1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 // http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14
15 // Context.cpp: Implements the es2::Context class, managing all GL state and performing
16 // rendering operations. It is the GLES2 specific implementation of EGLContext.
17
18 #include "Context.h"
19
20 #include "main.h"
21 #include "mathutil.h"
22 #include "utilities.h"
23 #include "ResourceManager.h"
24 #include "Buffer.h"
25 #include "Fence.h"
26 #include "Framebuffer.h"
27 #include "Program.h"
28 #include "Query.h"
29 #include "Renderbuffer.h"
30 #include "Sampler.h"
31 #include "Shader.h"
32 #include "Texture.h"
33 #include "TransformFeedback.h"
34 #include "VertexArray.h"
35 #include "VertexDataManager.h"
36 #include "IndexDataManager.h"
37 #include "libEGL/Display.h"
38 #include "common/Surface.hpp"
39 #include "Common/Half.hpp"
40
41 #include <EGL/eglext.h>
42
43 #include <algorithm>
44 #include <string>
45
46 namespace es2
47 {
Context(egl::Display * display,const Context * shareContext,EGLint clientVersion,const egl::Config * config)48 Context::Context(egl::Display *display, const Context *shareContext, EGLint clientVersion, const egl::Config *config)
49 : egl::Context(display), clientVersion(clientVersion), config(config)
50 {
51 sw::Context *context = new sw::Context();
52 device = new es2::Device(context);
53
54 setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
55
56 mState.depthClearValue = 1.0f;
57 mState.stencilClearValue = 0;
58
59 mState.cullFaceEnabled = false;
60 mState.cullMode = GL_BACK;
61 mState.frontFace = GL_CCW;
62 mState.depthTestEnabled = false;
63 mState.depthFunc = GL_LESS;
64 mState.blendEnabled = false;
65 mState.sourceBlendRGB = GL_ONE;
66 mState.sourceBlendAlpha = GL_ONE;
67 mState.destBlendRGB = GL_ZERO;
68 mState.destBlendAlpha = GL_ZERO;
69 mState.blendEquationRGB = GL_FUNC_ADD;
70 mState.blendEquationAlpha = GL_FUNC_ADD;
71 mState.blendColor.red = 0;
72 mState.blendColor.green = 0;
73 mState.blendColor.blue = 0;
74 mState.blendColor.alpha = 0;
75 mState.stencilTestEnabled = false;
76 mState.stencilFunc = GL_ALWAYS;
77 mState.stencilRef = 0;
78 mState.stencilMask = 0xFFFFFFFFu;
79 mState.stencilWritemask = 0xFFFFFFFFu;
80 mState.stencilBackFunc = GL_ALWAYS;
81 mState.stencilBackRef = 0;
82 mState.stencilBackMask = 0xFFFFFFFFu;
83 mState.stencilBackWritemask = 0xFFFFFFFFu;
84 mState.stencilFail = GL_KEEP;
85 mState.stencilPassDepthFail = GL_KEEP;
86 mState.stencilPassDepthPass = GL_KEEP;
87 mState.stencilBackFail = GL_KEEP;
88 mState.stencilBackPassDepthFail = GL_KEEP;
89 mState.stencilBackPassDepthPass = GL_KEEP;
90 mState.polygonOffsetFillEnabled = false;
91 mState.polygonOffsetFactor = 0.0f;
92 mState.polygonOffsetUnits = 0.0f;
93 mState.sampleAlphaToCoverageEnabled = false;
94 mState.sampleCoverageEnabled = false;
95 mState.sampleCoverageValue = 1.0f;
96 mState.sampleCoverageInvert = false;
97 mState.scissorTestEnabled = false;
98 mState.ditherEnabled = true;
99 mState.primitiveRestartFixedIndexEnabled = false;
100 mState.rasterizerDiscardEnabled = false;
101 mState.generateMipmapHint = GL_DONT_CARE;
102 mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
103 mState.textureFilteringHint = GL_DONT_CARE;
104
105 mState.lineWidth = 1.0f;
106
107 mState.viewportX = 0;
108 mState.viewportY = 0;
109 mState.viewportWidth = 0;
110 mState.viewportHeight = 0;
111 mState.zNear = 0.0f;
112 mState.zFar = 1.0f;
113
114 mState.scissorX = 0;
115 mState.scissorY = 0;
116 mState.scissorWidth = 0;
117 mState.scissorHeight = 0;
118
119 mState.colorMaskRed = true;
120 mState.colorMaskGreen = true;
121 mState.colorMaskBlue = true;
122 mState.colorMaskAlpha = true;
123 mState.depthMask = true;
124
125 if(shareContext)
126 {
127 mResourceManager = shareContext->mResourceManager;
128 mResourceManager->addRef();
129 }
130 else
131 {
132 mResourceManager = new ResourceManager();
133 }
134
135 // [OpenGL ES 2.0.24] section 3.7 page 83:
136 // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional
137 // and cube map texture state vectors respectively associated with them.
138 // In order that access to these initial textures not be lost, they are treated as texture
139 // objects all of whose names are 0.
140
141 mTexture2DZero = new Texture2D(0);
142 mTexture3DZero = new Texture3D(0);
143 mTexture2DArrayZero = new Texture2DArray(0);
144 mTextureCubeMapZero = new TextureCubeMap(0);
145 mTexture2DRectZero = new Texture2DRect(0);
146 mTextureExternalZero = new TextureExternal(0);
147
148 mState.activeSampler = 0;
149
150 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
151 {
152 bindTexture((TextureType)type, 0);
153 }
154
155 bindVertexArray(0);
156 bindArrayBuffer(0);
157 bindElementArrayBuffer(0);
158 bindReadFramebuffer(0);
159 bindDrawFramebuffer(0);
160 bindRenderbuffer(0);
161 bindGenericUniformBuffer(0);
162 bindTransformFeedback(0);
163
164 mState.currentProgram = 0;
165
166 mVertexDataManager = nullptr;
167 mIndexDataManager = nullptr;
168
169 mInvalidEnum = false;
170 mInvalidValue = false;
171 mInvalidOperation = false;
172 mOutOfMemory = false;
173 mInvalidFramebufferOperation = false;
174
175 mHasBeenCurrent = false;
176
177 markAllStateDirty();
178 }
179
~Context()180 Context::~Context()
181 {
182 if(mState.currentProgram != 0)
183 {
184 Program *programObject = mResourceManager->getProgram(mState.currentProgram);
185 if(programObject)
186 {
187 programObject->release();
188 }
189 mState.currentProgram = 0;
190 }
191
192 while(!mFramebufferNameSpace.empty())
193 {
194 deleteFramebuffer(mFramebufferNameSpace.firstName());
195 }
196
197 while(!mFenceNameSpace.empty())
198 {
199 deleteFence(mFenceNameSpace.firstName());
200 }
201
202 while(!mQueryNameSpace.empty())
203 {
204 deleteQuery(mQueryNameSpace.firstName());
205 }
206
207 while(!mVertexArrayNameSpace.empty())
208 {
209 deleteVertexArray(mVertexArrayNameSpace.lastName());
210 }
211
212 while(!mTransformFeedbackNameSpace.empty())
213 {
214 deleteTransformFeedback(mTransformFeedbackNameSpace.firstName());
215 }
216
217 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
218 {
219 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
220 {
221 mState.samplerTexture[type][sampler] = nullptr;
222 }
223 }
224
225 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
226 {
227 mState.vertexAttribute[i].mBoundBuffer = nullptr;
228 }
229
230 for(int i = 0; i < QUERY_TYPE_COUNT; i++)
231 {
232 mState.activeQuery[i] = nullptr;
233 }
234
235 mState.arrayBuffer = nullptr;
236 mState.copyReadBuffer = nullptr;
237 mState.copyWriteBuffer = nullptr;
238 mState.pixelPackBuffer = nullptr;
239 mState.pixelUnpackBuffer = nullptr;
240 mState.genericUniformBuffer = nullptr;
241
242 for(int i = 0; i < MAX_UNIFORM_BUFFER_BINDINGS; i++) {
243 mState.uniformBuffers[i].set(nullptr, 0, 0);
244 }
245
246 mState.renderbuffer = nullptr;
247
248 for(int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
249 {
250 mState.sampler[i] = nullptr;
251 }
252
253 mTexture2DZero = nullptr;
254 mTexture3DZero = nullptr;
255 mTexture2DArrayZero = nullptr;
256 mTextureCubeMapZero = nullptr;
257 mTexture2DRectZero = nullptr;
258 mTextureExternalZero = nullptr;
259
260 delete mVertexDataManager;
261 delete mIndexDataManager;
262
263 mResourceManager->release();
264 delete device;
265 }
266
makeCurrent(gl::Surface * surface)267 void Context::makeCurrent(gl::Surface *surface)
268 {
269 if(!mHasBeenCurrent)
270 {
271 mVertexDataManager = new VertexDataManager(this);
272 mIndexDataManager = new IndexDataManager();
273
274 mState.viewportX = 0;
275 mState.viewportY = 0;
276 mState.viewportWidth = surface ? surface->getWidth() : 0;
277 mState.viewportHeight = surface ? surface->getHeight() : 0;
278
279 mState.scissorX = 0;
280 mState.scissorY = 0;
281 mState.scissorWidth = surface ? surface->getWidth() : 0;
282 mState.scissorHeight = surface ? surface->getHeight() : 0;
283
284 mHasBeenCurrent = true;
285 }
286
287 if(surface)
288 {
289 // Wrap the existing resources into GL objects and assign them to the '0' names
290 egl::Image *defaultRenderTarget = surface->getRenderTarget();
291 egl::Image *depthStencil = surface->getDepthStencil();
292
293 Colorbuffer *colorbufferZero = new Colorbuffer(defaultRenderTarget);
294 DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(depthStencil);
295 Framebuffer *framebufferZero = new DefaultFramebuffer(colorbufferZero, depthStencilbufferZero);
296
297 setFramebufferZero(framebufferZero);
298
299 if(defaultRenderTarget)
300 {
301 defaultRenderTarget->release();
302 }
303
304 if(depthStencil)
305 {
306 depthStencil->release();
307 }
308 }
309 else
310 {
311 setFramebufferZero(nullptr);
312 }
313
314 markAllStateDirty();
315 }
316
getClientVersion() const317 EGLint Context::getClientVersion() const
318 {
319 return clientVersion;
320 }
321
getConfigID() const322 EGLint Context::getConfigID() const
323 {
324 return config->mConfigID;
325 }
326
327 // This function will set all of the state-related dirty flags, so that all state is set during next pre-draw.
markAllStateDirty()328 void Context::markAllStateDirty()
329 {
330 mAppliedProgramSerial = 0;
331
332 mDepthStateDirty = true;
333 mMaskStateDirty = true;
334 mBlendStateDirty = true;
335 mStencilStateDirty = true;
336 mPolygonOffsetStateDirty = true;
337 mSampleStateDirty = true;
338 mDitherStateDirty = true;
339 mFrontFaceDirty = true;
340 }
341
setClearColor(float red,float green,float blue,float alpha)342 void Context::setClearColor(float red, float green, float blue, float alpha)
343 {
344 mState.colorClearValue.red = red;
345 mState.colorClearValue.green = green;
346 mState.colorClearValue.blue = blue;
347 mState.colorClearValue.alpha = alpha;
348 }
349
setClearDepth(float depth)350 void Context::setClearDepth(float depth)
351 {
352 mState.depthClearValue = depth;
353 }
354
setClearStencil(int stencil)355 void Context::setClearStencil(int stencil)
356 {
357 mState.stencilClearValue = stencil;
358 }
359
setCullFaceEnabled(bool enabled)360 void Context::setCullFaceEnabled(bool enabled)
361 {
362 mState.cullFaceEnabled = enabled;
363 }
364
isCullFaceEnabled() const365 bool Context::isCullFaceEnabled() const
366 {
367 return mState.cullFaceEnabled;
368 }
369
setCullMode(GLenum mode)370 void Context::setCullMode(GLenum mode)
371 {
372 mState.cullMode = mode;
373 }
374
setFrontFace(GLenum front)375 void Context::setFrontFace(GLenum front)
376 {
377 if(mState.frontFace != front)
378 {
379 mState.frontFace = front;
380 mFrontFaceDirty = true;
381 }
382 }
383
setDepthTestEnabled(bool enabled)384 void Context::setDepthTestEnabled(bool enabled)
385 {
386 if(mState.depthTestEnabled != enabled)
387 {
388 mState.depthTestEnabled = enabled;
389 mDepthStateDirty = true;
390 }
391 }
392
isDepthTestEnabled() const393 bool Context::isDepthTestEnabled() const
394 {
395 return mState.depthTestEnabled;
396 }
397
setDepthFunc(GLenum depthFunc)398 void Context::setDepthFunc(GLenum depthFunc)
399 {
400 if(mState.depthFunc != depthFunc)
401 {
402 mState.depthFunc = depthFunc;
403 mDepthStateDirty = true;
404 }
405 }
406
setDepthRange(float zNear,float zFar)407 void Context::setDepthRange(float zNear, float zFar)
408 {
409 mState.zNear = zNear;
410 mState.zFar = zFar;
411 }
412
setBlendEnabled(bool enabled)413 void Context::setBlendEnabled(bool enabled)
414 {
415 if(mState.blendEnabled != enabled)
416 {
417 mState.blendEnabled = enabled;
418 mBlendStateDirty = true;
419 }
420 }
421
isBlendEnabled() const422 bool Context::isBlendEnabled() const
423 {
424 return mState.blendEnabled;
425 }
426
setBlendFactors(GLenum sourceRGB,GLenum destRGB,GLenum sourceAlpha,GLenum destAlpha)427 void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
428 {
429 if(mState.sourceBlendRGB != sourceRGB ||
430 mState.sourceBlendAlpha != sourceAlpha ||
431 mState.destBlendRGB != destRGB ||
432 mState.destBlendAlpha != destAlpha)
433 {
434 mState.sourceBlendRGB = sourceRGB;
435 mState.destBlendRGB = destRGB;
436 mState.sourceBlendAlpha = sourceAlpha;
437 mState.destBlendAlpha = destAlpha;
438 mBlendStateDirty = true;
439 }
440 }
441
setBlendColor(float red,float green,float blue,float alpha)442 void Context::setBlendColor(float red, float green, float blue, float alpha)
443 {
444 if(mState.blendColor.red != red ||
445 mState.blendColor.green != green ||
446 mState.blendColor.blue != blue ||
447 mState.blendColor.alpha != alpha)
448 {
449 mState.blendColor.red = red;
450 mState.blendColor.green = green;
451 mState.blendColor.blue = blue;
452 mState.blendColor.alpha = alpha;
453 mBlendStateDirty = true;
454 }
455 }
456
setBlendEquation(GLenum rgbEquation,GLenum alphaEquation)457 void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
458 {
459 if(mState.blendEquationRGB != rgbEquation ||
460 mState.blendEquationAlpha != alphaEquation)
461 {
462 mState.blendEquationRGB = rgbEquation;
463 mState.blendEquationAlpha = alphaEquation;
464 mBlendStateDirty = true;
465 }
466 }
467
setStencilTestEnabled(bool enabled)468 void Context::setStencilTestEnabled(bool enabled)
469 {
470 if(mState.stencilTestEnabled != enabled)
471 {
472 mState.stencilTestEnabled = enabled;
473 mStencilStateDirty = true;
474 }
475 }
476
isStencilTestEnabled() const477 bool Context::isStencilTestEnabled() const
478 {
479 return mState.stencilTestEnabled;
480 }
481
setStencilParams(GLenum stencilFunc,GLint stencilRef,GLuint stencilMask)482 void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
483 {
484 if(mState.stencilFunc != stencilFunc ||
485 mState.stencilRef != stencilRef ||
486 mState.stencilMask != stencilMask)
487 {
488 mState.stencilFunc = stencilFunc;
489 mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
490 mState.stencilMask = stencilMask;
491 mStencilStateDirty = true;
492 }
493 }
494
setStencilBackParams(GLenum stencilBackFunc,GLint stencilBackRef,GLuint stencilBackMask)495 void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
496 {
497 if(mState.stencilBackFunc != stencilBackFunc ||
498 mState.stencilBackRef != stencilBackRef ||
499 mState.stencilBackMask != stencilBackMask)
500 {
501 mState.stencilBackFunc = stencilBackFunc;
502 mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
503 mState.stencilBackMask = stencilBackMask;
504 mStencilStateDirty = true;
505 }
506 }
507
setStencilWritemask(GLuint stencilWritemask)508 void Context::setStencilWritemask(GLuint stencilWritemask)
509 {
510 if(mState.stencilWritemask != stencilWritemask)
511 {
512 mState.stencilWritemask = stencilWritemask;
513 mStencilStateDirty = true;
514 }
515 }
516
setStencilBackWritemask(GLuint stencilBackWritemask)517 void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
518 {
519 if(mState.stencilBackWritemask != stencilBackWritemask)
520 {
521 mState.stencilBackWritemask = stencilBackWritemask;
522 mStencilStateDirty = true;
523 }
524 }
525
setStencilOperations(GLenum stencilFail,GLenum stencilPassDepthFail,GLenum stencilPassDepthPass)526 void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
527 {
528 if(mState.stencilFail != stencilFail ||
529 mState.stencilPassDepthFail != stencilPassDepthFail ||
530 mState.stencilPassDepthPass != stencilPassDepthPass)
531 {
532 mState.stencilFail = stencilFail;
533 mState.stencilPassDepthFail = stencilPassDepthFail;
534 mState.stencilPassDepthPass = stencilPassDepthPass;
535 mStencilStateDirty = true;
536 }
537 }
538
setStencilBackOperations(GLenum stencilBackFail,GLenum stencilBackPassDepthFail,GLenum stencilBackPassDepthPass)539 void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
540 {
541 if(mState.stencilBackFail != stencilBackFail ||
542 mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
543 mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
544 {
545 mState.stencilBackFail = stencilBackFail;
546 mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
547 mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
548 mStencilStateDirty = true;
549 }
550 }
551
setPolygonOffsetFillEnabled(bool enabled)552 void Context::setPolygonOffsetFillEnabled(bool enabled)
553 {
554 if(mState.polygonOffsetFillEnabled != enabled)
555 {
556 mState.polygonOffsetFillEnabled = enabled;
557 mPolygonOffsetStateDirty = true;
558 }
559 }
560
isPolygonOffsetFillEnabled() const561 bool Context::isPolygonOffsetFillEnabled() const
562 {
563 return mState.polygonOffsetFillEnabled;
564 }
565
setPolygonOffsetParams(GLfloat factor,GLfloat units)566 void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
567 {
568 if(mState.polygonOffsetFactor != factor ||
569 mState.polygonOffsetUnits != units)
570 {
571 mState.polygonOffsetFactor = factor;
572 mState.polygonOffsetUnits = units;
573 mPolygonOffsetStateDirty = true;
574 }
575 }
576
setSampleAlphaToCoverageEnabled(bool enabled)577 void Context::setSampleAlphaToCoverageEnabled(bool enabled)
578 {
579 if(mState.sampleAlphaToCoverageEnabled != enabled)
580 {
581 mState.sampleAlphaToCoverageEnabled = enabled;
582 mSampleStateDirty = true;
583 }
584 }
585
isSampleAlphaToCoverageEnabled() const586 bool Context::isSampleAlphaToCoverageEnabled() const
587 {
588 return mState.sampleAlphaToCoverageEnabled;
589 }
590
setSampleCoverageEnabled(bool enabled)591 void Context::setSampleCoverageEnabled(bool enabled)
592 {
593 if(mState.sampleCoverageEnabled != enabled)
594 {
595 mState.sampleCoverageEnabled = enabled;
596 mSampleStateDirty = true;
597 }
598 }
599
isSampleCoverageEnabled() const600 bool Context::isSampleCoverageEnabled() const
601 {
602 return mState.sampleCoverageEnabled;
603 }
604
setSampleCoverageParams(GLclampf value,bool invert)605 void Context::setSampleCoverageParams(GLclampf value, bool invert)
606 {
607 if(mState.sampleCoverageValue != value ||
608 mState.sampleCoverageInvert != invert)
609 {
610 mState.sampleCoverageValue = value;
611 mState.sampleCoverageInvert = invert;
612 mSampleStateDirty = true;
613 }
614 }
615
setScissorTestEnabled(bool enabled)616 void Context::setScissorTestEnabled(bool enabled)
617 {
618 mState.scissorTestEnabled = enabled;
619 }
620
isScissorTestEnabled() const621 bool Context::isScissorTestEnabled() const
622 {
623 return mState.scissorTestEnabled;
624 }
625
setDitherEnabled(bool enabled)626 void Context::setDitherEnabled(bool enabled)
627 {
628 if(mState.ditherEnabled != enabled)
629 {
630 mState.ditherEnabled = enabled;
631 mDitherStateDirty = true;
632 }
633 }
634
isDitherEnabled() const635 bool Context::isDitherEnabled() const
636 {
637 return mState.ditherEnabled;
638 }
639
setPrimitiveRestartFixedIndexEnabled(bool enabled)640 void Context::setPrimitiveRestartFixedIndexEnabled(bool enabled)
641 {
642 mState.primitiveRestartFixedIndexEnabled = enabled;
643 }
644
isPrimitiveRestartFixedIndexEnabled() const645 bool Context::isPrimitiveRestartFixedIndexEnabled() const
646 {
647 return mState.primitiveRestartFixedIndexEnabled;
648 }
649
setRasterizerDiscardEnabled(bool enabled)650 void Context::setRasterizerDiscardEnabled(bool enabled)
651 {
652 mState.rasterizerDiscardEnabled = enabled;
653 }
654
isRasterizerDiscardEnabled() const655 bool Context::isRasterizerDiscardEnabled() const
656 {
657 return mState.rasterizerDiscardEnabled;
658 }
659
setLineWidth(GLfloat width)660 void Context::setLineWidth(GLfloat width)
661 {
662 mState.lineWidth = width;
663 device->setLineWidth(clamp(width, ALIASED_LINE_WIDTH_RANGE_MIN, ALIASED_LINE_WIDTH_RANGE_MAX));
664 }
665
setGenerateMipmapHint(GLenum hint)666 void Context::setGenerateMipmapHint(GLenum hint)
667 {
668 mState.generateMipmapHint = hint;
669 }
670
setFragmentShaderDerivativeHint(GLenum hint)671 void Context::setFragmentShaderDerivativeHint(GLenum hint)
672 {
673 mState.fragmentShaderDerivativeHint = hint;
674 // TODO: Propagate the hint to shader translator so we can write
675 // ddx, ddx_coarse, or ddx_fine depending on the hint.
