourceManager->checkTextureAllocation(texture, TEXTURE_CUBE);
1176
1177 mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler] = getTexture(texture);
1178 }
1179
bindTextureExternal(GLuint texture)1180 void Context::bindTextureExternal(GLuint texture)
1181 {
1182 mResourceManager->checkTextureAllocation(texture, TEXTURE_EXTERNAL);
1183
1184 mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler] = getTexture(texture);
1185 }
1186
bindTexture3D(GLuint texture)1187 void Context::bindTexture3D(GLuint texture)
1188 {
1189 mResourceManager->checkTextureAllocation(texture, TEXTURE_3D);
1190
1191 mState.samplerTexture[TEXTURE_3D][mState.activeSampler] = getTexture(texture);
1192 }
1193
bindTexture2DArray(GLuint texture)1194 void Context::bindTexture2DArray(GLuint texture)
1195 {
1196 mResourceManager->checkTextureAllocation(texture, TEXTURE_2D_ARRAY);
1197
1198 mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler] = getTexture(texture);
1199 }
1200
bindReadFramebuffer(GLuint framebuffer)1201 void Context::bindReadFramebuffer(GLuint framebuffer)
1202 {
1203 if(!getFramebuffer(framebuffer))
1204 {
1205 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1206 }
1207
1208 mState.readFramebuffer = framebuffer;
1209 }
1210
bindDrawFramebuffer(GLuint framebuffer)1211 void Context::bindDrawFramebuffer(GLuint framebuffer)
1212 {
1213 if(!getFramebuffer(framebuffer))
1214 {
1215 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1216 }
1217
1218 mState.drawFramebuffer = framebuffer;
1219 }
1220
bindRenderbuffer(GLuint renderbuffer)1221 void Context::bindRenderbuffer(GLuint renderbuffer)
1222 {
1223 mResourceManager->checkRenderbufferAllocation(renderbuffer);
1224
1225 mState.renderbuffer = getRenderbuffer(renderbuffer);
1226 }
1227
bindVertexArray(GLuint array)1228 void Context::bindVertexArray(GLuint array)
1229 {
1230 VertexArray *vertexArray = getVertexArray(array);
1231
1232 if(!vertexArray)
1233 {
1234 vertexArray = new VertexArray(array);
1235 mVertexArrayNameSpace.insert(array, vertexArray);
1236 }
1237
1238 mState.vertexArray = array;
1239 }
1240
bindGenericUniformBuffer(GLuint buffer)1241 void Context::bindGenericUniformBuffer(GLuint buffer)
1242 {
1243 mResourceManager->checkBufferAllocation(buffer);
1244
1245 mState.genericUniformBuffer = getBuffer(buffer);
1246 }
1247
bindIndexedUniformBuffer(GLuint buffer,GLuint index,GLintptr offset,GLsizeiptr size)1248 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1249 {
1250 mResourceManager->checkBufferAllocation(buffer);
1251
1252 Buffer* bufferObject = getBuffer(buffer);
1253 mState.uniformBuffers[index].set(bufferObject, offset, size);
1254 }
1255
bindGenericTransformFeedbackBuffer(GLuint buffer)1256 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1257 {
1258 mResourceManager->checkBufferAllocation(buffer);
1259
1260 getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1261 }
1262
bindIndexedTransformFeedbackBuffer(GLuint buffer,GLuint index,GLintptr offset,GLsizeiptr size)1263 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1264 {
1265 mResourceManager->checkBufferAllocation(buffer);
1266
1267 Buffer* bufferObject = getBuffer(buffer);
1268 getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1269 }
1270
bindTransformFeedback(GLuint id)1271 void Context::bindTransformFeedback(GLuint id)
1272 {
1273 if(!getTransformFeedback(id))
1274 {
1275 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1276 }
1277
1278 mState.transformFeedback = id;
1279 }
1280
bindSampler(GLuint unit,GLuint sampler)1281 bool Context::bindSampler(GLuint unit, GLuint sampler)
1282 {
1283 mResourceManager->checkSamplerAllocation(sampler);
1284
1285 Sampler* samplerObject = getSampler(sampler);
1286
1287 if(sampler)
1288 {
1289 mState.sampler[unit] = samplerObject;
1290 }
1291
1292 return !!samplerObject;
1293 }
1294
useProgram(GLuint program)1295 void Context::useProgram(GLuint program)
1296 {
1297 GLuint priorProgram = mState.currentProgram;
1298 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
1299
1300 if(priorProgram != program)
1301 {
1302 Program *newProgram = mResourceManager->getProgram(program);
1303 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1304
1305 if(newProgram)
1306 {
1307 newProgram->addRef();
1308 }
1309
1310 if(oldProgram)
1311 {
1312 oldProgram->release();
1313 }
1314 }
1315 }
1316
beginQuery(GLenum target,GLuint query)1317 void Context::beginQuery(GLenum target, GLuint query)
1318 {
1319 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1320 // of zero, if the active query object name for <target> is non-zero (for the
1321 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1322 // the active query for either target is non-zero), if <id> is the name of an
1323 // existing query object whose type does not match <target>, or if <id> is the
1324 // active query object name for any query type, the error INVALID_OPERATION is
1325 // generated.
1326
1327 // Ensure no other queries are active
1328 // NOTE: If other queries than occlusion are supported, we will need to check
1329 // separately that:
1330 // a) The query ID passed is not the current active query for any target/type
1331 // b) There are no active queries for the requested target (and in the case
1332 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1333 // no query may be active for either if glBeginQuery targets either.
1334 for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1335 {
1336 if(mState.activeQuery[i])
1337 {
1338 return error(GL_INVALID_OPERATION);
1339 }
1340 }
1341
1342 QueryType qType;
1343 switch(target)
1344 {
1345 case GL_ANY_SAMPLES_PASSED_EXT:
1346 qType = QUERY_ANY_SAMPLES_PASSED;
1347 break;
1348 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1349 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1350 break;
1351 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1352 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1353 break;
1354 default:
1355 ASSERT(false);
1356 }
1357
1358 Query *queryObject = createQuery(query, target);
1359
1360 // Check that name was obtained with glGenQueries
1361 if(!queryObject)
1362 {
1363 return error(GL_INVALID_OPERATION);
1364 }
1365
1366 // Check for type mismatch
1367 if(queryObject->getType() != target)
1368 {
1369 return error(GL_INVALID_OPERATION);
1370 }
1371
1372 // Set query as active for specified target
1373 mState.activeQuery[qType] = queryObject;
1374
1375 // Begin query
1376 queryObject->begin();
1377 }
1378
endQuery(GLenum target)1379 void Context::endQuery(GLenum target)
1380 {
1381 QueryType qType;
1382
1383 switch(target)
1384 {
1385 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break;
1386 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break;
1387 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1388 default: UNREACHABLE(target); return;
1389 }
1390
1391 Query *queryObject = mState.activeQuery[qType];
1392
1393 if(!queryObject)
1394 {
1395 return error(GL_INVALID_OPERATION);
1396 }
1397
1398 queryObject->end();
1399
1400 mState.activeQuery[qType] = nullptr;
1401 }
1402
setFramebufferZero(Framebuffer * buffer)1403 void Context::setFramebufferZero(Framebuffer *buffer)
1404 {
1405 delete mFramebufferNameSpace.remove(0);
1406 mFramebufferNameSpace.insert(0, buffer);
1407 }
1408
setRenderbufferStorage(RenderbufferStorage * renderbuffer)1409 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1410 {
1411 Renderbuffer *renderbufferObject = mState.renderbuffer;
1412 renderbufferObject->setStorage(renderbuffer);
1413 }
1414
getFramebuffer(unsigned int handle) const1415 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1416 {
1417 return mFramebufferNameSpace.find(handle);
1418 }
1419
getFence(unsigned int handle) const1420 Fence *Context::getFence(unsigned int handle) const
1421 {
1422 return mFenceNameSpace.find(handle);
1423 }
1424
getFenceSync(GLsync handle) const1425 FenceSync *Context::getFenceSync(GLsync handle) const
1426 {
1427 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1428 }
1429
getQuery(unsigned int handle) const1430 Query *Context::getQuery(unsigned int handle) const
1431 {
1432 return mQueryNameSpace.find(handle);
1433 }
1434
createQuery(unsigned int handle,GLenum type)1435 Query *Context::createQuery(unsigned int handle, GLenum type)
1436 {
1437 if(!mQueryNameSpace.isReserved(handle))
1438 {
1439 return nullptr;
1440 }
1441 else
1442 {
1443 Query *query = mQueryNameSpace.find(handle);
1444 if(!query)
1445 {
1446 query = new Query(handle, type);
1447 query->addRef();
1448 mQueryNameSpace.insert(handle, query);
1449 }
1450
1451 return query;
1452 }
1453 }
1454
getVertexArray(GLuint array) const1455 VertexArray *Context::getVertexArray(GLuint array) const
1456 {
1457 return mVertexArrayNameSpace.find(array);
1458 }
1459
getCurrentVertexArray() const1460 VertexArray *Context::getCurrentVertexArray() const
1461 {
1462 return getVertexArray(mState.vertexArray);
1463 }
1464
isVertexArray(GLuint array) const1465 bool Context::isVertexArray(GLuint array) const
1466 {
1467 return mVertexArrayNameSpace.isReserved(array);
1468 }
1469
hasZeroDivisor() const1470 bool Context::hasZeroDivisor() const
1471 {
1472 // Verify there is at least one active attribute with a divisor of zero
1473 es2::Program *programObject = getCurrentProgram();
1474 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1475 {
1476 bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1477 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1478 {
1479 return true;
1480 }
1481 }
1482
1483 return false;
1484 }
1485
getTransformFeedback(GLuint transformFeedback) const1486 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1487 {
1488 return mTransformFeedbackNameSpace.find(transformFeedback);
1489 }
1490
getSampler(GLuint sampler) const1491 Sampler *Context::getSampler(GLuint sampler) const
1492 {
1493 return mResourceManager->getSampler(sampler);
1494 }
1495
isSampler(GLuint sampler) const1496 bool Context::isSampler(GLuint sampler) const
1497 {
1498 return mResourceManager->isSampler(sampler);
1499 }
1500
getArrayBuffer() const1501 Buffer *Context::getArrayBuffer() const
1502 {
1503 return mState.arrayBuffer;
1504 }
1505
getElementArrayBuffer() const1506 Buffer *Context::getElementArrayBuffer() const
1507 {
1508 return getCurrentVertexArray()->getElementArrayBuffer();
1509 }
1510
getCopyReadBuffer() const1511 Buffer *Context::getCopyReadBuffer() const
1512 {
1513 return mState.copyReadBuffer;
1514 }
1515
getCopyWriteBuffer() const1516 Buffer *Context::getCopyWriteBuffer() const
1517 {
1518 return mState.copyWriteBuffer;
1519 }
1520
getPixelPackBuffer() const1521 Buffer *Context::getPixelPackBuffer() const
1522 {
1523 return mState.pixelPackBuffer;
1524 }
1525
getPixelUnpackBuffer() const1526 Buffer *Context::getPixelUnpackBuffer() const
1527 {
1528 return mState.pixelUnpackBuffer;
1529 }
1530
getGenericUniformBuffer() const1531 Buffer *Context::getGenericUniformBuffer() const
1532 {
1533 return mState.genericUniformBuffer;
1534 }
1535
getBuffer(GLenum target,es2::Buffer ** buffer) const1536 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1537 {
1538 switch(target)
1539 {
1540 case GL_ARRAY_BUFFER:
1541 *buffer = getArrayBuffer();
1542 break;
1543 case GL_ELEMENT_ARRAY_BUFFER:
1544 *buffer = getElementArrayBuffer();
1545 break;
1546 case GL_COPY_READ_BUFFER:
1547 if(clientVersion >= 3)
1548 {
1549 *buffer = getCopyReadBuffer();
1550 break;
1551 }
1552 else return false;
1553 case GL_COPY_WRITE_BUFFER:
1554 if(clientVersion >= 3)
1555 {
1556 *buffer = getCopyWriteBuffer();
1557 break;
1558 }
1559 else return false;
1560 case GL_PIXEL_PACK_BUFFER:
1561 if(clientVersion >= 3)
1562 {
1563 *buffer = getPixelPackBuffer();
1564 break;
1565 }
1566 else return false;
1567 case GL_PIXEL_UNPACK_BUFFER:
1568 if(clientVersion >= 3)
1569 {
1570 *buffer = getPixelUnpackBuffer();
1571 break;
1572 }
1573 else return false;
1574 case GL_TRANSFORM_FEEDBACK_BUFFER:
1575 if(clientVersion >= 3)
1576 {
1577 TransformFeedback* transformFeedback = getTransformFeedback();
1578 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1579 break;
1580 }
1581 else return false;
1582 case GL_UNIFORM_BUFFER:
1583 if(clientVersion >= 3)
1584 {
1585 *buffer = getGenericUniformBuffer();
1586 break;
1587 }
1588 else return false;
1589 default:
1590 return false;
1591 }
1592 return true;
1593 }
1594
getTransformFeedback() const1595 TransformFeedback *Context::getTransformFeedback() const
1596 {
1597 return getTransformFeedback(mState.transformFeedback);
1598 }
1599
getCurrentProgram() const1600 Program *Context::getCurrentProgram() const
1601 {
1602 return mResourceManager->getProgram(mState.currentProgram);
1603 }
1604
getTexture2D() const1605 Texture2D *Context::getTexture2D() const
1606 {
1607 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1608 }
1609
getTexture3D() const1610 Texture3D *Context::getTexture3D() const
1611 {
1612 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1613 }
1614
getTexture2DArray() const1615 Texture2DArray *Context::getTexture2DArray() const
1616 {
1617 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1618 }
1619
getTextureCubeMap() const1620 TextureCubeMap *Context::getTextureCubeMap() const
1621 {
1622 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1623 }
1624
getTextureExternal() const1625 TextureExternal *Context::getTextureExternal() const