676 // Ignore for now. It is valid for implementations to ignore hint.
677 }
678
setTextureFilteringHint(GLenum hint)679 void Context::setTextureFilteringHint(GLenum hint)
680 {
681 mState.textureFilteringHint = hint;
682 }
683
setViewportParams(GLint x,GLint y,GLsizei width,GLsizei height)684 void Context::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height)
685 {
686 mState.viewportX = x;
687 mState.viewportY = y;
688 mState.viewportWidth = std::min<GLsizei>(width, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[0]
689 mState.viewportHeight = std::min<GLsizei>(height, IMPLEMENTATION_MAX_RENDERBUFFER_SIZE); // GL_MAX_VIEWPORT_DIMS[1]
690 }
691
setScissorParams(GLint x,GLint y,GLsizei width,GLsizei height)692 void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
693 {
694 mState.scissorX = x;
695 mState.scissorY = y;
696 mState.scissorWidth = width;
697 mState.scissorHeight = height;
698 }
699
setColorMask(bool red,bool green,bool blue,bool alpha)700 void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
701 {
702 if(mState.colorMaskRed != red || mState.colorMaskGreen != green ||
703 mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
704 {
705 mState.colorMaskRed = red;
706 mState.colorMaskGreen = green;
707 mState.colorMaskBlue = blue;
708 mState.colorMaskAlpha = alpha;
709 mMaskStateDirty = true;
710 }
711 }
712
getColorMask() const713 unsigned int Context::getColorMask() const
714 {
715 return (mState.colorMaskRed ? 0x1 : 0) |
716 (mState.colorMaskGreen ? 0x2 : 0) |
717 (mState.colorMaskBlue ? 0x4 : 0) |
718 (mState.colorMaskAlpha ? 0x8 : 0);
719 }
720
setDepthMask(bool mask)721 void Context::setDepthMask(bool mask)
722 {
723 if(mState.depthMask != mask)
724 {
725 mState.depthMask = mask;
726 mMaskStateDirty = true;
727 }
728 }
729
setActiveSampler(unsigned int active)730 void Context::setActiveSampler(unsigned int active)
731 {
732 mState.activeSampler = active;
733 }
734
getReadFramebufferName() const735 GLuint Context::getReadFramebufferName() const
736 {
737 return mState.readFramebuffer;
738 }
739
getDrawFramebufferName() const740 GLuint Context::getDrawFramebufferName() const
741 {
742 return mState.drawFramebuffer;
743 }
744
getRenderbufferName() const745 GLuint Context::getRenderbufferName() const
746 {
747 return mState.renderbuffer.name();
748 }
749
setFramebufferReadBuffer(GLuint buf)750 void Context::setFramebufferReadBuffer(GLuint buf)
751 {
752 Framebuffer *framebuffer = getReadFramebuffer();
753
754 if(framebuffer)
755 {
756 framebuffer->setReadBuffer(buf);
757 }
758 else
759 {
760 return error(GL_INVALID_OPERATION);
761 }
762 }
763
setFramebufferDrawBuffers(GLsizei n,const GLenum * bufs)764 void Context::setFramebufferDrawBuffers(GLsizei n, const GLenum *bufs)
765 {
766 Framebuffer *drawFramebuffer = getDrawFramebuffer();
767
768 if(drawFramebuffer)
769 {
770 for(int i = 0; i < MAX_COLOR_ATTACHMENTS; i++)
771 {
772 drawFramebuffer->setDrawBuffer(i, (i < n) ? bufs[i] : GL_NONE);
773 }
774 }
775 else
776 {
777 return error(GL_INVALID_OPERATION);
778 }
779 }
780
getArrayBufferName() const781 GLuint Context::getArrayBufferName() const
782 {
783 return mState.arrayBuffer.name();
784 }
785
getElementArrayBufferName() const786 GLuint Context::getElementArrayBufferName() const
787 {
788 Buffer* elementArrayBuffer = getCurrentVertexArray()->getElementArrayBuffer();
789 return elementArrayBuffer ? elementArrayBuffer->name : 0;
790 }
791
getActiveQuery(GLenum target) const792 GLuint Context::getActiveQuery(GLenum target) const
793 {
794 Query *queryObject = nullptr;
795
796 switch(target)
797 {
798 case GL_ANY_SAMPLES_PASSED_EXT:
799 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED];
800 break;
801 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
802 queryObject = mState.activeQuery[QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE];
803 break;
804 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
805 queryObject = mState.activeQuery[QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN];
806 break;
807 default:
808 ASSERT(false);
809 }
810
811 if(queryObject)
812 {
813 return queryObject->name;
814 }
815
816 return 0;
817 }
818
setVertexAttribArrayEnabled(unsigned int attribNum,bool enabled)819 void Context::setVertexAttribArrayEnabled(unsigned int attribNum, bool enabled)
820 {
821 getCurrentVertexArray()->enableAttribute(attribNum, enabled);
822 }
823
setVertexAttribDivisor(unsigned int attribNum,GLuint divisor)824 void Context::setVertexAttribDivisor(unsigned int attribNum, GLuint divisor)
825 {
826 getCurrentVertexArray()->setVertexAttribDivisor(attribNum, divisor);
827 }
828
getVertexAttribState(unsigned int attribNum) const829 const VertexAttribute &Context::getVertexAttribState(unsigned int attribNum) const
830 {
831 return getCurrentVertexArray()->getVertexAttribute(attribNum);
832 }
833
setVertexAttribState(unsigned int attribNum,Buffer * boundBuffer,GLint size,GLenum type,bool normalized,bool pureInteger,GLsizei stride,const void * pointer)834 void Context::setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type,
835 bool normalized, bool pureInteger, GLsizei stride, const void *pointer)
836 {
837 getCurrentVertexArray()->setAttributeState(attribNum, boundBuffer, size, type, normalized, pureInteger, stride, pointer);
838 }
839
getVertexAttribPointer(unsigned int attribNum) const840 const void *Context::getVertexAttribPointer(unsigned int attribNum) const
841 {
842 return getCurrentVertexArray()->getVertexAttribute(attribNum).mPointer;
843 }
844
getVertexArrayAttributes()845 const VertexAttributeArray &Context::getVertexArrayAttributes()
846 {
847 return getCurrentVertexArray()->getVertexAttributes();
848 }
849
getCurrentVertexAttributes()850 const VertexAttributeArray &Context::getCurrentVertexAttributes()
851 {
852 return mState.vertexAttribute;
853 }
854
setPackAlignment(GLint alignment)855 void Context::setPackAlignment(GLint alignment)
856 {
857 mState.packParameters.alignment = alignment;
858 }
859
setUnpackAlignment(GLint alignment)860 void Context::setUnpackAlignment(GLint alignment)
861 {
862 mState.unpackParameters.alignment = alignment;
863 }
864
getUnpackParameters() const865 const gl::PixelStorageModes &Context::getUnpackParameters() const
866 {
867 return mState.unpackParameters;
868 }
869
setPackRowLength(GLint rowLength)870 void Context::setPackRowLength(GLint rowLength)
871 {
872 mState.packParameters.rowLength = rowLength;
873 }
874
setPackSkipPixels(GLint skipPixels)875 void Context::setPackSkipPixels(GLint skipPixels)
876 {
877 mState.packParameters.skipPixels = skipPixels;
878 }
879
setPackSkipRows(GLint skipRows)880 void Context::setPackSkipRows(GLint skipRows)
881 {
882 mState.packParameters.skipRows = skipRows;
883 }
884
setUnpackRowLength(GLint rowLength)885 void Context::setUnpackRowLength(GLint rowLength)
886 {
887 mState.unpackParameters.rowLength = rowLength;
888 }
889
setUnpackImageHeight(GLint imageHeight)890 void Context::setUnpackImageHeight(GLint imageHeight)
891 {
892 mState.unpackParameters.imageHeight = imageHeight;
893 }
894
setUnpackSkipPixels(GLint skipPixels)895 void Context::setUnpackSkipPixels(GLint skipPixels)
896 {
897 mState.unpackParameters.skipPixels = skipPixels;
898 }
899
setUnpackSkipRows(GLint skipRows)900 void Context::setUnpackSkipRows(GLint skipRows)
901 {
902 mState.unpackParameters.skipRows = skipRows;
903 }
904
setUnpackSkipImages(GLint skipImages)905 void Context::setUnpackSkipImages(GLint skipImages)
906 {
907 mState.unpackParameters.skipImages = skipImages;
908 }
909
createBuffer()910 GLuint Context::createBuffer()
911 {
912 return mResourceManager->createBuffer();
913 }
914
createProgram()915 GLuint Context::createProgram()
916 {
917 return mResourceManager->createProgram();
918 }
919
createShader(GLenum type)920 GLuint Context::createShader(GLenum type)
921 {
922 return mResourceManager->createShader(type);
923 }
924
createTexture()925 GLuint Context::createTexture()
926 {
927 return mResourceManager->createTexture();
928 }
929
createRenderbuffer()930 GLuint Context::createRenderbuffer()
931 {
932 return mResourceManager->createRenderbuffer();
933 }
934
935 // Returns an unused framebuffer name
createFramebuffer()936 GLuint Context::createFramebuffer()
937 {
938 return mFramebufferNameSpace.allocate();
939 }
940
createFence()941 GLuint Context::createFence()
942 {
943 return mFenceNameSpace.allocate(new Fence());
944 }
945
946 // Returns an unused query name
createQuery()947 GLuint Context::createQuery()
948 {
949 return mQueryNameSpace.allocate();
950 }
951
952 // Returns an unused vertex array name
createVertexArray()953 GLuint Context::createVertexArray()
954 {
955 return mVertexArrayNameSpace.allocate();
956 }
957
createFenceSync(GLenum condition,GLbitfield flags)958 GLsync Context::createFenceSync(GLenum condition, GLbitfield flags)
959 {
960 GLuint handle = mResourceManager->createFenceSync(condition, flags);
961
962 return reinterpret_cast<GLsync>(static_cast<uintptr_t>(handle));
963 }
964
965 // Returns an unused transform feedback name
createTransformFeedback()966 GLuint Context::createTransformFeedback()
967 {
968 return mTransformFeedbackNameSpace.allocate();
969 }
970
971 // Returns an unused sampler name
createSampler()972 GLuint Context::createSampler()
973 {
974 return mResourceManager->createSampler();
975 }
976
deleteBuffer(GLuint buffer)977 void Context::deleteBuffer(GLuint buffer)
978 {
979 detachBuffer(buffer);
980
981 mResourceManager->deleteBuffer(buffer);
982 }
983
deleteShader(GLuint shader)984 void Context::deleteShader(GLuint shader)
985 {
986 mResourceManager->deleteShader(shader);
987 }
988
deleteProgram(GLuint program)989 void Context::deleteProgram(GLuint program)
990 {
991 mResourceManager->deleteProgram(program);
992 }
993
deleteTexture(GLuint texture)994 void Context::deleteTexture(GLuint texture)
995 {
996 detachTexture(texture);
997
998 mResourceManager->deleteTexture(texture);
999 }
1000
deleteRenderbuffer(GLuint renderbuffer)1001 void Context::deleteRenderbuffer(GLuint renderbuffer)
1002 {
1003 if(mResourceManager->getRenderbuffer(renderbuffer))
1004 {
1005 detachRenderbuffer(renderbuffer);
1006 }
1007
1008 mResourceManager->deleteRenderbuffer(renderbuffer);
1009 }
1010
deleteFramebuffer(GLuint framebuffer)1011 void Context::deleteFramebuffer(GLuint framebuffer)
1012 {
1013 detachFramebuffer(framebuffer);
1014
1015 Framebuffer *framebufferObject = mFramebufferNameSpace.remove(framebuffer);
1016
1017 if(framebufferObject)
1018 {
1019 delete framebufferObject;
1020 }
1021 }
1022
deleteFence(GLuint fence)1023 void Context::deleteFence(GLuint fence)
1024 {
1025 Fence *fenceObject = mFenceNameSpace.remove(fence);
1026
1027 if(fenceObject)
1028 {
1029 delete fenceObject;
1030 }
1031 }
1032
deleteQuery(GLuint query)1033 void Context::deleteQuery(GLuint query)
1034 {
1035 Query *queryObject = mQueryNameSpace.remove(query);
1036
1037 if(queryObject)
1038 {
1039 queryObject->release();
1040 }
1041 }
1042
deleteVertexArray(GLuint vertexArray)1043 void Context::deleteVertexArray(GLuint vertexArray)
1044 {
1045 // [OpenGL ES 3.0.2] section 2.10 page 43:
1046 // If a vertex array object that is currently bound is deleted, the binding
1047 // for that object reverts to zero and the default vertex array becomes current.
1048 if(getCurrentVertexArray()->name == vertexArray)
1049 {
1050 bindVertexArray(0);
1051 }
1052
1053 VertexArray *vertexArrayObject = mVertexArrayNameSpace.remove(vertexArray);
1054
1055 if(vertexArrayObject)
1056 {
1057 delete vertexArrayObject;
1058 }
1059 }
1060
deleteFenceSync(GLsync fenceSync)1061 void Context::deleteFenceSync(GLsync fenceSync)
1062 {
1063 // The spec specifies the underlying Fence object is not deleted until all current
1064 // wait commands finish. However, since the name becomes invalid, we cannot query the fence,
1065 // and since our API is currently designed for being called from a single thread, we can delete
1066 // the fence immediately.
1067 mResourceManager->deleteFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(fenceSync)));
1068 }
1069
deleteTransformFeedback(GLuint transformFeedback)1070 void Context::deleteTransformFeedback(GLuint transformFeedback)
1071 {
1072 TransformFeedback *transformFeedbackObject = mTransformFeedbackNameSpace.remove(transformFeedback);
1073
1074 if(transformFeedbackObject)
1075 {
1076 delete transformFeedbackObject;
1077 }
1078 }
1079
deleteSampler(GLuint sampler)1080 void Context::deleteSampler(GLuint sampler)
1081 {
1082 detachSampler(sampler);
1083
1084 mResourceManager->deleteSampler(sampler);
1085 }
1086
getBuffer(GLuint handle) const1087 Buffer *Context::getBuffer(GLuint handle) const
1088 {
1089 return mResourceManager->getBuffer(handle);
1090 }
1091
getShader(GLuint handle) const1092 Shader *Context::getShader(GLuint handle) const
1093 {
1094 return mResourceManager->getShader(handle);
1095 }
1096
getProgram(GLuint handle) const1097 Program *Context::getProgram(GLuint handle) const
1098 {
1099 return mResourceManager->getProgram(handle);
1100 }
1101
getTexture(GLuint handle) const1102 Texture *Context::getTexture(GLuint handle) const
1103 {
1104 return mResourceManager->getTexture(handle);
1105 }
1106
getRenderbuffer(GLuint handle) const1107 Renderbuffer *Context::getRenderbuffer(GLuint handle) const
1108 {
1109 return mResourceManager->getRenderbuffer(handle);
1110 }
1111
getReadFramebuffer() const1112 Framebuffer *Context::getReadFramebuffer() const
1113 {
1114 return getFramebuffer(mState.readFramebuffer);
1115 }
1116
getDrawFramebuffer() const1117 Framebuffer *Context::getDrawFramebuffer() const
1118 {
1119 return getFramebuffer(mState.drawFramebuffer);
1120 }
1121
bindArrayBuffer(unsigned int buffer)1122 void Context::bindArrayBuffer(unsigned int buffer)
1123 {
1124 mResourceManager->checkBufferAllocation(buffer);
1125
1126 mState.arrayBuffer = getBuffer(buffer);
1127 }
1128
bindElementArrayBuffer(unsigned int buffer)1129 void Context::bindElementArrayBuffer(unsigned int buffer)
1130 {
1131 mResourceManager->checkBufferAllocation(buffer);
1132
1133 getCurrentVertexArray()->setElementArrayBuffer(getBuffer(buffer));
1134 }
1135
bindCopyReadBuffer(GLuint buffer)1136 void Context::bindCopyReadBuffer(GLuint buffer)
1137 {
1138 mResourceManager->checkBufferAllocation(buffer);
1139
1140 mState.copyReadBuffer = getBuffer(buffer);
1141 }
1142
bindCopyWriteBuffer(GLuint buffer)1143 void Context::bindCopyWriteBuffer(GLuint buffer)
1144 {
1145 mResourceManager->checkBufferAllocation(buffer);
1146
1147 mState.copyWriteBuffer = getBuffer(buffer);
1148 }
1149
bindPixelPackBuffer(GLuint buffer)1150 void Context::bindPixelPackBuffer(GLuint buffer)
1151 {
1152 mResourceManager->checkBufferAllocation(buffer);
1153
1154 mState.pixelPackBuffer = getBuffer(buffer);
1155 }
1156
bindPixelUnpackBuffer(GLuint buffer)1157 void Context::bindPixelUnpackBuffer(GLuint buffer)
1158 {
1159 mResourceManager->checkBufferAllocation(buffer);
1160
1161 mState.pixelUnpackBuffer = getBuffer(buffer);
1162 }
1163
bindTransformFeedbackBuffer(GLuint buffer)1164 void Context::bindTransformFeedbackBuffer(GLuint buffer)
1165 {
1166 mResourceManager->checkBufferAllocation(buffer);
1167
1168 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1169
1170 if(transformFeedback)
1171 {
1172 transformFeedback->setGenericBuffer(getBuffer(buffer));
1173 }
1174 }
1175
bindTexture(TextureType type,GLuint texture)1176 void Context::bindTexture(TextureType type, GLuint texture)
1177 {
1178 mResourceManager->checkTextureAllocation(texture, type);
1179
1180 mState.samplerTexture[type][mState.activeSampler] = getTexture(texture);
1181 }
1182
bindReadFramebuffer(GLuint framebuffer)1183 void Context::bindReadFramebuffer(GLuint framebuffer)
1184 {
1185 if(!getFramebuffer(framebuffer))
1186 {
1187 if(framebuffer == 0)
1188 {
1189 mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer());
1190 }
1191 else
1192 {
1193 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1194 }
1195 }
1196
1197 mState.readFramebuffer = framebuffer;
1198 }
1199
bindDrawFramebuffer(GLuint framebuffer)1200 void Context::bindDrawFramebuffer(GLuint framebuffer)
1201 {
1202 if(!getFramebuffer(framebuffer))
1203 {
1204 if(framebuffer == 0)
1205 {
1206 mFramebufferNameSpace.insert(framebuffer, new DefaultFramebuffer());
1207 }
1208 else
1209 {
1210 mFramebufferNameSpace.insert(framebuffer, new Framebuffer());
1211 }
1212 }
1213
1214 mState.drawFramebuffer = framebuffer;
1215 }
1216
bindRenderbuffer(GLuint renderbuffer)1217 void Context::bindRenderbuffer(GLuint renderbuffer)
1218 {
1219 mResourceManager->checkRenderbufferAllocation(renderbuffer);
1220
1221 mState.renderbuffer = getRenderbuffer(renderbuffer);
1222 }
1223
bindVertexArray(GLuint array)1224 void Context::bindVertexArray(GLuint array)
1225 {
1226 VertexArray *vertexArray = getVertexArray(array);
1227
1228 if(!vertexArray)
1229 {
1230 vertexArray = new VertexArray(array);
1231 mVertexArrayNameSpace.insert(array, vertexArray);
1232 }
1233
1234 mState.vertexArray = array;
1235 }
1236
bindGenericUniformBuffer(GLuint buffer)1237 void Context::bindGenericUniformBuffer(GLuint buffer)
1238 {
1239 mResourceManager->checkBufferAllocation(buffer);
1240
1241 mState.genericUniformBuffer = getBuffer(buffer);
1242 }
1243
bindIndexedUniformBuffer(GLuint buffer,GLuint index,GLintptr offset,GLsizeiptr size)1244 void Context::bindIndexedUniformBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1245 {
1246 mResourceManager->checkBufferAllocation(buffer);
1247
1248 Buffer* bufferObject = getBuffer(buffer);
1249 mState.uniformBuffers[index].set(bufferObject, static_cast<int>(offset), static_cast<int>(size));
1250 }
1251
bindGenericTransformFeedbackBuffer(GLuint buffer)1252 void Context::bindGenericTransformFeedbackBuffer(GLuint buffer)
1253 {
1254 mResourceManager->checkBufferAllocation(buffer);
1255
1256 getTransformFeedback()->setGenericBuffer(getBuffer(buffer));
1257 }
1258
bindIndexedTransformFeedbackBuffer(GLuint buffer,GLuint index,GLintptr offset,GLsizeiptr size)1259 void Context::bindIndexedTransformFeedbackBuffer(GLuint buffer, GLuint index, GLintptr offset, GLsizeiptr size)
1260 {
1261 mResourceManager->checkBufferAllocation(buffer);
1262
1263 Buffer* bufferObject = getBuffer(buffer);
1264 getTransformFeedback()->setBuffer(index, bufferObject, offset, size);
1265 }
1266
bindTransformFeedback(GLuint id)1267 void Context::bindTransformFeedback(GLuint id)
1268 {
1269 if(!getTransformFeedback(id))
1270 {
1271 mTransformFeedbackNameSpace.insert(id, new TransformFeedback(id));
1272 }
1273
1274 mState.transformFeedback = id;
1275 }
1276
bindSampler(GLuint unit,GLuint sampler)1277 bool Context::bindSampler(GLuint unit, GLuint sampler)
1278 {
1279 mResourceManager->checkSamplerAllocation(sampler);
1280
1281 Sampler* samplerObject = getSampler(sampler);
1282
1283 mState.sampler[unit] = samplerObject;
1284
1285 return !!samplerObject;
1286 }
1287
useProgram(GLuint program)1288 void Context::useProgram(GLuint program)
1289 {
1290 GLuint priorProgram = mState.currentProgram;
1291 mState.currentProgram = program; // Must switch before trying to delete, otherwise it only gets flagged.