1626 {
1627 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1628 }
1629
getSamplerTexture(unsigned int sampler,TextureType type) const1630 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1631 {
1632 GLuint texid = mState.samplerTexture[type][sampler].name();
1633
1634 if(texid == 0) // Special case: 0 refers to different initial textures based on the target
1635 {
1636 switch(type)
1637 {
1638 case TEXTURE_2D: return mTexture2DZero;
1639 case TEXTURE_3D: return mTexture3DZero;
1640 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1641 case TEXTURE_CUBE: return mTextureCubeMapZero;
1642 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1643 default: UNREACHABLE(type);
1644 }
1645 }
1646
1647 return mState.samplerTexture[type][sampler];
1648 }
1649
samplerParameteri(GLuint sampler,GLenum pname,GLint param)1650 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1651 {
1652 mResourceManager->checkSamplerAllocation(sampler);
1653
1654 Sampler *samplerObject = getSampler(sampler);
1655 ASSERT(samplerObject);
1656
1657 switch(pname)
1658 {
1659 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break;
1660 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break;
1661 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break;
1662 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break;
1663 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break;
1664 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break;
1665 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break;
1666 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(param)); break;
1667 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(param)); break;
1668 default: UNREACHABLE(pname); break;
1669 }
1670 }
1671
samplerParameterf(GLuint sampler,GLenum pname,GLfloat param)1672 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1673 {
1674 mResourceManager->checkSamplerAllocation(sampler);
1675
1676 Sampler *samplerObject = getSampler(sampler);
1677 ASSERT(samplerObject);
1678
1679 switch(pname)
1680 {
1681 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break;
1682 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break;
1683 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break;
1684 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break;
1685 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break;
1686 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break;
1687 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break;
1688 case GL_TEXTURE_COMPARE_MODE: samplerObject->setComparisonMode(static_cast<GLenum>(roundf(param))); break;
1689 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setComparisonFunc(static_cast<GLenum>(roundf(param))); break;
1690 default: UNREACHABLE(pname); break;
1691 }
1692 }
1693
getSamplerParameteri(GLuint sampler,GLenum pname)1694 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1695 {
1696 mResourceManager->checkSamplerAllocation(sampler);
1697
1698 Sampler *samplerObject = getSampler(sampler);
1699 ASSERT(samplerObject);
1700
1701 switch(pname)
1702 {
1703 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter());
1704 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter());
1705 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS());
1706 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT());
1707 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR());
1708 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1709 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1710 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getComparisonMode());
1711 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getComparisonFunc());
1712 default: UNREACHABLE(pname); return 0;
1713 }
1714 }
1715
getSamplerParameterf(GLuint sampler,GLenum pname)1716 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1717 {
1718 mResourceManager->checkSamplerAllocation(sampler);
1719
1720 Sampler *samplerObject = getSampler(sampler);
1721 ASSERT(samplerObject);
1722
1723 switch(pname)
1724 {
1725 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter());
1726 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter());
1727 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS());
1728 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT());
1729 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR());
1730 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod();
1731 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod();
1732 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getComparisonMode());
1733 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getComparisonFunc());
1734 default: UNREACHABLE(pname); return 0;
1735 }
1736 }
1737
getBooleanv(GLenum pname,GLboolean * params) const1738 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1739 {
1740 switch(pname)
1741 {
1742 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1743 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1744 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
1745 case GL_COLOR_WRITEMASK:
1746 params[0] = mState.colorMaskRed;
1747 params[1] = mState.colorMaskGreen;
1748 params[2] = mState.colorMaskBlue;
1749 params[3] = mState.colorMaskAlpha;
1750 break;
1751 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break;
1752 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break;
1753 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break;
1754 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break;
1755 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break;
1756 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break;
1757 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break;
1758 case GL_BLEND: *params = mState.blendEnabled; break;
1759 case GL_DITHER: *params = mState.ditherEnabled; break;
1760 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1761 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break;
1762 case GL_TRANSFORM_FEEDBACK_ACTIVE:
1763 {
1764 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1765 if(transformFeedback)
1766 {
1767 *params = transformFeedback->isActive();
1768 break;
1769 }
1770 else return false;
1771 }
1772 case GL_TRANSFORM_FEEDBACK_PAUSED:
1773 {
1774 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1775 if(transformFeedback)
1776 {
1777 *params = transformFeedback->isPaused();
1778 break;
1779 }
1780 else return false;
1781 }
1782 default:
1783 return false;
1784 }
1785
1786 return true;
1787 }
1788
getFloatv(GLenum pname,GLfloat * params) const1789 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1790 {
1791 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1792 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1793 // GetIntegerv as its native query function. As it would require conversion in any
1794 // case, this should make no difference to the calling application.
1795 switch(pname)
1796 {
1797 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1798 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1799 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1800 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
1801 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
1802 case GL_ALIASED_LINE_WIDTH_RANGE:
1803 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1804 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1805 break;
1806 case GL_ALIASED_POINT_SIZE_RANGE:
1807 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1808 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1809 break;
1810 case GL_DEPTH_RANGE:
1811 params[0] = mState.zNear;
1812 params[1] = mState.zFar;
1813 break;
1814 case GL_COLOR_CLEAR_VALUE:
1815 params[0] = mState.colorClearValue.red;
1816 params[1] = mState.colorClearValue.green;
1817 params[2] = mState.colorClearValue.blue;
1818 params[3] = mState.colorClearValue.alpha;
1819 break;
1820 case GL_BLEND_COLOR:
1821 params[0] = mState.blendColor.red;
1822 params[1] = mState.blendColor.green;
1823 params[2] = mState.blendColor.blue;
1824 params[3] = mState.blendColor.alpha;
1825 break;
1826 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1827 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1828 break;
1829 default:
1830 return false;
1831 }
1832
1833 return true;
1834 }
1835
1836 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1837 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1838
getIntegerv(GLenum pname,T * params) const1839 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1840 {
1841 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1842 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1843 // GetIntegerv as its native query function. As it would require conversion in any
1844 // case, this should make no difference to the calling application. You may find it in
1845 // Context::getFloatv.
1846 switch(pname)
1847 {
1848 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; break;
1849 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; break;
1850 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; break;
1851 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
1852 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; break;
1853 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; break;
1854 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; break;
1855 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; break;
1856 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
1857 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ break;
1858 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); break;
1859 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); break;
1860 // case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1861 case GL_DRAW_FRAMEBUFFER_BINDING_ANGLE: *params = mState.drawFramebuffer; break;
1862 case GL_READ_FRAMEBUFFER_BINDING_ANGLE: *params = mState.readFramebuffer; break;
1863 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); break;
1864 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; break;
1865 case GL_PACK_ALIGNMENT: *params = mState.packAlignment; break;
1866 case GL_UNPACK_ALIGNMENT: *params = mState.unpackInfo.alignment; break;
1867 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
1868 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
1869 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
1870 case GL_STENCIL_FUNC: *params = mState.stencilFunc; break;
1871 case GL_STENCIL_REF: *params = mState.stencilRef; break;
1872 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); break;
1873 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break;
1874 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
1875 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); break;
1876 case GL_STENCIL_FAIL: *params = mState.stencilFail; break;
1877 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break;
1878 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break;
1879 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break;
1880 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break;
1881 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break;
1882 case GL_DEPTH_FUNC: *params = mState.depthFunc; break;
1883 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break;
1884 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break;
1885 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break;
1886 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break;
1887 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break;
1888 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break;
1889 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); break;
1890 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); break;
1891 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
1892 case GL_SUBPIXEL_BITS: *params = 4; break;
1893 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; break;
1894 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; break;
1895 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; break;
1896 case GL_MAX_SAMPLES_ANGLE: *params = IMPLEMENTATION_MAX_SAMPLES; break;
1897 case GL_SAMPLE_BUFFERS:
1898 case GL_SAMPLES:
1899 {
1900 Framebuffer *framebuffer = getDrawFramebuffer();
1901 int width, height, samples;
1902
1903 if(framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE)
1904 {
1905 switch(pname)
1906 {
1907 case GL_SAMPLE_BUFFERS:
1908 if(samples > 1)
1909 {
1910 *params = 1;
1911 }
1912 else
1913 {
1914 *params = 0;
1915 }
1916 break;
1917 case GL_SAMPLES:
1918 *params = samples;
1919 break;
1920 }
1921 }
1922 else
1923 {
1924 *params = 0;
1925 }
1926 }
1927 break;
1928 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
1929 {
1930 Framebuffer *framebuffer = getReadFramebuffer();
1931 *params = framebuffer->getImplementationColorReadType();
1932 }
1933 break;
1934 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
1935 {
1936 Framebuffer *framebuffer = getReadFramebuffer();
1937 *params = framebuffer->getImplementationColorReadFormat();
1938 }
1939 break;
1940 case GL_MAX_VIEWPORT_DIMS:
1941 {
1942 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
1943 params[0] = maxDimension;
1944 params[1] = maxDimension;
1945 }
1946 break;
1947 case GL_COMPRESSED_TEXTURE_FORMATS:
1948 {
1949 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
1950 {
1951 params[i] = compressedTextureFormats[i];
1952 }
1953 }
1954 break;
1955 case GL_VIEWPORT:
1956 params[0] = mState.viewportX;
1957 params[1] = mState.viewportY;
1958 params[2] = mState.viewportWidth;
1959 params[3] = mState.viewportHeight;
1960 break;
1961 case GL_SCISSOR_BOX:
1962 params[0] = mState.scissorX;
1963 params[1] = mState.scissorY;
1964 params[2] = mState.scissorWidth;
1965 params[3] = mState.scissorHeight;
1966 break;
1967 case GL_CULL_FACE_MODE: *params = mState.cullMode; break;
1968 case GL_FRONT_FACE: *params = mState.frontFace; break;
1969 case GL_RED_BITS:
1970 case GL_GREEN_BITS:
1971 case GL_BLUE_BITS:
1972 case GL_ALPHA_BITS:
1973 {
1974 Framebuffer *framebuffer = getDrawFramebuffer();
1975 Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0);
1976
1977 if(colorbuffer)
1978 {
1979 switch(pname)
1980 {
1981 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1982 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1983 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1984 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1985 }
1986 }
1987 else
1988 {
1989 *params = 0;
1990 }
1991 }
1992 break;
1993 case GL_DEPTH_BITS:
1994 {
1995 Framebuffer *framebuffer = getDrawFramebuffer();
1996 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
1997
1998 if(depthbuffer)
1999 {
2000 *params = depthbuffer->getDepthSize();
2001 }
2002 else
2003 {
2004 *params = 0;
2005 }
2006 }
2007 break;
2008 case GL_STENCIL_BITS:
2009 {
2010 Framebuffer *framebuffer = getDrawFramebuffer();
2011 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2012
2013 if(stencilbuffer)
2014 {
2015 *params = stencilbuffer->getStencilSize();
2016 }
2017 else
2018 {
2019 *params = 0;
2020 }
2021 }
2022 break;
2023 case GL_TEXTURE_BINDING_2D:
2024 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2025 {
2026 error(GL_INVALID_OPERATION);
2027 return false;
2028 }
2029
2030 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2031 break;
2032 case GL_TEXTURE_BINDING_CUBE_MAP:
2033 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2034 {
2035 error(GL_INVALID_OPERATION);
2036 return false;
2037 }
2038
2039 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2040 break;
2041 case GL_TEXTURE_BINDING_EXTERNAL_OES:
2042 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2043 {
2044 error(GL_INVALID_OPERATION);
2045 return false;
2046 }
2047
2048 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2049 break;
2050 case GL_TEXTURE_BINDING_3D_OES:
2051 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2052 {
2053 error(GL_INVALID_OPERATION);
2054 return false;
2055 }
2056
2057 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2058 break;
2059 case GL_TEXTURE_BINDING_2D_ARRAY: // GLES 3.0
2060 if(clientVersion < 3)
2061 {
2062 return false;
2063 }
2064 else 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_2D_ARRAY][mState.activeSampler].name();
2071 break;
2072 case GL_COPY_READ_BUFFER_BINDING: // name, initially 0
2073 if(clientVersion >= 3)
2074 {
2075 *params = mState.copyReadBuffer.name();
2076 }
2077 else
2078 {
2079 return false;
2080 }
2081 break;
2082 case GL_COPY_WRITE_BUFFER_BINDING: // name, initially 0
2083 if(clientVersion >= 3)
2084 {
2085 *params = mState.copyWriteBuffer.name();
2086 }
2087 else
2088 {
2089 return false;
2090 }
2091 break;
2092 case GL_DRAW_BUFFER0:
2093 case GL_DRAW_BUFFER1:
2094 case GL_DRAW_BUFFER2:
2095 case GL_DRAW_BUFFER3:
2096 case GL_DRAW_BUFFER4:
2097 case GL_DRAW_BUFFER5:
2098 case GL_DRAW_BUFFER6:
2099 case GL_DRAW_BUFFER7:
2100 case GL_DRAW_BUFFER8:
2101 case GL_DRAW_BUFFER9:
2102 case GL_DRAW_BUFFER10:
2103 case GL_DRAW_BUFFER11:
2104 case GL_DRAW_BUFFER12:
2105 case GL_DRAW_BUFFER13:
2106 case GL_DRAW_BUFFER14:
2107 case GL_DRAW_BUFFER15:
2108 *params = getDrawFramebuffer()->getDrawBuffer(pname - GL_DRAW_BUFFER0);
2109 break;
2110 case GL_MAJOR_VERSION:
2111 if(clientVersion >= 3)
2112 {
2113 *params = clientVersion;
2114 }
2115 else
2116 {
2117 return false;
2118 }
2119 break;
2120 case GL_MAX_3D_TEXTURE_SIZE: // GLint, at least 2048
2121 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2122 break;
2123 case GL_MAX_ARRAY_TEXTURE_LAYERS: // GLint, at least 2048
2124 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2125 break;
2126 case GL_MAX_COLOR_ATTACHMENTS:
2127 *params = MAX_COLOR_ATTACHMENTS;
2128 break;
2129 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 50048
2130 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2131 break;
2132 case GL_MAX_COMBINED_UNIFORM_BLOCKS: // integer, at least 70
2133 UNIMPLEMENTED();
2134 *params = 70;
2135 break;
2136 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: // integer, at least 50176
2137 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2138 break;
2139 case GL_MAX_DRAW_BUFFERS:
2140 *params = MAX_DRAW_BUFFERS;
2141 break;
2142 case GL_MAX_ELEMENT_INDEX:
2143 *params = MAX_ELEMENT_INDEX;
2144 break;
2145 case GL_MAX_ELEMENTS_INDICES:
2146 *params = MAX_ELEMENTS_INDICES;
2147 break;
2148 case GL_MAX_ELEMENTS_VERTICES:
2149 *params = MAX_ELEMENTS_VERTICES;
2150 break;
2151 case GL_MAX_FRAGMENT_INPUT_COMPONENTS: // integer, at least 128
2152 UNIMPLEMENTED();
2153 *params = 128;
2154 break;
2155 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS: // integer, at least 12
2156 *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2157 break;
2158 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: // integer, at least 896
2159 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2160 break;
2161 case GL_MAX_PROGRAM_TEXEL_OFFSET: // integer, minimum is 7
2162 UNIMPLEMENTED();
2163 *params = 7;
2164 break;
2165 case GL_MAX_SERVER_WAIT_TIMEOUT: // integer
2166 UNIMPLEMENTED();
2167 *params = 0;
2168 break;
2169 case GL_MAX_TEXTURE_LOD_BIAS: // integer, at least 2.0
2170 UNIMPLEMENTED();
2171 *params = 2;
2172 break;
2173 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: // integer, at least 64
2174 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2175 break;
2176 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: // integer, at least 4
2177 UNIMPLEMENTED();
2178 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2179 break;
2180 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: // integer, at least 4
2181 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2182 break;
2183 case GL_MAX_UNIFORM_BLOCK_SIZE: // integer, at least 16384
2184 *params = MAX_UNIFORM_BLOCK_SIZE;
2185 break;
2186 case GL_MAX_UNIFORM_BUFFER_BINDINGS: // integer, at least 24
2187 *params = MAX_UNIFORM_BUFFER_BINDINGS;
2188 break;
2189 case GL_MAX_VARYING_COMPONENTS: // integer, at least 60
2190 UNIMPLEMENTED();
2191 *params = 60;
2192 break;
2193 case GL_MAX_VERTEX_OUTPUT_COMPONENTS: // integer, at least 64
2194 UNIMPLEMENTED();
2195 *params = 64;
2196 break;
2197 case GL_MAX_VERTEX_UNIFORM_BLOCKS: // integer, at least 12
2198 *params = MAX_VERTEX_UNIFORM_BLOCKS;
2199 break;
2200 case GL_MAX_VERTEX_UNIFORM_COMPONENTS: // integer, at least 1024
2201 *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2202 break;
2203 case GL_MIN_PROGRAM_TEXEL_OFFSET: // integer, maximum is -8
2204 UNIMPLEMENTED();
2205 *params = -8;
2206 break;
2207 case GL_MINOR_VERSION: // integer
2208 UNIMPLEMENTED();
2209 *params = 0;
2210 break;
2211 case GL_NUM_EXTENSIONS: // integer
2212 GLuint numExtensions;
2213 getExtensions(0, &numExtensions);
2214 *params = numExtensions;
2215 break;
2216 case GL_NUM_PROGRAM_BINARY_FORMATS: // integer, at least 0
2217 UNIMPLEMENTED();
2218 *params = 0;
2219 break;
2220 case GL_PACK_ROW_LENGTH: // integer, initially 0
2221 *params = mState.packRowLength;
2222 break;
2223 case GL_PACK_SKIP_PIXELS: // integer, initially 0
2224 *params = mState.packSkipPixels;
2225 break;
2226 case GL_PACK_SKIP_ROWS: // integer, initially 0
2227 *params = mState.packSkipRows;
2228 break;
2229 case GL_PIXEL_PACK_BUFFER_BINDING: // integer, initially 0
2230 if(clientVersion >= 3)
2231 {
2232 *params = mState.pixelPackBuffer.name();
2233 }
2234 else
2235 {
2236 return false;
2237 }
2238 break;
2239 case GL_PIXEL_UNPACK_BUFFER_BINDING: // integer, initially 0
2240 if(clientVersion >= 3)
2241 {
2242 *params = mState.pixelUnpackBuffer.name();
2243 }
2244 else
2245 {
2246 return false;
2247 }
2248 break;
2249 case GL_PROGRAM_BINARY_FORMATS: // integer[GL_NUM_PROGRAM_BINARY_FORMATS]
2250 UNIMPLEMENTED();
2251 *params = 0;
2252 break;
2253 case GL_READ_BUFFER: // symbolic constant, initial value is GL_BACK
2254 *params = getReadFramebuffer()->getReadBuffer();
2255 break;
2256 case GL_SAMPLER_BINDING: // GLint, default 0
2257 *params = mState.sampler[mState.activeSampler].name();
2258 break;
2259 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2260 if(clientVersion >= 3)
2261 {
2262 *params = mState.genericUniformBuffer.name();
2263 }
2264 else
2265 {
2266 return false;
2267 }
2268 break;
2269 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: // integer, defaults to 1
2270 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2271 break;
2272 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2273 if(clientVersion >= 3)
2274 {
2275 *params = mState.genericUniformBuffer->size();
2276 }
2277 else
2278 {
2279 return false;
2280 }
2281 break;
2282 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2283 if(clientVersion >= 3)
2284 {
2285 *params = mState.genericUniformBuffer->offset();
2286 }
2287 else
2288 {
2289 return false;
2290 }
2291 *params = 0;
2292 break;
2293 case GL_UNPACK_IMAGE_HEIGHT: // integer, initially 0
2294 *params = mState.unpackInfo.imageHeight;
2295 break;
2296 case GL_UNPACK_ROW_LENGTH: // integer, initially 0
2297 *params = mState.unpackInfo.rowLength;
2298 break;
2299 case GL_UNPACK_SKIP_IMAGES: // integer, initially 0
2300 *params = mState.unpackInfo.skipImages;
2301 break;
2302 case GL_UNPACK_SKIP_PIXELS: // integer, initially 0
2303 *params = mState.unpackInfo.skipPixels;
2304 break;
2305 case GL_UNPACK_SKIP_ROWS: // integer, initially 0
2306 *params = mState.unpackInfo.skipRows;
2307 break;
2308 case GL_VERTEX_ARRAY_BINDING: // GLint, initially 0
2309 *params = getCurrentVertexArray()->name;
2310 break;
2311 case GL_TRANSFORM_FEEDBACK_BINDING:
2312 {
2313 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2314 if(transformFeedback)
2315 {
2316 *params = transformFeedback->name;
2317 }
2318 else
2319 {
2320 return false;
2321 }
2322 }
2323 break;
2324 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2325 {
2326 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2327 if(transformFeedback)
2328 {
2329 *params = transformFeedback->getGenericBufferName();
2330 }
2331 else
2332 {
2333 return false;
2334 }
2335 }
2336 break;
2337 default:
2338 return false;
2339 }
2340
2341 return true;
2342 }
2343
2344 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2345 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2346
getTransformFeedbackiv(GLuint index,GLenum pname,T * param) const2347 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2348 {
2349 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2350 if(!transformFeedback)
2351 {
2352 return false;
2353 }
2354
2355 switch(pname)
2356 {
2357 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2358 *param = transformFeedback->name;
2359 break;
2360 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2361 *param = transformFeedback->isActive();
2362 break;
2363 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2364 *param = transformFeedback->getBufferName(index);
2365 break;
2366 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2367 *param = transformFeedback->isPaused();
2368 break;
2369 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2370 if(transformFeedback->getBuffer(index))
2371 {
2372 *param = transformFeedback->getSize(index);
2373 break;
2374 }
2375 else return false;
2376 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2377 if(transformFeedback->getBuffer(index))
2378 {
2379 *param = transformFeedback->getOffset(index);
2380 break;
2381 }
2382 else return false;
2383 default:
2384 return false;
2385 }
2386
2387 return true;
2388 }
2389
2390 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2391 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2392
getUniformBufferiv(GLuint index,GLenum pname,T * param) const2393 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2394 {
2395 const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2396
2397 switch(pname)
2398 {
2399 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2400 *param = uniformBuffer.get().name();
2401 break;
2402 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2403 *param = uniformBuffer.getSize();
2404 break;
2405 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2406 *param = uniformBuffer.getOffset();
2407 break;
2408 default:
2409 return false;
2410 }
2411
2412 return true;
2413 }
2414
getQueryParameterInfo(GLenum pname,GLenum * type,unsigned int * numParams) const2415 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2416 {
2417 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2418 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2419 // to the fact that it is stored internally as a float, and so would require conversion
2420 // if returned from Context::getIntegerv. Since this conversion is already implemented
2421 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2422 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2423 // application.