1292
1293 if(priorProgram != program)
1294 {
1295 Program *newProgram = mResourceManager->getProgram(program);
1296 Program *oldProgram = mResourceManager->getProgram(priorProgram);
1297
1298 if(newProgram)
1299 {
1300 newProgram->addRef();
1301 }
1302
1303 if(oldProgram)
1304 {
1305 oldProgram->release();
1306 }
1307 }
1308 }
1309
beginQuery(GLenum target,GLuint query)1310 void Context::beginQuery(GLenum target, GLuint query)
1311 {
1312 // From EXT_occlusion_query_boolean: If BeginQueryEXT is called with an <id>
1313 // of zero, if the active query object name for <target> is non-zero (for the
1314 // targets ANY_SAMPLES_PASSED_EXT and ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, if
1315 // the active query for either target is non-zero), if <id> is the name of an
1316 // existing query object whose type does not match <target>, or if <id> is the
1317 // active query object name for any query type, the error INVALID_OPERATION is
1318 // generated.
1319
1320 // Ensure no other queries are active
1321 // NOTE: If other queries than occlusion are supported, we will need to check
1322 // separately that:
1323 // a) The query ID passed is not the current active query for any target/type
1324 // b) There are no active queries for the requested target (and in the case
1325 // of GL_ANY_SAMPLES_PASSED_EXT and GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT,
1326 // no query may be active for either if glBeginQuery targets either.
1327 for(int i = 0; i < QUERY_TYPE_COUNT; i++)
1328 {
1329 if(mState.activeQuery[i])
1330 {
1331 switch(mState.activeQuery[i]->getType())
1332 {
1333 case GL_ANY_SAMPLES_PASSED_EXT:
1334 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1335 if((target == GL_ANY_SAMPLES_PASSED_EXT) ||
1336 (target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT))
1337 {
1338 return error(GL_INVALID_OPERATION);
1339 }
1340 break;
1341 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1342 if(target == GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN)
1343 {
1344 return error(GL_INVALID_OPERATION);
1345 }
1346 break;
1347 default:
1348 break;
1349 }
1350 }
1351 }
1352
1353 QueryType qType;
1354 switch(target)
1355 {
1356 case GL_ANY_SAMPLES_PASSED_EXT:
1357 qType = QUERY_ANY_SAMPLES_PASSED;
1358 break;
1359 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT:
1360 qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE;
1361 break;
1362 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
1363 qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN;
1364 break;
1365 default:
1366 UNREACHABLE(target);
1367 return error(GL_INVALID_ENUM);
1368 }
1369
1370 Query *queryObject = createQuery(query, target);
1371
1372 // Check that name was obtained with glGenQueries
1373 if(!queryObject)
1374 {
1375 return error(GL_INVALID_OPERATION);
1376 }
1377
1378 // Check for type mismatch
1379 if(queryObject->getType() != target)
1380 {
1381 return error(GL_INVALID_OPERATION);
1382 }
1383
1384 // Set query as active for specified target
1385 mState.activeQuery[qType] = queryObject;
1386
1387 // Begin query
1388 queryObject->begin();
1389 }
1390
endQuery(GLenum target)1391 void Context::endQuery(GLenum target)
1392 {
1393 QueryType qType;
1394
1395 switch(target)
1396 {
1397 case GL_ANY_SAMPLES_PASSED_EXT: qType = QUERY_ANY_SAMPLES_PASSED; break;
1398 case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: qType = QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE; break;
1399 case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: qType = QUERY_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN; break;
1400 default: UNREACHABLE(target); return;
1401 }
1402
1403 Query *queryObject = mState.activeQuery[qType];
1404
1405 if(!queryObject)
1406 {
1407 return error(GL_INVALID_OPERATION);
1408 }
1409
1410 queryObject->end();
1411
1412 mState.activeQuery[qType] = nullptr;
1413 }
1414
setFramebufferZero(Framebuffer * buffer)1415 void Context::setFramebufferZero(Framebuffer *buffer)
1416 {
1417 delete mFramebufferNameSpace.remove(0);
1418 mFramebufferNameSpace.insert(0, buffer);
1419 }
1420
setRenderbufferStorage(RenderbufferStorage * renderbuffer)1421 void Context::setRenderbufferStorage(RenderbufferStorage *renderbuffer)
1422 {
1423 Renderbuffer *renderbufferObject = mState.renderbuffer;
1424 renderbufferObject->setStorage(renderbuffer);
1425 }
1426
getFramebuffer(unsigned int handle) const1427 Framebuffer *Context::getFramebuffer(unsigned int handle) const
1428 {
1429 return mFramebufferNameSpace.find(handle);
1430 }
1431
getFence(unsigned int handle) const1432 Fence *Context::getFence(unsigned int handle) const
1433 {
1434 return mFenceNameSpace.find(handle);
1435 }
1436
getFenceSync(GLsync handle) const1437 FenceSync *Context::getFenceSync(GLsync handle) const
1438 {
1439 return mResourceManager->getFenceSync(static_cast<GLuint>(reinterpret_cast<uintptr_t>(handle)));
1440 }
1441
getQuery(unsigned int handle) const1442 Query *Context::getQuery(unsigned int handle) const
1443 {
1444 return mQueryNameSpace.find(handle);
1445 }
1446
createQuery(unsigned int handle,GLenum type)1447 Query *Context::createQuery(unsigned int handle, GLenum type)
1448 {
1449 if(!mQueryNameSpace.isReserved(handle))
1450 {
1451 return nullptr;
1452 }
1453 else
1454 {
1455 Query *query = mQueryNameSpace.find(handle);
1456 if(!query)
1457 {
1458 query = new Query(handle, type);
1459 query->addRef();
1460 mQueryNameSpace.insert(handle, query);
1461 }
1462
1463 return query;
1464 }
1465 }
1466
getVertexArray(GLuint array) const1467 VertexArray *Context::getVertexArray(GLuint array) const
1468 {
1469 return mVertexArrayNameSpace.find(array);
1470 }
1471
getCurrentVertexArray() const1472 VertexArray *Context::getCurrentVertexArray() const
1473 {
1474 return getVertexArray(mState.vertexArray);
1475 }
1476
isVertexArray(GLuint array) const1477 bool Context::isVertexArray(GLuint array) const
1478 {
1479 return mVertexArrayNameSpace.isReserved(array);
1480 }
1481
hasZeroDivisor() const1482 bool Context::hasZeroDivisor() const
1483 {
1484 // Verify there is at least one active attribute with a divisor of zero
1485 es2::Program *programObject = getCurrentProgram();
1486 for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
1487 {
1488 bool active = (programObject->getAttributeStream(attributeIndex) != -1);
1489 if(active && getCurrentVertexArray()->getVertexAttribute(attributeIndex).mDivisor == 0)
1490 {
1491 return true;
1492 }
1493 }
1494
1495 return false;
1496 }
1497
getTransformFeedback(GLuint transformFeedback) const1498 TransformFeedback *Context::getTransformFeedback(GLuint transformFeedback) const
1499 {
1500 return mTransformFeedbackNameSpace.find(transformFeedback);
1501 }
1502
isTransformFeedback(GLuint array) const1503 bool Context::isTransformFeedback(GLuint array) const
1504 {
1505 return mTransformFeedbackNameSpace.isReserved(array);
1506 }
1507
getSampler(GLuint sampler) const1508 Sampler *Context::getSampler(GLuint sampler) const
1509 {
1510 return mResourceManager->getSampler(sampler);
1511 }
1512
isSampler(GLuint sampler) const1513 bool Context::isSampler(GLuint sampler) const
1514 {
1515 return mResourceManager->isSampler(sampler);
1516 }
1517
getArrayBuffer() const1518 Buffer *Context::getArrayBuffer() const
1519 {
1520 return mState.arrayBuffer;
1521 }
1522
getElementArrayBuffer() const1523 Buffer *Context::getElementArrayBuffer() const
1524 {
1525 return getCurrentVertexArray()->getElementArrayBuffer();
1526 }
1527
getCopyReadBuffer() const1528 Buffer *Context::getCopyReadBuffer() const
1529 {
1530 return mState.copyReadBuffer;
1531 }
1532
getCopyWriteBuffer() const1533 Buffer *Context::getCopyWriteBuffer() const
1534 {
1535 return mState.copyWriteBuffer;
1536 }
1537
getPixelPackBuffer() const1538 Buffer *Context::getPixelPackBuffer() const
1539 {
1540 return mState.pixelPackBuffer;
1541 }
1542
getPixelUnpackBuffer() const1543 Buffer *Context::getPixelUnpackBuffer() const
1544 {
1545 return mState.pixelUnpackBuffer;
1546 }
1547
getGenericUniformBuffer() const1548 Buffer *Context::getGenericUniformBuffer() const
1549 {
1550 return mState.genericUniformBuffer;
1551 }
1552
getRequiredBufferSize(GLsizei width,GLsizei height,GLsizei depth,GLenum format,GLenum type) const1553 GLsizei Context::getRequiredBufferSize(GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type) const
1554 {
1555 GLsizei inputWidth = (mState.unpackParameters.rowLength == 0) ? width : mState.unpackParameters.rowLength;
1556 GLsizei inputPitch = gl::ComputePitch(inputWidth, format, type, mState.unpackParameters.alignment);
1557 GLsizei inputHeight = (mState.unpackParameters.imageHeight == 0) ? height : mState.unpackParameters.imageHeight;
1558 return inputPitch * inputHeight * depth;
1559 }
1560
getPixels(const GLvoid ** pixels,GLenum type,GLsizei imageSize) const1561 GLenum Context::getPixels(const GLvoid **pixels, GLenum type, GLsizei imageSize) const
1562 {
1563 if(mState.pixelUnpackBuffer)
1564 {
1565 ASSERT(mState.pixelUnpackBuffer->name != 0);
1566
1567 if(mState.pixelUnpackBuffer->isMapped())
1568 {
1569 return GL_INVALID_OPERATION;
1570 }
1571
1572 size_t offset = static_cast<size_t>((ptrdiff_t)(*pixels));
1573
1574 if(offset % GetTypeSize(type) != 0)
1575 {
1576 return GL_INVALID_OPERATION;
1577 }
1578
1579 if(offset > mState.pixelUnpackBuffer->size())
1580 {
1581 return GL_INVALID_OPERATION;
1582 }
1583
1584 if(mState.pixelUnpackBuffer->size() - offset < static_cast<size_t>(imageSize))
1585 {
1586 return GL_INVALID_OPERATION;
1587 }
1588
1589 *pixels = static_cast<const unsigned char*>(mState.pixelUnpackBuffer->data()) + offset;
1590 }
1591
1592 return GL_NO_ERROR;
1593 }
1594
getBuffer(GLenum target,es2::Buffer ** buffer) const1595 bool Context::getBuffer(GLenum target, es2::Buffer **buffer) const
1596 {
1597 switch(target)
1598 {
1599 case GL_ARRAY_BUFFER:
1600 *buffer = getArrayBuffer();
1601 break;
1602 case GL_ELEMENT_ARRAY_BUFFER:
1603 *buffer = getElementArrayBuffer();
1604 break;
1605 case GL_COPY_READ_BUFFER:
1606 if(clientVersion >= 3)
1607 {
1608 *buffer = getCopyReadBuffer();
1609 break;
1610 }
1611 else return false;
1612 case GL_COPY_WRITE_BUFFER:
1613 if(clientVersion >= 3)
1614 {
1615 *buffer = getCopyWriteBuffer();
1616 break;
1617 }
1618 else return false;
1619 case GL_PIXEL_PACK_BUFFER:
1620 if(clientVersion >= 3)
1621 {
1622 *buffer = getPixelPackBuffer();
1623 break;
1624 }
1625 else return false;
1626 case GL_PIXEL_UNPACK_BUFFER:
1627 if(clientVersion >= 3)
1628 {
1629 *buffer = getPixelUnpackBuffer();
1630 break;
1631 }
1632 else return false;
1633 case GL_TRANSFORM_FEEDBACK_BUFFER:
1634 if(clientVersion >= 3)
1635 {
1636 TransformFeedback* transformFeedback = getTransformFeedback();
1637 *buffer = transformFeedback ? static_cast<es2::Buffer*>(transformFeedback->getGenericBuffer()) : nullptr;
1638 break;
1639 }
1640 else return false;
1641 case GL_UNIFORM_BUFFER:
1642 if(clientVersion >= 3)
1643 {
1644 *buffer = getGenericUniformBuffer();
1645 break;
1646 }
1647 else return false;
1648 default:
1649 return false;
1650 }
1651 return true;
1652 }
1653
getTransformFeedback() const1654 TransformFeedback *Context::getTransformFeedback() const
1655 {
1656 return getTransformFeedback(mState.transformFeedback);
1657 }
1658
getCurrentProgram() const1659 Program *Context::getCurrentProgram() const
1660 {
1661 return mResourceManager->getProgram(mState.currentProgram);
1662 }
1663
getTexture2D() const1664 Texture2D *Context::getTexture2D() const
1665 {
1666 return static_cast<Texture2D*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D));
1667 }
1668
getTexture2D(GLenum target) const1669 Texture2D *Context::getTexture2D(GLenum target) const
1670 {
1671 switch(target)
1672 {
1673 case GL_TEXTURE_2D: return getTexture2D();
1674 case GL_TEXTURE_RECTANGLE_ARB: return getTexture2DRect();
1675 case GL_TEXTURE_EXTERNAL_OES: return getTextureExternal();
1676 default: UNREACHABLE(target);
1677 }
1678
1679 return nullptr;
1680 }
1681
getTexture3D() const1682 Texture3D *Context::getTexture3D() const
1683 {
1684 return static_cast<Texture3D*>(getSamplerTexture(mState.activeSampler, TEXTURE_3D));
1685 }
1686
getTexture2DArray() const1687 Texture2DArray *Context::getTexture2DArray() const
1688 {
1689 return static_cast<Texture2DArray*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_ARRAY));
1690 }
1691
getTextureCubeMap() const1692 TextureCubeMap *Context::getTextureCubeMap() const
1693 {
1694 return static_cast<TextureCubeMap*>(getSamplerTexture(mState.activeSampler, TEXTURE_CUBE));
1695 }
1696
getTexture2DRect() const1697 Texture2DRect *Context::getTexture2DRect() const
1698 {
1699 return static_cast<Texture2DRect*>(getSamplerTexture(mState.activeSampler, TEXTURE_2D_RECT));
1700 }
1701
getTextureExternal() const1702 TextureExternal *Context::getTextureExternal() const
1703 {
1704 return static_cast<TextureExternal*>(getSamplerTexture(mState.activeSampler, TEXTURE_EXTERNAL));
1705 }
1706
getSamplerTexture(unsigned int sampler,TextureType type) const1707 Texture *Context::getSamplerTexture(unsigned int sampler, TextureType type) const
1708 {
1709 GLuint texid = mState.samplerTexture[type][sampler].name();
1710
1711 if(texid == 0) // Special case: 0 refers to different initial textures based on the target
1712 {
1713 switch(type)
1714 {
1715 case TEXTURE_2D: return mTexture2DZero;
1716 case TEXTURE_3D: return mTexture3DZero;
1717 case TEXTURE_2D_ARRAY: return mTexture2DArrayZero;
1718 case TEXTURE_CUBE: return mTextureCubeMapZero;
1719 case TEXTURE_2D_RECT: return mTexture2DRectZero;
1720 case TEXTURE_EXTERNAL: return mTextureExternalZero;
1721 default: UNREACHABLE(type);
1722 }
1723 }
1724
1725 return mState.samplerTexture[type][sampler];
1726 }
1727
samplerParameteri(GLuint sampler,GLenum pname,GLint param)1728 void Context::samplerParameteri(GLuint sampler, GLenum pname, GLint param)
1729 {
1730 mResourceManager->checkSamplerAllocation(sampler);
1731
1732 Sampler *samplerObject = getSampler(sampler);
1733 ASSERT(samplerObject);
1734
1735 switch(pname)
1736 {
1737 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(param)); break;
1738 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(param)); break;
1739 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(param)); break;
1740 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(param)); break;
1741 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(param)); break;
1742 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(static_cast<GLfloat>(param)); break;
1743 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(static_cast<GLfloat>(param)); break;
1744 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(param)); break;
1745 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(param)); break;
1746 default: UNREACHABLE(pname); break;
1747 }
1748 }
1749
samplerParameterf(GLuint sampler,GLenum pname,GLfloat param)1750 void Context::samplerParameterf(GLuint sampler, GLenum pname, GLfloat param)
1751 {
1752 mResourceManager->checkSamplerAllocation(sampler);
1753
1754 Sampler *samplerObject = getSampler(sampler);
1755 ASSERT(samplerObject);
1756
1757 switch(pname)
1758 {
1759 case GL_TEXTURE_MIN_FILTER: samplerObject->setMinFilter(static_cast<GLenum>(roundf(param))); break;
1760 case GL_TEXTURE_MAG_FILTER: samplerObject->setMagFilter(static_cast<GLenum>(roundf(param))); break;
1761 case GL_TEXTURE_WRAP_S: samplerObject->setWrapS(static_cast<GLenum>(roundf(param))); break;
1762 case GL_TEXTURE_WRAP_T: samplerObject->setWrapT(static_cast<GLenum>(roundf(param))); break;
1763 case GL_TEXTURE_WRAP_R: samplerObject->setWrapR(static_cast<GLenum>(roundf(param))); break;
1764 case GL_TEXTURE_MIN_LOD: samplerObject->setMinLod(param); break;
1765 case GL_TEXTURE_MAX_LOD: samplerObject->setMaxLod(param); break;
1766 case GL_TEXTURE_COMPARE_MODE: samplerObject->setCompareMode(static_cast<GLenum>(roundf(param))); break;
1767 case GL_TEXTURE_COMPARE_FUNC: samplerObject->setCompareFunc(static_cast<GLenum>(roundf(param))); break;
1768 default: UNREACHABLE(pname); break;
1769 }
1770 }
1771
getSamplerParameteri(GLuint sampler,GLenum pname)1772 GLint Context::getSamplerParameteri(GLuint sampler, GLenum pname)
1773 {
1774 mResourceManager->checkSamplerAllocation(sampler);
1775
1776 Sampler *samplerObject = getSampler(sampler);
1777 ASSERT(samplerObject);
1778
1779 switch(pname)
1780 {
1781 case GL_TEXTURE_MIN_FILTER: return static_cast<GLint>(samplerObject->getMinFilter());
1782 case GL_TEXTURE_MAG_FILTER: return static_cast<GLint>(samplerObject->getMagFilter());
1783 case GL_TEXTURE_WRAP_S: return static_cast<GLint>(samplerObject->getWrapS());
1784 case GL_TEXTURE_WRAP_T: return static_cast<GLint>(samplerObject->getWrapT());
1785 case GL_TEXTURE_WRAP_R: return static_cast<GLint>(samplerObject->getWrapR());
1786 case GL_TEXTURE_MIN_LOD: return static_cast<GLint>(roundf(samplerObject->getMinLod()));
1787 case GL_TEXTURE_MAX_LOD: return static_cast<GLint>(roundf(samplerObject->getMaxLod()));
1788 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLint>(samplerObject->getCompareMode());
1789 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLint>(samplerObject->getCompareFunc());
1790 default: UNREACHABLE(pname); return 0;
1791 }
1792 }
1793
getSamplerParameterf(GLuint sampler,GLenum pname)1794 GLfloat Context::getSamplerParameterf(GLuint sampler, GLenum pname)
1795 {
1796 mResourceManager->checkSamplerAllocation(sampler);
1797
1798 Sampler *samplerObject = getSampler(sampler);
1799 ASSERT(samplerObject);
1800
1801 switch(pname)
1802 {
1803 case GL_TEXTURE_MIN_FILTER: return static_cast<GLfloat>(samplerObject->getMinFilter());
1804 case GL_TEXTURE_MAG_FILTER: return static_cast<GLfloat>(samplerObject->getMagFilter());
1805 case GL_TEXTURE_WRAP_S: return static_cast<GLfloat>(samplerObject->getWrapS());
1806 case GL_TEXTURE_WRAP_T: return static_cast<GLfloat>(samplerObject->getWrapT());
1807 case GL_TEXTURE_WRAP_R: return static_cast<GLfloat>(samplerObject->getWrapR());
1808 case GL_TEXTURE_MIN_LOD: return samplerObject->getMinLod();
1809 case GL_TEXTURE_MAX_LOD: return samplerObject->getMaxLod();
1810 case GL_TEXTURE_COMPARE_MODE: return static_cast<GLfloat>(samplerObject->getCompareMode());
1811 case GL_TEXTURE_COMPARE_FUNC: return static_cast<GLfloat>(samplerObject->getCompareFunc());
1812 default: UNREACHABLE(pname); return 0;
1813 }
1814 }
1815
getBooleanv(GLenum pname,GLboolean * params) const1816 bool Context::getBooleanv(GLenum pname, GLboolean *params) const
1817 {
1818 switch(pname)
1819 {
1820 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1821 case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
1822 case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
1823 case GL_COLOR_WRITEMASK:
1824 params[0] = mState.colorMaskRed;
1825 params[1] = mState.colorMaskGreen;
1826 params[2] = mState.colorMaskBlue;
1827 params[3] = mState.colorMaskAlpha;
1828 break;
1829 case GL_CULL_FACE: *params = mState.cullFaceEnabled; break;
1830 case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFillEnabled; break;
1831 case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverageEnabled; break;
1832 case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverageEnabled; break;
1833 case GL_SCISSOR_TEST: *params = mState.scissorTestEnabled; break;
1834 case GL_STENCIL_TEST: *params = mState.stencilTestEnabled; break;
1835 case GL_DEPTH_TEST: *params = mState.depthTestEnabled; break;
1836 case GL_BLEND: *params = mState.blendEnabled; break;
1837 case GL_DITHER: *params = mState.ditherEnabled; break;
1838 case GL_PRIMITIVE_RESTART_FIXED_INDEX: *params = mState.primitiveRestartFixedIndexEnabled; break;
1839 case GL_RASTERIZER_DISCARD: *params = mState.rasterizerDiscardEnabled; break;
1840 case GL_TRANSFORM_FEEDBACK_ACTIVE:
1841 {
1842 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1843 if(transformFeedback)
1844 {
1845 *params = transformFeedback->isActive();
1846 break;
1847 }
1848 else return false;
1849 }
1850 case GL_TRANSFORM_FEEDBACK_PAUSED:
1851 {
1852 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
1853 if(transformFeedback)
1854 {
1855 *params = transformFeedback->isPaused();
1856 break;
1857 }
1858 else return false;
1859 }
1860 default:
1861 return false;
1862 }
1863
1864 return true;
1865 }
1866
getFloatv(GLenum pname,GLfloat * params) const1867 bool Context::getFloatv(GLenum pname, GLfloat *params) const
1868 {
1869 // Please note: DEPTH_CLEAR_VALUE is included in our internal getFloatv implementation
1870 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1871 // GetIntegerv as its native query function. As it would require conversion in any
1872 // case, this should make no difference to the calling application.