2424 switch(pname)
2425 {
2426 case GL_COMPRESSED_TEXTURE_FORMATS:
2427 {
2428 *type = GL_INT;
2429 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2430 }
2431 break;
2432 case GL_SHADER_BINARY_FORMATS:
2433 {
2434 *type = GL_INT;
2435 *numParams = 0;
2436 }
2437 break;
2438 case GL_MAX_VERTEX_ATTRIBS:
2439 case GL_MAX_VERTEX_UNIFORM_VECTORS:
2440 case GL_MAX_VARYING_VECTORS:
2441 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2442 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2443 case GL_MAX_TEXTURE_IMAGE_UNITS:
2444 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2445 case GL_MAX_RENDERBUFFER_SIZE:
2446 case GL_NUM_SHADER_BINARY_FORMATS:
2447 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2448 case GL_ARRAY_BUFFER_BINDING:
2449 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2450 case GL_READ_FRAMEBUFFER_BINDING_ANGLE:
2451 case GL_RENDERBUFFER_BINDING:
2452 case GL_CURRENT_PROGRAM:
2453 case GL_PACK_ALIGNMENT:
2454 case GL_UNPACK_ALIGNMENT:
2455 case GL_GENERATE_MIPMAP_HINT:
2456 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2457 case GL_RED_BITS:
2458 case GL_GREEN_BITS:
2459 case GL_BLUE_BITS:
2460 case GL_ALPHA_BITS:
2461 case GL_DEPTH_BITS:
2462 case GL_STENCIL_BITS:
2463 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2464 case GL_CULL_FACE_MODE:
2465 case GL_FRONT_FACE:
2466 case GL_ACTIVE_TEXTURE:
2467 case GL_STENCIL_FUNC:
2468 case GL_STENCIL_VALUE_MASK:
2469 case GL_STENCIL_REF:
2470 case GL_STENCIL_FAIL:
2471 case GL_STENCIL_PASS_DEPTH_FAIL:
2472 case GL_STENCIL_PASS_DEPTH_PASS:
2473 case GL_STENCIL_BACK_FUNC:
2474 case GL_STENCIL_BACK_VALUE_MASK:
2475 case GL_STENCIL_BACK_REF:
2476 case GL_STENCIL_BACK_FAIL:
2477 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2478 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2479 case GL_DEPTH_FUNC:
2480 case GL_BLEND_SRC_RGB:
2481 case GL_BLEND_SRC_ALPHA:
2482 case GL_BLEND_DST_RGB:
2483 case GL_BLEND_DST_ALPHA:
2484 case GL_BLEND_EQUATION_RGB:
2485 case GL_BLEND_EQUATION_ALPHA:
2486 case GL_STENCIL_WRITEMASK:
2487 case GL_STENCIL_BACK_WRITEMASK:
2488 case GL_STENCIL_CLEAR_VALUE:
2489 case GL_SUBPIXEL_BITS:
2490 case GL_MAX_TEXTURE_SIZE:
2491 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2492 case GL_SAMPLE_BUFFERS:
2493 case GL_SAMPLES:
2494 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2495 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2496 case GL_TEXTURE_BINDING_2D:
2497 case GL_TEXTURE_BINDING_CUBE_MAP:
2498 case GL_TEXTURE_BINDING_EXTERNAL_OES:
2499 case GL_TEXTURE_BINDING_3D_OES:
2500 case GL_COPY_READ_BUFFER_BINDING:
2501 case GL_COPY_WRITE_BUFFER_BINDING:
2502 case GL_DRAW_BUFFER0:
2503 case GL_DRAW_BUFFER1:
2504 case GL_DRAW_BUFFER2:
2505 case GL_DRAW_BUFFER3:
2506 case GL_DRAW_BUFFER4:
2507 case GL_DRAW_BUFFER5:
2508 case GL_DRAW_BUFFER6:
2509 case GL_DRAW_BUFFER7:
2510 case GL_DRAW_BUFFER8:
2511 case GL_DRAW_BUFFER9:
2512 case GL_DRAW_BUFFER10:
2513 case GL_DRAW_BUFFER11:
2514 case GL_DRAW_BUFFER12:
2515 case GL_DRAW_BUFFER13:
2516 case GL_DRAW_BUFFER14:
2517 case GL_DRAW_BUFFER15:
2518 case GL_MAJOR_VERSION:
2519 case GL_MAX_3D_TEXTURE_SIZE:
2520 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2521 case GL_MAX_COLOR_ATTACHMENTS:
2522 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2523 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2524 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2525 case GL_MAX_DRAW_BUFFERS:
2526 case GL_MAX_ELEMENT_INDEX:
2527 case GL_MAX_ELEMENTS_INDICES:
2528 case GL_MAX_ELEMENTS_VERTICES:
2529 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2530 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2531 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2532 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2533 case GL_MAX_SERVER_WAIT_TIMEOUT:
2534 case GL_MAX_TEXTURE_LOD_BIAS:
2535 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2536 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2537 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2538 case GL_MAX_UNIFORM_BLOCK_SIZE:
2539 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2540 case GL_MAX_VARYING_COMPONENTS:
2541 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2542 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2543 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2544 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2545 case GL_MINOR_VERSION:
2546 case GL_NUM_EXTENSIONS:
2547 case GL_NUM_PROGRAM_BINARY_FORMATS:
2548 case GL_PACK_ROW_LENGTH:
2549 case GL_PACK_SKIP_PIXELS:
2550 case GL_PACK_SKIP_ROWS:
2551 case GL_PIXEL_PACK_BUFFER_BINDING:
2552 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2553 case GL_PROGRAM_BINARY_FORMATS:
2554 case GL_READ_BUFFER:
2555 case GL_SAMPLER_BINDING:
2556 case GL_TEXTURE_BINDING_2D_ARRAY:
2557 case GL_UNIFORM_BUFFER_BINDING:
2558 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2559 case GL_UNIFORM_BUFFER_SIZE:
2560 case GL_UNIFORM_BUFFER_START:
2561 case GL_UNPACK_IMAGE_HEIGHT:
2562 case GL_UNPACK_ROW_LENGTH:
2563 case GL_UNPACK_SKIP_IMAGES:
2564 case GL_UNPACK_SKIP_PIXELS:
2565 case GL_UNPACK_SKIP_ROWS:
2566 case GL_VERTEX_ARRAY_BINDING:
2567 case GL_TRANSFORM_FEEDBACK_BINDING:
2568 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2569 {
2570 *type = GL_INT;
2571 *numParams = 1;
2572 }
2573 break;
2574 case GL_MAX_SAMPLES_ANGLE:
2575 {
2576 *type = GL_INT;
2577 *numParams = 1;
2578 }
2579 break;
2580 case GL_MAX_VIEWPORT_DIMS:
2581 {
2582 *type = GL_INT;
2583 *numParams = 2;
2584 }
2585 break;
2586 case GL_VIEWPORT:
2587 case GL_SCISSOR_BOX:
2588 {
2589 *type = GL_INT;
2590 *numParams = 4;
2591 }
2592 break;
2593 case GL_SHADER_COMPILER:
2594 case GL_SAMPLE_COVERAGE_INVERT:
2595 case GL_DEPTH_WRITEMASK:
2596 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
2597 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
2598 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2599 case GL_SAMPLE_COVERAGE:
2600 case GL_SCISSOR_TEST:
2601 case GL_STENCIL_TEST:
2602 case GL_DEPTH_TEST:
2603 case GL_BLEND:
2604 case GL_DITHER:
2605 case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2606 case GL_RASTERIZER_DISCARD:
2607 case GL_TRANSFORM_FEEDBACK_ACTIVE:
2608 case GL_TRANSFORM_FEEDBACK_PAUSED:
2609 {
2610 *type = GL_BOOL;
2611 *numParams = 1;
2612 }
2613 break;
2614 case GL_COLOR_WRITEMASK:
2615 {
2616 *type = GL_BOOL;
2617 *numParams = 4;
2618 }
2619 break;
2620 case GL_POLYGON_OFFSET_FACTOR:
2621 case GL_POLYGON_OFFSET_UNITS:
2622 case GL_SAMPLE_COVERAGE_VALUE:
2623 case GL_DEPTH_CLEAR_VALUE:
2624 case GL_LINE_WIDTH:
2625 {
2626 *type = GL_FLOAT;
2627 *numParams = 1;
2628 }
2629 break;
2630 case GL_ALIASED_LINE_WIDTH_RANGE:
2631 case GL_ALIASED_POINT_SIZE_RANGE:
2632 case GL_DEPTH_RANGE:
2633 {
2634 *type = GL_FLOAT;
2635 *numParams = 2;
2636 }
2637 break;
2638 case GL_COLOR_CLEAR_VALUE:
2639 case GL_BLEND_COLOR:
2640 {
2641 *type = GL_FLOAT;
2642 *numParams = 4;
2643 }
2644 break;
2645 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2646 *type = GL_FLOAT;
2647 *numParams = 1;
2648 break;
2649 default:
2650 return false;
2651 }
2652
2653 return true;
2654 }
2655
applyScissor(int width,int height)2656 void Context::applyScissor(int width, int height)
2657 {
2658 if(mState.scissorTestEnabled)
2659 {
2660 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2661 scissor.clip(0, 0, width, height);
2662
2663 device->setScissorRect(scissor);
2664 device->setScissorEnable(true);
2665 }
2666 else
2667 {
2668 device->setScissorEnable(false);
2669 }
2670 }
2671
2672 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
applyRenderTarget()2673 bool Context::applyRenderTarget()
2674 {
2675 Framebuffer *framebuffer = getDrawFramebuffer();
2676 int width, height, samples;
2677
2678 if(!framebuffer || framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE)
2679 {
2680 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2681 }
2682
2683 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2684 {
2685 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2686 {
2687 egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2688 device->setRenderTarget(i, renderTarget);
2689 if(renderTarget) renderTarget->release();
2690 }
2691 else
2692 {
2693 device->setRenderTarget(i, nullptr);
2694 }
2695 }
2696
2697 egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2698 device->setDepthBuffer(depthBuffer);
2699 if(depthBuffer) depthBuffer->release();
2700
2701 egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2702 device->setStencilBuffer(stencilBuffer);
2703 if(stencilBuffer) stencilBuffer->release();
2704
2705 Viewport viewport;
2706 float zNear = clamp01(mState.zNear);
2707 float zFar = clamp01(mState.zFar);
2708
2709 viewport.x0 = mState.viewportX;
2710 viewport.y0 = mState.viewportY;
2711 viewport.width = mState.viewportWidth;
2712 viewport.height = mState.viewportHeight;
2713 viewport.minZ = zNear;
2714 viewport.maxZ = zFar;
2715
2716 device->setViewport(viewport);
2717
2718 applyScissor(width, height);
2719
2720 Program *program = getCurrentProgram();
2721
2722 if(program)
2723 {
2724 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2725 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2726 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2727 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2728 }
2729
2730 return true;
2731 }
2732
2733 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
applyState(GLenum drawMode)2734 void Context::applyState(GLenum drawMode)
2735 {
2736 Framebuffer *framebuffer = getDrawFramebuffer();
2737
2738 if(mState.cullFaceEnabled)
2739 {
2740 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2741 }
2742 else
2743 {
2744 device->setCullMode(sw::CULL_NONE);
2745 }
2746
2747 if(mDepthStateDirty)
2748 {
2749 if(mState.depthTestEnabled)
2750 {
2751 device->setDepthBufferEnable(true);
2752 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2753 }
2754 else
2755 {
2756 device->setDepthBufferEnable(false);
2757 }
2758
2759 mDepthStateDirty = false;
2760 }
2761
2762 if(mBlendStateDirty)
2763 {
2764 if(mState.blendEnabled)
2765 {
2766 device->setAlphaBlendEnable(true);
2767 device->setSeparateAlphaBlendEnable(true);
2768
2769 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2770
2771 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2772 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2773 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2774
2775 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2776 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2777 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2778 }
2779 else
2780 {
2781 device->setAlphaBlendEnable(false);
2782 }
2783
2784 mBlendStateDirty = false;
2785 }
2786
2787 if(mStencilStateDirty || mFrontFaceDirty)
2788 {
2789 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2790 {
2791 device->setStencilEnable(true);
2792 device->setTwoSidedStencil(true);
2793
2794 // get the maximum size of the stencil ref
2795 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2796 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2797
2798 if(mState.frontFace == GL_CCW)
2799 {
2800 device->setStencilWriteMask(mState.stencilWritemask);
2801 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2802
2803 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2804 device->setStencilMask(mState.stencilMask);
2805
2806 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2807 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2808 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2809
2810 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2811 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2812
2813 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2814 device->setStencilMaskCCW(mState.stencilBackMask);
2815
2816 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2817 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2818 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2819 }
2820 else
2821 {
2822 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2823 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2824
2825 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2826 device->setStencilMaskCCW(mState.stencilMask);
2827
2828 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2829 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2830 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2831
2832 device->setStencilWriteMask(mState.stencilBackWritemask);
2833 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2834
2835 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2836 device->setStencilMask(mState.stencilBackMask);
2837
2838 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2839 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2840 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2841 }
2842 }
2843 else
2844 {
2845 device->setStencilEnable(false);
2846 }
2847
2848 mStencilStateDirty = false;
2849 mFrontFaceDirty = false;
2850 }
2851
2852 if(mMaskStateDirty)
2853 {
2854 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2855 {
2856 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2857 }
2858
2859 device->setDepthWriteEnable(mState.depthMask);
2860
2861 mMaskStateDirty = false;
2862 }
2863
2864 if(mPolygonOffsetStateDirty)
2865 {
2866 if(mState.polygonOffsetFillEnabled)
2867 {
2868 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2869 if(depthbuffer)
2870 {
2871 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2872 float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
2873 device->setDepthBias(depthBias);
2874 }
2875 }
2876 else
2877 {
2878 device->setSlopeDepthBias(0);
2879 device->setDepthBias(0);
2880 }
2881
2882 mPolygonOffsetStateDirty = false;
2883 }
2884
2885 if(mSampleStateDirty)
2886 {
2887 if(mState.sampleAlphaToCoverageEnabled)
2888 {
2889 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2890 }
2891 else
2892 {
2893 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2894 }
2895
2896 if(mState.sampleCoverageEnabled)
2897 {
2898 unsigned int mask = 0;
2899 if(mState.sampleCoverageValue != 0)
2900 {
2901 int width, height, samples;
2902 framebuffer->completeness(width, height, samples);
2903
2904 float threshold = 0.5f;
2905
2906 for(int i = 0; i < samples; i++)
2907 {
2908 mask <<= 1;
2909
2910 if((i + 1) * mState.sampleCoverageValue >= threshold)
2911 {
2912 threshold += 1.0f;
2913 mask |= 1;
2914 }
2915 }
2916 }
2917
2918 if(mState.sampleCoverageInvert)
2919 {
2920 mask = ~mask;
2921 }
2922
2923 device->setMultiSampleMask(mask);
2924 }
2925 else
2926 {
2927 device->setMultiSampleMask(0xFFFFFFFF);
2928 }
2929
2930 mSampleStateDirty = false;
2931 }
2932
2933 if(mDitherStateDirty)
2934 {
2935 // UNIMPLEMENTED(); // FIXME
2936
2937 mDitherStateDirty = false;
2938 }
2939
2940 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
2941 }
2942
applyVertexBuffer(GLint base,GLint first,GLsizei count,GLsizei instanceId)2943 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
2944 {
2945 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
2946
2947 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
2948 if(err != GL_NO_ERROR)
2949 {
2950 return err;
2951 }
2952
2953 Program *program = getCurrentProgram();
2954
2955 device->resetInputStreams(false);
2956
2957 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
2958 {
2959 if(program->getAttributeStream(i) == -1)
2960 {
2961 continue;
2962 }
2963
2964 sw::Resource *resource = attributes[i].vertexBuffer;
2965 const void *buffer = (char*)resource->data() + attributes[i].offset;
2966
2967 int stride = attributes[i].stride;
2968
2969 buffer = (char*)buffer + stride * base;
2970
2971 sw::Stream attribute(resource, buffer, stride);
2972
2973 attribute.type = attributes[i].type;
2974 attribute.count = attributes[i].count;
2975 attribute.normalized = attributes[i].normalized;
2976
2977 int stream = program->getAttributeStream(i);
2978 device->setInputStream(stream, attribute);
2979 }
2980
2981 return GL_NO_ERROR;
2982 }
2983
2984 // Applies the indices and element array bindings
applyIndexBuffer(const void * indices,GLuint start,GLuint end,GLsizei count,GLenum mode,GLenum type,TranslatedIndexData * indexInfo)2985 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
2986 {
2987 GLenum err = mIndexDataManager->prepareIndexData(type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo);
2988
2989 if(err == GL_NO_ERROR)
2990 {
2991 device->setIndexBuffer(indexInfo->indexBuffer);
2992 }
2993
2994 return err;
2995 }
2996
2997 // Applies the shaders and shader constants
applyShaders()2998 void Context::applyShaders()
2999 {
3000 Program *programObject = getCurrentProgram();
3001 sw::VertexShader *vertexShader = programObject->getVertexShader();
3002 sw::PixelShader *pixelShader = programObject->getPixelShader();
3003
3004 device->setVertexShader(vertexShader);
3005 device->setPixelShader(pixelShader);
3006
3007 if(programObject->getSerial() != mAppliedProgramSerial)
3008 {
3009 programObject->dirtyAllUniforms();
3010 mAppliedProgramSerial = programObject->getSerial();
3011 }
3012
3013 programObject->applyTransformFeedback(getTransformFeedback());
3014 programObject->applyUniformBuffers(mState.uniformBuffers);
3015 programObject->applyUniforms();
3016 }
3017
applyTextures()3018 void Context::applyTextures()
3019 {
3020 applyTextures(sw::SAMPLER_PIXEL);
3021 applyTextures(sw::SAMPLER_VERTEX);
3022 }
3023
applyTextures(sw::SamplerType samplerType)3024 void Context::applyTextures(sw::SamplerType samplerType)
3025 {
3026 Program *programObject = getCurrentProgram();
3027
3028 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type
3029
3030 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3031 {
3032 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index
3033
3034 if(textureUnit != -1)
3035 {
3036 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3037
3038 Texture *texture = getSamplerTexture(textureUnit, textureType);
3039
3040 if(texture->isSamplerComplete())
3041 {
3042 GLenum wrapS, wrapT, wrapR, minFilter, magFilter;
3043
3044 Sampler *samplerObject = mState.sampler[textureUnit];
3045 if(samplerObject)
3046 {
3047 wrapS = samplerObject->getWrapS();
3048 wrapT = samplerObject->getWrapT();
3049 wrapR = samplerObject->getWrapR();
3050 minFilter = samplerObject->getMinFilter();
3051 magFilter = samplerObject->getMagFilter();
3052 }
3053 else
3054 {
3055 wrapS = texture->getWrapS();
3056 wrapT = texture->getWrapT();
3057 wrapR = texture->getWrapR();
3058 minFilter = texture->getMinFilter();
3059 magFilter = texture->getMagFilter();
3060 }
3061 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3062
3063 GLenum swizzleR = texture->getSwizzleR();
3064 GLenum swizzleG = texture->getSwizzleG();
3065 GLenum swizzleB = texture->getSwizzleB();
3066 GLenum swizzleA = texture->getSwizzleA();
3067
3068 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3069 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3070 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3071 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3072 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3073 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3074 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3075
3076 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3077 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3078 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3079
3080 applyTexture(samplerType, samplerIndex, texture);
3081 }
3082 else
3083 {
3084 applyTexture(samplerType, samplerIndex, nullptr);
3085 }
3086 }
3087 else
3088 {
3089 applyTexture(samplerType, samplerIndex, nullptr);
3090 }
3091 }
3092 }
3093
applyTexture(sw::SamplerType type,int index,Texture * baseTexture)3094 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3095 {
3096 Program *program = getCurrentProgram();
3097 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3098 bool textureUsed = false;
3099
3100 if(type == sw::SAMPLER_PIXEL)
3101 {
3102 textureUsed = program->getPixelShader()->usesSampler(index);
3103 }
3104 else if(type == sw::SAMPLER_VERTEX)
3105 {
3106 textureUsed = program->getVertexShader()->usesSampler(index);
3107 }
3108 else UNREACHABLE(type);
3109
3110 sw::Resource *resource = 0;
3111
3112 if(baseTexture && textureUsed)
3113 {
3114 resource = baseTexture->getResource();
3115 }
3116
3117 device->setTextureResource(sampler, resource);
3118
3119 if(baseTexture && textureUsed)
3120 {
3121 int levelCount = baseTexture->getLevelCount();
3122
3123 if(baseTexture->getTarget() == GL_TEXTURE_2D || baseTexture->getTarget() == GL_TEXTURE_EXTERNAL_OES)
3124 {
3125 Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3126
3127 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3128 {
3129 int surfaceLevel = mipmapLevel;
3130
3131 if(surfaceLevel < 0)
3132 {
3133 surfaceLevel = 0;
3134 }
3135 else if(surfaceLevel >= levelCount)
3136 {
3137 surfaceLevel = levelCount - 1;
3138 }
3139
3140 egl::Image *surface = texture->getImage(surfaceLevel);
3141 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D);
3142 }
3143 }
3144 else if(baseTexture->getTarget() == GL_TEXTURE_3D_OES)
3145 {
3146 Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3147
3148 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3149 {
3150 int surfaceLevel = mipmapLevel;
3151
3152 if(surfaceLevel < 0)
3153 {
3154 surfaceLevel = 0;
3155 }
3156 else if(surfaceLevel >= levelCount)
3157 {
3158 surfaceLevel = levelCount - 1;
3159 }
3160
3161 egl::Image *surface = texture->getImage(surfaceLevel);
3162 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3163 }
3164 }
3165 else if(baseTexture->getTarget() == GL_TEXTURE_2D_ARRAY)
3166 {
3167 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3168
3169 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3170 {
3171 int surfaceLevel = mipmapLevel;
3172
3173 if(surfaceLevel < 0)
3174 {
3175 surfaceLevel = 0;
3176 }
3177 else if(surfaceLevel >= levelCount)
3178 {
3179 surfaceLevel = levelCount - 1;