1873 switch(pname)
1874 {
1875 case GL_LINE_WIDTH: *params = mState.lineWidth; break;
1876 case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
1877 case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
1878 case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
1879 case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
1880 case GL_ALIASED_LINE_WIDTH_RANGE:
1881 params[0] = ALIASED_LINE_WIDTH_RANGE_MIN;
1882 params[1] = ALIASED_LINE_WIDTH_RANGE_MAX;
1883 break;
1884 case GL_ALIASED_POINT_SIZE_RANGE:
1885 params[0] = ALIASED_POINT_SIZE_RANGE_MIN;
1886 params[1] = ALIASED_POINT_SIZE_RANGE_MAX;
1887 break;
1888 case GL_DEPTH_RANGE:
1889 params[0] = mState.zNear;
1890 params[1] = mState.zFar;
1891 break;
1892 case GL_COLOR_CLEAR_VALUE:
1893 params[0] = mState.colorClearValue.red;
1894 params[1] = mState.colorClearValue.green;
1895 params[2] = mState.colorClearValue.blue;
1896 params[3] = mState.colorClearValue.alpha;
1897 break;
1898 case GL_BLEND_COLOR:
1899 params[0] = mState.blendColor.red;
1900 params[1] = mState.blendColor.green;
1901 params[2] = mState.blendColor.blue;
1902 params[3] = mState.blendColor.alpha;
1903 break;
1904 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
1905 *params = MAX_TEXTURE_MAX_ANISOTROPY;
1906 break;
1907 default:
1908 return false;
1909 }
1910
1911 return true;
1912 }
1913
1914 template bool Context::getIntegerv<GLint>(GLenum pname, GLint *params) const;
1915 template bool Context::getIntegerv<GLint64>(GLenum pname, GLint64 *params) const;
1916
getIntegerv(GLenum pname,T * params) const1917 template<typename T> bool Context::getIntegerv(GLenum pname, T *params) const
1918 {
1919 // Please note: DEPTH_CLEAR_VALUE is not included in our internal getIntegerv implementation
1920 // because it is stored as a float, despite the fact that the GL ES 2.0 spec names
1921 // GetIntegerv as its native query function. As it would require conversion in any
1922 // case, this should make no difference to the calling application. You may find it in
1923 // Context::getFloatv.
1924 switch(pname)
1925 {
1926 case GL_MAX_VERTEX_ATTRIBS: *params = MAX_VERTEX_ATTRIBS; return true;
1927 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = MAX_VERTEX_UNIFORM_VECTORS; return true;
1928 case GL_MAX_VARYING_VECTORS: *params = MAX_VARYING_VECTORS; return true;
1929 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = MAX_COMBINED_TEXTURE_IMAGE_UNITS; return true;
1930 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = MAX_VERTEX_TEXTURE_IMAGE_UNITS; return true;
1931 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = MAX_TEXTURE_IMAGE_UNITS; return true;
1932 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = MAX_FRAGMENT_UNIFORM_VECTORS; return true;
1933 case GL_MAX_RENDERBUFFER_SIZE: *params = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE; return true;
1934 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; return true;
1935 case GL_SHADER_BINARY_FORMATS: /* no shader binary formats are supported */ return true;
1936 case GL_ARRAY_BUFFER_BINDING: *params = getArrayBufferName(); return true;
1937 case GL_ELEMENT_ARRAY_BUFFER_BINDING: *params = getElementArrayBufferName(); return true;
1938 // case GL_FRAMEBUFFER_BINDING: // now equivalent to GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
1939 case GL_DRAW_FRAMEBUFFER_BINDING: *params = mState.drawFramebuffer; return true;
1940 case GL_READ_FRAMEBUFFER_BINDING: *params = mState.readFramebuffer; return true;
1941 case GL_RENDERBUFFER_BINDING: *params = mState.renderbuffer.name(); return true;
1942 case GL_CURRENT_PROGRAM: *params = mState.currentProgram; return true;
1943 case GL_PACK_ALIGNMENT: *params = mState.packParameters.alignment; return true;
1944 case GL_UNPACK_ALIGNMENT: *params = mState.unpackParameters.alignment; return true;
1945 case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; return true;
1946 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; return true;
1947 case GL_TEXTURE_FILTERING_HINT_CHROMIUM: *params = mState.textureFilteringHint; return true;
1948 case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); return true;
1949 case GL_STENCIL_FUNC: *params = mState.stencilFunc; return true;
1950 case GL_STENCIL_REF: *params = mState.stencilRef; return true;
1951 case GL_STENCIL_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilMask); return true;
1952 case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; return true;
1953 case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; return true;
1954 case GL_STENCIL_BACK_VALUE_MASK: *params = sw::clampToSignedInt(mState.stencilBackMask); return true;
1955 case GL_STENCIL_FAIL: *params = mState.stencilFail; return true;
1956 case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; return true;
1957 case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; return true;
1958 case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; return true;
1959 case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; return true;
1960 case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; return true;
1961 case GL_DEPTH_FUNC: *params = mState.depthFunc; return true;
1962 case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; return true;
1963 case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; return true;
1964 case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; return true;
1965 case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; return true;
1966 case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; return true;
1967 case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; return true;
1968 case GL_STENCIL_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilWritemask); return true;
1969 case GL_STENCIL_BACK_WRITEMASK: *params = sw::clampToSignedInt(mState.stencilBackWritemask); return true;
1970 case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; return true;
1971 case GL_SUBPIXEL_BITS: *params = 4; return true;
1972 case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB:
1973 case GL_MAX_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_TEXTURE_SIZE; return true;
1974 case GL_MAX_CUBE_MAP_TEXTURE_SIZE: *params = IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE; return true;
1975 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = NUM_COMPRESSED_TEXTURE_FORMATS; return true;
1976 case GL_MAX_SAMPLES: *params = IMPLEMENTATION_MAX_SAMPLES; return true;
1977 case GL_SAMPLE_BUFFERS:
1978 case GL_SAMPLES:
1979 {
1980 Framebuffer *framebuffer = getDrawFramebuffer();
1981 int width, height, samples;
1982
1983 if(framebuffer && (framebuffer->completeness(width, height, samples) == GL_FRAMEBUFFER_COMPLETE))
1984 {
1985 switch(pname)
1986 {
1987 case GL_SAMPLE_BUFFERS:
1988 if(samples > 1)
1989 {
1990 *params = 1;
1991 }
1992 else
1993 {
1994 *params = 0;
1995 }
1996 break;
1997 case GL_SAMPLES:
1998 *params = samples;
1999 break;
2000 }
2001 }
2002 else
2003 {
2004 *params = 0;
2005 }
2006 }
2007 return true;
2008 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2009 {
2010 Framebuffer *framebuffer = getReadFramebuffer();
2011 if(framebuffer)
2012 {
2013 *params = framebuffer->getImplementationColorReadType();
2014 }
2015 else
2016 {
2017 return error(GL_INVALID_OPERATION, true);
2018 }
2019 }
2020 return true;
2021 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2022 {
2023 Framebuffer *framebuffer = getReadFramebuffer();
2024 if(framebuffer)
2025 {
2026 *params = framebuffer->getImplementationColorReadFormat();
2027 }
2028 else
2029 {
2030 return error(GL_INVALID_OPERATION, true);
2031 }
2032 }
2033 return true;
2034 case GL_MAX_VIEWPORT_DIMS:
2035 {
2036 int maxDimension = IMPLEMENTATION_MAX_RENDERBUFFER_SIZE;
2037 params[0] = maxDimension;
2038 params[1] = maxDimension;
2039 }
2040 return true;
2041 case GL_COMPRESSED_TEXTURE_FORMATS:
2042 {
2043 for(int i = 0; i < NUM_COMPRESSED_TEXTURE_FORMATS; i++)
2044 {
2045 params[i] = compressedTextureFormats[i];
2046 }
2047 }
2048 return true;
2049 case GL_VIEWPORT:
2050 params[0] = mState.viewportX;
2051 params[1] = mState.viewportY;
2052 params[2] = mState.viewportWidth;
2053 params[3] = mState.viewportHeight;
2054 return true;
2055 case GL_SCISSOR_BOX:
2056 params[0] = mState.scissorX;
2057 params[1] = mState.scissorY;
2058 params[2] = mState.scissorWidth;
2059 params[3] = mState.scissorHeight;
2060 return true;
2061 case GL_CULL_FACE_MODE: *params = mState.cullMode; return true;
2062 case GL_FRONT_FACE: *params = mState.frontFace; return true;
2063 case GL_RED_BITS:
2064 case GL_GREEN_BITS:
2065 case GL_BLUE_BITS:
2066 case GL_ALPHA_BITS:
2067 {
2068 Framebuffer *framebuffer = getDrawFramebuffer();
2069 Renderbuffer *colorbuffer = framebuffer ? framebuffer->getColorbuffer(0) : nullptr;
2070
2071 if(colorbuffer)
2072 {
2073 switch(pname)
2074 {
2075 case GL_RED_BITS: *params = colorbuffer->getRedSize(); return true;
2076 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); return true;
2077 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); return true;
2078 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); return true;
2079 }
2080 }
2081 else
2082 {
2083 *params = 0;
2084 }
2085 }
2086 return true;
2087 case GL_DEPTH_BITS:
2088 {
2089 Framebuffer *framebuffer = getDrawFramebuffer();
2090 Renderbuffer *depthbuffer = framebuffer ? framebuffer->getDepthbuffer() : nullptr;
2091
2092 if(depthbuffer)
2093 {
2094 *params = depthbuffer->getDepthSize();
2095 }
2096 else
2097 {
2098 *params = 0;
2099 }
2100 }
2101 return true;
2102 case GL_STENCIL_BITS:
2103 {
2104 Framebuffer *framebuffer = getDrawFramebuffer();
2105 Renderbuffer *stencilbuffer = framebuffer ? framebuffer->getStencilbuffer() : nullptr;
2106
2107 if(stencilbuffer)
2108 {
2109 *params = stencilbuffer->getStencilSize();
2110 }
2111 else
2112 {
2113 *params = 0;
2114 }
2115 }
2116 return true;
2117 case GL_TEXTURE_BINDING_2D:
2118 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2119 {
2120 error(GL_INVALID_OPERATION);
2121 return false;
2122 }
2123
2124 *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].name();
2125 return true;
2126 case GL_TEXTURE_BINDING_CUBE_MAP:
2127 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2128 {
2129 error(GL_INVALID_OPERATION);
2130 return false;
2131 }
2132
2133 *params = mState.samplerTexture[TEXTURE_CUBE][mState.activeSampler].name();
2134 return true;
2135 case GL_TEXTURE_BINDING_RECTANGLE_ARB:
2136 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2137 {
2138 error(GL_INVALID_OPERATION);
2139 return false;
2140 }
2141
2142 *params = mState.samplerTexture[TEXTURE_2D_RECT][mState.activeSampler].name();
2143 return true;
2144 case GL_TEXTURE_BINDING_EXTERNAL_OES:
2145 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2146 {
2147 error(GL_INVALID_OPERATION);
2148 return false;
2149 }
2150
2151 *params = mState.samplerTexture[TEXTURE_EXTERNAL][mState.activeSampler].name();
2152 return true;
2153 case GL_TEXTURE_BINDING_3D_OES:
2154 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2155 {
2156 error(GL_INVALID_OPERATION);
2157 return false;
2158 }
2159
2160 *params = mState.samplerTexture[TEXTURE_3D][mState.activeSampler].name();
2161 return true;
2162 case GL_DRAW_BUFFER0:
2163 case GL_DRAW_BUFFER1:
2164 case GL_DRAW_BUFFER2:
2165 case GL_DRAW_BUFFER3:
2166 case GL_DRAW_BUFFER4:
2167 case GL_DRAW_BUFFER5:
2168 case GL_DRAW_BUFFER6:
2169 case GL_DRAW_BUFFER7:
2170 case GL_DRAW_BUFFER8:
2171 case GL_DRAW_BUFFER9:
2172 case GL_DRAW_BUFFER10:
2173 case GL_DRAW_BUFFER11:
2174 case GL_DRAW_BUFFER12:
2175 case GL_DRAW_BUFFER13:
2176 case GL_DRAW_BUFFER14:
2177 case GL_DRAW_BUFFER15:
2178 if((pname - GL_DRAW_BUFFER0) < MAX_DRAW_BUFFERS)
2179 {
2180 Framebuffer* framebuffer = getDrawFramebuffer();
2181 *params = framebuffer ? framebuffer->getDrawBuffer(pname - GL_DRAW_BUFFER0) : GL_NONE;
2182 }
2183 else
2184 {
2185 return false;
2186 }
2187 return true;
2188 case GL_MAX_DRAW_BUFFERS:
2189 *params = MAX_DRAW_BUFFERS;
2190 return true;
2191 case GL_MAX_COLOR_ATTACHMENTS: // Note: MAX_COLOR_ATTACHMENTS_EXT added by GL_EXT_draw_buffers
2192 *params = MAX_COLOR_ATTACHMENTS;
2193 return true;
2194 default:
2195 break;
2196 }
2197
2198 if(clientVersion >= 3)
2199 {
2200 switch(pname)
2201 {
2202 case GL_TEXTURE_BINDING_2D_ARRAY:
2203 if(mState.activeSampler > MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1)
2204 {
2205 error(GL_INVALID_OPERATION);
2206 return false;
2207 }
2208
2209 *params = mState.samplerTexture[TEXTURE_2D_ARRAY][mState.activeSampler].name();
2210 return true;
2211 case GL_COPY_READ_BUFFER_BINDING:
2212 *params = mState.copyReadBuffer.name();
2213 return true;
2214 case GL_COPY_WRITE_BUFFER_BINDING:
2215 *params = mState.copyWriteBuffer.name();
2216 return true;
2217 case GL_MAJOR_VERSION:
2218 *params = clientVersion;
2219 return true;
2220 case GL_MAX_3D_TEXTURE_SIZE:
2221 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2222 return true;
2223 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2224 *params = IMPLEMENTATION_MAX_TEXTURE_SIZE;
2225 return true;
2226 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2227 *params = MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS;
2228 return true;
2229 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2230 *params = MAX_VERTEX_UNIFORM_BLOCKS + MAX_FRAGMENT_UNIFORM_BLOCKS;
2231 return true;
2232 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2233 *params = MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS;
2234 return true;
2235 case GL_MAX_ELEMENT_INDEX:
2236 *params = MAX_ELEMENT_INDEX;
2237 return true;
2238 case GL_MAX_ELEMENTS_INDICES:
2239 *params = MAX_ELEMENTS_INDICES;
2240 return true;
2241 case GL_MAX_ELEMENTS_VERTICES:
2242 *params = MAX_ELEMENTS_VERTICES;
2243 return true;
2244 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2245 *params = MAX_FRAGMENT_INPUT_VECTORS * 4;
2246 return true;
2247 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2248 *params = MAX_FRAGMENT_UNIFORM_BLOCKS;
2249 return true;
2250 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2251 *params = MAX_FRAGMENT_UNIFORM_COMPONENTS;
2252 return true;
2253 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2254 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2255 // In any case, any behavior outside the specified range is valid since the spec mentions:
2256 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2257 // "If any of the offset values are outside the range of the implementation-defined values
2258 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2259 // undefined."
2260 *params = MAX_PROGRAM_TEXEL_OFFSET;
2261 return true;
2262 case GL_MAX_SERVER_WAIT_TIMEOUT:
2263 *params = 0;
2264 return true;
2265 case GL_MAX_TEXTURE_LOD_BIAS:
2266 *params = MAX_TEXTURE_LOD_BIAS;
2267 return true;
2268 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2269 *params = sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS;
2270 return true;
2271 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2272 *params = MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS;
2273 return true;
2274 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2275 *params = sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS;
2276 return true;
2277 case GL_MAX_UNIFORM_BLOCK_SIZE:
2278 *params = MAX_UNIFORM_BLOCK_SIZE;
2279 return true;
2280 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2281 *params = MAX_UNIFORM_BUFFER_BINDINGS;
2282 return true;
2283 case GL_MAX_VARYING_COMPONENTS:
2284 *params = MAX_VARYING_VECTORS * 4;
2285 return true;
2286 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2287 *params = MAX_VERTEX_OUTPUT_VECTORS * 4;
2288 return true;
2289 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2290 *params = MAX_VERTEX_UNIFORM_BLOCKS;
2291 return true;
2292 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2293 *params = MAX_VERTEX_UNIFORM_COMPONENTS;
2294 return true;
2295 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2296 // Note: SwiftShader has no actual texel offset limit, so this limit can be modified if required.
2297 // In any case, any behavior outside the specified range is valid since the spec mentions:
2298 // (see OpenGL ES 3.0.5, 3.8.10.1 Scale Factor and Level of Detail, p.153)
2299 // "If any of the offset values are outside the range of the implementation-defined values
2300 // MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, results of the texture lookup are
2301 // undefined."