3180 }
3181
3182 egl::Image *surface = texture->getImage(surfaceLevel);
3183 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3184 }
3185 }
3186 else if(baseTexture->getTarget() == GL_TEXTURE_CUBE_MAP)
3187 {
3188 for(int face = 0; face < 6; face++)
3189 {
3190 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3191
3192 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3193 {
3194 int surfaceLevel = mipmapLevel;
3195
3196 if(surfaceLevel < 0)
3197 {
3198 surfaceLevel = 0;
3199 }
3200 else if(surfaceLevel >= levelCount)
3201 {
3202 surfaceLevel = levelCount - 1;
3203 }
3204
3205 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3206 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3207 }
3208 }
3209 }
3210 else UNIMPLEMENTED();
3211 }
3212 else
3213 {
3214 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3215 }
3216 }
3217
readPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum format,GLenum type,GLsizei * bufSize,void * pixels)3218 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3219 {
3220 Framebuffer *framebuffer = getReadFramebuffer();
3221 int framebufferWidth, framebufferHeight, framebufferSamples;
3222
3223 if(framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3224 {
3225 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3226 }
3227
3228 if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3229 {
3230 return error(GL_INVALID_OPERATION);
3231 }
3232
3233 GLenum readFormat = GL_NONE;
3234 GLenum readType = GL_NONE;
3235 switch(format)
3236 {
3237 case GL_DEPTH_COMPONENT:
3238 readFormat = framebuffer->getDepthReadFormat();
3239 readType = framebuffer->getDepthReadType();
3240 break;
3241 default:
3242 readFormat = framebuffer->getImplementationColorReadFormat();
3243 readType = framebuffer->getImplementationColorReadType();
3244 break;
3245 }
3246
3247 if(!(readFormat == format && readType == type) && !ValidReadPixelsFormatType(readFormat, readType, format, type, clientVersion))
3248 {
3249 return error(GL_INVALID_OPERATION);
3250 }
3251
3252 GLsizei outputWidth = (mState.packRowLength > 0) ? mState.packRowLength : width;
3253 GLsizei outputPitch = egl::ComputePitch(outputWidth, format, type, mState.packAlignment);
3254 GLsizei outputHeight = (mState.packImageHeight == 0) ? height : mState.packImageHeight;
3255 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3256 pixels = ((char*)pixels) + egl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packAlignment, mState.packSkipImages, mState.packSkipRows, mState.packSkipPixels);
3257
3258 // Sized query sanity check
3259 if(bufSize)
3260 {
3261 int requiredSize = outputPitch * height;
3262 if(requiredSize > *bufSize)
3263 {
3264 return error(GL_INVALID_OPERATION);
3265 }
3266 }
3267
3268 egl::Image *renderTarget = nullptr;
3269 switch(format)
3270 {
3271 case GL_DEPTH_COMPONENT:
3272 renderTarget = framebuffer->getDepthBuffer();
3273 break;
3274 default:
3275 renderTarget = framebuffer->getReadRenderTarget();
3276 break;
3277 }
3278
3279 if(!renderTarget)
3280 {
3281 return error(GL_INVALID_OPERATION);
3282 }
3283
3284 sw::Rect rect = {x, y, x + width, y + height};
3285 sw::Rect dstRect = { 0, 0, width, height };
3286 rect.clip(0, 0, renderTarget->getWidth(), renderTarget->getHeight());
3287
3288 sw::Surface externalSurface(width, height, 1, egl::ConvertFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3289 sw::SliceRect sliceRect(rect);
3290 sw::SliceRect dstSliceRect(dstRect);
3291 device->blit(renderTarget, sliceRect, &externalSurface, dstSliceRect, false);
3292
3293 renderTarget->release();
3294 }
3295
clear(GLbitfield mask)3296 void Context::clear(GLbitfield mask)
3297 {
3298 if(mState.rasterizerDiscardEnabled)
3299 {
3300 return;
3301 }
3302
3303 Framebuffer *framebuffer = getDrawFramebuffer();
3304
3305 if(!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
3306 {
3307 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3308 }
3309
3310 if(!applyRenderTarget())
3311 {
3312 return;
3313 }
3314
3315 if(mask & GL_COLOR_BUFFER_BIT)
3316 {
3317 unsigned int rgbaMask = getColorMask();
3318
3319 if(rgbaMask != 0)
3320 {
3321 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3322 }
3323 }
3324
3325 if(mask & GL_DEPTH_BUFFER_BIT)
3326 {
3327 if(mState.depthMask != 0)
3328 {
3329 float depth = clamp01(mState.depthClearValue);
3330 device->clearDepth(depth);
3331 }
3332 }
3333
3334 if(mask & GL_STENCIL_BUFFER_BIT)
3335 {
3336 if(mState.stencilWritemask != 0)
3337 {
3338 int stencil = mState.stencilClearValue & 0x000000FF;
3339 device->clearStencil(stencil, mState.stencilWritemask);
3340 }
3341 }
3342 }
3343
clearColorBuffer(GLint drawbuffer,void * value,sw::Format format)3344 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3345 {
3346 unsigned int rgbaMask = getColorMask();
3347 if(rgbaMask && !mState.rasterizerDiscardEnabled)
3348 {
3349 Framebuffer *framebuffer = getDrawFramebuffer();
3350 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3351
3352 if(colorbuffer)
3353 {
3354 sw::SliceRect clearRect = colorbuffer->getRect();
3355
3356 if(mState.scissorTestEnabled)
3357 {
3358 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3359 }
3360
3361 device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3362
3363 colorbuffer->release();
3364 }
3365 }
3366 }
3367
clearColorBuffer(GLint drawbuffer,const GLint * value)3368 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3369 {
3370 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3371 }
3372
clearColorBuffer(GLint drawbuffer,const GLuint * value)3373 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3374 {
3375 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3376 }
3377
clearColorBuffer(GLint drawbuffer,const GLfloat * value)3378 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3379 {
3380 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3381 }
3382
clearDepthBuffer(const GLfloat value)3383 void Context::clearDepthBuffer(const GLfloat value)
3384 {
3385 if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3386 {
3387 Framebuffer *framebuffer = getDrawFramebuffer();
3388 egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3389
3390 if(depthbuffer)
3391 {
3392 float depth = clamp01(value);
3393 sw::SliceRect clearRect = depthbuffer->getRect();
3394
3395 if(mState.scissorTestEnabled)
3396 {
3397 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3398 }
3399
3400 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3401
3402 depthbuffer->release();
3403 }
3404 }
3405 }
3406
clearStencilBuffer(const GLint value)3407 void Context::clearStencilBuffer(const GLint value)
3408 {
3409 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3410 {
3411 Framebuffer *framebuffer = getDrawFramebuffer();
3412 egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3413
3414 if(stencilbuffer)
3415 {
3416 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3417 sw::SliceRect clearRect = stencilbuffer->getRect();
3418
3419 if(mState.scissorTestEnabled)
3420 {
3421 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3422 }
3423
3424 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3425
3426 stencilbuffer->release();
3427 }
3428 }
3429 }
3430
drawArrays(GLenum mode,GLint first,GLsizei count,GLsizei instanceCount)3431 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3432 {
3433 if(!mState.currentProgram)
3434 {
3435 return error(GL_INVALID_OPERATION);
3436 }
3437
3438 sw::DrawType primitiveType;
3439 int primitiveCount;
3440 int verticesPerPrimitive;
3441
3442 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3443 return error(GL_INVALID_ENUM);
3444
3445 if(primitiveCount <= 0)
3446 {
3447 return;
3448 }
3449
3450 if(!applyRenderTarget())
3451 {
3452 return;
3453 }
3454
3455 applyState(mode);
3456
3457 for(int i = 0; i < instanceCount; ++i)
3458 {
3459 device->setInstanceID(i);
3460
3461 GLenum err = applyVertexBuffer(0, first, count, i);
3462 if(err != GL_NO_ERROR)
3463 {
3464 return error(err);
3465 }
3466
3467 applyShaders();
3468 applyTextures();
3469
3470 if(!getCurrentProgram()->validateSamplers(false))
3471 {
3472 return error(GL_INVALID_OPERATION);
3473 }
3474
3475 TransformFeedback* transformFeedback = getTransformFeedback();
3476 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3477 {
3478 device->drawPrimitive(primitiveType, primitiveCount);
3479 }
3480 if(transformFeedback)
3481 {
3482 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3483 }
3484 }
3485 }
3486
drawElements(GLenum mode,GLuint start,GLuint end,GLsizei count,GLenum type,const void * indices,GLsizei instanceCount)3487 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3488 {
3489 if(!mState.currentProgram)
3490 {
3491 return error(GL_INVALID_OPERATION);
3492 }
3493
3494 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3495 {
3496 return error(GL_INVALID_OPERATION);
3497 }
3498
3499 sw::DrawType primitiveType;
3500 int primitiveCount;
3501 int verticesPerPrimitive;
3502
3503 if(!es2sw::ConvertPrimitiveType(mode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3504 return error(GL_INVALID_ENUM);
3505
3506 if(primitiveCount <= 0)
3507 {
3508 return;
3509 }
3510
3511 if(!applyRenderTarget())
3512 {
3513 return;
3514 }
3515
3516 applyState(mode);
3517
3518 for(int i = 0; i < instanceCount; ++i)
3519 {
3520 device->setInstanceID(i);
3521
3522 TranslatedIndexData indexInfo;
3523 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3524 if(err != GL_NO_ERROR)
3525 {
3526 return error(err);
3527 }
3528
3529 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3530 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3531 if(err != GL_NO_ERROR)
3532 {
3533 return error(err);
3534 }
3535
3536 applyShaders();
3537 applyTextures();
3538
3539 if(!getCurrentProgram()->validateSamplers(false))
3540 {
3541 return error(GL_INVALID_OPERATION);
3542 }
3543
3544 TransformFeedback* transformFeedback = getTransformFeedback();
3545 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3546 {
3547 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, primitiveCount);
3548 }
3549 if(transformFeedback)
3550 {
3551 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3552 }
3553 }
3554 }
3555
finish()3556 void Context::finish()
3557 {
3558 device->finish();
3559 }
3560
flush()3561 void Context::flush()
3562 {
3563 // We don't queue anything without processing it as fast as possible
3564 }
3565
recordInvalidEnum()3566 void Context::recordInvalidEnum()
3567 {
3568 mInvalidEnum = true;
3569 }
3570
recordInvalidValue()3571 void Context::recordInvalidValue()
3572 {
3573 mInvalidValue = true;
3574 }
3575
recordInvalidOperation()3576 void Context::recordInvalidOperation()
3577 {
3578 mInvalidOperation = true;
3579 }
3580
recordOutOfMemory()3581 void Context::recordOutOfMemory()
3582 {
3583 mOutOfMemory = true;
3584 }
3585
recordInvalidFramebufferOperation()3586 void Context::recordInvalidFramebufferOperation()
3587 {
3588 mInvalidFramebufferOperation = true;
3589 }
3590
3591 // Get one of the recorded errors and clear its flag, if any.