2302 *params = MIN_PROGRAM_TEXEL_OFFSET;
2303 return true;
2304 case GL_MINOR_VERSION:
2305 *params = 0;
2306 return true;
2307 case GL_NUM_EXTENSIONS:
2308 GLuint numExtensions;
2309 getExtensions(0, &numExtensions);
2310 *params = numExtensions;
2311 return true;
2312 case GL_NUM_PROGRAM_BINARY_FORMATS:
2313 *params = NUM_PROGRAM_BINARY_FORMATS;
2314 return true;
2315 case GL_PACK_ROW_LENGTH:
2316 *params = mState.packParameters.rowLength;
2317 return true;
2318 case GL_PACK_SKIP_PIXELS:
2319 *params = mState.packParameters.skipPixels;
2320 return true;
2321 case GL_PACK_SKIP_ROWS:
2322 *params = mState.packParameters.skipRows;
2323 return true;
2324 case GL_PIXEL_PACK_BUFFER_BINDING:
2325 *params = mState.pixelPackBuffer.name();
2326 return true;
2327 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2328 *params = mState.pixelUnpackBuffer.name();
2329 return true;
2330 case GL_PROGRAM_BINARY_FORMATS:
2331 // Since NUM_PROGRAM_BINARY_FORMATS is 0, the input
2332 // should be a 0 sized array, so don't write to params
2333 return true;
2334 case GL_READ_BUFFER:
2335 {
2336 Framebuffer* framebuffer = getReadFramebuffer();
2337 *params = framebuffer ? framebuffer->getReadBuffer() : GL_NONE;
2338 }
2339 return true;
2340 case GL_SAMPLER_BINDING:
2341 *params = mState.sampler[mState.activeSampler].name();
2342 return true;
2343 case GL_UNIFORM_BUFFER_BINDING:
2344 *params = mState.genericUniformBuffer.name();
2345 return true;
2346 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2347 *params = UNIFORM_BUFFER_OFFSET_ALIGNMENT;
2348 return true;
2349 case GL_UNIFORM_BUFFER_SIZE:
2350 *params = static_cast<T>(mState.genericUniformBuffer->size());
2351 return true;
2352 case GL_UNIFORM_BUFFER_START:
2353 *params = static_cast<T>(mState.genericUniformBuffer->offset());
2354 return true;
2355 case GL_UNPACK_IMAGE_HEIGHT:
2356 *params = mState.unpackParameters.imageHeight;
2357 return true;
2358 case GL_UNPACK_ROW_LENGTH:
2359 *params = mState.unpackParameters.rowLength;
2360 return true;
2361 case GL_UNPACK_SKIP_IMAGES:
2362 *params = mState.unpackParameters.skipImages;
2363 return true;
2364 case GL_UNPACK_SKIP_PIXELS:
2365 *params = mState.unpackParameters.skipPixels;
2366 return true;
2367 case GL_UNPACK_SKIP_ROWS:
2368 *params = mState.unpackParameters.skipRows;
2369 return true;
2370 case GL_VERTEX_ARRAY_BINDING:
2371 *params = getCurrentVertexArray()->name;
2372 return true;
2373 case GL_TRANSFORM_FEEDBACK_BINDING:
2374 {
2375 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2376 if(transformFeedback)
2377 {
2378 *params = transformFeedback->name;
2379 }
2380 else
2381 {
2382 return false;
2383 }
2384 }
2385 return true;
2386 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2387 {
2388 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2389 if(transformFeedback)
2390 {
2391 *params = transformFeedback->getGenericBufferName();
2392 }
2393 else
2394 {
2395 return false;
2396 }
2397 }
2398 return true;
2399 default:
2400 break;
2401 }
2402 }
2403
2404 return false;
2405 }
2406
2407 template bool Context::getTransformFeedbackiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2408 template bool Context::getTransformFeedbackiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2409
getTransformFeedbackiv(GLuint index,GLenum pname,T * param) const2410 template<typename T> bool Context::getTransformFeedbackiv(GLuint index, GLenum pname, T *param) const
2411 {
2412 TransformFeedback* transformFeedback = getTransformFeedback(mState.transformFeedback);
2413 if(!transformFeedback)
2414 {
2415 return false;
2416 }
2417
2418 switch(pname)
2419 {
2420 case GL_TRANSFORM_FEEDBACK_BINDING: // GLint, initially 0
2421 *param = transformFeedback->name;
2422 break;
2423 case GL_TRANSFORM_FEEDBACK_ACTIVE: // boolean, initially GL_FALSE
2424 *param = transformFeedback->isActive();
2425 break;
2426 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: // name, initially 0
2427 *param = transformFeedback->getBufferName(index);
2428 break;
2429 case GL_TRANSFORM_FEEDBACK_PAUSED: // boolean, initially GL_FALSE
2430 *param = transformFeedback->isPaused();
2431 break;
2432 case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2433 if(transformFeedback->getBuffer(index))
2434 {
2435 *param = transformFeedback->getSize(index);
2436 break;
2437 }
2438 else return false;
2439 case GL_TRANSFORM_FEEDBACK_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2440 if(transformFeedback->getBuffer(index))
2441 {
2442 *param = transformFeedback->getOffset(index);
2443 break;
2444 }
2445 else return false;
2446 default:
2447 return false;
2448 }
2449
2450 return true;
2451 }
2452
2453 template bool Context::getUniformBufferiv<GLint>(GLuint index, GLenum pname, GLint *param) const;
2454 template bool Context::getUniformBufferiv<GLint64>(GLuint index, GLenum pname, GLint64 *param) const;
2455
getUniformBufferiv(GLuint index,GLenum pname,T * param) const2456 template<typename T> bool Context::getUniformBufferiv(GLuint index, GLenum pname, T *param) const
2457 {
2458 switch(pname)
2459 {
2460 case GL_UNIFORM_BUFFER_BINDING:
2461 case GL_UNIFORM_BUFFER_SIZE:
2462 case GL_UNIFORM_BUFFER_START:
2463 if(index >= MAX_UNIFORM_BUFFER_BINDINGS)
2464 {
2465 return error(GL_INVALID_VALUE, true);
2466 }
2467 break;
2468 default:
2469 break;
2470 }
2471
2472 const BufferBinding& uniformBuffer = mState.uniformBuffers[index];
2473
2474 switch(pname)
2475 {
2476 case GL_UNIFORM_BUFFER_BINDING: // name, initially 0
2477 *param = uniformBuffer.get().name();
2478 break;
2479 case GL_UNIFORM_BUFFER_SIZE: // indexed[n] 64-bit integer, initially 0
2480 *param = uniformBuffer.getSize();
2481 break;
2482 case GL_UNIFORM_BUFFER_START: // indexed[n] 64-bit integer, initially 0
2483 *param = uniformBuffer.getOffset();
2484 break;
2485 default:
2486 return false;
2487 }
2488
2489 return true;
2490 }
2491
getQueryParameterInfo(GLenum pname,GLenum * type,unsigned int * numParams) const2492 bool Context::getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams) const
2493 {
2494 // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation
2495 // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due
2496 // to the fact that it is stored internally as a float, and so would require conversion
2497 // if returned from Context::getIntegerv. Since this conversion is already implemented
2498 // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we
2499 // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling
2500 // application.
2501 switch(pname)
2502 {
2503 case GL_COMPRESSED_TEXTURE_FORMATS:
2504 {
2505 *type = GL_INT;
2506 *numParams = NUM_COMPRESSED_TEXTURE_FORMATS;
2507 }
2508 break;
2509 case GL_SHADER_BINARY_FORMATS:
2510 {
2511 *type = GL_INT;
2512 *numParams = 0;
2513 }
2514 break;
2515 case GL_MAX_VERTEX_ATTRIBS:
2516 case GL_MAX_VERTEX_UNIFORM_VECTORS:
2517 case GL_MAX_VARYING_VECTORS:
2518 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
2519 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
2520 case GL_MAX_TEXTURE_IMAGE_UNITS:
2521 case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
2522 case GL_MAX_RENDERBUFFER_SIZE:
2523 case GL_NUM_SHADER_BINARY_FORMATS:
2524 case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
2525 case GL_ARRAY_BUFFER_BINDING:
2526 case GL_FRAMEBUFFER_BINDING: // Same as GL_DRAW_FRAMEBUFFER_BINDING_ANGLE
2527 case GL_READ_FRAMEBUFFER_BINDING: // Same as GL_READ_FRAMEBUFFER_BINDING_ANGLE
2528 case GL_RENDERBUFFER_BINDING:
2529 case GL_CURRENT_PROGRAM:
2530 case GL_PACK_ALIGNMENT:
2531 case GL_UNPACK_ALIGNMENT:
2532 case GL_GENERATE_MIPMAP_HINT:
2533 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
2534 case GL_TEXTURE_FILTERING_HINT_CHROMIUM:
2535 case GL_RED_BITS:
2536 case GL_GREEN_BITS:
2537 case GL_BLUE_BITS:
2538 case GL_ALPHA_BITS:
2539 case GL_DEPTH_BITS:
2540 case GL_STENCIL_BITS:
2541 case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2542 case GL_CULL_FACE_MODE:
2543 case GL_FRONT_FACE:
2544 case GL_ACTIVE_TEXTURE:
2545 case GL_STENCIL_FUNC:
2546 case GL_STENCIL_VALUE_MASK:
2547 case GL_STENCIL_REF:
2548 case GL_STENCIL_FAIL:
2549 case GL_STENCIL_PASS_DEPTH_FAIL:
2550 case GL_STENCIL_PASS_DEPTH_PASS:
2551 case GL_STENCIL_BACK_FUNC:
2552 case GL_STENCIL_BACK_VALUE_MASK:
2553 case GL_STENCIL_BACK_REF:
2554 case GL_STENCIL_BACK_FAIL:
2555 case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
2556 case GL_STENCIL_BACK_PASS_DEPTH_PASS:
2557 case GL_DEPTH_FUNC:
2558 case GL_BLEND_SRC_RGB:
2559 case GL_BLEND_SRC_ALPHA:
2560 case GL_BLEND_DST_RGB:
2561 case GL_BLEND_DST_ALPHA:
2562 case GL_BLEND_EQUATION_RGB:
2563 case GL_BLEND_EQUATION_ALPHA:
2564 case GL_STENCIL_WRITEMASK:
2565 case GL_STENCIL_BACK_WRITEMASK:
2566 case GL_STENCIL_CLEAR_VALUE:
2567 case GL_SUBPIXEL_BITS:
2568 case GL_MAX_TEXTURE_SIZE:
2569 case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
2570 case GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB:
2571 case GL_SAMPLE_BUFFERS:
2572 case GL_SAMPLES:
2573 case GL_IMPLEMENTATION_COLOR_READ_TYPE:
2574 case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
2575 case GL_TEXTURE_BINDING_2D:
2576 case GL_TEXTURE_BINDING_CUBE_MAP:
2577 case GL_TEXTURE_BINDING_RECTANGLE_ARB:
2578 case GL_TEXTURE_BINDING_EXTERNAL_OES:
2579 case GL_TEXTURE_BINDING_3D_OES:
2580 case GL_COPY_READ_BUFFER_BINDING:
2581 case GL_COPY_WRITE_BUFFER_BINDING:
2582 case GL_DRAW_BUFFER0:
2583 case GL_DRAW_BUFFER1:
2584 case GL_DRAW_BUFFER2:
2585 case GL_DRAW_BUFFER3:
2586 case GL_DRAW_BUFFER4:
2587 case GL_DRAW_BUFFER5:
2588 case GL_DRAW_BUFFER6:
2589 case GL_DRAW_BUFFER7:
2590 case GL_DRAW_BUFFER8:
2591 case GL_DRAW_BUFFER9:
2592 case GL_DRAW_BUFFER10:
2593 case GL_DRAW_BUFFER11:
2594 case GL_DRAW_BUFFER12:
2595 case GL_DRAW_BUFFER13:
2596 case GL_DRAW_BUFFER14:
2597 case GL_DRAW_BUFFER15:
2598 case GL_MAJOR_VERSION:
2599 case GL_MAX_3D_TEXTURE_SIZE:
2600 case GL_MAX_ARRAY_TEXTURE_LAYERS:
2601 case GL_MAX_COLOR_ATTACHMENTS:
2602 case GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS:
2603 case GL_MAX_COMBINED_UNIFORM_BLOCKS:
2604 case GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS:
2605 case GL_MAX_DRAW_BUFFERS:
2606 case GL_MAX_ELEMENT_INDEX:
2607 case GL_MAX_ELEMENTS_INDICES:
2608 case GL_MAX_ELEMENTS_VERTICES:
2609 case GL_MAX_FRAGMENT_INPUT_COMPONENTS:
2610 case GL_MAX_FRAGMENT_UNIFORM_BLOCKS:
2611 case GL_MAX_FRAGMENT_UNIFORM_COMPONENTS:
2612 case GL_MAX_PROGRAM_TEXEL_OFFSET:
2613 case GL_MAX_SERVER_WAIT_TIMEOUT:
2614 case GL_MAX_TEXTURE_LOD_BIAS:
2615 case GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS:
2616 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS:
2617 case GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS:
2618 case GL_MAX_UNIFORM_BLOCK_SIZE:
2619 case GL_MAX_UNIFORM_BUFFER_BINDINGS:
2620 case GL_MAX_VARYING_COMPONENTS:
2621 case GL_MAX_VERTEX_OUTPUT_COMPONENTS:
2622 case GL_MAX_VERTEX_UNIFORM_BLOCKS:
2623 case GL_MAX_VERTEX_UNIFORM_COMPONENTS:
2624 case GL_MIN_PROGRAM_TEXEL_OFFSET:
2625 case GL_MINOR_VERSION:
2626 case GL_NUM_EXTENSIONS:
2627 case GL_NUM_PROGRAM_BINARY_FORMATS:
2628 case GL_PACK_ROW_LENGTH:
2629 case GL_PACK_SKIP_PIXELS:
2630 case GL_PACK_SKIP_ROWS:
2631 case GL_PIXEL_PACK_BUFFER_BINDING:
2632 case GL_PIXEL_UNPACK_BUFFER_BINDING:
2633 case GL_PROGRAM_BINARY_FORMATS:
2634 case GL_READ_BUFFER:
2635 case GL_SAMPLER_BINDING:
2636 case GL_TEXTURE_BINDING_2D_ARRAY:
2637 case GL_UNIFORM_BUFFER_BINDING:
2638 case GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT:
2639 case GL_UNIFORM_BUFFER_SIZE:
2640 case GL_UNIFORM_BUFFER_START:
2641 case GL_UNPACK_IMAGE_HEIGHT:
2642 case GL_UNPACK_ROW_LENGTH:
2643 case GL_UNPACK_SKIP_IMAGES:
2644 case GL_UNPACK_SKIP_PIXELS:
2645 case GL_UNPACK_SKIP_ROWS:
2646 case GL_VERTEX_ARRAY_BINDING:
2647 case GL_TRANSFORM_FEEDBACK_BINDING:
2648 case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING:
2649 {
2650 *type = GL_INT;
2651 *numParams = 1;
2652 }
2653 break;
2654 case GL_MAX_SAMPLES:
2655 {
2656 *type = GL_INT;
2657 *numParams = 1;
2658 }
2659 break;
2660 case GL_MAX_VIEWPORT_DIMS:
2661 {
2662 *type = GL_INT;
2663 *numParams = 2;
2664 }
2665 break;
2666 case GL_VIEWPORT:
2667 case GL_SCISSOR_BOX:
2668 {
2669 *type = GL_INT;
2670 *numParams = 4;
2671 }
2672 break;
2673 case GL_SHADER_COMPILER:
2674 case GL_SAMPLE_COVERAGE_INVERT:
2675 case GL_DEPTH_WRITEMASK:
2676 case GL_CULL_FACE: // CULL_FACE through DITHER are natural to IsEnabled,
2677 case GL_POLYGON_OFFSET_FILL: // but can be retrieved through the Get{Type}v queries.
2678 case GL_SAMPLE_ALPHA_TO_COVERAGE: // For this purpose, they are treated here as bool-natural
2679 case GL_SAMPLE_COVERAGE:
2680 case GL_SCISSOR_TEST:
2681 case GL_STENCIL_TEST:
2682 case GL_DEPTH_TEST:
2683 case GL_BLEND:
2684 case GL_DITHER:
2685 case GL_PRIMITIVE_RESTART_FIXED_INDEX:
2686 case GL_RASTERIZER_DISCARD:
2687 case GL_TRANSFORM_FEEDBACK_ACTIVE:
2688 case GL_TRANSFORM_FEEDBACK_PAUSED:
2689 {
2690 *type = GL_BOOL;
2691 *numParams = 1;
2692 }
2693 break;
2694 case GL_COLOR_WRITEMASK:
2695 {
2696 *type = GL_BOOL;
2697 *numParams = 4;
2698 }
2699 break;
2700 case GL_POLYGON_OFFSET_FACTOR:
2701 case GL_POLYGON_OFFSET_UNITS:
2702 case GL_SAMPLE_COVERAGE_VALUE:
2703 case GL_DEPTH_CLEAR_VALUE:
2704 case GL_LINE_WIDTH:
2705 {
2706 *type = GL_FLOAT;
2707 *numParams = 1;
2708 }
2709 break;
2710 case GL_ALIASED_LINE_WIDTH_RANGE:
2711 case GL_ALIASED_POINT_SIZE_RANGE:
2712 case GL_DEPTH_RANGE:
2713 {
2714 *type = GL_FLOAT;
2715 *numParams = 2;
2716 }
2717 break;
2718 case GL_COLOR_CLEAR_VALUE:
2719 case GL_BLEND_COLOR:
2720 {
2721 *type = GL_FLOAT;
2722 *numParams = 4;
2723 }
2724 break;
2725 case GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT:
2726 *type = GL_FLOAT;
2727 *numParams = 1;
2728 break;
2729 default:
2730 return false;
2731 }
2732
2733 return true;
2734 }
2735
applyScissor(int width,int height)2736 void Context::applyScissor(int width, int height)
2737 {
2738 if(mState.scissorTestEnabled)
2739 {
2740 sw::Rect scissor = { mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight };
2741 scissor.clip(0, 0, width, height);
2742
2743 device->setScissorRect(scissor);
2744 device->setScissorEnable(true);
2745 }
2746 else
2747 {
2748 device->setScissorEnable(false);
2749 }
2750 }
2751
2752 // Applies the render target surface, depth stencil surface, viewport rectangle and scissor rectangle
applyRenderTarget()2753 bool Context::applyRenderTarget()
2754 {
2755 Framebuffer *framebuffer = getDrawFramebuffer();
2756 int width, height, samples;
2757
2758 if(!framebuffer || (framebuffer->completeness(width, height, samples) != GL_FRAMEBUFFER_COMPLETE))
2759 {
2760 return error(GL_INVALID_FRAMEBUFFER_OPERATION, false);
2761 }
2762
2763 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2764 {
2765 if(framebuffer->getDrawBuffer(i) != GL_NONE)
2766 {
2767 egl::Image *renderTarget = framebuffer->getRenderTarget(i);
2768 GLint layer = framebuffer->getColorbufferLayer(i);
2769 device->setRenderTarget(i, renderTarget, layer);
2770 if(renderTarget) renderTarget->release();
2771 }
2772 else
2773 {
2774 device->setRenderTarget(i, nullptr, 0);
2775 }
2776 }
2777
2778 egl::Image *depthBuffer = framebuffer->getDepthBuffer();
2779 GLint dLayer = framebuffer->getDepthbufferLayer();
2780 device->setDepthBuffer(depthBuffer, dLayer);
2781 if(depthBuffer) depthBuffer->release();
2782
2783 egl::Image *stencilBuffer = framebuffer->getStencilBuffer();
2784 GLint sLayer = framebuffer->getStencilbufferLayer();
2785 device->setStencilBuffer(stencilBuffer, sLayer);
2786 if(stencilBuffer) stencilBuffer->release();
2787
2788 Viewport viewport;
2789 float zNear = clamp01(mState.zNear);
2790 float zFar = clamp01(mState.zFar);
2791
2792 viewport.x0 = mState.viewportX;
2793 viewport.y0 = mState.viewportY;
2794 viewport.width = mState.viewportWidth;
2795 viewport.height = mState.viewportHeight;
2796 viewport.minZ = zNear;
2797 viewport.maxZ = zFar;
2798
2799 device->setViewport(viewport);
2800
2801 applyScissor(width, height);
2802
2803 Program *program = getCurrentProgram();
2804
2805 if(program)
2806 {
2807 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear};
2808 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.near"), 1, &nearFarDiff[0]);
2809 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.far"), 1, &nearFarDiff[1]);
2810 program->setUniform1fv(program->getUniformLocation("gl_DepthRange.diff"), 1, &nearFarDiff[2]);
2811 }
2812
2813 return true;
2814 }
2815
2816 // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc)
applyState(GLenum drawMode)2817 void Context::applyState(GLenum drawMode)
2818 {
2819 Framebuffer *framebuffer = getDrawFramebuffer();
2820
2821 if(mState.cullFaceEnabled)
2822 {
2823 device->setCullMode(es2sw::ConvertCullMode(mState.cullMode, mState.frontFace));
2824 }
2825 else
2826 {
2827 device->setCullMode(sw::CULL_NONE);
2828 }
2829
2830 if(mDepthStateDirty)
2831 {
2832 if(mState.depthTestEnabled)
2833 {
2834 device->setDepthBufferEnable(true);
2835 device->setDepthCompare(es2sw::ConvertDepthComparison(mState.depthFunc));
2836 }
2837 else
2838 {
2839 device->setDepthBufferEnable(false);
2840 }
2841
2842 mDepthStateDirty = false;
2843 }
2844
2845 if(mBlendStateDirty)
2846 {
2847 if(mState.blendEnabled)
2848 {
2849 device->setAlphaBlendEnable(true);
2850 device->setSeparateAlphaBlendEnable(true);
2851
2852 device->setBlendConstant(es2sw::ConvertColor(mState.blendColor));
2853
2854 device->setSourceBlendFactor(es2sw::ConvertBlendFunc(mState.sourceBlendRGB));
2855 device->setDestBlendFactor(es2sw::ConvertBlendFunc(mState.destBlendRGB));
2856 device->setBlendOperation(es2sw::ConvertBlendOp(mState.blendEquationRGB));
2857
2858 device->setSourceBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.sourceBlendAlpha));
2859 device->setDestBlendFactorAlpha(es2sw::ConvertBlendFunc(mState.destBlendAlpha));
2860 device->setBlendOperationAlpha(es2sw::ConvertBlendOp(mState.blendEquationAlpha));
2861 }
2862 else
2863 {
2864 device->setAlphaBlendEnable(false);
2865 }
2866
2867 mBlendStateDirty = false;
2868 }
2869
2870 if(mStencilStateDirty || mFrontFaceDirty)
2871 {
2872 if(mState.stencilTestEnabled && framebuffer->hasStencil())
2873 {
2874 device->setStencilEnable(true);
2875 device->setTwoSidedStencil(true);
2876
2877 // get the maximum size of the stencil ref
2878 Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
2879 GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
2880
2881 if(mState.frontFace == GL_CCW)
2882 {
2883 device->setStencilWriteMask(mState.stencilWritemask);
2884 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilFunc));
2885
2886 device->setStencilReference((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2887 device->setStencilMask(mState.stencilMask);
2888
2889 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilFail));
2890 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2891 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2892
2893 device->setStencilWriteMaskCCW(mState.stencilBackWritemask);
2894 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2895
2896 device->setStencilReferenceCCW((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2897 device->setStencilMaskCCW(mState.stencilBackMask);
2898
2899 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackFail));
2900 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2901 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2902 }
2903 else
2904 {
2905 device->setStencilWriteMaskCCW(mState.stencilWritemask);
2906 device->setStencilCompareCCW(es2sw::ConvertStencilComparison(mState.stencilFunc));
2907
2908 device->setStencilReferenceCCW((mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
2909 device->setStencilMaskCCW(mState.stencilMask);
2910
2911 device->setStencilFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilFail));
2912 device->setStencilZFailOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthFail));
2913 device->setStencilPassOperationCCW(es2sw::ConvertStencilOp(mState.stencilPassDepthPass));
2914
2915 device->setStencilWriteMask(mState.stencilBackWritemask);
2916 device->setStencilCompare(es2sw::ConvertStencilComparison(mState.stencilBackFunc));
2917
2918 device->setStencilReference((mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
2919 device->setStencilMask(mState.stencilBackMask);
2920
2921 device->setStencilFailOperation(es2sw::ConvertStencilOp(mState.stencilBackFail));
2922 device->setStencilZFailOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthFail));
2923 device->setStencilPassOperation(es2sw::ConvertStencilOp(mState.stencilBackPassDepthPass));
2924 }
2925 }
2926 else
2927 {
2928 device->setStencilEnable(false);
2929 }
2930
2931 mStencilStateDirty = false;
2932 mFrontFaceDirty = false;
2933 }
2934
2935 if(mMaskStateDirty)
2936 {
2937 for(int i = 0; i < MAX_DRAW_BUFFERS; i++)
2938 {
2939 device->setColorWriteMask(i, es2sw::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
2940 }
2941
2942 device->setDepthWriteEnable(mState.depthMask);
2943
2944 mMaskStateDirty = false;
2945 }
2946
2947 if(mPolygonOffsetStateDirty)
2948 {
2949 if(mState.polygonOffsetFillEnabled)
2950 {
2951 Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
2952 if(depthbuffer)
2953 {
2954 device->setSlopeDepthBias(mState.polygonOffsetFactor);
2955 float depthBias = ldexp(mState.polygonOffsetUnits, -23); // We use 32-bit floating-point for all depth formats, with 23 mantissa bits.
2956 device->setDepthBias(depthBias);
2957 }
2958 }
2959 else
2960 {
2961 device->setSlopeDepthBias(0);
2962 device->setDepthBias(0);
2963 }
2964
2965 mPolygonOffsetStateDirty = false;
2966 }
2967
2968 if(mSampleStateDirty)
2969 {
2970 if(mState.sampleAlphaToCoverageEnabled)
2971 {
2972 device->setTransparencyAntialiasing(sw::TRANSPARENCY_ALPHA_TO_COVERAGE);
2973 }
2974 else
2975 {
2976 device->setTransparencyAntialiasing(sw::TRANSPARENCY_NONE);
2977 }
2978
2979 if(mState.sampleCoverageEnabled)
2980 {
2981 unsigned int mask = 0;
2982 if(mState.sampleCoverageValue != 0)
2983 {
2984 int width, height, samples;
2985 framebuffer->completeness(width, height, samples);
2986
2987 float threshold = 0.5f;
2988
2989 for(int i = 0; i < samples; i++)
2990 {
2991 mask <<= 1;
2992
2993 if((i + 1) * mState.sampleCoverageValue >= threshold)
2994 {
2995 threshold += 1.0f;
2996 mask |= 1;
2997 }
2998 }
2999 }
3000
3001 if(mState.sampleCoverageInvert)
3002 {
3003 mask = ~mask;
3004 }
3005
3006 device->setMultiSampleMask(mask);
3007 }
3008 else
3009 {
3010 device->setMultiSampleMask(0xFFFFFFFF);
3011 }
3012
3013 mSampleStateDirty = false;
3014 }
3015
3016 if(mDitherStateDirty)
3017 {
3018 // UNIMPLEMENTED(); // FIXME
3019
3020 mDitherStateDirty = false;
3021 }
3022
3023 device->setRasterizerDiscard(mState.rasterizerDiscardEnabled);
3024 }
3025
applyVertexBuffer(GLint base,GLint first,GLsizei count,GLsizei instanceId)3026 GLenum Context::applyVertexBuffer(GLint base, GLint first, GLsizei count, GLsizei instanceId)
3027 {
3028 TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS];
3029
3030 GLenum err = mVertexDataManager->prepareVertexData(first, count, attributes, instanceId);
3031 if(err != GL_NO_ERROR)
3032 {
3033 return err;
3034 }
3035
3036 Program *program = getCurrentProgram();
3037
3038 device->resetInputStreams(false);
3039
3040 for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
3041 {
3042 if(program->getAttributeStream(i) == -1)
3043 {
3044 continue;
3045 }
3046
3047 sw::Resource *resource = attributes[i].vertexBuffer;
3048 const void *buffer = (char*)resource->data() + attributes[i].offset;
3049
3050 int stride = attributes[i].stride;
3051
3052 buffer = (char*)buffer + stride * base;
3053
3054 sw::Stream attribute(resource, buffer, stride);
3055
3056 attribute.type = attributes[i].type;
3057 attribute.count = attributes[i].count;
3058 attribute.normalized = attributes[i].normalized;
3059
3060 int stream = program->getAttributeStream(i);
3061 device->setInputStream(stream, attribute);
3062 }
3063
3064 return GL_NO_ERROR;
3065 }
3066
3067 // Applies the indices and element array bindings
applyIndexBuffer(const void * indices,GLuint start,GLuint end,GLsizei count,GLenum mode,GLenum type,TranslatedIndexData * indexInfo)3068 GLenum Context::applyIndexBuffer(const void *indices, GLuint start, GLuint end, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
3069 {
3070 GLenum err = mIndexDataManager->prepareIndexData(mode, type, start, end, count, getCurrentVertexArray()->getElementArrayBuffer(), indices, indexInfo, isPrimitiveRestartFixedIndexEnabled());
3071
3072 if(err == GL_NO_ERROR)
3073 {
3074 device->setIndexBuffer(indexInfo->indexBuffer);
3075 }
3076
3077 return err;
3078 }
3079
3080 // Applies the shaders and shader constants
applyShaders()3081 void Context::applyShaders()
3082 {
3083 Program *programObject = getCurrentProgram();
3084 sw::VertexShader *vertexShader = programObject->getVertexShader();
3085 sw::PixelShader *pixelShader = programObject->getPixelShader();
3086
3087 device->setVertexShader(vertexShader);
3088 device->setPixelShader(pixelShader);
3089
3090 if(programObject->getSerial() != mAppliedProgramSerial)
3091 {
3092 programObject->dirtyAllUniforms();
3093 mAppliedProgramSerial = programObject->getSerial();
3094 }
3095
3096 programObject->applyTransformFeedback(device, getTransformFeedback());
3097 programObject->applyUniformBuffers(device, mState.uniformBuffers);
3098 programObject->applyUniforms(device);
3099 }
3100
applyTextures()3101 void Context::applyTextures()
3102 {
3103 applyTextures(sw::SAMPLER_PIXEL);
3104 applyTextures(sw::SAMPLER_VERTEX);
3105 }
3106
applyTextures(sw::SamplerType samplerType)3107 void Context::applyTextures(sw::SamplerType samplerType)
3108 {
3109 Program *programObject = getCurrentProgram();
3110
3111 int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTURE_IMAGE_UNITS; // Range of samplers of given sampler type
3112
3113 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++)
3114 {
3115 int textureUnit = programObject->getSamplerMapping(samplerType, samplerIndex); // OpenGL texture image unit index
3116
3117 if(textureUnit != -1)
3118 {
3119 TextureType textureType = programObject->getSamplerTextureType(samplerType, samplerIndex);
3120
3121 Texture *texture = getSamplerTexture(textureUnit, textureType);
3122
3123 if(texture->isSamplerComplete())
3124 {
3125 GLenum wrapS, wrapT, wrapR, minFilter, magFilter, compFunc, compMode;
3126 GLfloat minLOD, maxLOD;
3127
3128 Sampler *samplerObject = mState.sampler[textureUnit];
3129 if(samplerObject)
3130 {
3131 wrapS = samplerObject->getWrapS();
3132 wrapT = samplerObject->getWrapT();
3133 wrapR = samplerObject->getWrapR();
3134 minFilter = samplerObject->getMinFilter();
3135 magFilter = samplerObject->getMagFilter();
3136 minLOD = samplerObject->getMinLod();
3137 maxLOD = samplerObject->getMaxLod();
3138 compFunc = samplerObject->getCompareFunc();
3139 compMode = samplerObject->getCompareMode();
3140 }
3141 else
3142 {
3143 wrapS = texture->getWrapS();
3144 wrapT = texture->getWrapT();
3145 wrapR = texture->getWrapR();
3146 minFilter = texture->getMinFilter();
3147 magFilter = texture->getMagFilter();
3148 minLOD = texture->getMinLOD();
3149 maxLOD = texture->getMaxLOD();
3150 compFunc = texture->getCompareFunc();
3151 compMode = texture->getCompareMode();
3152 }
3153
3154 GLfloat maxAnisotropy = texture->getMaxAnisotropy();
3155 GLint baseLevel = texture->getBaseLevel();
3156 GLint maxLevel = texture->getMaxLevel();
3157 GLenum swizzleR = texture->getSwizzleR();
3158 GLenum swizzleG = texture->getSwizzleG();
3159 GLenum swizzleB = texture->getSwizzleB();
3160 GLenum swizzleA = texture->getSwizzleA();
3161
3162 device->setAddressingModeU(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapS));
3163 device->setAddressingModeV(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapT));
3164 device->setAddressingModeW(samplerType, samplerIndex, es2sw::ConvertTextureWrap(wrapR));
3165 device->setCompareFunc(samplerType, samplerIndex, es2sw::ConvertCompareFunc(compFunc, compMode));
3166 device->setSwizzleR(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleR));
3167 device->setSwizzleG(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleG));
3168 device->setSwizzleB(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleB));
3169 device->setSwizzleA(samplerType, samplerIndex, es2sw::ConvertSwizzleType(swizzleA));
3170 device->setMinLod(samplerType, samplerIndex, minLOD);
3171 device->setMaxLod(samplerType, samplerIndex, maxLOD);
3172 device->setBaseLevel(samplerType, samplerIndex, baseLevel);
3173 device->setMaxLevel(samplerType, samplerIndex, maxLevel);
3174 device->setTextureFilter(samplerType, samplerIndex, es2sw::ConvertTextureFilter(minFilter, magFilter, maxAnisotropy));
3175 device->setMipmapFilter(samplerType, samplerIndex, es2sw::ConvertMipMapFilter(minFilter));
3176 device->setMaxAnisotropy(samplerType, samplerIndex, maxAnisotropy);
3177 device->setHighPrecisionFiltering(samplerType, samplerIndex, mState.textureFilteringHint == GL_NICEST);
3178
3179 applyTexture(samplerType, samplerIndex, texture);
3180 }
3181 else
3182 {
3183 applyTexture(samplerType, samplerIndex, nullptr);
3184 }
3185 }
3186 else
3187 {
3188 applyTexture(samplerType, samplerIndex, nullptr);
3189 }
3190 }
3191 }
3192
applyTexture(sw::SamplerType type,int index,Texture * baseTexture)3193 void Context::applyTexture(sw::SamplerType type, int index, Texture *baseTexture)
3194 {
3195 Program *program = getCurrentProgram();
3196 int sampler = (type == sw::SAMPLER_PIXEL) ? index : 16 + index;
3197 bool textureUsed = false;
3198
3199 if(type == sw::SAMPLER_PIXEL)
3200 {
3201 textureUsed = program->getPixelShader()->usesSampler(index);
3202 }
3203 else if(type == sw::SAMPLER_VERTEX)
3204 {
3205 textureUsed = program->getVertexShader()->usesSampler(index);
3206 }
3207 else UNREACHABLE(type);
3208
3209 sw::Resource *resource = nullptr;
3210
3211 if(baseTexture && textureUsed)
3212 {
3213 resource = baseTexture->getResource();
3214 }
3215
3216 device->setTextureResource(sampler, resource);
3217
3218 if(baseTexture && textureUsed)
3219 {
3220 int baseLevel = baseTexture->getBaseLevel();
3221 int maxLevel = std::min(baseTexture->getTopLevel(), baseTexture->getMaxLevel());
3222 GLenum target = baseTexture->getTarget();
3223
3224 switch(target)
3225 {
3226 case GL_TEXTURE_2D:
3227 case GL_TEXTURE_EXTERNAL_OES:
3228 case GL_TEXTURE_RECTANGLE_ARB:
3229 {
3230 Texture2D *texture = static_cast<Texture2D*>(baseTexture);
3231
3232 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3233 {
3234 int surfaceLevel = mipmapLevel + baseLevel;
3235
3236 if(surfaceLevel > maxLevel)
3237 {
3238 surfaceLevel = maxLevel;
3239 }
3240
3241 egl::Image *surface = texture->getImage(surfaceLevel);
3242 device->setTextureLevel(sampler, 0, mipmapLevel, surface,
3243 (target == GL_TEXTURE_RECTANGLE_ARB) ? sw::TEXTURE_RECTANGLE : sw::TEXTURE_2D);
3244 }
3245 }
3246 break;
3247 case GL_TEXTURE_3D:
3248 {
3249 Texture3D *texture = static_cast<Texture3D*>(baseTexture);
3250
3251 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3252 {
3253 int surfaceLevel = mipmapLevel + baseLevel;
3254
3255 if(surfaceLevel > maxLevel)
3256 {
3257 surfaceLevel = maxLevel;
3258 }
3259
3260 egl::Image *surface = texture->getImage(surfaceLevel);
3261 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_3D);
3262 }
3263 }
3264 break;
3265 case GL_TEXTURE_2D_ARRAY:
3266 {
3267 Texture2DArray *texture = static_cast<Texture2DArray*>(baseTexture);
3268
3269 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3270 {
3271 int surfaceLevel = mipmapLevel + baseLevel;
3272
3273 if(surfaceLevel > maxLevel)
3274 {
3275 surfaceLevel = maxLevel;
3276 }
3277
3278 egl::Image *surface = texture->getImage(surfaceLevel);
3279 device->setTextureLevel(sampler, 0, mipmapLevel, surface, sw::TEXTURE_2D_ARRAY);
3280 }
3281 }
3282 break;
3283 case GL_TEXTURE_CUBE_MAP:
3284 {
3285 TextureCubeMap *cubeTexture = static_cast<TextureCubeMap*>(baseTexture);
3286
3287 for(int mipmapLevel = 0; mipmapLevel < sw::MIPMAP_LEVELS; mipmapLevel++)
3288 {
3289 cubeTexture->updateBorders(mipmapLevel);
3290
3291 for(int face = 0; face < 6; face++)
3292 {
3293 int surfaceLevel = mipmapLevel + baseLevel;
3294
3295 if(surfaceLevel > maxLevel)
3296 {
3297 surfaceLevel = maxLevel;
3298 }
3299
3300 egl::Image *surface = cubeTexture->getImage(face, surfaceLevel);
3301 device->setTextureLevel(sampler, face, mipmapLevel, surface, sw::TEXTURE_CUBE);
3302 }
3303 }
3304 }
3305 break;
3306 default:
3307 UNIMPLEMENTED();
3308 break;
3309 }
3310 }
3311 else
3312 {
3313 device->setTextureLevel(sampler, 0, 0, 0, sw::TEXTURE_NULL);
3314 }
3315 }
3316
readPixels(GLint x,GLint y,GLsizei width,GLsizei height,GLenum format,GLenum type,GLsizei * bufSize,void * pixels)3317 void Context::readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels)
3318 {
3319 Framebuffer *framebuffer = getReadFramebuffer();
3320 int framebufferWidth, framebufferHeight, framebufferSamples;
3321
3322 if(!framebuffer || (framebuffer->completeness(framebufferWidth, framebufferHeight, framebufferSamples) != GL_FRAMEBUFFER_COMPLETE))
3323 {
3324 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3325 }
3326
3327 if(getReadFramebufferName() != 0 && framebufferSamples != 0)
3328 {
3329 return error(GL_INVALID_OPERATION);
3330 }
3331
3332 if(!IsValidReadPixelsFormatType(framebuffer, format, type, clientVersion))
3333 {
3334 return error(GL_INVALID_OPERATION);
3335 }
3336
3337 GLsizei outputWidth = (mState.packParameters.rowLength > 0) ? mState.packParameters.rowLength : width;
3338 GLsizei outputPitch = gl::ComputePitch(outputWidth, format, type, mState.packParameters.alignment);
3339 GLsizei outputHeight = (mState.packParameters.imageHeight == 0) ? height : mState.packParameters.imageHeight;
3340 pixels = getPixelPackBuffer() ? (unsigned char*)getPixelPackBuffer()->data() + (ptrdiff_t)pixels : (unsigned char*)pixels;
3341 pixels = ((char*)pixels) + gl::ComputePackingOffset(format, type, outputWidth, outputHeight, mState.packParameters);
3342
3343 // Sized query sanity check
3344 if(bufSize)
3345 {
3346 int requiredSize = outputPitch * height;
3347 if(requiredSize > *bufSize)
3348 {
3349 return error(GL_INVALID_OPERATION);
3350 }
3351 }
3352
3353 egl::Image *renderTarget = nullptr;
3354 switch(format)
3355 {
3356 case GL_DEPTH_COMPONENT: // GL_NV_read_depth
3357 renderTarget = framebuffer->getDepthBuffer();
3358 break;
3359 default:
3360 renderTarget = framebuffer->getReadRenderTarget();
3361 break;
3362 }
3363
3364 if(!renderTarget)
3365 {
3366 return error(GL_INVALID_OPERATION);
3367 }
3368
3369 sw::RectF rect((float)x, (float)y, (float)(x + width), (float)(y + height));
3370 sw::Rect dstRect(0, 0, width, height);
3371 rect.clip(0.0f, 0.0f, (float)renderTarget->getWidth(), (float)renderTarget->getHeight());
3372
3373 sw::Surface *externalSurface = sw::Surface::create(width, height, 1, gl::ConvertReadFormatType(format, type), pixels, outputPitch, outputPitch * outputHeight);
3374 sw::SliceRectF sliceRect(rect);
3375 sw::SliceRect dstSliceRect(dstRect);
3376 device->blit(renderTarget, sliceRect, externalSurface, dstSliceRect, false, false, false);
3377 delete externalSurface;
3378
3379 renderTarget->release();
3380 }
3381
clear(GLbitfield mask)3382 void Context::clear(GLbitfield mask)
3383 {
3384 if(mState.rasterizerDiscardEnabled)
3385 {
3386 return;
3387 }
3388
3389 Framebuffer *framebuffer = getDrawFramebuffer();
3390
3391 if(!framebuffer || (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE))
3392 {
3393 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3394 }
3395
3396 if(!applyRenderTarget())
3397 {
3398 return;
3399 }
3400
3401 if(mask & GL_COLOR_BUFFER_BIT)
3402 {
3403 unsigned int rgbaMask = getColorMask();
3404
3405 if(rgbaMask != 0)
3406 {
3407 device->clearColor(mState.colorClearValue.red, mState.colorClearValue.green, mState.colorClearValue.blue, mState.colorClearValue.alpha, rgbaMask);
3408 }
3409 }
3410
3411 if(mask & GL_DEPTH_BUFFER_BIT)
3412 {
3413 if(mState.depthMask != 0)
3414 {
3415 float depth = clamp01(mState.depthClearValue);
3416 device->clearDepth(depth);
3417 }
3418 }
3419
3420 if(mask & GL_STENCIL_BUFFER_BIT)
3421 {
3422 if(mState.stencilWritemask != 0)
3423 {
3424 int stencil = mState.stencilClearValue & 0x000000FF;
3425 device->clearStencil(stencil, mState.stencilWritemask);
3426 }
3427 }
3428 }
3429
clearColorBuffer(GLint drawbuffer,void * value,sw::Format format)3430 void Context::clearColorBuffer(GLint drawbuffer, void *value, sw::Format format)
3431 {
3432 unsigned int rgbaMask = getColorMask();
3433 if(rgbaMask && !mState.rasterizerDiscardEnabled)
3434 {
3435 Framebuffer *framebuffer = getDrawFramebuffer();
3436 if(!framebuffer)
3437 {
3438 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3439 }
3440 egl::Image *colorbuffer = framebuffer->getRenderTarget(drawbuffer);
3441
3442 if(colorbuffer)
3443 {
3444 sw::Rect clearRect = colorbuffer->getRect();
3445
3446 if(mState.scissorTestEnabled)
3447 {
3448 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3449 }
3450
3451 device->clear(value, format, colorbuffer, clearRect, rgbaMask);
3452
3453 colorbuffer->release();
3454 }
3455 }
3456 }
3457
clearColorBuffer(GLint drawbuffer,const GLint * value)3458 void Context::clearColorBuffer(GLint drawbuffer, const GLint *value)
3459 {
3460 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32I);
3461 }
3462
clearColorBuffer(GLint drawbuffer,const GLuint * value)3463 void Context::clearColorBuffer(GLint drawbuffer, const GLuint *value)
3464 {
3465 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32UI);
3466 }
3467
clearColorBuffer(GLint drawbuffer,const GLfloat * value)3468 void Context::clearColorBuffer(GLint drawbuffer, const GLfloat *value)
3469 {
3470 clearColorBuffer(drawbuffer, (void*)value, sw::FORMAT_A32B32G32R32F);
3471 }
3472
clearDepthBuffer(const GLfloat value)3473 void Context::clearDepthBuffer(const GLfloat value)
3474 {
3475 if(mState.depthMask && !mState.rasterizerDiscardEnabled)
3476 {
3477 Framebuffer *framebuffer = getDrawFramebuffer();
3478 if(!framebuffer)
3479 {
3480 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3481 }
3482 egl::Image *depthbuffer = framebuffer->getDepthBuffer();
3483
3484 if(depthbuffer)
3485 {
3486 float depth = clamp01(value);
3487 sw::Rect clearRect = depthbuffer->getRect();
3488
3489 if(mState.scissorTestEnabled)
3490 {
3491 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3492 }
3493
3494 depthbuffer->clearDepth(depth, clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3495
3496 depthbuffer->release();
3497 }
3498 }
3499 }
3500
clearStencilBuffer(const GLint value)3501 void Context::clearStencilBuffer(const GLint value)
3502 {
3503 if(mState.stencilWritemask && !mState.rasterizerDiscardEnabled)
3504 {
3505 Framebuffer *framebuffer = getDrawFramebuffer();
3506 if(!framebuffer)
3507 {
3508 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3509 }
3510 egl::Image *stencilbuffer = framebuffer->getStencilBuffer();
3511
3512 if(stencilbuffer)
3513 {
3514 unsigned char stencil = value < 0 ? 0 : static_cast<unsigned char>(value & 0x000000FF);
3515 sw::Rect clearRect = stencilbuffer->getRect();
3516
3517 if(mState.scissorTestEnabled)
3518 {
3519 clearRect.clip(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
3520 }
3521
3522 stencilbuffer->clearStencil(stencil, static_cast<unsigned char>(mState.stencilWritemask), clearRect.x0, clearRect.y0, clearRect.width(), clearRect.height());
3523
3524 stencilbuffer->release();
3525 }
3526 }
3527 }
3528
drawArrays(GLenum mode,GLint first,GLsizei count,GLsizei instanceCount)3529 void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount)
3530 {
3531 if(!applyRenderTarget())
3532 {
3533 return;
3534 }
3535
3536 if(mState.currentProgram == 0)
3537 {
3538 return; // Nothing to process.