3592 // [OpenGL ES 2.0.24] section 2.5 page 13.
getError()3593 GLenum Context::getError()
3594 {
3595 if(mInvalidEnum)
3596 {
3597 mInvalidEnum = false;
3598
3599 return GL_INVALID_ENUM;
3600 }
3601
3602 if(mInvalidValue)
3603 {
3604 mInvalidValue = false;
3605
3606 return GL_INVALID_VALUE;
3607 }
3608
3609 if(mInvalidOperation)
3610 {
3611 mInvalidOperation = false;
3612
3613 return GL_INVALID_OPERATION;
3614 }
3615
3616 if(mOutOfMemory)
3617 {
3618 mOutOfMemory = false;
3619
3620 return GL_OUT_OF_MEMORY;
3621 }
3622
3623 if(mInvalidFramebufferOperation)
3624 {
3625 mInvalidFramebufferOperation = false;
3626
3627 return GL_INVALID_FRAMEBUFFER_OPERATION;
3628 }
3629
3630 return GL_NO_ERROR;
3631 }
3632
getSupportedMultisampleCount(int requested)3633 int Context::getSupportedMultisampleCount(int requested)
3634 {
3635 int supported = 0;
3636
3637 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3638 {
3639 if(supported >= requested)
3640 {
3641 return supported;
3642 }
3643
3644 supported = multisampleCount[i];
3645 }
3646
3647 return supported;
3648 }
3649
detachBuffer(GLuint buffer)3650 void Context::detachBuffer(GLuint buffer)
3651 {
3652 // [OpenGL ES 2.0.24] section 2.9 page 22:
3653 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3654 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3655
3656 if(mState.copyReadBuffer.name() == buffer)
3657 {
3658 mState.copyReadBuffer = nullptr;
3659 }
3660
3661 if(mState.copyWriteBuffer.name() == buffer)
3662 {
3663 mState.copyWriteBuffer = nullptr;
3664 }
3665
3666 if(mState.pixelPackBuffer.name() == buffer)
3667 {
3668 mState.pixelPackBuffer = nullptr;
3669 }
3670
3671 if(mState.pixelUnpackBuffer.name() == buffer)
3672 {
3673 mState.pixelUnpackBuffer = nullptr;
3674 }
3675
3676 if(mState.genericUniformBuffer.name() == buffer)
3677 {
3678 mState.genericUniformBuffer = nullptr;
3679 }
3680
3681 if(getArrayBufferName() == buffer)
3682 {
3683 mState.arrayBuffer = nullptr;
3684 }
3685
3686 // Only detach from the current transform feedback
3687 TransformFeedback* currentTransformFeedback = getTransformFeedback();
3688 if(currentTransformFeedback)
3689 {
3690 currentTransformFeedback->detachBuffer(buffer);
3691 }
3692
3693 // Only detach from the current vertex array
3694 VertexArray* currentVertexArray = getCurrentVertexArray();
3695 if(currentVertexArray)
3696 {
3697 currentVertexArray->detachBuffer(buffer);
3698 }
3699
3700 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3701 {
3702 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3703 {
3704 mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3705 }
3706 }
3707 }
3708
detachTexture(GLuint texture)3709 void Context::detachTexture(GLuint texture)
3710 {
3711 // [OpenGL ES 2.0.24] section 3.8 page 84:
3712 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3713 // rebound to texture object zero
3714
3715 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3716 {
3717 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3718 {
3719 if(mState.samplerTexture[type][sampler].name() == texture)
3720 {
3721 mState.samplerTexture[type][sampler] = nullptr;
3722 }
3723 }
3724 }
3725
3726 // [OpenGL ES 2.0.24] section 4.4 page 112:
3727 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3728 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3729 // image was attached in the currently bound framebuffer.
3730
3731 Framebuffer *readFramebuffer = getReadFramebuffer();
3732 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3733
3734 if(readFramebuffer)
3735 {
3736 readFramebuffer->detachTexture(texture);
3737 }
3738
3739 if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3740 {
3741 drawFramebuffer->detachTexture(texture);
3742 }
3743 }
3744
detachFramebuffer(GLuint framebuffer)3745 void Context::detachFramebuffer(GLuint framebuffer)
3746 {
3747 // [OpenGL ES 2.0.24] section 4.4 page 107:
3748 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3749 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3750
3751 if(mState.readFramebuffer == framebuffer)
3752 {
3753 bindReadFramebuffer(0);
3754 }
3755
3756 if(mState.drawFramebuffer == framebuffer)
3757 {
3758 bindDrawFramebuffer(0);
3759 }
3760 }
3761
detachRenderbuffer(GLuint renderbuffer)3762 void Context::detachRenderbuffer(GLuint renderbuffer)
3763 {
3764 // [OpenGL ES 2.0.24] section 4.4 page 109:
3765 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3766 // had been executed with the target RENDERBUFFER and name of zero.
3767
3768 if(mState.renderbuffer.name() == renderbuffer)
3769 {
3770 bindRenderbuffer(0);
3771 }
3772
3773 // [OpenGL ES 2.0.24] section 4.4 page 111:
3774 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3775 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3776 // point to which this image was attached in the currently bound framebuffer.
3777
3778 Framebuffer *readFramebuffer = getReadFramebuffer();
3779 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3780
3781 if(readFramebuffer)
3782 {
3783 readFramebuffer->detachRenderbuffer(renderbuffer);
3784 }
3785
3786 if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3787 {
3788 drawFramebuffer->detachRenderbuffer(renderbuffer);
3789 }
3790 }
3791
detachSampler(GLuint sampler)3792 void Context::detachSampler(GLuint sampler)
3793 {
3794 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3795 // If a sampler object that is currently bound to one or more texture units is
3796 // deleted, it is as though BindSampler is called once for each texture unit to
3797 // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3798 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3799 {
3800 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3801 if(samplerBinding.name() == sampler)
3802 {
3803 samplerBinding = nullptr;
3804 }
3805 }
3806 }
3807
cullSkipsDraw(GLenum drawMode)3808 bool Context::cullSkipsDraw(GLenum drawMode)
3809 {
3810 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3811 }
3812
isTriangleMode(GLenum drawMode)3813 bool Context::isTriangleMode(GLenum drawMode)
3814 {
3815 switch(drawMode)
3816 {
3817 case GL_TRIANGLES:
3818 case GL_TRIANGLE_FAN:
3819 case GL_TRIANGLE_STRIP:
3820 return true;
3821 case GL_POINTS:
3822 case GL_LINES:
3823 case GL_LINE_LOOP:
3824 case GL_LINE_STRIP:
3825 return false;
3826 default: UNREACHABLE(drawMode);
3827 }
3828
3829 return false;
3830 }
3831
setVertexAttrib(GLuint index,const GLfloat * values)3832 void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3833 {
3834 ASSERT(index < MAX_VERTEX_ATTRIBS);
3835
3836 mState.vertexAttribute[index].setCurrentValue(values);
3837
3838 mVertexDataManager->dirtyCurrentValue(index);
3839 }
3840
setVertexAttrib(GLuint index,const GLint * values)3841 void Context::setVertexAttrib(GLuint index, const GLint *values)
3842 {
3843 ASSERT(index < MAX_VERTEX_ATTRIBS);
3844
3845 mState.vertexAttribute[index].setCurrentValue(values);
3846
3847 mVertexDataManager->dirtyCurrentValue(index);
3848 }
3849
setVertexAttrib(GLuint index,const GLuint * values)3850 void Context::setVertexAttrib(GLuint index, const GLuint *values)
3851 {
3852 ASSERT(index < MAX_VERTEX_ATTRIBS);
3853
3854 mState.vertexAttribute[index].setCurrentValue(values);
3855
3856 mVertexDataManager->dirtyCurrentValue(index);
3857 }
3858
blitFramebuffer(GLint srcX0,GLint srcY0,GLint srcX1,GLint srcY1,GLint dstX0,GLint dstY0,GLint dstX1,GLint dstY1,GLbitfield mask)3859 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3860 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3861 GLbitfield mask)
3862 {
3863 Framebuffer *readFramebuffer = getReadFramebuffer();
3864 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3865
3866 int readBufferWidth, readBufferHeight, readBufferSamples;
3867 int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3868
3869 if(!readFramebuffer || readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE ||
3870 !drawFramebuffer || drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE)
3871 {
3872 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3873 }
3874
3875 if(drawBufferSamples > 1)
3876 {
3877 return error(GL_INVALID_OPERATION);
3878 }
3879
3880 sw::SliceRect sourceRect;
3881 sw::SliceRect destRect;
3882 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
3883 bool flipy = (srcY0 < srcY1) ^ (dstY0 < dstY1);
3884
3885 if(srcX0 < srcX1)
3886 {
3887 sourceRect.x0 = srcX0;
3888 sourceRect.x1 = srcX1;
3889 }
3890 else
3891 {
3892 sourceRect.x0 = srcX1;
3893 sourceRect.x1 = srcX0;
3894 }
3895
3896 if(dstX0 < dstX1)
3897 {
3898 destRect.x0 = dstX0;
3899 destRect.x1 = dstX1;
3900 }
3901 else
3902 {
3903 destRect.x0 = dstX1;
3904 destRect.x1 = dstX0;
3905 }
3906
3907 if(srcY0 < srcY1)
3908 {
3909 sourceRect.y0 = srcY0;
3910 sourceRect.y1 = srcY1;
3911 }
3912 else
3913 {
3914 sourceRect.y0 = srcY1;
3915 sourceRect.y1 = srcY0;
3916 }
3917
3918 if(dstY0 < dstY1)
3919 {
3920 destRect.y0 = dstY0;
3921 destRect.y1 = dstY1;
3922 }
3923 else
3924 {
3925 destRect.y0 = dstY1;
3926 destRect.y1 = dstY0;
3927 }
3928
3929 sw::Rect sourceScissoredRect = sourceRect;
3930 sw::Rect destScissoredRect = destRect;
3931
3932 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test
3933 {
3934 if(destRect.x0 < mState.scissorX)
3935 {
3936 int xDiff = mState.scissorX - destRect.x0;
3937 destScissoredRect.x0 = mState.scissorX;
3938 sourceScissoredRect.x0 += xDiff;
3939 }
3940
3941 if(destRect.x1 > mState.scissorX + mState.scissorWidth)
3942 {
3943 int xDiff = destRect.x1 - (mState.scissorX + mState.scissorWidth);
3944 destScissoredRect.x1 = mState.scissorX + mState.scissorWidth;
3945 sourceScissoredRect.x1 -= xDiff;
3946 }
3947
3948 if(destRect.y0 < mState.scissorY)
3949 {
3950 int yDiff = mState.scissorY - destRect.y0;
3951 destScissoredRect.y0 = mState.scissorY;
3952 sourceScissoredRect.y0 += yDiff;
3953 }
3954
3955 if(destRect.y1 > mState.scissorY + mState.scissorHeight)
3956 {
3957 int yDiff = destRect.y1 - (mState.scissorY + mState.scissorHeight);
3958 destScissoredRect.y1 = mState.scissorY + mState.scissorHeight;
3959 sourceScissoredRect.y1 -= yDiff;
3960 }
3961 }
3962
3963 sw::Rect sourceTrimmedRect = sourceScissoredRect;
3964 sw::Rect destTrimmedRect = destScissoredRect;
3965
3966 // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of
3967 // the actual draw and read surfaces.