3539 }
3540
3541 sw::DrawType primitiveType;
3542 int primitiveCount;
3543 int verticesPerPrimitive;
3544
3545 if(!es2sw::ConvertPrimitiveType(mode, count, GL_NONE, primitiveType, primitiveCount, verticesPerPrimitive))
3546 {
3547 return error(GL_INVALID_ENUM);
3548 }
3549
3550 applyState(mode);
3551
3552 for(int i = 0; i < instanceCount; ++i)
3553 {
3554 device->setInstanceID(i);
3555
3556 GLenum err = applyVertexBuffer(0, first, count, i);
3557 if(err != GL_NO_ERROR)
3558 {
3559 return error(err);
3560 }
3561
3562 applyShaders();
3563 applyTextures();
3564
3565 if(!getCurrentProgram()->validateSamplers(false))
3566 {
3567 return error(GL_INVALID_OPERATION);
3568 }
3569
3570 if(primitiveCount <= 0)
3571 {
3572 return;
3573 }
3574
3575 TransformFeedback* transformFeedback = getTransformFeedback();
3576 if(!cullSkipsDraw(mode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3577 {
3578 device->drawPrimitive(primitiveType, primitiveCount);
3579 }
3580 if(transformFeedback)
3581 {
3582 transformFeedback->addVertexOffset(primitiveCount * verticesPerPrimitive);
3583 }
3584 }
3585 }
3586
drawElements(GLenum mode,GLuint start,GLuint end,GLsizei count,GLenum type,const void * indices,GLsizei instanceCount)3587 void Context::drawElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount)
3588 {
3589 if(!applyRenderTarget())
3590 {
3591 return;
3592 }
3593
3594 if(mState.currentProgram == 0)
3595 {
3596 return; // Nothing to process.
3597 }
3598
3599 if(!indices && !getCurrentVertexArray()->getElementArrayBuffer())
3600 {
3601 return error(GL_INVALID_OPERATION);
3602 }
3603
3604 GLenum internalMode = mode;
3605 if(isPrimitiveRestartFixedIndexEnabled())
3606 {
3607 switch(mode)
3608 {
3609 case GL_TRIANGLE_FAN:
3610 case GL_TRIANGLE_STRIP:
3611 internalMode = GL_TRIANGLES;
3612 break;
3613 case GL_LINE_LOOP:
3614 case GL_LINE_STRIP:
3615 internalMode = GL_LINES;
3616 break;
3617 default:
3618 break;
3619 }
3620 }
3621
3622 sw::DrawType primitiveType;
3623 int primitiveCount;
3624 int verticesPerPrimitive;
3625
3626 if(!es2sw::ConvertPrimitiveType(internalMode, count, type, primitiveType, primitiveCount, verticesPerPrimitive))
3627 {
3628 return error(GL_INVALID_ENUM);
3629 }
3630
3631 TranslatedIndexData indexInfo(primitiveCount);
3632 GLenum err = applyIndexBuffer(indices, start, end, count, mode, type, &indexInfo);
3633 if(err != GL_NO_ERROR)
3634 {
3635 return error(err);
3636 }
3637
3638 applyState(internalMode);
3639
3640 for(int i = 0; i < instanceCount; ++i)
3641 {
3642 device->setInstanceID(i);
3643
3644 GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1;
3645 err = applyVertexBuffer(-(int)indexInfo.minIndex, indexInfo.minIndex, vertexCount, i);
3646 if(err != GL_NO_ERROR)
3647 {
3648 return error(err);
3649 }
3650
3651 applyShaders();
3652 applyTextures();
3653
3654 if(!getCurrentProgram()->validateSamplers(false))
3655 {
3656 return error(GL_INVALID_OPERATION);
3657 }
3658
3659 if(primitiveCount <= 0)
3660 {
3661 return;
3662 }
3663
3664 TransformFeedback* transformFeedback = getTransformFeedback();
3665 if(!cullSkipsDraw(internalMode) || (transformFeedback->isActive() && !transformFeedback->isPaused()))
3666 {
3667 device->drawIndexedPrimitive(primitiveType, indexInfo.indexOffset, indexInfo.primitiveCount);
3668 }
3669 if(transformFeedback)
3670 {
3671 transformFeedback->addVertexOffset(indexInfo.primitiveCount * verticesPerPrimitive);
3672 }
3673 }
3674 }
3675
blit(sw::Surface * source,const sw::SliceRect & sRect,sw::Surface * dest,const sw::SliceRect & dRect)3676 void Context::blit(sw::Surface *source, const sw::SliceRect &sRect, sw::Surface *dest, const sw::SliceRect &dRect)
3677 {
3678 sw::SliceRectF sRectF((float)sRect.x0, (float)sRect.y0, (float)sRect.x1, (float)sRect.y1, sRect.slice);
3679 device->blit(source, sRectF, dest, dRect, false);
3680 }
3681
finish()3682 void Context::finish()
3683 {
3684 device->finish();
3685 }
3686
flush()3687 void Context::flush()
3688 {
3689 // We don't queue anything without processing it as fast as possible
3690 }
3691
recordInvalidEnum()3692 void Context::recordInvalidEnum()
3693 {
3694 mInvalidEnum = true;
3695 }
3696
recordInvalidValue()3697 void Context::recordInvalidValue()
3698 {
3699 mInvalidValue = true;
3700 }
3701
recordInvalidOperation()3702 void Context::recordInvalidOperation()
3703 {
3704 mInvalidOperation = true;
3705 }
3706
recordOutOfMemory()3707 void Context::recordOutOfMemory()
3708 {
3709 mOutOfMemory = true;
3710 }
3711
recordInvalidFramebufferOperation()3712 void Context::recordInvalidFramebufferOperation()
3713 {
3714 mInvalidFramebufferOperation = true;
3715 }
3716
3717 // Get one of the recorded errors and clear its flag, if any.
3718 // [OpenGL ES 2.0.24] section 2.5 page 13.
getError()3719 GLenum Context::getError()
3720 {
3721 if(mInvalidEnum)
3722 {
3723 mInvalidEnum = false;
3724
3725 return GL_INVALID_ENUM;
3726 }
3727
3728 if(mInvalidValue)
3729 {
3730 mInvalidValue = false;
3731
3732 return GL_INVALID_VALUE;
3733 }
3734
3735 if(mInvalidOperation)
3736 {
3737 mInvalidOperation = false;
3738
3739 return GL_INVALID_OPERATION;
3740 }
3741
3742 if(mOutOfMemory)
3743 {
3744 mOutOfMemory = false;
3745
3746 return GL_OUT_OF_MEMORY;
3747 }
3748
3749 if(mInvalidFramebufferOperation)
3750 {
3751 mInvalidFramebufferOperation = false;
3752
3753 return GL_INVALID_FRAMEBUFFER_OPERATION;
3754 }
3755
3756 return GL_NO_ERROR;
3757 }
3758
getSupportedMultisampleCount(int requested)3759 int Context::getSupportedMultisampleCount(int requested)
3760 {
3761 int supported = 0;
3762
3763 for(int i = NUM_MULTISAMPLE_COUNTS - 1; i >= 0; i--)
3764 {
3765 if(supported >= requested)
3766 {
3767 return supported;
3768 }
3769
3770 supported = multisampleCount[i];
3771 }
3772
3773 return supported;
3774 }
3775
detachBuffer(GLuint buffer)3776 void Context::detachBuffer(GLuint buffer)
3777 {
3778 // [OpenGL ES 2.0.24] section 2.9 page 22:
3779 // If a buffer object is deleted while it is bound, all bindings to that object in the current context
3780 // (i.e. in the thread that called Delete-Buffers) are reset to zero.
3781
3782 if(mState.copyReadBuffer.name() == buffer)
3783 {
3784 mState.copyReadBuffer = nullptr;
3785 }
3786
3787 if(mState.copyWriteBuffer.name() == buffer)
3788 {
3789 mState.copyWriteBuffer = nullptr;
3790 }
3791
3792 if(mState.pixelPackBuffer.name() == buffer)
3793 {
3794 mState.pixelPackBuffer = nullptr;
3795 }
3796
3797 if(mState.pixelUnpackBuffer.name() == buffer)
3798 {
3799 mState.pixelUnpackBuffer = nullptr;
3800 }
3801
3802 if(mState.genericUniformBuffer.name() == buffer)
3803 {
3804 mState.genericUniformBuffer = nullptr;
3805 }
3806
3807 if(getArrayBufferName() == buffer)
3808 {
3809 mState.arrayBuffer = nullptr;
3810 }
3811
3812 // Only detach from the current transform feedback
3813 TransformFeedback* currentTransformFeedback = getTransformFeedback();
3814 if(currentTransformFeedback)
3815 {
3816 currentTransformFeedback->detachBuffer(buffer);
3817 }
3818
3819 // Only detach from the current vertex array
3820 VertexArray* currentVertexArray = getCurrentVertexArray();
3821 if(currentVertexArray)
3822 {
3823 currentVertexArray->detachBuffer(buffer);
3824 }
3825
3826 for(int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
3827 {
3828 if(mState.vertexAttribute[attribute].mBoundBuffer.name() == buffer)
3829 {
3830 mState.vertexAttribute[attribute].mBoundBuffer = nullptr;
3831 }
3832 }
3833 }
3834
detachTexture(GLuint texture)3835 void Context::detachTexture(GLuint texture)
3836 {
3837 // [OpenGL ES 2.0.24] section 3.8 page 84:
3838 // If a texture object is deleted, it is as if all texture units which are bound to that texture object are
3839 // rebound to texture object zero
3840
3841 for(int type = 0; type < TEXTURE_TYPE_COUNT; type++)
3842 {
3843 for(int sampler = 0; sampler < MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++)
3844 {
3845 if(mState.samplerTexture[type][sampler].name() == texture)
3846 {
3847 mState.samplerTexture[type][sampler] = nullptr;
3848 }
3849 }
3850 }
3851
3852 // [OpenGL ES 2.0.24] section 4.4 page 112:
3853 // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is
3854 // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this
3855 // image was attached in the currently bound framebuffer.
3856
3857 Framebuffer *readFramebuffer = getReadFramebuffer();
3858 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3859
3860 if(readFramebuffer)
3861 {
3862 readFramebuffer->detachTexture(texture);
3863 }
3864
3865 if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3866 {
3867 drawFramebuffer->detachTexture(texture);
3868 }
3869 }
3870
detachFramebuffer(GLuint framebuffer)3871 void Context::detachFramebuffer(GLuint framebuffer)
3872 {
3873 // [OpenGL ES 2.0.24] section 4.4 page 107:
3874 // If a framebuffer that is currently bound to the target FRAMEBUFFER is deleted, it is as though
3875 // BindFramebuffer had been executed with the target of FRAMEBUFFER and framebuffer of zero.
3876
3877 if(mState.readFramebuffer == framebuffer)
3878 {
3879 bindReadFramebuffer(0);
3880 }
3881
3882 if(mState.drawFramebuffer == framebuffer)
3883 {
3884 bindDrawFramebuffer(0);
3885 }
3886 }
3887
detachRenderbuffer(GLuint renderbuffer)3888 void Context::detachRenderbuffer(GLuint renderbuffer)
3889 {
3890 // [OpenGL ES 2.0.24] section 4.4 page 109:
3891 // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer
3892 // had been executed with the target RENDERBUFFER and name of zero.
3893
3894 if(mState.renderbuffer.name() == renderbuffer)
3895 {
3896 bindRenderbuffer(0);
3897 }
3898
3899 // [OpenGL ES 2.0.24] section 4.4 page 111:
3900 // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer,
3901 // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment
3902 // point to which this image was attached in the currently bound framebuffer.
3903
3904 Framebuffer *readFramebuffer = getReadFramebuffer();
3905 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3906
3907 if(readFramebuffer)
3908 {
3909 readFramebuffer->detachRenderbuffer(renderbuffer);
3910 }
3911
3912 if(drawFramebuffer && drawFramebuffer != readFramebuffer)
3913 {
3914 drawFramebuffer->detachRenderbuffer(renderbuffer);
3915 }
3916 }
3917
detachSampler(GLuint sampler)3918 void Context::detachSampler(GLuint sampler)
3919 {
3920 // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124:
3921 // If a sampler object that is currently bound to one or more texture units is
3922 // deleted, it is as though BindSampler is called once for each texture unit to
3923 // which the sampler is bound, with unit set to the texture unit and sampler set to zero.
3924 for(size_t textureUnit = 0; textureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++textureUnit)
3925 {
3926 gl::BindingPointer<Sampler> &samplerBinding = mState.sampler[textureUnit];
3927 if(samplerBinding.name() == sampler)
3928 {
3929 samplerBinding = nullptr;
3930 }
3931 }
3932 }
3933
cullSkipsDraw(GLenum drawMode)3934 bool Context::cullSkipsDraw(GLenum drawMode)
3935 {
3936 return mState.cullFaceEnabled && mState.cullMode == GL_FRONT_AND_BACK && isTriangleMode(drawMode);
3937 }
3938
isTriangleMode(GLenum drawMode)3939 bool Context::isTriangleMode(GLenum drawMode)
3940 {
3941 switch(drawMode)
3942 {
3943 case GL_TRIANGLES:
3944 case GL_TRIANGLE_FAN:
3945 case GL_TRIANGLE_STRIP:
3946 return true;
3947 case GL_POINTS:
3948 case GL_LINES:
3949 case GL_LINE_LOOP:
3950 case GL_LINE_STRIP:
3951 return false;
3952 default: UNREACHABLE(drawMode);
3953 }
3954
3955 return false;
3956 }
3957
setVertexAttrib(GLuint index,const GLfloat * values)3958 void Context::setVertexAttrib(GLuint index, const GLfloat *values)
3959 {
3960 ASSERT(index < MAX_VERTEX_ATTRIBS);
3961
3962 mState.vertexAttribute[index].setCurrentValue(values);
3963
3964 mVertexDataManager->dirtyCurrentValue(index);
3965 }
3966
setVertexAttrib(GLuint index,const GLint * values)3967 void Context::setVertexAttrib(GLuint index, const GLint *values)
3968 {
3969 ASSERT(index < MAX_VERTEX_ATTRIBS);
3970
3971 mState.vertexAttribute[index].setCurrentValue(values);
3972
3973 mVertexDataManager->dirtyCurrentValue(index);
3974 }
3975
setVertexAttrib(GLuint index,const GLuint * values)3976 void Context::setVertexAttrib(GLuint index, const GLuint *values)
3977 {
3978 ASSERT(index < MAX_VERTEX_ATTRIBS);
3979
3980 mState.vertexAttribute[index].setCurrentValue(values);
3981
3982 mVertexDataManager->dirtyCurrentValue(index);
3983 }
3984
blitFramebuffer(GLint srcX0,GLint srcY0,GLint srcX1,GLint srcY1,GLint dstX0,GLint dstY0,GLint dstX1,GLint dstY1,GLbitfield mask,bool filter,bool allowPartialDepthStencilBlit)3985 void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
3986 GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
3987 GLbitfield mask, bool filter, bool allowPartialDepthStencilBlit)
3988 {
3989 Framebuffer *readFramebuffer = getReadFramebuffer();
3990 Framebuffer *drawFramebuffer = getDrawFramebuffer();
3991
3992 int readBufferWidth, readBufferHeight, readBufferSamples;
3993 int drawBufferWidth, drawBufferHeight, drawBufferSamples;
3994
3995 if(!readFramebuffer || (readFramebuffer->completeness(readBufferWidth, readBufferHeight, readBufferSamples) != GL_FRAMEBUFFER_COMPLETE) ||
3996 !drawFramebuffer || (drawFramebuffer->completeness(drawBufferWidth, drawBufferHeight, drawBufferSamples) != GL_FRAMEBUFFER_COMPLETE))
3997 {
3998 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
3999 }
4000
4001 if(drawBufferSamples > 1)
4002 {
4003 return error(GL_INVALID_OPERATION);
4004 }
4005
4006 sw::SliceRect sourceRect;
4007 sw::SliceRect destRect;
4008 bool flipX = (srcX0 < srcX1) ^ (dstX0 < dstX1);
4009 bool flipY = (srcY0 < srcY1) ^ (dstY0 < dstY1);
4010
4011 if(srcX0 < srcX1)
4012 {
4013 sourceRect.x0 = srcX0;
4014 sourceRect.x1 = srcX1;
4015 }
4016 else
4017 {
4018 sourceRect.x0 = srcX1;
4019 sourceRect.x1 = srcX0;
4020 }
4021
4022 if(dstX0 < dstX1)
4023 {
4024 destRect.x0 = dstX0;
4025 destRect.x1 = dstX1;
4026 }
4027 else
4028 {
4029 destRect.x0 = dstX1;
4030 destRect.x1 = dstX0;
4031 }
4032
4033 if(srcY0 < srcY1)
4034 {
4035 sourceRect.y0 = srcY0;
4036 sourceRect.y1 = srcY1;
4037 }
4038 else
4039 {
4040 sourceRect.y0 = srcY1;
4041 sourceRect.y1 = srcY0;
4042 }
4043
4044 if(dstY0 < dstY1)
4045 {
4046 destRect.y0 = dstY0;
4047 destRect.y1 = dstY1;
4048 }
4049 else
4050 {
4051 destRect.y0 = dstY1;
4052 destRect.y1 = dstY0;
4053 }
4054
4055 sw::RectF sourceScissoredRect(static_cast<float>(sourceRect.x0), static_cast<float>(sourceRect.y0),
4056 static_cast<float>(sourceRect.x1), static_cast<float>(sourceRect.y1));
4057 sw::Rect destScissoredRect = destRect;
4058
4059 if(mState.scissorTestEnabled) // Only write to parts of the destination framebuffer which pass the scissor test
4060 {
4061 sw::Rect scissorRect(mState.scissorX, mState.scissorY, mState.scissorX + mState.scissorWidth, mState.scissorY + mState.scissorHeight);
4062 Device::ClipDstRect(sourceScissoredRect, destScissoredRect, scissorRect, flipX, flipY);
4063 }
4064
4065 sw::SliceRectF sourceTrimmedRect = sourceScissoredRect;
4066 sw::SliceRect destTrimmedRect = destScissoredRect;
4067
4068 // The source & destination rectangles also may need to be trimmed if
4069 // they fall out of the bounds of the actual draw and read surfaces.