3968 if(sourceTrimmedRect.x0 < 0)
3969 {
3970 int xDiff = 0 - sourceTrimmedRect.x0;
3971 sourceTrimmedRect.x0 = 0;
3972 destTrimmedRect.x0 += xDiff;
3973 }
3974
3975 if(sourceTrimmedRect.x1 > readBufferWidth)
3976 {
3977 int xDiff = sourceTrimmedRect.x1 - readBufferWidth;
3978 sourceTrimmedRect.x1 = readBufferWidth;
3979 destTrimmedRect.x1 -= xDiff;
3980 }
3981
3982 if(sourceTrimmedRect.y0 < 0)
3983 {
3984 int yDiff = 0 - sourceTrimmedRect.y0;
3985 sourceTrimmedRect.y0 = 0;
3986 destTrimmedRect.y0 += yDiff;
3987 }
3988
3989 if(sourceTrimmedRect.y1 > readBufferHeight)
3990 {
3991 int yDiff = sourceTrimmedRect.y1 - readBufferHeight;
3992 sourceTrimmedRect.y1 = readBufferHeight;
3993 destTrimmedRect.y1 -= yDiff;
3994 }
3995
3996 if(destTrimmedRect.x0 < 0)
3997 {
3998 int xDiff = 0 - destTrimmedRect.x0;
3999 destTrimmedRect.x0 = 0;
4000 sourceTrimmedRect.x0 += xDiff;
4001 }
4002
4003 if(destTrimmedRect.x1 > drawBufferWidth)
4004 {
4005 int xDiff = destTrimmedRect.x1 - drawBufferWidth;
4006 destTrimmedRect.x1 = drawBufferWidth;
4007 sourceTrimmedRect.x1 -= xDiff;
4008 }
4009
4010 if(destTrimmedRect.y0 < 0)
4011 {
4012 int yDiff = 0 - destTrimmedRect.y0;
4013 destTrimmedRect.y0 = 0;
4014 sourceTrimmedRect.y0 += yDiff;
4015 }
4016
4017 if(destTrimmedRect.y1 > drawBufferHeight)
4018 {
4019 int yDiff = destTrimmedRect.y1 - drawBufferHeight;
4020 destTrimmedRect.y1 = drawBufferHeight;
4021 sourceTrimmedRect.y1 -= yDiff;
4022 }
4023
4024 bool partialBufferCopy = false;
4025
4026 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4027 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4028 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4029 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4030 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4031 {
4032 partialBufferCopy = true;
4033 }
4034
4035 bool blitRenderTarget = false;
4036 bool blitDepthStencil = false;
4037
4038 if(mask & GL_COLOR_BUFFER_BIT)
4039 {
4040 GLenum readColorbufferType = readFramebuffer->getColorbufferType(getReadFramebufferColorIndex());
4041 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4042 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(readColorbufferType);
4043 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || Framebuffer::IsRenderbuffer(drawColorbufferType);
4044 if(!validReadType || !validDrawType)
4045 {
4046 return error(GL_INVALID_OPERATION);
4047 }
4048
4049 if(partialBufferCopy && readBufferSamples > 1)
4050 {
4051 return error(GL_INVALID_OPERATION);
4052 }
4053
4054 blitRenderTarget = true;
4055 }
4056
4057 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4058 {
4059 Renderbuffer *readDSBuffer = nullptr;
4060 Renderbuffer *drawDSBuffer = nullptr;
4061
4062 if(mask & GL_DEPTH_BUFFER_BIT)
4063 {
4064 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4065 {
4066 if(readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType())
4067 {
4068 return error(GL_INVALID_OPERATION);
4069 }
4070
4071 blitDepthStencil = true;
4072 readDSBuffer = readFramebuffer->getDepthbuffer();
4073 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4074 }
4075 }
4076
4077 if(mask & GL_STENCIL_BUFFER_BIT)
4078 {
4079 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4080 {
4081 if(readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType())
4082 {
4083 return error(GL_INVALID_OPERATION);
4084 }
4085
4086 blitDepthStencil = true;
4087 readDSBuffer = readFramebuffer->getStencilbuffer();
4088 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4089 }
4090 }
4091
4092 if(partialBufferCopy)
4093 {
4094 ERR("Only whole-buffer depth and stencil blits are supported by this implementation.");
4095 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted
4096 }
4097
4098 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4099 (readDSBuffer && readDSBuffer->getSamples() > 1))
4100 {
4101 return error(GL_INVALID_OPERATION);
4102 }
4103 }
4104
4105 if(blitRenderTarget || blitDepthStencil)
4106 {
4107 if(blitRenderTarget)
4108 {
4109 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4110 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4111
4112 if(flipX)
4113 {
4114 swap(destRect.x0, destRect.x1);
4115 }
4116 if(flipy)
4117 {
4118 swap(destRect.y0, destRect.y1);
4119 }
4120
4121 bool success = device->stretchRect(readRenderTarget, &sourceRect, drawRenderTarget, &destRect, false);
4122
4123 readRenderTarget->release();
4124 drawRenderTarget->release();
4125
4126 if(!success)
4127 {
4128 ERR("BlitFramebuffer failed.");
4129 return;
4130 }
4131 }
4132
4133 if(blitDepthStencil)
4134 {
4135 bool success = device->stretchRect(readFramebuffer->getDepthBuffer(), nullptr, drawFramebuffer->getDepthBuffer(), nullptr, false);
4136
4137 if(!success)
4138 {
4139 ERR("BlitFramebuffer failed.");
4140 return;
4141 }
4142 }
4143 }
4144 }
4145
bindTexImage(egl::Surface * surface)4146 void Context::bindTexImage(egl::Surface *surface)
4147 {
4148 es2::Texture2D *textureObject = getTexture2D();
4149
4150 if(textureObject)
4151 {
4152 textureObject->bindTexImage(surface);
4153 }
4154 }
4155
validateSharedImage(EGLenum target,GLuint name,GLuint textureLevel)4156 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4157 {
4158 GLenum textureTarget = GL_NONE;
4159
4160 switch(target)
4161 {
4162 case EGL_GL_TEXTURE_2D_KHR:
4163 textureTarget = GL_TEXTURE_2D;
4164 break;
4165 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4166 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4167 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4168 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4169 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4170 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4171 textureTarget = GL_TEXTURE_CUBE_MAP;
4172 break;
4173 case EGL_GL_RENDERBUFFER_KHR:
4174 break;
4175 default:
4176 return EGL_BAD_PARAMETER;
4177 }
4178
4179 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4180 {
4181 return EGL_BAD_MATCH;
4182 }
4183
4184 if(textureTarget != GL_NONE)
4185 {
4186 es2::Texture *texture = getTexture(name);
4187
4188 if(!texture || texture->getTarget() != textureTarget)
4189 {
4190 return EGL_BAD_PARAMETER;
4191 }
4192
4193 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling
4194 {
4195 return EGL_BAD_ACCESS;
4196 }
4197
4198 if(textureLevel != 0 && !texture->isSamplerComplete())
4199 {
4200 return EGL_BAD_PARAMETER;
4201 }
4202
4203 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getLevelCount() == 1))
4204 {
4205 return EGL_BAD_PARAMETER;
4206 }
4207 }
4208 else if(target == EGL_GL_RENDERBUFFER_KHR)
4209 {
4210 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4211
4212 if(!renderbuffer)
4213 {
4214 return EGL_BAD_PARAMETER;
4215 }
4216
4217 if(renderbuffer->isShared()) // Already an EGLImage sibling
4218 {
4219 return EGL_BAD_ACCESS;
4220 }
4221 }
4222 else UNREACHABLE(target);
4223
4224 return EGL_SUCCESS;
4225 }
4226
createSharedImage(EGLenum target,GLuint name,GLuint textureLevel)4227 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4228 {
4229 GLenum textureTarget = GL_NONE;
4230
4231 switch(target)
4232 {
4233 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break;
4234 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4235 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4236 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4237 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4238 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4239 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4240 }
4241
4242 if(textureTarget != GL_NONE)
4243 {
4244 es2::Texture *texture = getTexture(name);
4245
4246 return texture->createSharedImage(textureTarget, textureLevel);
4247 }
4248 else if(target == EGL_GL_RENDERBUFFER_KHR)
4249 {
4250 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4251
4252 return renderbuffer->createSharedImage();
4253 }
4254 else UNREACHABLE(target);
4255
4256 return 0;
4257 }
4258
getDevice()4259 Device *Context::getDevice()
4260 {
4261 return device;
4262 }
4263
getExtensions(GLuint index,GLuint * numExt) const4264 const GLubyte* Context::getExtensions(GLuint index, GLuint* numExt) const
4265 {
4266 // Keep list sorted in following order:
4267 // OES extensions
4268 // EXT extensions
4269 // Vendor extensions
4270 static const GLubyte* extensions[] = {
4271 (const GLubyte*)"GL_OES_compressed_ETC1_RGB8_texture",
4272 (const GLubyte*)"GL_OES_depth24",
4273 (const GLubyte*)"GL_OES_depth32",
4274 (const GLubyte*)"GL_OES_depth_texture",
4275 (const GLubyte*)"GL_OES_depth_texture_cube_map",
4276 (const GLubyte*)"GL_OES_EGL_image",
4277 (const GLubyte*)"GL_OES_EGL_image_external",
4278 (const GLubyte*)"GL_OES_EGL_sync",
4279 (const GLubyte*)"GL_OES_element_index_uint",
4280 (const GLubyte*)"GL_OES_framebuffer_object",
4281 (const GLubyte*)"GL_OES_packed_depth_stencil",
4282 (const GLubyte*)"GL_OES_rgb8_rgba8",
4283 (const GLubyte*)"GL_OES_standard_derivatives",
4284 (const GLubyte*)"GL_OES_texture_float",
4285 (const GLubyte*)"GL_OES_texture_float_linear",
4286 (const GLubyte*)"GL_OES_texture_half_float",
4287 (const GLubyte*)"GL_OES_texture_half_float_linear",
4288 (const GLubyte*)"GL_OES_texture_npot",
4289 (const GLubyte*)"GL_OES_texture_3D",
4290 (const GLubyte*)"GL_EXT_blend_minmax",
4291 (const GLubyte*)"GL_EXT_color_buffer_half_float",
4292 (const GLubyte*)"GL_EXT_draw_buffers",
4293 (const GLubyte*)"GL_EXT_occlusion_query_boolean",
4294 (const GLubyte*)"GL_EXT_read_format_bgra",
4295 #if (S3TC_SUPPORT)
4296 (const GLubyte*)"GL_EXT_texture_compression_dxt1",
4297 #endif
4298 (const GLubyte*)"GL_EXT_texture_filter_anisotropic",
4299 (const GLubyte*)"GL_EXT_texture_format_BGRA8888",
4300 (const GLubyte*)"GL_ANGLE_framebuffer_blit",
4301 (const GLubyte*)"GL_NV_framebuffer_blit",
4302 (const GLubyte*)"GL_ANGLE_framebuffer_multisample",
4303 #if (S3TC_SUPPORT)
4304 (const GLubyte*)"GL_ANGLE_texture_compression_dxt3",
4305 (const GLubyte*)"GL_ANGLE_texture_compression_dxt5",
4306 #endif
4307 (const GLubyte*)"GL_NV_fence",
4308 (const GLubyte*)"GL_NV_read_depth",
4309 (const GLubyte*)"GL_EXT_instanced_arrays",
4310 (const GLubyte*)"GL_ANGLE_instanced_arrays",
4311 };
4312 static const GLuint numExtensions = sizeof(extensions) / sizeof(*extensions);
4313
4314 if(numExt)
4315 {
4316 *numExt = numExtensions;
4317 return nullptr;
4318 }
4319
4320 if(index == GL_INVALID_INDEX)
4321 {
4322 static GLubyte* extensionsCat = nullptr;
4323 if(!extensionsCat && (numExtensions > 0))
4324 {
4325 size_t totalLength = numExtensions; // 1 space between each extension name + terminating null
4326 for(unsigned int i = 0; i < numExtensions; i++)
4327 {
4328 totalLength += strlen(reinterpret_cast<const char*>(extensions[i]));
4329 }
4330 extensionsCat = new GLubyte[totalLength];
4331 extensionsCat[0] = '\0';
4332 for(unsigned int i = 0; i < numExtensions; i++)
4333 {
4334 if(i != 0)
4335 {
4336 strcat(reinterpret_cast<char*>(extensionsCat), " ");
4337 }
4338 strcat(reinterpret_cast<char*>(extensionsCat), reinterpret_cast<const char*>(extensions[i]));
4339 }
4340 }
4341 return extensionsCat;
4342 }
4343
4344 if(index >= numExtensions)
4345 {
4346 return nullptr;
4347 }
4348
4349 return extensions[index];
4350 }
4351
4352 }
4353
es2CreateContext(const egl::Config * config,const egl::Context * shareContext,int clientVersion)4354 egl::Context *es2CreateContext(const egl::Config *config, const egl::Context *shareContext, int clientVersion)
4355 {
4356 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext
4357 return new es2::Context(config, static_cast<const es2::Context*>(shareContext), clientVersion);
4358 }
4359