4070 sw::Rect sourceTrimRect(0, 0, readBufferWidth, readBufferHeight);
4071 Device::ClipSrcRect(sourceTrimmedRect, destTrimmedRect, sourceTrimRect, flipX, flipY);
4072
4073 sw::Rect destTrimRect(0, 0, drawBufferWidth, drawBufferHeight);
4074 Device::ClipDstRect(sourceTrimmedRect, destTrimmedRect, destTrimRect, flipX, flipY);
4075
4076 bool partialBufferCopy = false;
4077
4078 if(sourceTrimmedRect.y1 - sourceTrimmedRect.y0 < readBufferHeight ||
4079 sourceTrimmedRect.x1 - sourceTrimmedRect.x0 < readBufferWidth ||
4080 destTrimmedRect.y1 - destTrimmedRect.y0 < drawBufferHeight ||
4081 destTrimmedRect.x1 - destTrimmedRect.x0 < drawBufferWidth ||
4082 sourceTrimmedRect.y0 != 0 || destTrimmedRect.y0 != 0 || sourceTrimmedRect.x0 != 0 || destTrimmedRect.x0 != 0)
4083 {
4084 partialBufferCopy = true;
4085 }
4086
4087 bool sameBounds = (srcX0 == dstX0 && srcY0 == dstY0 && srcX1 == dstX1 && srcY1 == dstY1);
4088 bool blitRenderTarget = false;
4089 bool blitDepth = false;
4090 bool blitStencil = false;
4091
4092 if(mask & GL_COLOR_BUFFER_BIT)
4093 {
4094 GLenum readColorbufferType = readFramebuffer->getReadBufferType();
4095 GLenum drawColorbufferType = drawFramebuffer->getColorbufferType(0);
4096 const bool validReadType = readColorbufferType == GL_TEXTURE_2D || readColorbufferType == GL_TEXTURE_RECTANGLE_ARB || Framebuffer::IsRenderbuffer(readColorbufferType);
4097 const bool validDrawType = drawColorbufferType == GL_TEXTURE_2D || drawColorbufferType == GL_TEXTURE_RECTANGLE_ARB || Framebuffer::IsRenderbuffer(drawColorbufferType);
4098 if(!validReadType || !validDrawType)
4099 {
4100 return error(GL_INVALID_OPERATION);
4101 }
4102
4103 if(partialBufferCopy && readBufferSamples > 1 && !sameBounds)
4104 {
4105 return error(GL_INVALID_OPERATION);
4106 }
4107
4108 // The GL ES 3.0.2 spec (pg 193) states that:
4109 // 1) If the read buffer is fixed point format, the draw buffer must be as well
4110 // 2) If the read buffer is an unsigned integer format, the draw buffer must be
4111 // as well
4112 // 3) If the read buffer is a signed integer format, the draw buffer must be as
4113 // well
4114 es2::Renderbuffer *readRenderbuffer = readFramebuffer->getReadColorbuffer();
4115 es2::Renderbuffer *drawRenderbuffer = drawFramebuffer->getColorbuffer(0);
4116 GLint readFormat = readRenderbuffer->getFormat();
4117 GLint drawFormat = drawRenderbuffer->getFormat();
4118 GLenum readComponentType = GetComponentType(readFormat, GL_COLOR_ATTACHMENT0);
4119 GLenum drawComponentType = GetComponentType(drawFormat, GL_COLOR_ATTACHMENT0);
4120 bool readFixedPoint = ((readComponentType == GL_UNSIGNED_NORMALIZED) ||
4121 (readComponentType == GL_SIGNED_NORMALIZED));
4122 bool drawFixedPoint = ((drawComponentType == GL_UNSIGNED_NORMALIZED) ||
4123 (drawComponentType == GL_SIGNED_NORMALIZED));
4124 bool readFixedOrFloat = (readFixedPoint || (readComponentType == GL_FLOAT));
4125 bool drawFixedOrFloat = (drawFixedPoint || (drawComponentType == GL_FLOAT));
4126
4127 if(readFixedOrFloat != drawFixedOrFloat)
4128 {
4129 return error(GL_INVALID_OPERATION);
4130 }
4131
4132 if((readComponentType == GL_UNSIGNED_INT) && (drawComponentType != GL_UNSIGNED_INT))
4133 {
4134 return error(GL_INVALID_OPERATION);
4135 }
4136
4137 if((readComponentType == GL_INT) && (drawComponentType != GL_INT))
4138 {
4139 return error(GL_INVALID_OPERATION);
4140 }
4141
4142 // Cannot filter integer data
4143 if(((readComponentType == GL_UNSIGNED_INT) || (readComponentType == GL_INT)) && filter)
4144 {
4145 return error(GL_INVALID_OPERATION);
4146 }
4147
4148 // From the ANGLE_framebuffer_blit extension:
4149 // "Calling BlitFramebufferANGLE will result in an INVALID_OPERATION error if <mask>
4150 // includes COLOR_BUFFER_BIT and the source and destination color formats to not match."
4151 if((clientVersion < 3) && (readRenderbuffer->getSamples() > 0) && (readFormat != drawFormat))
4152 {
4153 return error(GL_INVALID_OPERATION);
4154 }
4155
4156 blitRenderTarget = true;
4157 }
4158
4159 if(mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT))
4160 {
4161 Renderbuffer *readDSBuffer = nullptr;
4162 Renderbuffer *drawDSBuffer = nullptr;
4163
4164 if(mask & GL_DEPTH_BUFFER_BIT)
4165 {
4166 if(readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer())
4167 {
4168 GLenum readDepthBufferType = readFramebuffer->getDepthbufferType();
4169 GLenum drawDepthBufferType = drawFramebuffer->getDepthbufferType();
4170 if((readDepthBufferType != drawDepthBufferType) &&
4171 !(Framebuffer::IsRenderbuffer(readDepthBufferType) && Framebuffer::IsRenderbuffer(drawDepthBufferType)))
4172 {
4173 return error(GL_INVALID_OPERATION);
4174 }
4175
4176 blitDepth = true;
4177 readDSBuffer = readFramebuffer->getDepthbuffer();
4178 drawDSBuffer = drawFramebuffer->getDepthbuffer();
4179
4180 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat())
4181 {
4182 return error(GL_INVALID_OPERATION);
4183 }
4184 }
4185 }
4186
4187 if(mask & GL_STENCIL_BUFFER_BIT)
4188 {
4189 if(readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer())
4190 {
4191 GLenum readStencilBufferType = readFramebuffer->getStencilbufferType();
4192 GLenum drawStencilBufferType = drawFramebuffer->getStencilbufferType();
4193 if((readStencilBufferType != drawStencilBufferType) &&
4194 !(Framebuffer::IsRenderbuffer(readStencilBufferType) && Framebuffer::IsRenderbuffer(drawStencilBufferType)))
4195 {
4196 return error(GL_INVALID_OPERATION);
4197 }
4198
4199 blitStencil = true;
4200 readDSBuffer = readFramebuffer->getStencilbuffer();
4201 drawDSBuffer = drawFramebuffer->getStencilbuffer();
4202
4203 if(readDSBuffer->getFormat() != drawDSBuffer->getFormat())
4204 {
4205 return error(GL_INVALID_OPERATION);
4206 }
4207 }
4208 }
4209
4210 if(partialBufferCopy && !allowPartialDepthStencilBlit)
4211 {
4212 ERR("Only whole-buffer depth and stencil blits are supported by ANGLE_framebuffer_blit.");
4213 return error(GL_INVALID_OPERATION); // Only whole-buffer copies are permitted
4214 }
4215
4216 // OpenGL ES 3.0.4 spec, p.199:
4217 // ...an INVALID_OPERATION error is generated if the formats of the read
4218 // and draw framebuffers are not identical or if the source and destination
4219 // rectangles are not defined with the same(X0, Y 0) and (X1, Y 1) bounds.
4220 // If SAMPLE_BUFFERS for the draw framebuffer is greater than zero, an
4221 // INVALID_OPERATION error is generated.
4222 if((drawDSBuffer && drawDSBuffer->getSamples() > 1) ||
4223 ((readDSBuffer && readDSBuffer->getSamples() > 1) &&
4224 (!sameBounds || (drawDSBuffer->getFormat() != readDSBuffer->getFormat()))))
4225 {
4226 return error(GL_INVALID_OPERATION);
4227 }
4228 }
4229
4230 if(blitRenderTarget || blitDepth || blitStencil)
4231 {
4232 if(flipX)
4233 {
4234 swap(destTrimmedRect.x0, destTrimmedRect.x1);
4235 }
4236 if(flipY)
4237 {
4238 swap(destTrimmedRect.y0, destTrimmedRect.y1);
4239 }
4240
4241 if(blitRenderTarget)
4242 {
4243 egl::Image *readRenderTarget = readFramebuffer->getReadRenderTarget();
4244 egl::Image *drawRenderTarget = drawFramebuffer->getRenderTarget(0);
4245
4246 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::COLOR_BUFFER);
4247
4248 readRenderTarget->release();
4249 drawRenderTarget->release();
4250
4251 if(!success)
4252 {
4253 ERR("BlitFramebuffer failed.");
4254 return;
4255 }
4256 }
4257
4258 if(blitDepth)
4259 {
4260 egl::Image *readRenderTarget = readFramebuffer->getDepthBuffer();
4261 egl::Image *drawRenderTarget = drawFramebuffer->getDepthBuffer();
4262
4263 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::DEPTH_BUFFER);
4264
4265 readRenderTarget->release();
4266 drawRenderTarget->release();
4267
4268 if(!success)
4269 {
4270 ERR("BlitFramebuffer failed.");
4271 return;
4272 }
4273 }
4274
4275 if(blitStencil)
4276 {
4277 egl::Image *readRenderTarget = readFramebuffer->getStencilBuffer();
4278 egl::Image *drawRenderTarget = drawFramebuffer->getStencilBuffer();
4279
4280 bool success = device->stretchRect(readRenderTarget, &sourceTrimmedRect, drawRenderTarget, &destTrimmedRect, (filter ? Device::USE_FILTER : 0) | Device::STENCIL_BUFFER);
4281
4282 readRenderTarget->release();
4283 drawRenderTarget->release();
4284
4285 if(!success)
4286 {
4287 ERR("BlitFramebuffer failed.");
4288 return;
4289 }
4290 }
4291 }
4292 }
4293
bindTexImage(gl::Surface * surface)4294 void Context::bindTexImage(gl::Surface *surface)
4295 {
4296 bool isRect = (surface->getTextureTarget() == EGL_TEXTURE_RECTANGLE_ANGLE);
4297 es2::Texture2D *textureObject = isRect ? getTexture2DRect() : getTexture2D();
4298
4299 if(textureObject)
4300 {
4301 textureObject->bindTexImage(surface);
4302 }
4303 }
4304
validateSharedImage(EGLenum target,GLuint name,GLuint textureLevel)4305 EGLenum Context::validateSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4306 {
4307 GLenum textureTarget = GL_NONE;
4308
4309 switch(target)
4310 {
4311 case EGL_GL_TEXTURE_2D_KHR:
4312 textureTarget = GL_TEXTURE_2D;
4313 break;
4314 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR:
4315 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR:
4316 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR:
4317 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR:
4318 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR:
4319 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR:
4320 textureTarget = GL_TEXTURE_CUBE_MAP;
4321 break;
4322 case EGL_GL_RENDERBUFFER_KHR:
4323 break;
4324 default:
4325 return EGL_BAD_PARAMETER;
4326 }
4327
4328 if(textureLevel >= es2::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
4329 {
4330 return EGL_BAD_MATCH;
4331 }
4332
4333 if(textureTarget != GL_NONE)
4334 {
4335 es2::Texture *texture = getTexture(name);
4336
4337 if(!texture || texture->getTarget() != textureTarget)
4338 {
4339 return EGL_BAD_PARAMETER;
4340 }
4341
4342 if(texture->isShared(textureTarget, textureLevel)) // Bound to an EGLSurface or already an EGLImage sibling
4343 {
4344 return EGL_BAD_ACCESS;
4345 }
4346
4347 if(textureLevel != 0 && !texture->isSamplerComplete())
4348 {
4349 return EGL_BAD_PARAMETER;
4350 }
4351
4352 if(textureLevel == 0 && !(texture->isSamplerComplete() && texture->getTopLevel() == 0))
4353 {
4354 return EGL_BAD_PARAMETER;
4355 }
4356 }
4357 else if(target == EGL_GL_RENDERBUFFER_KHR)
4358 {
4359 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4360
4361 if(!renderbuffer)
4362 {
4363 return EGL_BAD_PARAMETER;
4364 }
4365
4366 if(renderbuffer->isShared()) // Already an EGLImage sibling
4367 {
4368 return EGL_BAD_ACCESS;
4369 }
4370 }
4371 else UNREACHABLE(target);
4372
4373 return EGL_SUCCESS;
4374 }
4375
createSharedImage(EGLenum target,GLuint name,GLuint textureLevel)4376 egl::Image *Context::createSharedImage(EGLenum target, GLuint name, GLuint textureLevel)
4377 {
4378 GLenum textureTarget = GL_NONE;
4379
4380 switch(target)
4381 {
4382 case EGL_GL_TEXTURE_2D_KHR: textureTarget = GL_TEXTURE_2D; break;
4383 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X; break;
4384 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_X; break;
4385 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Y; break;
4386 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Y; break;
4387 case EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_Z; break;
4388 case EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR: textureTarget = GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; break;
4389 }
4390
4391 if(textureTarget != GL_NONE)
4392 {
4393 es2::Texture *texture = getTexture(name);
4394
4395 return texture->createSharedImage(textureTarget, textureLevel);
4396 }
4397 else if(target == EGL_GL_RENDERBUFFER_KHR)
4398 {
4399 es2::Renderbuffer *renderbuffer = getRenderbuffer(name);
4400
4401 return renderbuffer->createSharedImage();
4402 }
4403 else UNREACHABLE(target);
4404
4405 return nullptr;
4406 }
4407
getSharedImage(GLeglImageOES image)4408 egl::Image *Context::getSharedImage(GLeglImageOES image)
4409 {
4410 return display->getSharedImage(image);
4411 }
4412
getDevice()4413 Device *Context::getDevice()
4414 {
4415 return device;
4416 }
4417
getExtensions(GLuint index,GLuint * numExt) const4418 const GLubyte *Context::getExtensions(GLuint index, GLuint *numExt) const
4419 {
4420 // Keep list sorted in following order:
4421 // OES extensions
4422 // EXT extensions
4423 // Vendor extensions
4424 static const char *es2extensions[] =
4425 {
4426 "GL_OES_compressed_ETC1_RGB8_texture",
4427 "GL_OES_depth24",
4428 "GL_OES_depth32",
4429 "GL_OES_depth_texture",
4430 "GL_OES_depth_texture_cube_map",
4431 "GL_OES_EGL_image",
4432 "GL_OES_EGL_image_external",
4433 "GL_OES_EGL_sync",
4434 "GL_OES_element_index_uint",
4435 "GL_OES_framebuffer_object",
4436 "GL_OES_packed_depth_stencil",
4437 "GL_OES_rgb8_rgba8",
4438 "GL_OES_standard_derivatives",
4439 "GL_OES_surfaceless_context",
4440 "GL_OES_texture_float",
4441 "GL_OES_texture_float_linear",
4442 "GL_OES_texture_half_float",
4443 "GL_OES_texture_half_float_linear",
4444 "GL_OES_texture_npot",
4445 "GL_OES_texture_3D",
4446 "GL_OES_vertex_half_float",
4447 "GL_EXT_blend_minmax",
4448 "GL_EXT_color_buffer_half_float",
4449 "GL_EXT_draw_buffers",
4450 "GL_EXT_instanced_arrays",
4451 "GL_EXT_occlusion_query_boolean",
4452 "GL_EXT_read_format_bgra",
4453 "GL_EXT_texture_compression_dxt1",
4454 "GL_EXT_texture_filter_anisotropic",
4455 "GL_EXT_texture_format_BGRA8888",
4456 "GL_EXT_texture_rg",
4457 #if (ASTC_SUPPORT)
4458 "GL_KHR_texture_compression_astc_hdr",
4459 "GL_KHR_texture_compression_astc_ldr",
4460 #endif
4461 "GL_ARB_texture_rectangle",
4462 "GL_ANGLE_framebuffer_blit",
4463 "GL_ANGLE_framebuffer_multisample",
4464 "GL_ANGLE_instanced_arrays",
4465 "GL_ANGLE_texture_compression_dxt3",
4466 "GL_ANGLE_texture_compression_dxt5",
4467 "GL_APPLE_texture_format_BGRA8888",
4468 "GL_CHROMIUM_color_buffer_float_rgba", // A subset of EXT_color_buffer_float on top of OpenGL ES 2.0
4469 "GL_CHROMIUM_texture_filtering_hint",
4470 "GL_NV_fence",
4471 "GL_NV_framebuffer_blit",
4472 "GL_NV_read_depth",
4473 };
4474
4475 // Extensions exclusive to OpenGL ES 3.0 and above.
4476 static const char *es3extensions[] =
4477 {
4478 "GL_EXT_color_buffer_float",
4479 };
4480
4481 GLuint numES2extensions = sizeof(es2extensions) / sizeof(es2extensions[0]);
4482 GLuint numExtensions = numES2extensions;
4483
4484 if(clientVersion >= 3)
4485 {
4486 numExtensions += sizeof(es3extensions) / sizeof(es3extensions[0]);
4487 }
4488
4489 if(numExt)
4490 {
4491 *numExt = numExtensions;
4492
4493 return nullptr;
4494 }
4495
4496 if(index == GL_INVALID_INDEX)
4497 {
4498 static std::string extensionsCat;
4499
4500 if(extensionsCat.empty() && (numExtensions > 0))
4501 {
4502 for(const char *extension : es2extensions)
4503 {
4504 extensionsCat += std::string(extension) + " ";
4505 }
4506
4507 if(clientVersion >= 3)
4508 {
4509 for(const char *extension : es3extensions)
4510 {
4511 extensionsCat += std::string(extension) + " ";
4512 }
4513 }
4514 }
4515
4516 return (const GLubyte*)extensionsCat.c_str();
4517 }
4518
4519 if(index >= numExtensions)
4520 {
4521 return nullptr;
4522 }
4523
4524 if(index < numES2extensions)
4525 {
4526 return (const GLubyte*)es2extensions[index];
4527 }
4528 else
4529 {
4530 return (const GLubyte*)es3extensions[index - numES2extensions];
4531 }
4532 }
4533
4534 }
4535
es2CreateContext(egl::Display * display,const egl::Context * shareContext,int clientVersion,const egl::Config * config)4536 NO_SANITIZE_FUNCTION egl::Context *es2CreateContext(egl::Display *display, const egl::Context *shareContext, int clientVersion, const egl::Config *config)
4537 {
4538 ASSERT(!shareContext || shareContext->getClientVersion() == clientVersion); // Should be checked by eglCreateContext
4539 return new es2::Context(display, static_cast<const es2::Context*>(shareContext), clientVersion, config);
4540 }
4541